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“Synergy Infinity” Introduction [19 08 2018] ~ by Brett Nortje.

This is a role playning game similar to “Dungeons and Dragons” and “Onyx Path” games. Actually
it draws inspiration from them, and included in my inspiration are “Shadwo Run” and “Robotech”
and “Mechwarrior.” These games led to this game, and, I have added to the vast sums of their
intellectual property to produce “Synergy Infinity.”

So, what is a role playing game? Well, to find out, you need an imaginationa nd pen and paper and
dice. If you do not have gaming dice, then roll six sided dice and estimate to the nearest range of the
dice you can find, if you will? Then, the imagination part is made more fun by using chess pieces to
represent your men and women and animals too. Hell, there are even aliens and ghosts in this
game...

This tye of game is where you can choose your own adventure, just like the game books that seem
to be popular at the moment. This game is about playing scenes, like in movie, that follow up to
form a story, or, if you don’t like that word, movie, okay? You as a player play a character in the
movie and then someone else plays the game master or director, and there canbe other players too,
actually I suggest a group of at least four people with one of you taking the role of the game master.

So, what do you do i this game? You saw the cover and the price, and, decided to pick it up, hey?
Well, packed in between these lithe pages are more stimulants for imagination that you will believe,
and, resources for fantasies with gun fights, legal proceedings, pretending to be at parties, or even
kissing someone else. Yes, unlike other role playing games that all specialize in combat, you may do
little bits of anything in this game.

You may be asking what the prmise is? The premise or inception is that the aliens returned to earth
after they went scouting for new young races and that brought with them all sorts of ancient beings
emerging from the recesses of earth as magical avenues were reformed to days of ancient lore, and,
this mixes with our race, humanity, right in the middle.

In the beginning, the world was rocked to it’s knees, aliens.... magic... secret technology emerging...
all of this came at once in the year 2030. Yes, that is the year this game is set in, of course, the not
too distant future, if you will?

So, let’s begin with guidelines? The guidelines are that the game master should ‘challenge’ the
player s without killign them, while still remaining ‘firm.’ This means they need to use some tricks
of mine to get it started, okay? The first key I will give you is options – players love choices. In my
old games, I put a big notice board in the city center with submissions for quests, where it was plain
as day and legal, or, if there was a bit of shade... you know...?

The game is set up for a working world. This means there are services, statemen, charity, and,
‘militias to join,’ of course. Yes, there is something for eveybody to settle into the game and get
something out of it.

Just go out and live a fanstasy lifestyle! Have some fun, nobody s going to get hurt! This game
features kissing, some words like flirt and seduce, but, it is not smut, and, that’s as dirty as it gets.
Yes, your kids can play this game, it is about being heroes, and, taking out your frustration on some
little chess pieces that defy your kids!

So, let’s get some character develoemtn going? As you read these pages, all the things to do and not
do wil be revealed, and this game is based on the real world too.
Infinity [Part Two], By Brett Nortje. [18th August 2018]

Although we now know a lot about the game and how some things work, we have not analyzed
something experienced role players take or granted, statistics. These are the values given to your
character, as professed in the previous section, where the saving throws were – how can you have
saving throws without stats in this game? Here are the stats;

Physical Mental Spiritual


Physique Willpower Intuition
Refelxes Intelligence Harmony
System Wisdom Charisma

So, we have three physical stats, three mental stats and three spiritual stats. These all relate to other
things besides saving throws. Here is a brief description of each of them, and, how they affect your
chaacter. A player may take two dots from other dots and assign them selsewhere, so, if a character
has a physique of [5] they have five five five for attributes, unless they split and merge them. This
will mean they can have a muscle of [four], a stamina of [six] and a health of [five], or, muscle and
stamina of [four] and a health of [seven]. It follows that you may not toy with more than one point
of statistcis at the inception or start of your character.

~ For tournaments, all values get adjusted, of course! Depending on the game master, eveything
might change, or, slightly change, but you won’t need to alter your character sheet at all. The things
you might are backgrounds and gear, tat should be all.

To find your statistics values, you get three parts of the method. This is dice, sets and pool. Choose
your dice, sets and pool out of physical, mental and spiritual, one to each...

Then, you roll three [d10] and assign them to either physical [001] [*]’s, mental [002] [*]’s or
spiritual [003] [*]’s. Then, you must divide one of the [*]’s up into eight / five / three bases. Then,
you get a pool of [15] points for the last [*] cluster, okay? Then, you may modify the attirubutes if
you so wish, and, only if the game master agrees.

~ Remember, all rules are optional, and can be changed by the group and game master. It is just that
when it omes to socail play, there might be a problem!

[001] Physical

[*] Physique; This is how strong and healthy your character is. Besides being able to carry stuff,
which is great for soldiers, they can also multiply their level by their physique for a health score.
Every time your character is damaged without armor, you muse deduct damage from your
character’s health score, which as I said, is physique time by level. It is also a measurement of how
strong your character is. The attributes associated with Physique are;

[004] Muscle: How much damage you do and how much you can lift, as per game master’s
discretion.

[005] Stamina: How much weight your character can carry, ho much physical endurance your
character has. You may carry one “load” for each point of stamina, or, reduced rules, one weapon
for every two points, one suite of amor logically applied, or, may just be ‘rule of thumb?’
[006] Health: How many health points your character has.

[***] Reflexes; This is how quickly your character’s nerves communicate. Adding this to
intelligence gives action points, a optional rule of this game, of course. Where you want to adjust
your rifle or ship’s angle to intercetp the target, or even swatting a fly, this would be the right stat to
have high.

[007] Grasp: Your combat bonus for weapons and piloting roles and tests.

[008] Eurythmy: How much bonus you get to dodge, some performance skills relate to this.

[009] React: How many action points your charater gets added to their pool.

[***] System; This is most comely in it’s form to raise other stats, as this is how well your nervous
system communicates with other nerves and organs. When it comes to avoiding poison saves and
spotting enemies, hearing noises and waking well, this is the stat that you would want.

[010] Cellular: Bonus to poison and disease ‘scoffing,’ helps aura. Allows for cybernetics and
mutations to be added into your character without harming them.

[011] Sensory: Added to shocks to the system, spot ambushes, appraisal of surroundings. Resist
elements one point per five ranks.

[012] Spiral: Helps develop statistics and attributes through ‘growing development.’

[002] Mental

[***] Willpower; This is where your body meets your mind. Mind over matter, focus, thee things
lead to powerful magic indeed. Besides magic, you will use this a lot with your saving throws and
forcing your body to do things some might think impossible if high enough.

[013] Pull: How much you can deny yourself doing something. Your bonus to learning spheres and
spells for magical use and how much you add to your sphere bonus for casting spells.

[014] Push: How much you can focus into the world, your drive, bonus to spell “effects.”

[015] Hold: How much you can attain the balance between the forces. For each rank of this, you
may learn a sphere of magic.

[***] Intelligence; This is where you learn things quickly, and, react quickly too. For example,
adding this to your reflexes will give you your action points pool for the round, and, when you learn
some new skills, you will deduct the intelligence value you have from the total points to raise it to
the next rank. This is how quickly your mind processes numbers and values too.

[016] Learning: your bonus discount to learning skills and talents, spells, spheres, nothing else.

[017] Modus: bonus to your action points pool.

[018] Acumen: how logical you are, rational, helps with some checks too!
[***] Wisdom; This is how wise and so forth your character is, how much common sense they
have, and, knowledge too. This is added to certain skills and talents, but it is not cheating to have a
skill of one in each and get the relevent bonuses for the skill and the talent.

[019] Knowlegde: How much you know about the world.

[020] Common sense: How much you can make out of your knowledge, limited or not.

[021] Deduct: Somewhere between using your knowledge with common sense.

[003] Spiritual

[***] Intuition; This is knowing without knowing, a hunch if you will? This would be related to
wisdom and inner peace, where you are able to guess properly, due to circumstances you might or
might not be able to fathom, you come to an answer. This is especially useful with the guess saving
throw, which can be used at any time to find an answer, of course.

[022] Relay: If you get a clue, you might get a relay clue, or, a follow up clue...

[023] Sixth sense: your inner indicator of another message from the game master.

[024] Subterfuge: how well you can assess the situation given time.

[***] Harmony; This is inner peace itself, and, tied to intuition and charisma. If you were to give off
a good aura, maybe some creatures won’t attack you, flies would leave you alone – it is a blessing,
where you would be cursed if it was too low.

[025] Peace: How many ranks you may have in a spell or talent, times by three.

[026] Karma: How much favor you have with the faeries, luck that you do not roll, game master’s
interpreatation.

[027] Confidence: This will affect checks and charisma stuff, but, may also help with bravery! You
may add a bonus to your martial arts attack rolls for every three points of confidence you have and
you may add one point to your action point total for each point of confidence you have.

[***] Charisma; This is where you have a aura of niceness, or, a powerful image of strength, rleated
to harmony meets physicque, of course. This will let others like you more, the spirits and fae favor
you, and, will make for a great diplomat or leader, maybe even an entertainer?

[028] Radiance: Pure unadulterated Charisma.

[029] Beauty: How beautiful your charcater is, as an aura, as genetically, and so forth.

[030] Leadership: Delegations for followers, affects leadership skills. Dominance for spaeking to
the gae master during play, in order.

As you can see the stats usually link from the one before them to the one behind them. This is
because they relay from one to the next with energies of yours.

[031] Checks.
This is where we need to apply some logic. Every check is made out of two attributes, and, them
come together to form a check, okay? This is where you need to apply logic to the tables to find the
right things to modify for each check, of course. If you are not playing with split and so forth
statistics and attiributes rules, the following will help you no end! This you need to roll under the
combined totals plus any other resources of bonuses on a twenty sided dice, okay?

Checks and miscellaneous table – rolled on [d20]


Code Check type Attribute Attribute
[032] Balance Refelxes = eurythmy Spiritual = peace
[033] Poison and diseases System = cellular Willpower = push
[034] Spot ambush / reactions System = sensory Intelligence = modus
[035] Lay ambush Wisdom = common sense Intelligence = acumen
[036] Pretend Intuition = relay Charisma = radiance
[037] Aura Wisdom = deduct Charisma = radiance
[038] Chance to learn spell Willpower = pull Intelligence = learn
[039] Gentic synergy System = sensory Harmony = karma
[040] Cybernetic synergy System = cellular Willpower = hold
[041] Panic / fear / morale Wisdom = common sense Harmony = confidence
[042] Manipulate Wisdom = common sense Charisma = radiance
[043] Endurance Physique = stamina Mental = push
[044] Deduction (assessment) Wisdom = deduct Intelligence = acumen
[045] Hunch (game master hint) Intuition = relay Harmony = karma
[046] Friendship Charisma = radiance Intelligence = acumen
[047] Gamble Harmony = karma Wisdom = deduct
[048] Forceful Physique = muscle Willpower = push
[049] Guess Intuition = relay Intelligence = acumen

[050] Combat

Combat is the most fun thign for male players, as that is often the point of the game for the younger
people – to run around and kill each other! This is accomodated too, and, all these rules are optional
for any group playing.

[050] Health; This is where you get your level plus your physique, in dungeons and dragons this is
called hit points, how many hits you can take. This is not the only way to get health, there are
genetic upgrades and spells and feats and merits to add even more.

[051] Armor; This is added to your health to produce an outer covering of extra hit points. As
armor is hit it peels away and then fragments, leaving yu exposed. In deep space, if you have no
armor points, you die from the gases getting into your lungs and the cold too. Armor is reduced to
zero before the charcater’s health gets affected.

[052] Action points pool; This is where you add your [reflexes / react] to your [intellignece /
modus] and [harmony / confidence] to find your action points pool, plus any other bonuses. These
points work as if the person or opponent with the highest actions points takes actions until they no
longer have the most points, then the person with the current highest action points may proceed.
Eventually, everyone will be out of ation points pool and then the round ends and the pools refresh.
If someone takes actions that go into the next rounds allowances, like swinging from a vine back
and forth, slowly, then they must continue doing that until the action ends, of course. When you are
struck by damage, you suffer an equal amount of action points lost for that round, but not into the
next round.

Action to be taken Action Point Poll Cost


Aim a weapon at something 1
Chage a weapon 3
Change footwork and facing angle 3
Change your facing angle 1
Walk your physique in meters 5
Run your physique in meters 3
Jump 3
Drop weapon 1
Reload weapon 3
Lift something 4
Punch or kick or use a melee weapon 3
Evasive dodge 3
Grab something 2
Change craft facing 4
Change mecca facing 2
Cast spell *
Use mutation ability 3

As you can see, this list covers most pedicaments. If there comes a time for the game master to
change the values or make up new ones, they have the final say in how it is handled.

[060] Guns

Secretly the world has been working on futuristic weaponry and upgrading existing weaponry, with
some states incroporating deviant weapons, like rifle chemical weapons, for example. Basically
there are a few categories of weapons, with plenty of added on weapon deviants.

Bolt guns use mechanics to deliver a powerful nail gun like mechanism for weapons. With the
advanced mechanics of the near future, or, put to a realistic use, these may punch holes in the hulls
of ships if they are powerful and big enough.

Gauss weapons use gunpowder and other chemicals to deliver a high powered bullet from the
nozzle. Conventional weapons do not have the range nor damage capacity of these, and, they do not
waste their time with poisonous uranium pellets, wich cost too much and are in short supply.
Lepton or Anti Matter weapons are where the leptons disintrgrate the matter they meet and then
basically dissolve the target quickly. Having the longest range, these are the ultimate sniper
weapons, of course. Fast rate of fire too.

Plasma weapons use acids and toxins, like chemical weapons, to deliver the damage. They typically
are the cheapest besdies bolt guns, have a shorter range, as, they work like paint ball guns, but
continue to deliver damage each round for three rounds if they hit. They are so quick to shoot
though, that it only requires one support troop to cover a lot of people if they are on the move under
fire. Due to the burning of the acids from this weapon, the damage is continous for three rounds and
the victim will need to save or be adversely mentally affected in some way while fearing death.

Fusion weapons use a nut cracker type interface, where the ions are launched through a laser at the
target, at the speed of light, with the next positive ion coming at the speed of light right behind
them. This is nuclear type power, but very small, delivering a great big explosion, like a rocket, to
the target. As the first ion meets matter resistance, the next one infers the previous one as the
resistance, and, the chain reaction is mighty indeed.

Rocket rifles have been around for a while now, with many rockets available for them. Simply they
have no guidance like real rocket launchers have computer guidance, but rather just travel in more
or less the right direction. Quick to operate and reload, a real winner with skirmishes.

Assorted weapons including the shredder rifle, the rail gun, the stun gun rifle, the net gun, the
electric net gun, electromagnetic pulse weapons and guided missiles are covered later.

There are various things to explain before we look at the gun table. There are listing with slashes for
action points costs, where it costs less to continue firing the next action, as it is automatic or semi
automatic, of course. Things like recoil add a lot to the action point cost, as you will fire first, where
you spend the points if you have the highest, and the round is immediately released, with your
character recovering from the shot for the rest of the action points cost.

Gun table
Name Clip Actions Range [m] Damage Features Cost Clip cost
Bolt pistol 6 3/3 80 5 * 50 10
Bolt uzzi 15 2/1 40 3 * 600 20
Bolt rifle 30 3/3 400 7 * 1000 50
Bolt assualt rifle 48 3/2 300 6 * 10,000 500
Bolt cannon 30 3/3 800 14 * 50,000 1,000
Gauss pistol 6 2/2 120 8 * 200 50
Gauss uzzi 15 2/1 90 6 * 500 150
Gauss rifle 28 3/2 1200 12 * 800 300
Gauss assualt rifle 48 3/1 1000 12 * 20,000 3,000
Gauss cannon 38 3/3 3000 20 * 60,000 6,000
Lepton pistol 30 2/2 200 6 * 9,000 200
Lepton uzzi 90 2/1 180 4 * 20,000 400
Lepton rifle 130 3/2 250 9 * 50,000 500
Lepton assualt rifle 170 2/1 220 9 * 80,000 1,000
Lepton cannon 20 4 400 13 * 200,000 3,000
Plasma uzzi 50 1/.2 30 1 3 rounds damage 600 10
Plasma assualt rifle 200 2/.3 60 2 3 rounds daamge 800 50
Plasma cannon 20 2/2 90 3 3 rounds damage 2,000 80
Fusion rifle 5 5/5 700 16 explosion 400,000 500
Fusion cannon 5 5/5 1000 50 explosion 990,000 60,000
Rocket rifle 1 5 * 20 * 140,000 *
Phosphourus rocket 1 * 1400 20 glows * 400
H. explosive rocket 1 * 1600 50 1/3 rng explodes * 900
Chain rocket 1 * 1500 50 3 x explodes * 2000
! Shredder shotguns 6 3/3 500 80 ! See below 10,000 3,000
Rail gun 5 5/4 3000 20 * 500,000 4,000
Net gun 1 3/* 500 0 captures 100 80
Electric net gun 1 3/* 500 8 Stun, captures 500 500
Stun gun rifle 8 4/3 400 8 stun damage 10,000 2,000

! Shredder shotguns are based on pellets launched with the same mechanism as a heart beat revival
shocker at a hospital. It basically pushes the pellets forwards, in a huge spread, with the speed of
sound nearly. So, it is ball bearings pulsed forwards at mach one.

All ranges are given in meters and all dmaages will reduce your mecca’s armor, your armor then
your health. If you have your health reduced to zero or below, you die and must erase your
character. Typically a character can carry a weapons or equipment that equals their physique rating,
so a character with a physique of five could carry one weapon, one armor and three pieces of
equipment.

Armor.

This is what you wear to protect yourself. The first thing to observe is that each one has a different
damage threshhold called “damage.”. Each armor comes with “difficulty” ratings as penalties to all
skills, talents and weapons usage, reduced each round maybe due to continued task familiarity and,
reuduction to your action points called “stiffness.” Some of them come with special features, as
mentioned later after the descriptions.

Armor table
Type Damage Difficulty Stiffness Features Cost
Standard 20 3/2 2 * 500
Light 14 2/2 1 * 500
Spy 10 2/1 1 Camouflaged 6,000
Serious 30 4/3 4 * 1,000
Lithe 18 2/1 2 Semi camouflaged 5,000
@ Heavy 50 5/5 6 @ First shot ignored 20,000
Invisible 20 4/4 3 Goes invisible at will 50,000
Ninja 36 2/1 1 Cat claws for climbing, camoflauged 30,000
Hydro 30 4/2 2 Breathe and operate underwater 80,000
# Magnetic gear 30 5/4 3 # Repairs itself two points a round 600,000
@ Shield armor 20 4/3 1 @ Three shots ignored 600,000
^ Super armor 10 4/4 4 ^ Sphere of deflection 800,000

@ This is where the first shots are ignoredas listed with no damage suffered for that round. The next
round, it loses a shot ignore function and you need to wait until the next day to return to the original
value, or, at the discretion of the game master, the ignroe feature should come back one ignore
round a hour?

# This uses a back pack of megnetic field to repair the armor as it is depleted. It repairs itself at two
points a round, by dividing the bonds of the metals and collecitng them into the sphere of armor.
Once it is reduced to zero, all penalties are cast off and the character is free to move at normal rates.
The armor, once spent, is useless.

^ This is where there is a sphere around the character, like a force field. It deflects up to fifty points
of damage each round, before needing to recharge the next round. If not left to recharge, it will drop
the sphere and then try again the next round.

Mecca.

These are eight foot tall robots, or about two and two third meters tall or so. They are there to house
the characters and then they may carry cannons, or, the cannons may be carried on craft. Carrying
cannons in the field costs three physique slots just for the cannon, and each ‘clip’ costs another one.
Mecca are inspired from Robotech, and, Mechwarrior. While they are customizable like
Mechwarrior, they are easily managed like Robotech. Not all of them are used for fighting, some
are used for civilain duties and so forth. There are a few general types of mecca avaiable for
purchase;

Type Armor Difficulty Weapon pods and features Cost


Standard 70 2 2/* 80,000
Light 50 1 2/* 80,000
Serious 120 3 4/* 2,020,000
@ Heavy 200 3 6 / shields twice 3,100,000
Farming 50 2 0 700,000
Construction 50 2 0 800,000
Assault 300 2 8 8,000,000
@ Captain 400 2 6 / shields thrice 14,000,000
Invisible 200 2 4/ 20,000,000
# Magnetic 80 2 4 / repairs at six points a round 60,000,000
^ Super 50 2 3 / sphere of deflection 30,000,000
All mecca use a nervous system based on little hairs inside the cock pit and extremities for the
limbs, where they sense the movements as they come, nearly. Weapons cost the cost on the gun
table to shoot, except for salvo rules;

Salvo rules.

When a mecca shoots, they shoot per usual, for the regular costs on the guns table. If they wee to
want to shoot more than one pod at a time, after paying for the weapons and inserting them into a
pod, they may shoot twice for added action points cost. If they fire three pods, they pay all three
action points costs divided by two, If they fire four they divide it by three, and so forth.

This counts as the collected recoil for the weapons. The heavier the mecca is the better equipped to
shooting like this, as there is never recoil where the mecca will be swept backwards as it is heavy
enough to hendle the weapon pods it carries.

***

~ Don’t forget you get forty free points to spend on your character after generation, to buy skills and
talents, spells and merits etcetera...

~ A round is about thirty seconds, so it is two rounds to a minute, and, one hundred and twenty
rounds to an hour.

~ The game master has final say in any rule dispute, and, all rules are supposed to be optional. That
means you can choose which sections to use, which skills and talents to emit, and, of course, getting
together to modify rules and bring in new ones is also advised if desired.

Infinity [03] Alien Races [8th August 2018] ~ by Brett Nortje.

Okay, so we have covered a meager amount of the game so far, now for some really interesting
game stuff! Besides humans, which you play by default, there are nine other races to play. For the
same of diversity, you may roll a ten sided dice to determin your race, or, the race of a random off
raod non player character by the game master for some friendly banter or a radom encounter. Here
is the ten types of races you may play, and, each has a different take on the game, leading to nine
sub types of games. All races use the same statistics and skills rules, except they do not share the
same options nor adjustments sometimes.

Sometimes it might nto make sense to allow certain species cetain skills or talents, as these are
geared for humanity in general. This is up to the game master, unless otherwise stated, but they can
always overrule the system and rules to modify the game for their own agenda – it is supposed to be
played for the sake of playing, not playing correctly.

Tabel of races ([d10] for random race)


Roll Name Campaign description
01 Humans Typical main stream campaign covered in the general rules
02 Sectoids Empire building caretakers of the universe
03 Dragons Majestic beings of extremes with personal missions and agendas
04 Hybrids Carnivorous telepathic hive consorts
05 Snake peoples Abominations of humanoid and snake like features
06 Spider peoples Conduits of powerful spirits and gods
07 Vampires Blood sucking power hungry manipulative gaming
08 Werewolves Helpers of the weak and preservers of life and worlds
09 Imbued Magical beings trying to create balance in the universe
10 /00 Nex Advanced beings with technology and pshycic synching

So, things are looking very vast now, yes? Not only do we have Natures and personalities, and, for
humans, tattoos, there is a whole other world out there times nine! This will lead to various types of
campaigns and rule deviants, which we will get to, well, now!

***

[*] Human capaigns have a typical slant, and the game master may set up campaign rules for
meeting other races. There is a great advantge to being a human being, in that we are fast learners,
receiving an extra adventure point for free above all other rules for completing each session.

We are also the most versatile of races, being able to use magic weapons and our bodies to great
degrees. This will affect our ability to interact with other races, as we are seen as children by some,
and, as food by others. Basically, other races regard us as moral and an ode to the universe, and,
freely engage in trade with us and political stuff is not suspect coming from us.

Instead of having natural fighting prowess or armors, not having survival instincts and other natural
evolutionary adjustments, we are without our technology and magic, sitting ducks, a real sore
thumb on the natural order. Luckily we have developed many biomods through genetic engineering
that help us adapt to this universe, listed below. Each biomod comes with a description and a cost in
money too.

These biomods were born of a desire to rise above each other, and, they are now avaialble legally in
some cities, and illegally in others. It is up to the game master to decide which aqre legal and which
are not, and, which are avliable too. You may have as many mutations or cybernetics as you have
harmony plus system, minus the number in brackets. You may not have cybernetics if you have
biomods. This is called you “essence.”

Biomods table
Type Effects Credits
[02] Echo location Sonar, feel invisibility and surrounds 10,000
[03] Web slinging Allows for sticky webs to be slung out like spider man 50,000
[06] Invisibility Allows for thirty centimeter radius ‘photon blocking’ 200,000
[02] Masks Allows the charcter to change their apearance. 500,000
[04] Lightning organs Allows for natural lightning throwing 400,000
[05] Booster muscles Doubles [physique] as is 800,000
[05] Booster adrenal Doubles [system] and [reflexes] as is 1,400,000
[05] Wings Hornet wings to fly with 400,000
[07] Nexae Double test rolls to resist elemental effects 2,000,000
[12] Morphic Allows th character to shape change into one other race 2,000,000
Cybernetics table
Type Effects Credits
[01] Radio unit Allows for interface with all manner of frequencies. 40,000
[01] Cyber Shocking Allows for knock out palm strikes. 20,000
[06] Plating Halves damage done to character. 250,000
[03] Hard disk Store all memories, add one to [wisdom] each level. 600,000
[02] Processor Adds three to [intelligence]. +[2] action points. 400,000
[11] Reaction boost Adds eight points to action points pool. 1,300,000
[07] Magnetism Allows telekenesis up to one assault rifle. (Fifty meters.) 350,000
[04] Optics synch Boosts vision by twelve points, bonus two to shooting. 200,000
[02] Voice mask Masks the user’s voice to record things, collage sounds. 30,000
[05] Jumpers Fly with gas jets in feet and back. (Uses sugars of body.) 4,600,000
[13] Teleporting Teleport up to fifty meters. 9,000,000

***

[*] Sectoids are much slower than us, and, are unable to use much of our technology, as they rely on
psioncs for their powers and pray to their gods zealously. They have a different system of magic and
skill choises than us humans, as they are geneically different to us in meager ways. They always
take moral natures and personalities.

Let’s take a look at their technology first? All their itmes are possessed by faeires and spirits, forced
in there, or goaded by the beneficiries, and, then locked in there. As they celebrate andother creation
of sorts, the itmes and machines gear up for use, as they find their ways through simple circuitry.
Sectoids only use fusion weapons, as this is all they could understand with their drumming
ceremonies they obsess over.

Thier religions are based on which god grants the best afterlife morally and security wise. They
believe that the planetary pull of the sun will consume races so they try to bring some of them off
the planets to join them and preserve their cultures, and, int his way, are similar to the federation of
human and allied aliens in Star Trek. Nurturing dying civilizations is all they really want to do, and
seek to feed their own people and others, freeing all races from bondage to other more powerful
ones as they travel the universe seeking the nod from the faeries, spirits and their gods.

Otherwise the game master is the decider on what they are like. They cannot learn espionage skills
and sporting skills, but receive a bonus of [+8] to wisdom, a penalty of [-3] to physique and
reflexes, and otherwise cannot learn evocation spells that we learn freely. Sectoids typically can
learn any other skills and talents they choose to, or, that the game master accepts, but they are rather
moral and may decide to exclude certain skills and talents, as well as technology, in some societies.

Thier Sectoid only power list is as follows, with the Sectoids enjoying maybe the most available
powers allowed to aline races.
Sectoid only spells
Name Sphere Actions Effects Points Manna
Soul knife Sectoid 3 Psychic blade dealing [4] damage anywhere 3 3
in universe
Cleanse Sectoid 5 Burns creature that is ‘immoral’ [10] 7 10
damage
Detect tones Sectoid 1 Detect falsehood and one memory per word 4 6
Read faces Sectoid 1 Detect truth and attitudes, incentives 4 6
Whiplash Sectoid 3 Reduces action points by [2] 4 8
Interface Sectoid [round] Interact with psychic items 3 1
Dream world Sectoid [round] Contact people in dreams and interface 5 10
Telepathic seed Sectoid 0 Conversations in telepathy [inte] * [ch lvl] 3 0
Conflux Sectoid 2 Confer manna socially, interspecies 6 1
Telekinesis Sectoid 5 Move heavy objects, load [willpower] 5 3

***

[*] Dragons are the very essence of the fantasy world’s of kids, especially those that dreamed of
being knights that rode into them with lances. Many are good and moral, some are neutral and keep
to themselves, and others plot hideous agendas agaisnt the world and for their own gains.Typically,
they do not get along interspecies. They do receive a automatic success on passing learn spell
checks at various levels, and, have managed to make many allies no matter their slant on society.
They are too big for armor and mecca and collect gems to allow them to grow even bigger, eating it
and meat to help them gain in size, of course. Dragons are split into Metallic, Gem and Chromatic
types of beings. The metallic are always good, the gem dragons are always neautral yet social, and
the chromaic ones are always selfish and evil. Typically they are between one and twenty meters.

Here are the unique spells and powers of the dragons by their type. The list counts the type of
‘power,’ the action points cost, the effects and the adventure points cost for the learning and
proegression of the power, as well as the manna required for the power to manifest;

Dragon powers list


Type Slant Actions Effects Points Manna
Speak Metal 5 Speak to others with great accuracy 5 2
Extra arnor Metal 5 Armor is more effective [+5 dodge] 9 0
Restore health Metal [round] Regain full health 10 20
Empathy Metal 4 Feel emotions of creature 9 2
Faeire fire Metal 5 Illuminates area 4 8
Sun strike Metal 2 Swipes for [willpower] damage 3 5
Fire storm Metal 13 Huge cone of fire from the sky [15] damage 16 20
Polymorph Metal [round] Transform into other creature 14 12
Cone of fire Metal 7 [20] damage, normal magic range 12 9
Immunity fire Metal 0 Fire immunity [+30] 11 0
Sense motive Gem 2 Senses motive of the query 5 2
Psychoport Gem 5 Teleports dragon and [30 load] with them 15 9
Mind blast Gem 3 Mentally damages creature [6] damage 7 5
Store stones Gem [hour] Stores manna through relay conversion 9 1
Detonate Gem 7 Destroys [10 load], [5] damage 9 15
Hallucinate Gem 6 Halluciantions, check to negate 6 8
Force wall Gem 5 Stops approach of enemies or others 9 15
Forgetful Gem 6 Wipes memory for [wis] rounds, why there 11 8
Cone of acid Gem 7 [18] damage normal magic range 15 9
Immunity acid Gem 0 Acid immunity [+30] 10 0
Control insects Color 8 Summon [harmony * 10] puppet insects 9 20
Water breathe Color 0 Breathe underwater like a fish 15 3
Irritate Color 3 Distract target for [harm] action points 4 0
Trample Color 5 Walk over smaller creatures [phys] damage 3 0
Puppeteer Color 9 Take physical control if [check] fails 7 5
Dark vision Color 2 See in the dark 3 9
Petrify Color 4 Trun target to stone if [check] fails 13 9
Frightening Color 3 Creatures flee if fail [check] 17 3
Cone of cold Color 7 [16] cold damage, normal magic range. 13 9
Immunity cold Color 0 Cold immunity [+30] 9 0

***

[04] Hybrids are like those aliens you see in the movie ‘aliens’ mixed with tyrranids from
warhammer, with the zerg from star craft – this is where they are inspired from. Basically, the whole
point to being a Hybrid is to spread the swarm, much like in those inspirations. They may spawn
broods of lesser hybrids and evolve them with their points, as they ‘focus attention’ into them and
they ‘suckle’ them. The hybirds work on a system of geneitc modification to become more like the
ultimate predators, and, this is chosen by each hybrid as they pump their telepathic powers into
developing certain evolutions as they grow. Each time a hybrid gains a level, they may choose a
evolution, and, each time they get a skill point, they may choose from selected skills agreed to by
the game master on the list. So, evolutions come with character growth levels, when they meet the
next level, they gain one evolution, depending on their level they may choose more advanced
evolutions, of course. When they gain adventure points, they may buy game master allowed skills
and talents. All hybrids start with three evolutions that are not above level one. Typically, Hybrids
are five feet or one and a half meters tall at level one, six feet tall at level three, seven feet tall at
level five and grow to be nine feet or three meters tall at level seven and above. Hybrids may take
any skill or talent normally avaiable to player characters that the game master says they may or does
not rule out. The evolutions avaiable to hybrids, which cost levels, acquired through growth points,
not at all involved with advanture points, are;
Evolutions table
Type Effects Min level
Armor [Physique * 3] extra health 1
Claws [Skill] + [phys] + [level] damage, 5 point cost flurry 1
Tail [+3 refl], attacks for [skill] + [level], sweep attack, [3 damage] 1
Teeth [Physique] + [level] damage, throttle for auto damage 1
Telepathic nodes Allows telepathic contact [harm] plus level, interchangeable 1
Vocal nodes Micking sounds of heard creatures, check [2 * sys] + [wis] 1
Adrenal glands [Phys] extra action points per round unless surprised 1
Gene sampling Shape change into [sys] stored gene samples, [1 hour] 5
Fire resistance Adds [phys] plus [character level] to ignoring fire damage 2
Acid resistance Same as above 2
Cold resistance Same as above 2
Reaper claws Allows for two more shoulder reaping [claws], [3 point] flurry 3
Regenration glands [Character level] regeneration of health per round 4
Brood nodes Allows for nodes to breed offspring, one node per [harmony] 4
Wings Allows for bat wing flight, retractable, [30 health] each 4
Flame throwing Fire breathing for [phys] + [ch lvl] damage, [phys] * 5 meters 3
Acid throwing Same as above 3
Ice breathe Same as above 3
Poison glands Allows for bite attack to deal extra [sys] + [ch lvl] damage 3
Invisibility ‘field’ Toatl invisibility, congests heat, no sensors, one hour / [ch lvl] 4
Anti magic ‘field’ Resistance to four spheres, [5 * level] resistance check 9
Charm immunity Total immunity to charms, illusions and mental attacks 9
Dominance Telepathically enslave another creature, [harmony] in number 10

Brood nodes will allow a hybrid to spawn broodlings, and they may not have more broodlings than
their harmony score. Broodlings stand at a meter tall or three feet, and obey the master if they have
telepathy directly under their control, or, vocally and somatically if there is no telepathy from the
‘master hybrid.’ As they gain levels, like henchmen or followers, they may gain evolutions too.

Hybrids may not use weapons and gear, nor ride mecca and pilot ships in their native form. Once
they have genes of the species they want to copy, they may change into that form or species and
begin learning the skills and talents they desire, of course. You could be well served to say that they
are also like dopplegangers.

***

[05] Snake people or serpents are abominatins from the recesses of the deep space. It is typical of
ancient civilizations to adhere to the tenets of evil snakes and good snakes, but all civilizations are
obsessed with them, of course. As a people, they come to be abominations with snake heads and
claws of a crocodile, with snake tails too, stretching for about twelve meters.
Bound by a strict code of pride, loving to their brethern, the snake people are all immune to poisons,
and bite for their [physique] in damage. The poisons will allow them to make a huge impression
with their certainty to knock someone out, whether the check is successful or not, so be in a group if
you meet or suspect the company of them.

Snake people are barred from the abjuration sphere, but learn telepathic spells and the sphere for
half the costs, and, will always take evil natures and personalities, or, neutral at least. They have an
action point bonus of [intu] every non surprised round.

They also may not use mecca, as they are devoid of this type of locomotion and proficiency, they
also may use conventional weapons and futuristic ones, but may not drive cars nor fly jets or pilot
ships.

Seeking to spread their political agenda across the universe, one of dominance in the form of
manipulating markets and gaining influence through their ambassadors gaining seats on chairs of
parliaments in exchange for bail outs, they have spread far and wide. It is safe to say that they
specialize in politics, business and fighting, while being rather unsound technology wise. Thier
ships are as good as any other, and with their quick reflexes they dominate in the air too.

As far as demerits go, they roll on the table to find their random demerits, and acquire at least 4
demerits, or five if the game master is not satisfied, of course.
They also have their own skills list. These skills are reserved for the likes of these abominations,
and, only under the tutoring of a snake person, can others learn these skills;

Snake people skills list


Skill Points Effects and related parent stats.
Hypnotic voice 9 Partially hypnotize the listener, check for resistance [wis]
Love spell 9 Makes someone fall in lovewith candle magic [char]
Secret language 2 Communicate with subterfuge with those in the know [intu] + [wis]
Enchantment 7 Alter tones of voice to become more charismatic [char] + [inte]
Diplomatic consort 6 Make deals sound better and more comely [wis] + [intu]
Father of Lies 5 Make false statements sound real [wis] + [har]
Slither 4 Climb smooth surfaces with tail, [ref] + [wis]
Taunt 3 Goad opponents into charging [wis] + [har]
Launch pad 4 Use tail to launch forwards, [+ skill] in action points, [4] actions
Zealousness 3 Resistance to charm, bravery bonus, launch pad attack bonus during

As you can see, there are no talents avaiable for these skills, so, no specializations unfortunately. All
ranks stack for the outcomes of rolls and tests, as always. If a skill and talent sound the same, and
the snake person has a related skill seperate to that, they get added for range. Ranks in skills
obviously count towards the end ‘test range.’

***

[06] Spider people or driders will worship their Spider queen god as if they were reliant on her for
the very air they breathe. Pracctising ancient arts, they have witheld what we as a human species
lost from the crusade. Thier specility is the dark arts of candle magic and rituals that lead them to
further fevor over their gods and spirits, who they rely on for guidance and a sense of beloning.
They will always listen to spirits they concieve of as greater than them and not conflicting with their
goals of spreding their religious agenda – they want to make their gods worshipped by all of the
universe, pushing for the exclusivity of this religious testament.

They often know how to write in all symbolic and even senseless languages, being able to
sometimes read a sribble on wall or even as a tracking proficiency the lie of the grass, or, even the
smells of those that passed by, thus receiving a [sys] bonus of [4]. While they also receive a bonus
of [4] for wisdom, they get a penalty of [4] for charisma and a reflexes penalty of [3].

Thier garbs are usually always corresponding to ‘the magic they are about to cast.’ They have to
have a ceremony at least three times a week, or once every two days, or go down a growth point or
level, if they run out of growth points. Safe to say they will transgress into spiders of a nomral kind
if they fail to see to their religious ceremonies!

They may not use mecca and jet fighters, but battle ships and mother ships are fair game. They are
not under any sense a warrior race and nor do they seek dominance through war, they seek to
display their lifestyles and show their ‘codes of law’ as being better than those of other races.

Their preferred food is insects and rodents, and, they never cast locomotive spells, like fly and
wings and things like that. They can spin webs to ensnare others with, as a spell like power or ritual,
and, they often do, ensnaring people even, that they secretly dine on for the sake of a tasty meal,
preferring meat eating men and women. They also like milk, as this helps them spint heir webs and
then they will gain more ability to reinforce their body armor and chitin to regrow quickly, healing
them from variou sources of harm. They also get a three point bonus to buying prayer spheres and
spells, but not below one point cost.

Thier ritual table is shown below. They may not use technology other than simple interface, so
make terrible craftsmen and repair men, hackers would be okay, supposedly, as that is a language.

Spider people or Drider rituals list


Type Points Effects and related parent stats
Arachnid prayer 3 Keeps the character alibe for [rank] * [36 hours]
Understanding 4 Understand the dialect being spoken [wis] + [intu] + [rank]
Read lanaguage 3 Read any language partially [wis] + [intu] + [rank]
Summon spirit 7 Ritual of summoning spirit to speak with, skill rank in questions [day]
Location ritual 5 Know the location of someone for skinning ritual
Skinning ritual 9 Deals [1] damage to target, check to resist, useless if seen
Spider familiar 6 Summon, try to control and communicate with spider [will] + [harm]
Healing potion 5 Brew a potion in an hour that revives by [8] health
Tarrot 3 Grapple with problem with tarrot cards [wis] + [intu]
Chance ritual 20 Draw tarrot card, effects immediate! [ritual level cancels] [+ will]

***
[07] Vampires are a deviant race of human looking blood drinking outcasts from the socieities.
When their gods were surveying the universe, they glanced at the human race and liked their beauty
and versatility physically, thus, creating vampires to rule over the race of humanoids they had
created. There are many vampire gods in the universe, Mars being ours, but, our vampires were in
hiding for so long now they have forgotten what it is like to roam with pride.

Contrary to popular belief, vampires are not burned by sunlight, and, unless under a curse of some
sort, may eat garlic, go to church and see crosses and are not ‘satanic’ nor ‘evil’ by nature. They are
regular people that are somewhere between death and undeath, with hobbies and love as everyone
else. Yes, they also have lives!

The condition comes from their genes producing too much young cells, as they have a cell feeding
problem – their cells are dying quickly, due to channelling so much energy, and they need to feed
directly like bats as their cells cannot bond with the fuels fast enough for their ‘cell division.’ This
means they have latent energy in their bodies, from the dying cells, that they simply see dying on
their skin leaving it whiter and pale for some reason. Thus they feed on the living to fortify their
need for living cells.

Their manna may be replenished directly from healt of other living things, but this is illegal and
they are encouraged to feed off of volunteers. To become a vampire, you need to be born of a
vampire, as making new vampires is also illegal, and, this requires some heavy ceremonies, unlike
the popular bite and bite back ideas.
The vampires are barred from the prayer sphere, as their gods do not asnwer prayers, and, praying
to another rgod would incur the wrath of that god, of course. Thier powers list is as follows;

Vampire powers list


Type Actions Effects Points / manna
Potency 2 Adds potency rank to physique for [sys] rounds 5/5
Presence 4 Adds presence rank to charisma for [harm] rounds 5/5
Silence 7 Creates dome of silence for [harm] meters cubed 6/9
Healing 5 Heals [will] points of health 8 / 15
Surge 2 Boost a statstic temporarily [sys] rounds 13 / 15
Auspex 3 See people’s emotion based auras [intu] + [inte] + [rank] 5/3
Celerity 2 Adds [celerity rank * 2] to action points 6/3
Shroud 5 Creates a fog that requires [check] to see through 3/6
Shadows 3 Distracts targets with shadows, [will] + [inte] + [rank] 5/5
Brainwashing [hour] Brainwashes the target, resist [check], becomes thrall 15 / 2

***

[08] Werewolves are the protecters of the natural world, but they also know a thing or two about
technology and magic. Although they receive a [15] point character creation bonus to their character
in the form of bonus points, they must choose to be good natured, or, at least moral. They seek to
persecute all evil in the universe, and, are quite a few in number. Although they want to restore
places like earth, so tha there will be homeostasis for the whole enivronment, with goals of
producing green energy in primitive races and colonies, they also like to preserve the ways of old
and are bound by law to seek legal means to acheve their agendas.
Looking like wolves wih wolf heads and fangs, they resemble nghmare sort of heroes, comely to
children, receiving that as a merit – that they are trusted by the youth; the younger you are the more
you autmoatically trust the werwolf under the age of thirteen, of course. The younger the child is
the more they listen to the werwolf or lupine, and, they also have a good image with the whole of
society. The lesser races will automatically trust them, and, will not suspect a hybrid posing as a
lupine with a hidden agenda, so they are often questioned. They stand at about six and a half feet
tall, and are rather broad too, so, may not use mecca of human engineering, requiring double cost
mecca for their own, even though this is frowned upon by the elders.

They prefer to be warriors, and, may not purchase charm, conjuring, necromatic and illusion
spheres and spells, relying on their natural charisma and renown with judgements to get by, bonus
[2] to charisma and bonus [2] to wisdom. Also summongin regula demons is benath them, ofen used
as a quick path to power. The illusions are viewed as immoral tricks, and, the charms are just plain
deciet.

Werewolf or lupine power list


Type Actions Effects and notes Points Manna
Fortitude 0 Ignore rank in damage each round 9 0
Wolf form [3 rounds] Shape change 15 30
Frenzy 2 Rage, temporary bravery, immune to fear 5 5
Clarity 1 Resist charms, [rank] bonus 7 5
Humanity 3 Resist evil, detect evil [rank] + [will] + [wis] 5 2
Conscious 1 [+rank] awareness, danger senses, stamina etc. 6 4
Martyr 0 Stands up for weak with [rank] combat bonuses 7 3
Bane 5 Growl to scare enemies [rank] + [phy] + [sys] 3 3
Rejuvenate 2 Heals [rank] + [sys] in health 6 6
Flock 6 Summon flock of birds to attack enemies 7 15
Death strike 3 Incapacitate unarmed [rank] + [brawl] + [phys] 6 2
Cleave +3 actions Unarmed [rank] bonus to damage 5 0
Sure shot +3 actions Gun shot [rank] bonus to damage 7 0
Smite +6 actions Critical hit against evil, must identify first [*3] 9 0
The fool 2 Daze evil target [rank] + [humanity] [-20 actions] 7 5
Rally 5 Bless allies with [rank] combat bonus for round 9 7
Guide 9 Know path to destination [rank] + [wis] + [intu] 13 7
Exorcism 5 Headbutt to release charmed target [rank] + [will] 5 9
Dismiss 9 Banishes spirits and demons [rank] + [will] 11 15
Healing aid 12 Heal other [rank] health 6 9

***

[09] Imbued are a rather young race of magic using humanoids that are very peaceful and like to
indulge in humor and festivities, although they hold their magical lore to be the best in the universe.
They seek to understand all things in the universe, trying to find balance between order and chaos.
Contrary to popular belief, they believe that there is no free will, citing determinism as the
fundamental force of the universe, where all choas is actually actually organized.

They have very secretive ceremonies for determining the order of things, and, their philosophies are
often seen as a waste fo time, a bloated beating of the chest, proud of their culture and boasting of
their truth above all others. Even though they are so pompous, they still fit into society well enough
to become leaders of alliances and often play roles as advisors, having great patience and insight
with even the most feeble or tedious of tasks, bonus [3] harmony, bonus [2] wisdom.

Although they are so patient, their brain functions slower than ours and other races, so they receive
a penalty to intelligence of [3] and willpower is also reduced by [2] due to their lackof evolution, so
they tend to spend all their time focusing in ‘arts similar to tai chi.’

Believing eevrything needs to be represented, they may not learn from the alteration spheres and
spells, instead drawing on their own spells and abilities. They stand about five feet tall, so are often
bullied out of the malls and meeting places of society. They love money though and receive a [3]
point bonus rank in anything to do with money as soon as it is ranked at one. They are very familiar
with faeries and prefer their innocnece and nakedness to that of spirits, who they do not disturb,
having the spheres of necromancy barred from along with it’s spells.

They do not really trust technology, so rely on others to pilot mother ships and batte cruisers with
them on board, but may use simple devices like guns and gear.

Imbued skills and powers list


Type Actions Description and effects Points Manna
Draw fae 5 Draws fae to replenish manna, plus [charm] manna 5 0
Unleash fae 5 Makes latent fae attack target, [rank] damage 5 3
Whispers 9 Hear fae whipsering, reveal secrets 7 11
Baalzebub 7 Makes flies distract opponent, minus [rank] actions 6 9
Absorb 3 Absorbs the effects of spells [rank] + [sys] 5 11
Undo 5 Cancles spells durations and effects, not damage 7 9
Counter spell 3 Reverses spell at caster 15 11
Learn spell 0 Learn sphere + spell at level 1 viewed [rank] + [inte] 9 9
Lock 5 Lock spell caser’s spells for [rank] rounds 9 9
Study 2 Know rank spells on character sheet of target 3 2

***

[10 / 00] Nex are the oldest race known in the galaxy, and, maybe one of the oldest in the
universe. They use a mental interface for all technology, even being able to mentally interface,
like sectoids, with anything mechanical or electrically driven. This is because their auras are
electrical in nature, a genetic evolution that others cannot learn, but some researchers are
trying to uncover all the time. They are barred from many cities, as their reputation of being
nearly all powerful with technology scares some people no end. This is their major flaw, that
they are not welcome in modern societies, so are not part of any neutral aliiances, while the
more gentle societies accept them more openly.
They tend towards surrounding themsleves with people, as they crave the company and base
instinct to socialize. They also stand about five foot five, or, one and a half meters, more or
less. They have wholesome families and are conservatives in nature, while seeking to push
technology to succeed their control as a security measure, where they will be welcome, not
being able to do things they don’t want to anyways.

They too have a seperate powers list, and, may not cast sphers and spells from conjuration
and evocation, as their magic works differently, as they are part of the ‘everpresence.’ They
are based on the world of The Matrix and also other themes that have influenced this game to
the ends of near completion.

Nex
Type Action Description Points Manna
Short circuit 1 Potnetially shorts circuitry, [rank] + [2* willpower] 3 3
Bypass 3 Potentially bypasses fail safes, [rank * 3] 5 3
EmoFace 3 Control circuit board and computer, [rank * 2] 7 4
TechniFace 5 Control gears and pistons, etc, [rank * 2] 9 7
Jam 2 Jams gears of guns rounds equal [rank] 4 2
Congest fae [hour] Contact fae to congest in area, form [load] * [rank] 16 20
Dissolve 9 Disintergate items or creatures bonds, [load] * [rank] 20 20
Fly 5 Use magnetism to fly, speed = [rank] 9 4
Energy bolt 5 Sends bolt of energy at one target, [11] damage 15 6
Energy wave 7 Sends wave of energy at multiple targets, dam [9] 15 11

***

Infinity 04 Skills and talents [18 08 2018] ~ by Brett Nortje.

[*] Skills.

Okay, so, we have covered the basics of the game, and are about a third of the way to a complete
character. This means we are needing to do the most oft changed portion of the game, the real
essentials, Skills and talents.

These are linked to a statistic or attribute and then rolled on a [d30]. This means, you take your
statistic, or, attribute if you are playing with them, and, add that to the skill rating, then the
associated talent rating if applicable, okay?

Don’t forget, to raise a “statistic” you pay points equal to your statistic value times by what you are
rasing it to. With “skills,” you mutilpy the rank you are raising it to by the cost. With “talents” you
need to add your rating to the cost to get it up a rank.

~ Don’t forget to subtract your “learn” from the costs to raise it each rank, to a minimum of one
point per rank, for each rank.
[100] Skills table
Number code Name / Type Cost Statistic = Attribute Talents
101 Athletics 3 Physique = muscle 5
102 Martial 5 Reflexes = grasp 7
103 History 2 Wisdom = knowledge 3
104 Humanities 3 Wisdom = common sense 4
105 Statesmenship 3 Wisdom = common sense 4
106 Practical 4 Wisdom = deduct 6
107 Academics 5 Wisdom = deduct 6
108 Medical 5 Intelligence = acumen 3
109 Piloting / driving 3 Reflexes = grasp 6
110 Espionage 3 Intuition = relay 4
111 Semantics 3 Reflexes = eurythmy 4
112 Vocal 3 Charisma = radiance 4
113 Hobbyist 2 Harmony = peace 8
114 Domestic 3 Willpower = hold 4
115 Sports 3 Reflexes = eurythmy 7
116 Admninistrative 3 Harmony = peace 4
117 Office 2 Wisdom = common sense 4
118 Social 3 Charisma = radiance 5
119 Brawl 2 Reflexes = eurythmy 4
120 Cultural 2 Wisdom = deduct 3

So, that table shows you with a code what goes where, yes? It also shows you how many points is
costs time by the rank you are raising the skill to, and, how many talents are affected by each skill.
The related talents are summed up next, with a reference to the skills, and, backtracking, the skills
have a reference to the stats. You add all these three vlaues up to find a value out of thirty, and, it
may surpass thirty – hence the name “Infinity!” That is the point of this game, to get as strong as
possible... Let us conitnue now to the talents, also provided ona table.

Talents table
Number code Talent name Points Skill
121 Swimming 2 Athletics
122 Running 2 Athletics
123 Jumping 2 Athletics
124 Climbing 2 Athletics
125 Evade 4 Athletics
126 Pistols 2 Martial
127 Sub machineguns and uzzis 2 Martial
128 Rifles 3 Martial
129 Assault rifles 4 Martial
130 Cannons / heavy weapons 3 Martial
131 Cannons / mecca 5 Martial
132 Cannons / craft 5 Marital
133 Dates and names 1 History
134 Achaeology 3 History
135 Pseudoscience 4 History
136 Psychology 3 Humanities
137 Sociology 3 Humanities
138 Councilling 3 Humanities
139 Philosophy 3 Humanities
140 Politics 5 Statesmanship
141 Economics 4 Statesmanship
142 Debate 3 Statesmanship
143 Law 5 Statesmanship
144 Mechnical 2 Practical
145 Electrical 4 Practical
146 Soldering 1 Practical
147 Accounting 3 Practical
148 Interface (compueters and equipment) 3 Practical
149 Marketing 3 Practical
150 Chemistry 5 Academics
151 Mathematics 3 Academics
152 Physics 6 Academics
153 Engineering 5 Academics
154 Banking 3 Academics
155 Planning 2 Academics
156 First aid 2 Medicine
157 Medicine 6 Medicine
158 Surgery 7 Medicine
159 Skate board, roller blades, hover board... 2 Piloting / driving
160 Car 3 Piloting / dirving
161 Boat 2 Piloting / driving
162 Mechanical (train, crane...) 2 Piloting / driving
163 Mecca 3 Piloting / driving
164 Craft 4 Piloting / driving
165 Surveillance 3 Espionage
166 Stealth 3 Espionage
167 Security 4 Espionage
168 Disguise 3 Espionage
169 Modelling 2 Semantics
170 Dancing 3 Semantics
171 Gymnstics 5 Semantics
172 Ice skating 4 Semantics
173 Speach 1 Oral
174 Singing 3 Oral
175 Narrating 1 Oral
176 Comedy 3 Oral
177 Painting / drawing 3 Hobbyist
178 Composing 2 Hobbyist
179 Woodwork 3 Hobbyist
180 Seamstressing 2 Hobbyist
181 Glass blowing 3 Hobbyist
182 Brewing 2 Hobbyist
183 Gardening 2 Hobbyist
184 Pottery 2 Hobbyist
185 Nursing 3 Domestic
186 Teaching 4 Domestic
187 Vetrinary 5 Domestic
188 Cooking 4 Domestic
189 Holding the ball games 2 Sports
190 Kicking the ball games 5 Sports
191 Stick games 3 Sports
192 Horse and bull riding 5 Sports
193 Surfing 4 Sports
194 Bowling, pitching 2 Sports
195 Batting 2 Sports
196 Management 5 Administrative
197 Projects 2 Administrative
198 Presentations 2 Administrative
199 Decisiveness 3 Administrative
200 Scheduling 2 Office
201 Multitasking 2 Office
202 Durability 3 Office
203 Reception 3 Office
204 Seduce 4 Social
205 Manipulation 4 Social
206 Freindship 3 Social
207 First impression 3 Social
208 Posturing 2 Social
209 Punch 1 Brawl
210 Kick 2 Brawl
211 Head butt 1 Brawl
212 Block 2 Brawl
213 Appraisal 2 Cultural
214 Etiquette 2 Cultural
215 Linguistics 3 Cultural

Logic must be applied by the group to find the right way to handle the talents and skills, unless
described elsewhere. Rememeber, with dodge, it is added to evade and that is divided by three for
the total dodge bonus or penalty to enemy fire or attacks.

***

Infinity 05 – Magic, faeries, spirits, gods [8th August 2017] ~ by Brett Nortje

So, now we have gotten what we need to fight, and the fighting don’t stop! These games are about
playing a character in a simulated world, but, when it comes to fighting, to contest for soemthing,
this is also important.

Magic is divided into a few schools and then there are priest spells and telepathic powers. Seeing as
how anyone will be able to use any spell, if they have the [sphere] and the [spell] and the
[willpower]. This is also out of thirty, but you do not roll here, it gauges how powerful your spell is.
You cannot have a spell without a sphere of equal level, and you may not have more spheres than
your [harmony] score.

Spheres cost eight [adventure points] to buy for level one, and increase a rate of eight adventure
points to raise to level two and so forth at a time. This will allow you then to buy a spell or spells of
that sphere of the same level or less than the [sphere rank], and then you add bonuses for the spells
if applicable.

You also get [manna] that will all add up to your [manna pool], and, you may buy manna in various
ways as you progress. As you cast spells you lose manna, and, if you run out of manna, you may no
longer cast spells if you cannot cover the costs of paying for the spells.

[Spell power] comes down to your [sphere] + [willpower] + [spell rank]. This is how effective your
spell is. There are other bonuses too though. For each level of [sphere] + [spell rank], your cost for
casting the spell comes down to, by added level. No spell may be less than one, and, you must
spend the [cost] minus the [rank of two] going up by one each level, with the [sphere] doing the
same. So, if you had a [sphere rank] of three and a [spell level] of two, you would subtract three
from the [manna] costs. If there is no calculations to change, the game master will make a decision.

Spells and spheres are learned with study – you need to understand what is required of your mind
and your body, with gross study materials, of all sciences and lost arts, studied histories of gods and
devout deeds, and, arts and culture too. This is usually done ina guild, and, there are admission and
study fees for each day or week you spend in one, coming to about five hundred credits a week.

Each time you try to learn a new sphere, it takes a day, and , there is a chance you will not learn it,
or proceed to learn the sphere. This is caculated by your [learn spell check]. If you succeed, you
learn the sphere, and, may begin learning spells of that sphere. It is possible, therefore, to begin play
with spells and so forth, though if you do it is unlikely that you will be good at anything else.

Depending on your skills and talents, you may receive a bonus to chance to learn a spell too. This
would be where the game master decides what you need, corresponding to the sphere or spell in
question, as to how to decide where the bonuses apply, usually [one check point] to every three
ranks of the right skills and [one point check] to every five ranks of the right talent rank.

All spells last from the time of casting until the end of the round, when they may be cast again.
[Action points] must also be spent to realize the spell’s potential. Ranges are equal to the [sphere] +
[willpower * 3] + spell level by [3] meters. Durations are up to the game master, but, if it is not
instant, then it should be [willpower] in rounds. Manna replenishes at a rate of harmony per hour.

Here is the spells and their spheres, action points costs, basic effects, to be edited by the game
master if they choose, adventure or character points to be spent on learning each level of spell, and
manna costs to cast the spell for each use. Sometimes the manna will cover the rest of the round,
depending if the spell is instant or not.

Spell list
Name Sphere Action Effects and areas of effect Points Manna
Protect Abjuration 3 Add two ranks to dodge, must move 2 3
Ward Abjuration 2 Add three ranks to dodge, can stand still 3 3
Shield Abjuration 5 Negate next threat up to 8 points of damage 5 5
Dispel Abjuration 2 Cancel spell of another while being cast 9 6
Anti Venom Abjuration 0 Adds three ranks to stopping poison 5 2
Mag Globe Abjuration 3 Globe of protection, as magnetic armor [30] damage 11 6
Shield Globe Abjuration 3 Globe of protection, as shield armor [3] rounds 10 7
Space Globe Abjuration 3 Breathe in a globe in dead space, as hydro armor 8 1
Super Globe Abjuration 4 As super mecca armor 14 5
Alarm Abjuration 8 Makes loud noise if area penetrated 2 3
Banish Abjuration 3 Banish demons or dimensional cretures summoned 9 20
Anti scry Abjuration 8 Makes person undetectable and probed with magic 3 9
Fire bolt Invocation 3 Fire bolt launched at opponent, [3 damage] 3 2
Fire ball Invocation 3 Fire ball, [5 damage] 5 5
Lightning Invocation 3 Lighning bolt [6 damage] 6 6
Lightning storm Invocation 7 As many lighting bolts launched as [sphere rank] 16 9
Force missile Invocation 3 Pulse of energy [4 damage] 4 4
Force missiles Invocation 5 Pulses equal [willpower], multiple targets 15 20
Create Light Invocation 2 Engulfs aea in broad daylight 5 2
Create weapon Invocation 4 Create weapon & clip of choice, manna upkeep 20 10
Craft Faerie Invocation [day] [+1] random rolled attribute [twice per player level] 10 30
Contigency Invocation [hour] When event happens, a spell is triggered, [stored] 15 3
Acid conflux Conjuring 4 Summons orb of acid out of air dealing [5] damage 4 5
Fog cloud Conjuring 2 Covers area with fog, sphere area by [20] 10 5
Blizzard Conjuring 7 Hail storm over [sphere] area, by [20]; [4] damage 20 15
Web entangle Conjuring 3 Covers the area in sticky webs, minus [5] actions 6 6
Glitter dust Conjuring 3 Blinds creature, outlines invisible creature 7 3
Teleport Conjuring 5 Teleports character to another place 12 6
Dimension door Conjuring 9 Open door way to another place 15 15
Dimension bind Conjuring 2 Binds demon or dimensional creature to your will 20 15
Summon demon Conjuring 9 Summons demon or dimensional creature 28 34
Gating demons Conjuring 9 Summons [harmony] demons, game master’s choice 50 50
Scrying Divination [hour] Know the location of someone that answers to name 6 2
Detect person Divination 6 Identify someone that you seek or concieve of 9 2
Guess Expert Divination 2 Understand the problem better [+ harmony to guess] 5 3
See past Divination [hour] See into the history of someone 5 7
Glance Divination 5 Look at person’s character sheet 5 2
Learn sphere Divniation [day] Learn a new sphere, uses manna 4 1
Commune Divination 16 Communion to know area [harmony * 30] 6 9
Appraise Divination 6 Know the worth of something, to market standards 3 5
Write spell Divination [day] Write new spell or learn known of one, uses manna. 6 3
Time travel Divination 9 Travel willpower in days one way or the other 100 100
Friends Charm 6 Make friends with one person, they like you more 5 6
Enfeeblement Charm 3 Makes other your [harmony] worse at tests or rolls 6 6
Fear Charm 4 Makes anoher fearful of you, check ‘morale’ or run 9 5
Reprogram Charm 5 Change circuit operations randomly with faeries 9 3
Trip Charm 2 Trips other with [balance check] 3 3
Stun Charm 3 Stuns living creature for rest of round, [check] 4 3
Bezerker Charm 8 Makes creature see target as opponent 8 9
Dominate Charm 9 Hypnotic suggestion to living thing [check] to resist 14 20
Splendour Charm 5 Emits aura of splendour, [check] to resist or [awe] 10 20
Pscychostasis Charm [day] Rearranges mental and spiritual stats point for point 35 70
Mage hand Alteration 3 Lifts small objects, [sphere] + [spell], knives, keys... 4 4
Mending Alteration [hour] Repairs objects, 1 kilogram / hour [sphere] + [spell] 6 9
Bullet proof Alteration 7 [will] + [sphere] + [spell] health temporary 8 9
Enlarge / reduce Alteration 9 Target / thing grows up to 25% per [spell level] 6 9
Dark vision Alteration 3 See in the dark 5 5
Bulls strength Alteration 5 Add [willpower] to physique of target 5 5
Cat’s grace Alteration 5 Add [willpower] to reflexes of target 5 5
Haste Alteration 3 Add [willpower] to target’s action points 8 25
Permanancy Alteration [hour] Makes spell permanent or magic item [1 * level] 30 100
Wish Alteration [day] Grants [willpower] points per [growth rank] cost 30 100
Healing Necro 3 Heals [3] damage 5 3
Animate dead Necro [hour] Creates zombies to [harmony] under casters control 9 15
Seance Necro [hour] Call on spirits for séance hearing 7 5
Detect living Necro 2 Locate living in [wisdom] + [harmony] area [* 30] 3 2
Detect undead Necro 2 Locate undead in [wisdom] + [harmony] area [* 50] 3 2
Ghost summons Necro 9 Summons ghosts, unknown course of action 30 20
Finger of death Necro 6 Kills creature if save check fails 45 65
Leech Necro 3 Touched creature loses health swapped to caster 10 10
Defile Necro 3 Sap physique for manna [sphere] + [spell] ranks 10 10
Resurrection Necro [hour] Resurrect fallen creature with up to [sphere] health 20 40
Fool’s gold Illusion 8 Edit bank balance, [hacking computer skill bonus] 5 9
Colour spray Illusion 4 Disorients targets, willpower targets. 7 5
Colour wall Illusion 6 Looks like a real wall, is not, cannot be traversed 9 12
Inivisibility Illusion 5 Go invisible for duration of spell, with equipment 8 15
Mask of faces Illusion 3 Appear to be someone else you have met or seen 5 5
Mask voice Illusion 3 Sound like someone you have heard 5 3
Forge signature Illusion 7 Signature forgery of viewed signature 5 9
Retina adjust Illusion 5 Copy retina as per viewed retina [system bonus] 3 7
Thumb printer Illusion 5 Thumb alteration per viewed print [system bonus] 3 6
Phantasm killer Illusion 9 Target dies if no check successful 20 70
Detect magic Prayer 2 Detect magic in area [harmony * character level] 4 6
Stalemate Prayer 2 You can’t attack nor be attacked, god’s protection 5 9
Zeal Prayer 4 Target gains [+ 3] on all attack tests and checks 7 11
Tongues Prayer 2 Speak any language your god knows 3 5
Heal disease Prayer 5 Removes otherwise terrible or conatgious disease 7 15
Remove demerit Prayer [hour] Deletes demerit from subject 8 15
Glyph Prayer [hour] Snare ignited by target, [6 * char + spell level] 11 15
Craft meal Prayer [round] Makes food for [spell lvl + sphere] people 9 15
Ethereal Prayer 3 May attack, may not be attacked 30 15
Angel wings Prayer [hour] God gives angel wings, rules from G.M upkeep 50 0
Control sounds Telepathic 4 Change sound, g.m. decides, [difficulty] 5 5
Placebo whip Telepathic 5 Flogs for [spell] + [sphere] 5 3
Placebo aches Telepathic 7 Creates cramps and headaches, other aches 4 3
Psychometabolic Telepathic [round] Use mind to alter shape, alter hormones 25 25
Clarisentience Telepathic [round] Hear and see everything target hears and sees 9 9
Telepathy Telepathic 0 Telepathy with [spell lvl] max others with telepathy 3 auto
Mind blast Telepathic 5 Mental attack to cause brain damage [5] * [spell lvl] 7 7
Mind clone Telepathic 2 Allows new personality to cast telepathic spells 12 3 / rnd
Conditioning Telepathic [hour] Buy feats at cost reduction [spell + sphere] 5 0
Psychic surgery Telepathic [hour] Enters merits, may buy for half price 40 60

***

Infinity 06 – Merits, demerits or flaws and feats.

This section of the game is for merits, demerits and feats. Mertis are like things you cannot buy
after you start, or, pay five times as much to buy later in adventure points. Demerits are flaws for
your character, that make them less easy to control, and, feats are like bonuses for your character to
learn about through experience. Sometimes your character will pick up demerits or feats during
game play, but there is no way other than through hypntoic means and magic to gain merits after
you begin, unless the game allows the five times rule for buying them later.

Merits are important in this game, not only for rules, but for fleshing your character out. The whole
point of this game, when it started, was to have such a vast system that no two characters are
identical, hence the statistics system with dice, sets and pool. The choices you make with demerits
are also very important, as you will not get points for playing them, instead you have to play them.
Feats meanwhile are there to boost your character with backgrounds, specializations and
‘otherworldy feats’ of experience. All are bought with or grant points in the beginning, and, you
may spend your bonus points here too.

If you like, you may roll merits and demerits, with a [eight] point bonus to roll until all your points
are spent or you keep the left over points for spending elsewhere. This adds diversity to the game,
so, the game master might enforce this too. You roll “merits,” “demerits” and “feats” on a [d30], of
course. You roll one six sided dice [d6] to find out how many rolls you must make of the demerits
section, and then add those points to your [eight] for rolling and buying merits, keeping any left
over points.

Merits [30]

These options are there for your character at creation. You may buythem later for three times the
cost, but need to develop them during game time, and, only at level intervals may you acquire them.
Will be a good investment after you get your skills and statistics too high...
[701] Crack driver; receive a bonus of [two] to every maneouver you pull on a bike or in a car,
costs one point of bonus points.

[702] Large size; you are nealry a giant without being too big for mecca but must be humble before
doorways, plus two to physique. Costs [nine] points.

[703] Strong; may carry extra [load] point, do extra [point] damage to brawl fights, [lift] better.
Costs [two] points.

[704] Bravery; bonus [three] points to morale, costs [one] point.

[705] Followers; you gain followers amounting to your charisma score at level nine, level fifteen,
and every six levels after that. They develop under the game master, [15] points.

[706] Connected; you get into places quickly due to peope you have met, game master’s discretion,
[11] points.

[707] Recall; You have a excellent grasp on recalling the session, moderate recollection of the past
two levels, vague recollection of your previous sessions and levels, [8] points. (game master’s
discretion.)

[708] Cortex; Ambidextrous, and learn spells and spheres quicker, costs decrease by two, [8]
points.

[709] Quick learner; extra [two] adventure points at end of sessions, costs [nine] points.

[710] Beauty; extra [two] points of charisma for relevent tests, costs [three] points.

[711] Seductive; sexy for opposite sex, bonus of [three] for interactions, costs [five] points.

[712] Healthy; extra point of system, costs [five] points.

[713] Medium; feel ghosts and spirits in area, costs [three] points.

[714] Extrovert; extra [two] action points total, costs [five] points.

[715] Loaded; extra [30,000] cash, costs [six] points.

[716] Positive speaker; makes friends quickly with strangers, inspire others, make speaches to the
youth and others, sort of like Obama did in his campaign, [seven] points.

[717] Radiant; your aura radiates a warmth that makes everyone like you more, [nine] points.

[718] Nerd; all academic talents raised to level [two] each, [6] points.

[719] Handy; all technical talents raised to [two] each, [7] points.

[720] Lucky; receive [2] point bonus test result on character luck rerolls, [seven] points.

[721] Elemental affinity; choose one element to stack spells on, resist hat element with bonus 2 on
[d10], bonus 4 on [d20] and bonus 6 on [d30]. May not stack. Penalty of [one] to other elements,
may only be purchased once. Mya not learn “attack spells” of other types of elements, decided by
game master.

[722] Articulate; find things easily, deduct where things are and keep your self tidy, well kept, and
emit aura of manners and respect, [five] points.

[723] Charlatan; may lie with great expertise, bonus two points to any test involving making
someone believe something, from selling someone something to flat out lying, [seven] points.

[724] Edict; remember things well, every time you raise a talent, you may add a bonus point to it
for free, [15] points.

[725] Familar face; get people greeting you unexpectedly, [five] points.

[726] Majestic; walk and talk with majesty, [seven] points. (Game master’s understanding.)

[727] Cultured; great opinion of world views and attitudes and natures of those around the world,
know a little bit about everything history and religion wise, [six] points.

[728] Passion; when dealing with your “passion,” you get extra [3] points in fevor, [seven] point
cost, choose a passion.

[729] Listener; good at listening to and winnign friends over, people assume you will listen to
them, sought after as confidant, [six] points.

[730] Warrior; bonus [one] action point and bomus [one] to combat tests, [13] points.

Demerits [30]

These are noted for playing bad points to your character. You may buy them off by constantly, with
the game master’s approval, spending opportunities and playing time with developing a way to
override them, and, paying four times the cost to eraze them, at a level gaining opportunity.

[801] Addicted to smoking; system minus [two], [9] points.

[802] Addicted to drinking; system minus [one], [6] points

[803] Addicted to drugs; system minus [three], [12] points

[804] Coward; will flee in fair fight, penalties of [one] to tests regarding combat in fair fights,
where the numbers or strength seems to be the same or worse, [7] points.

[805] Lawful; must abide by law as much as possible, [9] points.

[806] Bully; will favor weaker opponents, distraction, sadist, [6] points.

[807] Harmless; attacks with penalties of three to test rolls, [nine] point flaw.

[808] Little person; cannot attack with hands, uses guns and spells at [7] point penalty, grants [14]
points to creation points.

[809] Barren; unable to learn magic, [20] points.


[810] Paranoid; constantly checking over their shoulder, suspecting everyone of betraying them,
always asking too many questions, [5] points.

[811] Overconfident; bull headed and rushing into everything with high expectations, [5] points.

[812] Childish; will use opportunities to belittle everyone, [5], points.

[813] Apathy; cannot understand people or situations properly, [three] point penalty, [seven] points.

[814] Hyper; easily distracted, likes to run around and exert energy, [five] points.

[815] Cursed; every roll your character makes is at a [one] point penalty, [seven] points.

[816] Hunted; selected people hunt you and your friends, [11] points.

[817] Learning penalty; penalty of two to each session’s adventure points awards, [nine] points.

[818] Stalkers; people stalk your character due to some or other reason, [6] points.

[819] Slow; minus three action points, [14] points.

[820] Illiterate; cannot read nor write, cannot learn spells and certain skills and talents until learns
to read and write, [7] points.

[821] Introvert; less charmismatic, check encounters realted to charisma, [9] points.

[822] Inverted; slightly clumsy, check attack rolls often and technical rolls, [9] points.

[823] Intravert; magical suppression learning penalty of two points per sphere and one point per
spell, [8] points.

[824] Slave driver; expect too much out of people, workers, underlings and soldiers act fearfully
and reduces gmae master optional and transaltion into produce, [6] points.

[825] Gullible; play out a overtrusting character, [5] points.

[826] Lazy; slothful existence, want everythign for nothing, immature, check rolls [7] points.

[827] Greedy; Need to own everything, glutony, overindulge, check rolls, [7] points.

[828] Proud; Need to feel better all the time, vengeful, game master rolls, [7] points.

[829] Envious; Want to steal stuff, jealous, full of desire, game master’s interpreatation, [7] points.

[830] Lustful; Wish to enact foreplay at least with everybody you meet that you are attracted to,
that the game master will make you roll against, [7] points.

Feats [30]
Feats are there to boost your character as they progress through the game, and, all feats acquired at
creation are fine, but new ones and stacking them with extra ranks requires play time, or, other
types of justification, unless the game master has a plan, that is. Yes, these stack upon each other.

[901] Shares; [1,500] a month, free of charge, costs [three] points per rank.

[902] Fame; Gain a rank of fame for each level, costs [three] points. May not exceed your
character’s level.

[903] Weapon expertise; plus one for that weapon type per rank, may be taken for mutliple
weapons and types, costs [five] points.

[904] Followers / henchmen; recruit henchmen for your character, each rank equals [one]
henchman. If they die, you erase them and carry on, they do not automatically come back, costs
[nine] points. (In addtion to followers.)

[905] Toughness; extra one point of health, costs [three] points.

[906] Tuned; extra [one] point to manna pool, costs [two] points.

[907] Lovers; grants you a lover to seek refuge with, costs [two] points per lover. May not exceed
charisma statistic, [5] points.

[908] Underworld connections; You are able to organize things, the more connections you have,
and build in game relationships with, the better they will trust you, [5] points.

[909] Spell specialization; favorite spell costs [two] less manna to cast and effects inflated by [two]
points, [five] points.

[910] Armor specialization; stiffness reduced by [one] per rank to minimum of one, [five] points.

[911] Quicker learning; Reduction of one point to any alent or skill cost total, [ten] points.

[912] Gather faeries; Gain two manna pool for each session, gain three spell related points per
level for free, to be used with spells and other things manna related, at game master’s discretion, [8]
points.

[913] Conflux; Gain one rank for a sphere you have each level, [11] points.

[914] Extended spell; Gain half your spell range added to the total, [7] points.

[915] Weapon specialization; May use one weapon of the ‘skill web’ at a bonus of one, penalty of
one to other relaetd weapons, [8] points.

[916] Stronger spell; effects of spell increase by fifty percent, [7] points.

[917] Familiar development; familiar gains size with each [twenty] points to spend on it.

[918] Development investment; For each [fifteen] points you spend on this in ranks, you gain [6]
points per session to be spent on talents only, per session, that you use that session. Only talents, no
spells, nor spheres, nor skills, nor stats, nor, anything else.
[919] Tau; adds one point to your aura, so that others may feel your ‘warmth radius,’ [6] points.

[920] Chi; adds one point to your ‘fear radius,’ aura related, [7] points.

[921] Elemental resistance; If elemental affinity purchased, you may add to that total with [twenty
points] per bonus to dice rolls, +[1] for d10, +[2] for d20, +[3] for d30.

[922] Seer; Bonus of three per rank to every scrying attempt during game play, adjusted by the
game master.

[923] Extra personalities; Add a personality of your choice, that you develop, for use for gaining
character points at each session close, [15] points.

[924] Adventurous; gain an extra adventure point each session, [9] points.

[925] Morphic Being; gain seven adventure point bonus points per level gained, [15] points.

[926] Roulette; Add one point to a “attribute” that you random roll on a [d30]. Result one equals
“physique,” roll two equals “mental” and roll three equals “spiritual,” add one rank to that
“statistic.” If roll four two thirty, count down the order, from topr left to bottom, them across to top
and down again, and, add two to that “attribute,” [17] points.

[927] Wild spell; Roll with the help of the game master a radom spell you get at rank two you don’t
need a sphere for, as in wildly attuned to yourself. You amy raise it naturally after it is slotted, [14]
points.

[928] Wild skill / talent; The game master will roll for you to find your skill or talent increase by
one rank, [7] points.

[929] Check test bonus; Bonus of two for that check or saving throw per three points spent / cost.

[930] Submission; Submit to your god, to modify your character, [1] point. (game master avails
deeds and acts for god or goddess.

***

Infinity 07 – Basic Society, Tattoos and Gear.

“Infinity” is set in a time crossed with today, and, all the technology we are working on, with an
accelrated technology spectrum and aliens and off world colonies and bases. Deep space one was
our first interstellar fusion powered space ship, and it was built out of nitrogen four as the non
carbon based hull, to allow for high speed travel – it is carbon that combusts at high speeds. So,
while we still hve goat herders and famine in this world, we also have huge technology, and,
reawakend curses, like vampires and then we have health and biomedical upgradesw ith nano bots.
Then there is magic and futuristic weapons, based on reality, and, of course statistics to measure the
strengths of each and every person, maybe not in every way, but in enough ways for a diverse
universe.

Society has gone mad for magic, as it is so easy to use but so hard to harness. Some dedicated
personnel spend much time and earn much money learning secrets and crafting methods of magical
use that defy logic at times, but they make perservere, gaining other worldly discipline to maseter
all of the sciences. One thing that has become very popular is animal and symbol tattoos, as etching
an image into you that the faeries recognize merges the characteristics of the two of you to become
more similar, in fact just granting bonuses to people that get the tattoos, light a candle and let the
energy from the candle, a quasi elemental, as it has earth, air, fire and water in the form of plasma
coming from it.

This is typical but usually only done at the age of thirteen or sixteen in various societies, at
initiation and voting ages usually. The basics of these tattoos work on the image of the creatures,
and yes there are dragons out in space in this game, or symbols for bestowing greatness and
sometimes limits on people that get them. Butterfly tattoo recipients, for example, once active, are
nearly harmless in the face of violence, while tigers are so pround they are driven towards it at the
slightest challenge. Here are a few tattoo stats, and, the game master is free to edit them for the
campaign of theirs;

Tattoo table
Type of tattoo Effects
Dragon [+3 phy] [+4 will] [+4 inte] [+3 charm] [+5 intu] game master decides
[demerits * 3] proud, snobbish, overconfident
Tiger [+1 phy] [+2 ref] [+2 will] [-1 cha] overconfident, proud
Snake [+2 ref] [+2 inte] clown merit for free
Butterfly [+4 harm] [+4 charm] [+4 points per level for talents] harmless, dependant
Toad Poison and magic resistance * [3]
Wolf [+2] to all tests when with two or more other wolves, ‘moral animals’
Peacock [+6 composure] [+1 charm] [+3 seduce] snobbish demerit
Manta [+4 harm] never loses control, immune to mental charms and ailments
Eagle [+2 sys] [+2 intu] [+2 wis] bully demerit, ‘moral animals’
Fox [+1 ref] [+1 sys] [two point bonus to buy all talents] coward
Lion [+1 phy] [+1 ref] [+ 1sys] three point bonus to bravery related checks, always
‘moral animals.’
Leopard [+ 2 ref] [+2 inte] [+3 will] [+3 intu] [+2 harm] hunted by ‘game master’s
moral animals’ and others, cruelty, often disguise tattoo to blend in, secret
Shark [+2 intu] [+2 health] * character level, [-1 charm]
Dolphin [+2 charm] bravery merit, morally bound
Condor [+5 health] * character level, bully
Rat [+3 inte] coward
Hornet [+5 bravery] checks, irate, popular
Sheep Gains necromantic and conjuration spheres for free [1 / 1] with banishment
and healing spells for free, [3 / 2]
Chicken [+2 ref] [+ 2 dodge skill] [+3 pistol skill], moral animals
Dog [+ 2 syst] [+3 inte] moral animal
Cat [+3 syst] [+2 ref] [+1 inte] cockey, cute
Humming bird [+6 harm] Little people; cannot fire weapons, cannot cast damage spells
Pirannah [Pack hunter], like wolf, for each bonus pirannah, extra point of tests, hunted,
cruel, cowards
Crocodile [+2 phys] [+2] sphere of telepathy, [+3] psychomatabolic
Elephant [+1 phys] [+1 wis] [+1 intu] [+1 harm] [-2 inte] moral animal, noisy, lawful
Panda [+3 intu] [+3 harm] Little people
Praying Mantis [+1 phys] [+1 sys] [+2 inte] moral animals, opposite sex problems
Spider [+1 sys] [+2 will] [+1 inte] [+ 1 harm] cowards, bullies
Bull [+2 phy] [+1 charm] moral animals, lawful
Squirrel [+2 ref] [+2 int] hoarders, greedy, over confident with other sex

So, that is the full list of suggested animals, and, more or less who is part of the barnyard of society,
the domesticated animals that herd together for protection and security, and, those that do not.
Obviously besides the bonuses and all that stat stuff, there could be a doable game played with
simply tattoos and society. This would lend to the fact that some incur automatic merits and
demerits that will be covered later, somewhere clsoe to the feats too.

These tattoos can also generate a “familiar.” Each familiar is likened to the size of the charcater, so
for each level the character has, the familiar has, from the time it is created, one third the character
level. This means it has a third of the character’s listed values, and costs one manna to manifest, and
one manna each minute after that.

***

Back to civilization. All characters are considered human unless they are created alien in the
beginning. That will also be covered later, the races and more ‘fluff stuff.’ The societies are lax with
these stereotypes in some cities, and, obsessed in others, with ‘fifty shades of gray’ between them. It
is not absolute that they will interact in given or obvious ways, as stipulated by the game master.

The political spectrum is full of leaders and pretenders in the current day, and, this game is no
different. If they were to suddenly apodt policies that are gentle, they will be abused by the
immoral, if they were to clamp down on crime, they would hear complaints and have riots, again,
fifty shades of gray between them.

This was covered in the opening introduction, of course, and now we need to look at the cost of
things gear related. There is a list of suggested gear types, but game masters may allow any gear
onto any list that they choose, of course. There is a gear type name, a gear type effect, and a gear
type cost. The load will be how much physique slots is used on that item, of course. Each charcater
starts with [50,000] credits at creation.

Gear list
Type of equipment Effects Cost Load
Pain killer spray Removes pain from character 200 0.3
Morale tablets Gives automatic successes on ‘morale’ checks 50 0.1
Resussitation tablets Revives chaarcters instantly 50 0.1
Knock out tablets Knocks someone out, hopefully presumed dead 50 0.1
Medi kit Allows for stopping bleeding, full range of 3,000 2
medical gear, can heal [3] damage in full hour
Lock pick Allows for mechanical lock picking 1,000 1
Lock smith’s kit Allows for mechanical lock picking [+8] bonus 5,000 1
Mag lock key Automatic access mechanical and other locks 20,000 2
Pistol Each pistol loads this much * 1
Uzzi Each uzzi loads this much * 2
Rifle Each rifle loads this much * 4
Assualt rifle Each assualt rifle loads this much * 5
Cannon Each cannon loads this much * 7
Cosmetics kit Allows for disguises 300 0.5
Knife Deals [physique] damage, [4] action points 150 0.5
Glass cutters Cuts away glass [24 action points] 5,000 0.4
Paint stipper knifes Cuts wires effortlessly, acts as knife too 400 0.3
Radio Listen to the radio 600 1
Police radio Listen to illegal police radio, needs connections 6,000 1
Telephone headset Multi process in offices [+3] checks and tests 500 0.3
Military headset Radio communication with other headset wearers 3,000 0.3
Military glasses See in heat and sound 14,000 0.1
Computer Typical computer 5,000 3
Arts computer [+6] digital arts and digital music composing 12,000 3
Programming computer Terminal for programming 9,000 2
Hacking software Software for hacking [+6] test 50,000 3
Hacking harware Hardware for hacking [+4] test 30,000 3
Tool kit Craft things out of components [+5] 3,000 4
Welding kit Repari things and make new things [+7] 9,000 1
Repairs kit Repairs armor, weapons, and, other things [+6] 5,000 3
Television Television, [+3] chance to see opportunities news 5,000 4
Display terminal Market displays [+4] marketing, trading, etc. 20,000 3
Economy car Obvious 10,000 20
Family car Obvious 15,000 26
Hatch back Obvious 40,000 24
Sedan Obvious 50,000 30
Luxury car Obvious 75,000 30
Sport’s car Obvious 200,000 20
Super car Obvious 3,000,000 20
Jeep Obvious 45,000 30
Cheap clothing [-1 charm] 200 2
Regular clothing Regular clothing 500 2
Yuppy clothing [+1 charm] 4,000 1
Model clothing [+3 charm] 20,000 1
Business suite [+1 charm], gets you in places 10,000 2
Camouflage Army camouflage, soldier wear, [+3 health] 5,000 3
Religious clothing [+2 charm], gets you in places 20,000 2
Ceremonial garbs [+3 charm], gets you anywhere 300,000 1
Cooking pot Allows for cooking in the field
Laser sight [+1] aimed shot
Sniper scope [+3] full round aimed shot surprise

And that is all the gear you will really need. With the “loads,” you actually take up a mater with the
equipment in your buildings and storage places, taking up one square meter for each load point.
Characters typically take up eight load point per character, lying down, and three load points
standing up, but that it would cost their eight lyign down plus their gear to carry them. and, that
converts into buildings and load bearing structures too.

With buildings, covered earlier, there is a typical building structure to blue print ratio. If you like,
you could use a regular building and convert it to the load system, where you could have in depth
realistic adventures without knowing how many people can cram into a room or lift, of course.

Markets are similar to the ones we have today, and, playing them is done by percentage per hour
gains. Typically, a trader or banker could earn up to their collected test per six hundred credits per
hour, or, by one hundred credits per day, of course.

Modelling is about making money too! If you were to find a stint on a runway, you might make
your ‘fame’ feat, plus other bonuses – yes, world of darkness backgrounds are also covered in the
feats section! - and then your charisma and all other sorts of stuff too. You could make a pretty
penny doing this, and, then you could afford to buy elections... maybe down at the school or
something, i don’t know...

Making music or playing sports are also alternatives to adventuring ‘basically freeform’ and
socially based to make for a different experience. Of course on the decks or in the production booth,
maybe out on the soccer or rugby field, you might test your collected skills and talents in other
ways – that is what they are there for, to diversify the game and give choices, of course.

***

Infinity [08] Advanced Melee Guide and bonuses.

***

Melee combat is where you grapple and punch, kick and headbutt your way to victory in a fight. If
you were to use a knife or baton, then this is for you too. The major reasons for this guide is to give
the hybrids a fighting chance at birth, as, they can fight, but there are no tactics for them. Then, at
later levels, they are so big they can really do fighting hand to hand damage, but, they lack the rules
to assits them. This sectioon is optional, it is not compulsory, but it is there to flesh out your games.
Also, there are bonus rules for splitting statistics into different sub catagories. Things like reflexes
can now be specialized into combat or skills related things, depending on how you approach the
game and if your game master and group agrees.There are a few types of attack, ranging from parts
of the body, to parts of the body. Then,t here are blocks and counter strikes, all costing action points
to do, as usual. Yes, you would rather have a gun or spell handy, but, when you are without your
weapons, or caught off guard, these rules will help with other rules, like ambush – let’s say you are
surprised and find a hybrid or thug grappling with you before you can cast a spell or shoot them?

~ No, you may not cast most spells if you are being grappled or smacked in the face!

In this guide there are also rules for [consciousness], to help with wounds from damage and for
other things and for how hungry and fatigued you are, or, bloated from eating too much. These rules
will help with minor details you cannot decide upon with your game master, or, will breathe new
life into tired old scenes.
***

This is a list of the attacks and defneses, all costing character points to learn as talents as the attack
type if not listed elsewhere. Brawl will suffice as a skill to be used, Sometimes, there will be entries
for double the stats or skills or even talents, but, just use common sense, when deciphering this text.
[Size] rules will be explained later, as they just give bonuses or penalties to you, or, sometimes
make it impossible for you to fight a larger foe. [Physique] also plays a role in this type of combat,
as, the stronger you are, the more damage you do. Please be advised that there is a table for how
much difficulty is associayed with your moves.

[0*] Headbutt – this is where you headbutt your opponent, usually to their head, or, maybe to their
chest or something. There are a few types of headbutts;

[1*] Punch - Punches are your mainstay in combat of this sort, and, they will be accessible to most
races as a way to basically brute force your way out of a close encounter as someone tried to
strangle you – always a favorite, these later explained strangle rules. Blocks are usually done with
the hands so fall under punches and will be your best defence against some of the attacks. Some of
the punches use dodge and evade rules for blocking.

[2*] Grapple - Grappling is where you close for wrestling with your opponent, and, uses the
punching talent, of course. It takes three action point to start a unblockable grapple, unless the
characte r is struck and fails a “physique / stamina test.” Once you have a grapple locked in, you
may begin maneouvers listed below, for action points costs listed with them.

[3*] Kick – Kicks are the stuff of fantasy, where you launch yourself heroically at someone to
deliver a face stomping foot to their chin, yes? The most potent moves can be found here, as, they
rely on the wieght of your character and the strength of the attack.

Martial arts table


Type Difficulty Effects and description Damage = [muscle / 3] Actions
[01] Head butt 1 Normal head butt * 1
[02] Scalp 2 Create wound add wound 1
[03] Oculus 2 Butt for the eyes, brow [+1] 2
[04] Bite 1 Bite your opponent [+2] 1
[10] Punch 2 Normal punch * 2
[11] Hook 1 Hooking punch [+1] 3
[12] Nose punch 3 Blind opponent * 3
[13] Block butt 2 Stop headbutt [+0] 2
[14] Block punch 1 Stops a incoming punch [+0] 2
[15] Block kick 1 Stops an incoming kick [+1] 2
[16] Counter punch 4 Block and counter strike [+2] 4
[17] Critical punch 7 Critical strike on opponent Critical 3
[18] Elbow 3 Elbow strike add wound 3
[19] Disarm 4 Disarm an opponent * disarm 3
[20] Strangle 3 Strangle an opponent [-2] conscious 3
[21] Incapacitate 6 Knock someone out [Check] to stay awake 4
[22] Break 4 Break bones, wood... * 9
[23] Smother 4 Wrestle someone down * 3
[30] Thrust 3 Thrust kick [+2] 3
[31] Round house 3 Roundhouse kick [+0] 2
[32] Knee strike 2 Knee to the midriff [+2] 2
[33] Knee block 3 Deflecting block * 3
[34] Axe kick 5 May knock someone down [+2] Balance check 5
[35] Head kick 4 Kick for the temple wound 4
[36] Jump kick 6 Jumping kick knock down [+3] Balance check 7
[37] Critical kick 7 Ciritcal strike on opponent Critical

***

Melee racial modifiers

Size is not really how tall you are, nor how broad you are, it is about which type of size category
you fit into. If this tabel says that there is a yes and a bonus, or penalty, that penalty is taken for
defenses against and bonuses to attacks of that type. Typically, most races have their size shown by
this table following. Defence is where you incur a penalty on your assailant for the melee attack.

Sizes, attack, defence and adjustments table


Type Size Butt Punch / claw Grapple Kick / rake Melee Defence
Human Medium Yes [0] Yes [0] Yes [0] Yes [0] Yes [+2] [0]
Sectoid Small No [+3] Yes [-3] Yes [-4] No [-2] Yes [-3] [-4]
^ Hybrid Varied Yes [+3] Yes [+2] Yes [+5] Yes [+3] Varied [+3] [+8]
Dragon Large Yes [+4] Yes [+2] Yes [+4] No [+1] No [-2] [+3]
Ashanti Large No [0] Yes [-2] Yes [-1] Yes [+3] Yes [-2] [+1]
Lupines Large Yes [+2] Yes [+2] Yes [+3] No [0] Yes [+2] [+2]
Snake Large Yes [+2] Yes [+1] Yes [+4] Yes [+3] Yes [0] [+3]
Vampires Medium Yes [+1] Yes [+1] Yes [0] Yes [0] Yes [+1] [0]
Magic Medium No [-6] Yes [-2] Yes [-4] No [-2] Yes [-3] [-5]
Nexae Medium No [-4] Yes [-2] Yes [-4] No [0] Yes [-2] [-3]

^ Hybrid size is determined to be [little] in the beginning at levels one and two, Then [small] from
growth level three to four, then [medium] from five to six, then [large], seven and eight, then
[huge] at level nine and onwards.

***

Conscious is where you gauge your character’s ability to perform. As this game does not have
character sheets, yet, they can be simply writeen down if you choose to play with this, and, to be
fair, most game masters will want to play with hthis rule for their own realism – you cannot simply
fly around in space fighters without resting, nor eat out in the jungle where you do not know what
fruits are healthy, can you?

So, what is consciousness in this game? This is how aware you are, like adding bonuses to spot and
ambush and stuff too, but more like mental energy. If you run out of consciousness, you pass out,
like being unconscious, okay? If you were to have a boosted consciousness, maybe through a spell,
you may decipher things easier too. Food and eating alos play a role in cosncious – for each day you
go without food, you lose one point of conscious. Some spells will remove consciousness from you
too, these may strangle the very life out of you, and, you may slump to the floor.

Consciousness Table
Conscious Bonus Penalty Sort of like...
[9+] [+2] actions, checks [+1] tests * Vibrant
9 [+1] actions, [+1] checks, tests * Enthusiastic
8 [+1] tests * Bubbly
7 [+1] actions point * Happy
6 [+1] checks * Glad
5 * * Moderate
4 * * Unhappy
3 * [-1] action point, checks Lethargic
2 * [-2] action points, checks, tests Distant
1 * [-4] action points, checks, tests Stupor

No, they do not stack for each level, each level of conscious is defined as if it were seperate. Some
of you may be wondering why we need these rules still, and, the real fun stuff is yet to come!
Basically, you can convert your consious into manna or luck, or boost your health, of course.

When your character is created, or, bringing this rule onto a already working character, they have a
consciscious of [five]. This can be upgraded by spending three adventure points for each point of
conscious. The following bonuses may be bought relating to conscious;

[5*] Bonus Boosts are there for like boosting your character with a reserve of conscious points, it is
like a pool of points that keeps you stable being depleted in an emergency, or, by choice.

[5a] Manna boost [three points]; Temporarily boost your manna by burning conscious. For each
point of conscious you burn, you receive three points of manna per slotted level of this bonus.
[5b] Luck boost [two points]; You may convert one adventure point plus three conscious points to
one luck bonus point roll, immediately. If you have this talent at level four, the [conscious points
cost] goes down to two, if you have this talent at level seven, the [adventure point cost] does not
need to be consumed. If you have this talent at level eleven, you need only spend one conscious
point to boost your luck.

[5c] Surge [three points]; This will be where you spend one conscious point to get as many action
action points in the next round as you have levels of surge.

[5d] Vitality [six points]; This will let you burn one point of consciousness for as many health
points, not exceeding your total pool, as you have levels or ranks in energy.

So, now you can put your adventure points to use in a piggy bank or smash and grab wallet effort to
make sure you are prepared for any situation, yes? This conscious thing is reminiscent of vampire’s
willpower combined with virtue, some would say, but they don’t know half of it!

***

Critical hits... this is where you could shoot someone in the head and have them killed outright, this
is where you could shoot someone in the leg that is running to capture them and interrogate them
too! Poison feaured very lightly in the original rules, but, is back with a vengeance! There are many
types of poison, and, many types of damages! These will be like critical hits too, mind you.

Critical hits come down to four main types; head, body, arms and legs. If a critical is stuck to your
head, you may suffer double or triple damage, or, be killed outright, unless you have a helmet on.
Then, if you were to be struck in the chest with a critical hit, you might think that it will just be a
double damage – what about a heart piercing round or stomach wound? The original rules were
made to avoid these types of things for simplicities sake, but, seeing as how there has been a
demand for them, they are here now, if you like.

~ Whenever you roll a [one] on the thirty sided dice, there is ‘a critical event.’ These may be normal
compared to the ranges you will have later in the game – yes after like a decade of playing the same
character, you could shoot snipers through the scope of theirs into their eyes nearly at will, of
course!

It is possible to seek medical or magical help to overcome serious wounds, or, they may be
untreatable. Hell, your game master might even make a side adventure to see if you can overcome
the curse of poison or even permanent brain damage?

There are rules for thirty sided dice rolls where you roll a one for a combat test where you are
shooting a gun at someone;

Critical Types Table


Location Ten sided dice roll Penalties and notes Endurance
Body 10, 9, 8, 7 Loss of one point to system Phys * 5
Arm 6, 5, 4 Loss of two points of reflexes permanently Phys * 2
Leg 3, 2 Loss of two points to reflexes, action points Phys * 3
Head 1 Loss of three points to wis, inte and will Phys - 2
This table shows where the hit took place, what it did and how much threshhold the location has,
through [endurance], before it is ‘severed off.’ Please note that it needs to be dealt in one attack
before it is severed, to keep thing ssimple before people start jotting down notes for location
damages! If it is cut off, then it is up to the game master as how to progress. If you declare a critical
hit before you attack, it is called a called shot and yo get a penalty to your attack of [three] for body,
[eight] for arm, [six] for leg and [ten] for head shots. You must also save versus death if hit in the
head, or die.

[6*] If you like you may also buy extra bonuses for critical hits;

[6a] Shuffle random critical [bonus: two points]; This will let you, for each [two] points to spend
on this, reduce the dice test you roll by [one] point for the random criticals.

[6b] Extra critical damage [bonus: one point]; for each level of this talent you have, you may add
a bonus one to critical damages, when you get them.

[6c] Improved random critical range [bonus: twenty five points]; This will, for each twenty five
points you spend on it, reduce the range for a random critical by one point.

Each time your character takes critical damage, they have a chance of incurring a [wound]. If you
suffer a critical, then then they incur a wound where they lose one health point each round until it is
bandaged or healed.

Each time your character takes body critical damage, they suffer a heart wound, inflicting three
wounds, a stomach wound, where they lose one more health point of damage each turn, or even
lung damage, where they will struggle to breathe and have their [conscious] reduced by [five]
points. These types are rolled on a ten sided dice and determined by the game master, depending on
other factors that would be too long winded to explain – trust your game master, or, make your own
table?

Each time you suffer a head wound, you incur brain damage and reduce all your skills and talents
by one point each. The brain damage is covered, basically, in the table above.

Poison deals one health point of damage each round, until treated. Poison rules were covered in the
core rules, but, there needs to be more specific rules for the bites of creatures, as, they will now
have extra rules governing the ‘approach of the bite.’

***

Infinity [09] Contraband and expanded rules.

Habits and addictions are a major factor in modern life. Nearly everybody of the middle class is
addicted to something or other, be it tobbaco or caffeine, probiotics or sleeping tablets. These play a
role in your ability to function, and, one should consult the following table to find what their
character is addcited to, to spice it up a little? If you wish, You may roll a dice to find your
character’s addiction, as seeing as how they are not homeless and come with starting funds, they
should have ‘a middle class addiction.’ Addictions may be overcome with the help of the game
master.

Addication and dependency table


Type Frequency Legality Cost Effects if not taken
Coffee bihourly legal cheap Stress
Smoking bihourly Age restricted Rather expensive Stress
Sex Twice daily Legal varies stress
Pro biotics Daily Prescription expensive Loss of conscious
Supplements Twice a day no cheap stress
Sleeping tablets Daily no Meager expenses Loss of sleep
Marijuana Twice a day Prescription cheap Loss of harmony
Ecstacy Fortnightly Illegal Moderate costs Loss of harmony
Cocaine Daily Illegal Expensive Loss of lots of things

***

Military gear

Illegal and in development military weapons and gear, inclding chemical throwers and other
weapons. These will be made available for acuiring later, maybe once the players have broken into a
workshop or laboratory, warehouse or technical station.

Development weapons table


Name Clip Actions Range [m] Damage Features Cost Clip cost
Acidic cannons 200 3/1 300 5 Wound per hit 17,000 800
Nerve gas cannons 15 4 120 * Endurance check 30,000 600
Raidation rifle 8 3 700 15 [3] wounds / hit 50,000 2,000
Lasher 4 4 50 8 Radom Critical 40,000 10,000
Pulsar rifle 8 5 1,300 12 / 40 Electronics down 35,000 7,000
Anion rifle 6 4 600 30 Crushing damage 50,000 5,000
Phonic rifle 6 4 200 8 End check / stun 30,000 500
Sapper 5 4 300 15 Fatigue 5,000 700
Vampire 30 8 / free 200 7 Tendril fatigue 8,000 2,000

Special equipment and covert ops suites are assinged through the military and need to be stolen or
bought on the balck market, as most of it is illegal. These include goggles, sunglasses for
surveilance, and, ‘covert ops second skins’ or “C.O.S.S.” They have various features, listed below.

Covert ops agent gear


Name / type Features, description Load Cost
Noise vision shades See noise 0.3 2,000
Heat vision shades See heat 0.3 2,000
Extended ear Hear better 1.0 2,000
Chaff shoulder pad Stops incoming rockets once 3.0 70,000
Cloaking suite Invisibility three min, recharge fifteen min 1.0 1,600,000
Physical suite +1 to physical stats or attributes 0.5 1,000,000
Athlete suite +3 to all physical skills and talents 0.5 1,000,000
Regeneration suite regain [1] health every three rounds 2.5 2,000,000
Vixen suite [+6] senses, [+2] peace [+3] action points 1.0 1,000,000
Pacer suite -1 action point per action 1.7 9,500,000

***

Interpreted skill and expanded rules (contextual).

This will be where your skills that are not combat oreiented are fleshed out. Basically, the more of
something you have, the more capable you are at it, yes? If you were to try to legalize something,
no doubt, it would be a personality type thing for you, or, a goal of your character. If you were to
get it right, you would become famous and gain rank in the judicial systems, and, gain whoppings
of character points, of course, and, money too! It stands to reason, if you are a high stakes lwayer, to
get involved with change, as, people respond to change, of course. On the other hand, if you were a
doctor – yes, this is like that after hours stuff we discussed previously, with hobbyists getting
involved in things with angles that professionals do not have time to iron out nor energy to put into
it – and you came up with a home remedy, the same would happen to your character, of course. As
you can see, there are other avenues to great characters other than bushwacking aliens! This adds
depth to the game, for those that want to play a role in society properly, but, there is no harm in
accompanying soldiers and others, even taking a crack at someone with your pistol, yes? This game
is, as has been stressed diverse in the sense you can do whatever you want, as was the intenet and
within the capacity of those writing the game to supply you with. Then, there are related rules.
These are things like journalism and panel beating, which could also play a role in the game. You
just modify from the skills and talent lists, of course. These could even be set up in play where the
chaarcter halves two things that go into the new “test roll.”

***

Remember, “load” is [2.0] for a pistol, [3.5] for a rifle, [5.5] for an assualt rifle and [8.5] for a
cannon. Clips are considered to all weigh [0.3] All armor weighs [3.5] for light [5.0] for moderate
and [7.3] for heavy. You can carry as much load as your “Physique” or “Stamina” attriubte.

***

Infinity [10] Optional Rules, Training and Monsters [18th August 2018.] ~ by Brett Nortje.

These are the optional rules for “Infinity,” worked on with great ingenuity and foresight, as, the
team wants to spoil you with new ideas to plunder and use, and, new rules to guide you to a
complete game, of course. These rules are here to spice it up, especially at higher levels when you
gain power of some sort, and, get to play Presidents or house bosses.

There is the political side of things, the business side of things, and, colonies do not build or
maintain themselves, and, niether do civilian’s needs, or, maintenance of your bases. The war and
tactics that can be referred to for a quick follow through to the roles you might play later in the
game. Yes, this is for high level characters...

If that is not enough for you, there is also relgions and gods, described in here. Faeries and spirits,
prayers and wishes are also covered here, and, they have ‘advanced rules’ too!
Time is also coverted into a universal language for all inhabitants of the galaxy to find common
ground with. Then, don’t forget the details for research, which is where you try to write a new
programming language for the use of mke shift electronics to be made into real products, or even
for researching, with grants and researchers, new techniques or details about any science you can
imagine...

But wait, what about ‘house’s rules,’ where the general lay out of a house and it’s influence and
finances are dealt with... you have heard of these bodies and entities, and, they dominate the whole
world and galaxy, especially on earth where faith is weak and greed is strong.

Flight is also covered herein! Yes, seeing as how you can just basically fly about in the initial rules,
we decided to add rules for flying creatures, especailly for player characters, and, swimming too!
Underwater combat is also a feature... There is also a guide for robots and drones, civilian and
combat oriented alike. While often mere assailants to the characters, they may be harnessed as
followers and put to use by players too. Members, like sages, academics, mages, leaders and other
non player characters, like the ones you interact with, are also covered in this guide...

And what would a good game be without a bunch of ‘monsters’ to fight? These may be ancient,
like cannon fodder for you, magical in nature, but otherwise inept at combat. Or they might be gun
slinging technologically advanced aliens, or even savage hybrid type aliens? All of the ‘monsters’ in
this guide are not allowed to be played by players, as, they upset the game, being too powerful, or,
are too weak to be played competitively. Those are covered later in this guide and supplement for
the game.

~ Remember, you do not have to use these rules, you may edit these rules, you may change these
rules, you may emit these rules from your games.

***

Politics is often defined by many in many different ways. It all comes down to the focus of the
debate – the core of politics we at the company would say is that it is dialogue to find agreements -
but others would say it might be there to settle disputes, there to make sure everyone is represented,
or even that it is there to look after people welfare wise. Whatever you want to call it, it involves
concessions and demands, and, can take a hell of a long time at various intervals.

With the dawn of twenty twenty, the various countries found there were too many people in them to
be represented properly, so they split into more of a American state system of doing things. This
became so popular that they copied over every progressive style of managing state affairs, but,
some still clung to conservatism to settle the legal side of things.

Laws also fell into place. The united nations was proclaimed to have such a simple code of laws
that all governments adopted these as a core, and, then they disregraded any and wrote off those that
they disagreed with. At first the west was astonished they listened, but, after a while, they still
demand that these rules be followed. Unlike the Vietnam War though, you do not see allies rushing
into foreign lands to instill order, today they simply make sure that their own affairs like the hungry
and needy are sought for with those trillions, as, this wins votes, of course. So, how do you arrive
at becoming ‘a leader?’ Well, there are many paths, and, some are easier to attain than others.

[1*] Types of leaders and officials, types of authority are divided, genrally speaking, into a few
types. This is a quick reference system for ‘followers’ achieved by various means;
[1a] Coaches. These would be like for little leauge baseball or a charity soccer club. These are
typically just helping out sort of roles, and, they will have authrity when supported by the team.
This also covers charity people, that work with money a lot and socialize and are go to people for
donations and regualr staging of events. This type of authourity is ound through interacting with
society and the game master’s non player characters, or, extras.

[1b] Team leaders. In factories, the team leaders would be the people in charge of the running of
the place, setting up orders for more components and regulating affairs with maintenance.

[1c] Managers. Typically, a manager would be someone in direct charge of someone else. This may
sound a bit dissapointing, but in the real world this is the best some could dream of. Of the middle
class, or, that you become middle class when you arrive at this level in your business, the managers
could also be mnagers of political affairs and other branches of work to. In charge of everyone
under them, and, those under those.

[1d] Producers and media leaders. These would be like famous reporters that go out into the
world to get the leading stories, or, even select stories from a wide range of stories to print or put
onto sites and so forth, maybe airing them on television too?

[1e] Judges. These are hgih ranking in the court system, and, can collect a huge pay check if bribed.
Be careful to do the job to the best of your ability! In countries without a jury, like many African
states, the judge passes verdict, sort of like a veto command from the president.

[1f] CEO. This is the highest ranking sort of manage and is responisuble for all activities of the
coorporation and it’s tributaries. Absolute authority on what goes on and able to stop or start
anything they can logically want to do within the business.

[1g] Mayors. These are small timers in politics. They typically reside over a suburb or city and do
menail work with them. All the same, the local police answer to them, along with traffic and fire
deprtments and other public servants.

[1h] Senators. Much bigger than mayors, the senators rule over the state or province they are in.
They will ammass great power compared to a mayor, with a fist full of mayors with police at their
beck and call. It is only at this level that parties select candidates to become president.

[1i] Presidents. Basically in control of all activities of state and in close contact with other house
leaders and presidents. Nearly complete control of everything they survey.

[1j] Demagogues. These are house leaders, and, make deals with presidents and senators and run
the business too, while plotting their own secret society stuff and doing whatever else they want.
They could also lead privately sponsored missions in space and have private militias for their own
use.

[1k] Mobster bosses. Will work with the criminal element, and, are often a product of it. These
guys will hack you to pieces for a nickle!

[1l] Luitenants. Of great renown in the army, these leaders have authority over all under them, or,
‘in their house.’ Sometimes given free roles in the military.

[1m] Commanders. These are the second highest ranking military officers.
[1n] Captains. These are usually commanders of mother ships or collections of other ships. They
control deep space trade routes, so,t hey know something about business too – required!

Managing colonies and ships is also a factor of being a leader – rules for business undertakings are
covered later. These come down to more conventional types of titles for authority. Remember, if
you want to add a type of authority, feel free! When it comes to managing colonies, there are
various types of colonies and mother ships too.

Colony and ship maintenence


Type People Cost month Notes
Village * * Diseases
Town * * Plumbing, electrical
City * * Crime, terrorism
Large city * * *
Megalopolis * * *
Outpost 10 130 Vulnerable
Base 70 400 *
Colony 500 1,200 *
Small ship 5 500 Turbulence from storms
Moderate ship 40 1000 *
Large ship 70 20,000 *
Mother ship 100 300,000 *

Politics itself leads to many role playing opportunities too. Why if you need to sell something, they
are often related in scope of what to say and do, and, look for in the deal. Sealing the deal is the art
of politics too, you could say.

Then, there are conflicts and conflict resolutions. Marches and demonstrations, leading to strikes
and protests are not really flying around, but they do happen. These call for a strategy to resolve
them, and other factors.

***

Businesses need managing too, and, they have various strategies for this purpose. Basically, there
are tomes of strategies to dwell on,and, they all require that the team knows what the lay out of the
market is all about. Marketing and finance work together to produce a good product or service net
on expenditure, and, even though in this age, things are stable, with registering everything to your
identity, there is rife piracy, especially in space, with cargoes and pirates not being easily seperated.

Training your personnel with skills can cost money, unless you find them learning from the internet
over the weekend and at nights. This means that skilled personnel are not recognized, and, among
strategies is a interview to find the competence of the employee to better serve the business as a
functioning part of the business, of course. As there is so much abundance of work and so few
personnel, due to the surging economic pattern of start ups and middle men that are out for
themselves, the job market is wide open, so you need to hang onto your personnel.
All businesses are bought up by a house once they hear of them or turn a profit. This si because the
banks they go to for loans report the activities of these accounts, and, then you get a phone call. You
either join or are ensclaved in some countries, with debt collctors showing up with base ball bats if
you refuse to sell your shares.

~ Yes, these houses are full of it! They will make you become their own private estuary of income if
you make it, and, if you don’t, well, then they discipline you with border torture. This does nto filter
through to the businesses, directly, as, the managers try to settle everything with a degree of
compassion, as, employees need to be nurtured, not disciplined in their eyes.

***

Tactics in war is where you adopt a strategy for defeating the enemy,a nd, issue orders to your
soldiers and people to fight for you. Morale plays a part too, as well as leadership. With military
fighting, massive battles, things are rolled on [d30] with bonuses applied for tactics used. Time
reflects how many minutes (rounds times two) it takes to enact this maneouver.

Tactics table
Type Attack Defense Features Difficulty Time
Charge 07 03 Typical offensive charge 2 2
Bullrush 07 02 Head full of steam 4 1
Defensive 00 10 Hold a high line 3 3
Flank 10 03 Get the enemy from the side 9 4
Circle 04 04 Surround the enemy 4 4
Strafe 07 04 Frontal flanking, 8 2
Probe 00 06 Gather information 5 3
Lure 03 07 Retreat while taking cheap shots 7 2
Cover fire 03 06 Gain ground slowly 6
Annihilate 10 00 All out attack! (Check morale) 0 1

***
Religion and gods... what the heck, I thought there was only one god? In this game, there are many
gods, it comes down to faeires with energies that resound through the world, as objects of people.
Like a person can help you, so can a obejct, idol or god. These objects are reprsented by qualities
they adhere to, and, form personalities the more energy is inside them. There are dozens of gods.
Ghosts and spirits also play a role, besides being maybe malicious or malevolent, they can interact
with the character and world if the conditions are met. The conditions for interaction is that the
creature does it properly and sincerely, and, a god is more likely to answer the person if they were
to serve them or be pious towards them. Prayers and wishes are sort of like ‘accumulated power.’ If
you and a group of people worship the same god you may simulate some spells through prayer,
becoming easier to perform the more people there are. You should roll on the following table o find
if you can simulate a simple spell;

Prayers table
Manna cost Difficulty Bonus per person Retry if failed
[01] [00] [03] Yes
[02] [01] [03] Yes
[03] [02] [02] Yes
[04] [04] [02] Yes
[05] [06] [01] Yes
[06] [08] [00] Variable
[07] [10] [00] No
[08] [12] [00] No
[09] [13] [00] No
[10] [15] [00] No

Praying may result in a raise consciousness too. Very comely now, yes? Basically, when you pray to
your god, and act accrodingly, you may receive a point of consious at the end of the session. Big
bonus you might say, small cost. Spirits might also mediate with you to bring you higher conscios,
and, praying with them would definitely bring consious points to your character.
As with praying for consciousness, which will raise along with this bonus, you may pray for manna
too. You receiev manna at a rate of one point of manna per round, or, three per minute, as a roud is
about twenty seconds. This stacks with conscious bonuses.

Wishes are where you, because fo your age, accumulate candles on a cake. This is summed up at
the beginning of your character creation regarding spending the character points, so no luck fishing
here for more points! Basically, when your character ages, they gain a birthday candle, yes? This is
manifest in gaining ten character points to spend, so, if you play with ages, then please adhere to
these real life realities. Wishes may be granted by leprechaun faeries and gods for work well done,
and, also through some other means. This is completely up to the game master, do not force them to
give you wishes, you will regret it!

Yields Are where you are granted, by leprechauns, faeires, spirits of the other side, or even some
idols or gods, clumps of character points. This ranges from one ten sided dice worth from a
leprechaun that you catch and release, to a faerie you attract with the right merits and conscious
rating and so forth – up to th egame master when and where – yielding two ten sided dice worth of
character points. The spirits will, after a conversation, instill in you greater manna pool, greater
consious or even one thrity sided dice of character points. Idols are used for training, ans are purly
reactive, although destorying an idol of another god may please your god and bestow on you five
points of conscious and five character points, and, of course, if you please your god, through devout
services, you may gain twenty character points or so.

Gifts are really special, and maybe you will do something so great for a god that it will bestow on
you one gift in like a year. This would be something big, always, and it usually comes as a spell at
a random level, as a minor gift, or a sta increase, as a moderate gift, or, sometimes, they will grant
you a god like ability for a major conquering of a solar system in their name and enslaving the
inhabitants to their will and decrees. These gifts should not be given lightly, and, should require
weeks of earning them.

***

Training

[2*] Training facilities cost money to train in, and come in a varety of ‘styles.’ They cost time to
invest in the training, and, make use of idols and plants, arranged correctly, to make the facility
function in the way it needs to. The arts of scultping statues and gardening and things to set the
faeries and energies right to the point are ancient and learned from aliens, who find it curious, most
of them, that some are so obsessed with these things, preferring to just live their lives and fit into
today’s societies, of course. Yes, you may store points for later, accumulating them to add a point or
rank to a stat or skill. Typically, it costs three hundred credits to be admitted to a level one school
for a day, with all rations and hygiene sought for, but, as with all ‘schools,’ there are better schools
to attend with more focused trainers.

[2a] Field training facilities. These are for combat and espionage skills and talents. Negtiable
price, gets cheaper throgh membership. Lower character point cost of each rank by school’s rating,
per day, by two.

[2b] Academic training facilities. This is for typical academic subjects These include business and
law, and, other accounting type skills and talents. Lower charcater point cost of each new rank by
four for each level of the school’s rating.

[2c] Technical training facilities. Learnign all technical and medical things, like a practical
college. Lower character point cost of each rank by three per school’s rating per day.

[2d] Science training facilities. Deals with theoretical sciences, lower the charcater point cost of
each rank by five for each day spent here.

[2e] Gymnasiums. Deals with physical stats, lowers by six points per school rating, per day!
Willpower included in weight lifting and Intelligence through table tennis, also available.

[2f] Grooming facilities. Charisma and leadership based skills, four per day, per rating. Teaching
also features here.

***

Time has changed too, as, we no longer just orbit the sun. This led to the new units of time, based
on the units of tens and hundreds. While time on earth is still more or less the same, galactic time
has been modified to be more practical. One hundred Simlets or Sims, are used for ‘seconds’ or
‘heartbeats,’ coming to one Ula for for ‘minutes,’ where fifty ulas equals one Wink for ‘hours,’ ten
winks makes for a Moon for more or less ‘days,’ Groups for more or less weeks – usually ten days
or moons – and that comes to one Group being equal to [500,000] seconds with the new system
with the old system coming to [522,200] for a ‘month.’ From there, it is thirty moons to a Cluster,
as per usual and ten clusters, nearly ‘months,’ to a Cycle, which is nearly a year.

Research is an every day occurance, but few make original ideas. Often, people tinker away at
night, trying to approach the technology and engineering fields from a encyclopedia based history
perspective, and, they often make a tediously better product or whatever, but they lack the finances
to produce it and implement it in today’s competitive world. None the less, many part timers join
forums and workshops where they build their own wares from what they have at their disposal,
much like fathers making their kids bird houses today. They also would make bicycles and other
things for novelty’s sake.

But, there are those that research new things full time, making a living from it. These do not need a
table since it is so personal the factors to consider – it would be lazy and irresponsible to make a
tablefor this sort of thing, as, it is so ‘detailed.’
Let’s say you want to research a quasar weapon – something that would make you invicible in deep
space? - it would require money for parts, time for research, money for testing and skills to see if
you get it right... there is no ways the game master will even let you try that at level three! But, let’s
say you are like level thirty or something, maybe then you might want to invest some time into
something like that...

With all the factors considered, first of all, the house leaders will try to sign you or enslave you.
There is no way they would let something like that go down without having control over it, hell,
maybe they have research on it already? There is no way they would just nod and say that all is fair
in love and war either, you will arouse suspicion. Mabe someone will ‘tell on you,’ maybe someone
will steal your research, it is all iffy and butty.

So, let’s be more realistic, let’s say you want to make a automatic fusion rifle, that would be much
easier, yes? This would also require time, skill and reasearch points and money, and of course lots
of patience, unless you are lucky or very skilled, yes? This is an interactive adventure with your
game master, and, it should remain thus. Do not let us tell you how to do it, but, we urge the game
master to, when in doubt, make it harder rather than easier, okay?

***

Houses Are entities founded upon business or political bodies, and, usually carry a lot of money and
a miliatary presence with them. While it is impossible to start a new house today, joining one or
gaining ranks in them is possible, although the bloodlines and heirachy is usually passed from
parents to children. Sometimes, though, the parents are dispondent to the children’s lack of
discipline and e.m.o. attitudes and they put them under the regency of another trusted family friend.
If such a ordeal comes to the point where they go all silly in the head and start to pledge the house
to charity, they usually get put into a caring home or facility and that is that – the shareholders will
not hear of them seekign god all of a sudden at their own expense. This means it is a cut throat jaunt
at the top of te ladder or stairs, and, rightly so, live by the sword, die by the sword. While things like
assasinations are unheard of at this level, as there is so much paranoia and security for the owners
and shareholders, the beckoning of suicide sometimes looms as they are often very unsavory
morality wise. The house will prevail, no matter what – it evolves and sheds as a living thing.

The houses have been tabulated for easy referencing and, details will follow later as to how they
operate and what their major influences are in, and, everythign is comapritive to the other houses,
not to any nation or political body, or, anything other than the other houses;

House’s table
Name Finance Native Attitude Employees Military power
Mother Collosal Africa Friendly 800,000,000 [09]
Microsoft Greater America Moderate 300,000,000 [01]
Apple Great America Curt 250,000,000 [06]
Hong Kong Meager Asia Semi maternal 120,000,000 [11]
Munich Moderate Europe Ruthless 70,000,000 [05]
Secta Immense Space Friendly 700,000,000 [02]
Cardassia Immense Space Ruthless 20,000,000,000 [04]
Feregninaar Greatest Space Aloof 9,700,000,000 [05]
Naturally, each house controls stock markets, where anything that goes well on the continent gos
well for them, and, anything that doesn’t go well on the continent goes well for one of their other
businesses – people only have so many outlets locally, they are bound to at least shop on the same
continent or land mass, surely?

Typically, houses meet on Earth in Dubai, where the climate is neutral regarding influences there.
They sit and discuss things, and, make deals and pacts, often involving money and politics. It is
quite regular for magic to bear a presence in these meetings, and, houses, as they seek the blessings
to protect against inception and other ‘mental attacks’ on themselves.

In fact, the houses are so involved in researchign new spells, they grant huge sums of money to
druids and witches for these purposes. They maintain a paid for dream tapestry for the inhabitants
of their lands and employees, and seek to keep things regulated with moods and paranoia about the
next pay day – destressing the populace they have under their control has proved most effeictive so
far – if it ain’t broke, don’t fix it!

***

Flight rules, seeing as how we have flying creatures and races that players may play, we need basic
flying rules, yes? Basically, the flight system is divided into parts called ‘flight classes,’ and they
work on being “free flying,” no penalties to tests, “levitating” penalty of [two] to test rolls, and
“winged natural flight” where you have a penalty of [five] points per test roll.

Underwater fighting, or, submerged rules are where you use difficulties to find your test range
penalties and these are typically minus [4]. Holding your breath is equal to your one quarter your
physique or stamina in rounds. Each load point adds a difficulty of [one] to your test rolls.

***

Robots and drones are there by our work and the work of aliens. While alien technology often
captures spirits and faeries to operate the movable parts of machines in space, we have not got the
brain power to do such things currently, maybe in a few centuries we will have the ability to use
such things? None the less, some of the aliens have mastered the use of drones and robots for their
own use, and, have incorporated it into a workkable instrument for us too.

Drones are there for combat and military and security purposes. Health refers to their circuitry, and,
will show their vulnerability to scrambling attacks and when the armor is penetrated, are much
harder to repair.

Drones table
Type Health Armor Weapons Cost Operations
Drone one 5 10 Melee stun * [Manual]
Drone two 10 10 Melee baton * [Manual]
Light drone 15 20 Light * [Programmed]
Medium drone 20 40 Light * [Programmed]
Serious drone 40 60 Medium * [Intelligent]
Hard drone 70 130 Heavy * [Programmed]
Heavy 80 150 Cannon * [Manual]
Shielded 50 ^200 / 30 Cannon * [Programmed]

Robots are there to help with day to day affairs, like farming and construction. They can only tke
damage and are completely pacifist, maybe cutting someone open to operate on them, at the most
lethal of their vocabularies. Drones all have basic attack skills of [18] with their equipped weapons.

***

Extras, non player characters controlled by the gme master...

Other “members” of society might occur in your world, and, they will likely be the game master’s
attempt to play along and have some fun too. Be warned, if you mess up his members, he may mess
up your character! Members are there for the game to play out nicely, and are essential to games
where there is interaction of any social sort, as, there will be very few people to talk to without
these members.

The sage of a village or town, the most likely places to find one, are there nd students of the
universe. They often divine for cash and tell people where they will be blessed – yes they are like
fortune tellers, healers and potion brewers of old injected with the knowledge of the world before
the inquisition. They are like herbal masters and often know a thing or two about the news of the
local land, and, identify objects that seem curious that elves or dwarves might pawn off. They know
how to make idols and how to garden to make facilities too.

Academics and technicians are there for consulting, maybe hiring them to do a job, or learning
fromt hem in facilities – maybe you could get a discount next time? The academics are students of a
science and will usually assit you for a meager or modest fee, sometimes a higher fee for in field
work where you expect them ‘to come with’ to inspect a crash site or similar ‘call out.’

Hirelings are more likely to come with you out into an adventure, and, cost less than academics.
They might even sign up for free if you include them in a side deal involving some sort of delayed
imbursement?

Followers After you reach level nine, you attract as many followers, as your charisma socre, loyal
squires that will help you due to your fame. You do not get more followers until level fourteen,
where you attract another amount of follower non player characters as your charisma score. Then,
every five levels after that, you attract a new pool of level one characters, keeping any that survive,
as your charisma score. Unlike a hybrid, whom does not ain followers, there is no telepathic link
nor direct control over the level one followers joining your plight or cause. The game master is in
charge of the followers creation, and, the players may not see the character sheets, however detailed
they may be. You may dismiss followers, but you may not gain new ones other than through ‘level
related achievments.’

Non player characters are members too, but are usually controlled by the game master. Unlike
others, these are detailed plot twisters, hacking details into your adventures from a crafty angle,
amybe even posing as hirelings or like appearing folk. Friends the character makes, and contacts,
are included in this defintion of “members.”

***

Difficulties, modifiers for “Infinity.”


In “Infinity,” there are also modifiers to attck rolls, to skill and talent tests, and, to magic too. This is
where there is a situation or event or scene that helps or hinders your character or other creatures
with the test rolls. This is the table to consult for the modifiers, and, remember the objective is to
roll under the “test range.”

Scenerio, situation, event Dice test roll


Firing a weapon, casting spell or using martial arts from higher ground? Minus [3]
Firing weapons, casting spells or fighting from under? Plus [3]
Uneven footing, like a mountain trail? Plus [3]
Shaking footing, for example, a sinking ship? Plus [6]
Distracted, sun in your eyes, recovering from taking damage from strike? Plus [2]
Agitated, got a earthworm down your suite, freshly wounded? Plus [4]
Angry or panic, in swarm of bees recovering from critical? Plus [7]
Prone, flattened, grappling and trying to do something else? Plus [5]
Stilumated, for example, from fresh fix of cocaine? Minus [3]
Playing personality well? Minus [2]
Flying, whilst levitating attempts at tests? Plus [2]
Flying, whilst gliding or climbing attempts at tests? Plus [5]
Submerged attempts? Plus [4]
Attacking someone prone, stunned or recovering from critical? Minus [2]
Ambush success, lasts until the end of the round... Minus [4]
Trying to fire with off hand? Plus [5]
Jogging test roll attmept? Plus [4]
Falling test roll attempt? Plus [9]

***

Infinity [11] Cultures.

Yes, this game is not complete without languages and culutres, styles and fashion. In the future, due
to popular self image ideals, although there are still those that use ancient lawyer robes, and, those
that use the nineteen hundreds of suite and tie, there is also the millenial style of dressing with a
jump suite style one piece. This was because the people wanted to look new and dress uniformly in
some regions where clothes were hard to get hold of, but, due to the trendiness of the suites, even
some of the middle class use them. Generally speaking, the older the fashion, the more important
the person. With kids though, only real academics wear anything other than jump suites. The
parents and hobbyists often stay at home or get involved in weekend projects, like part time
programmers of today, and, aside from programming, which is still a popular past time with those
that ‘don’t like to get dirty,’ are all rather popular.

Pop culutre has led to many more movies and musical styles too. With the disbandment of the
regular American dominated charts and movie block buster releases of only a few rising to the top
in America, and the influc of Asian and European, South American and African influences, and the
new platforms for them, as well as the increased amount of artists, there are far more releases each
week and month. You see, with ‘one chart’ dictating what is hot, and being repeated in each country,
where the same songs are being played, there is not a lot left to the imagination. Likewise, with the
lessened influence of one chart, each artist makes a lot less comparitively.

Then there were the influx of new crypto currencies from leading banks. With the fall of regular
government auhtority to corporations and ‘houses,’ where the houses were combinations of smaller
companies, the whole economy is a lot healthier than in other science fiction settings. Nearly
everyone can work that wants to, and, most do, earning a living wage making for a good lifesyle for
their families and all that jazz.

Religion. With the advent of ‘new gods,’ which were actually ‘old gods resurrected’ the laziness
and luckluster approaches of ‘Christians’ of the west has also changed – the people actually have
gods play a interactive role int heir lives! This would be where someone would consider their god
say at least four times a day, wondering if it is wise to pray or not, if they have time or not, of
course. This new aware and progressive society is much more loving and charitibale than the one
we are currently in, you could count on that.

Terrorism has unfortunatley shifted from Africa and the near east to pepper the whole world. There
are still some that think that, usually due to depression and other new mental conditions, that
blowing things up and killing people is a good noble idea. The delinquents would blow places up or
plan mass shootings to feel elive for a few moments, succumbing to the dreams they have of being
strong and making people scared of them. These people are sought by the terrorists and given a
means to thi end. The people in the know blame the rampant availability of dark fantasy spawning
media and internet resources. In Europe, the most cosmopolitan of all places, there are fierce
rivalries over which house should dominate, and, some go so far as to threaten walk outs on
meetings, followed sometimes by acts of terror. Often, it involves someone with debts that believes
that leaving behind a fortune for their families would grant them eternal paradise.

Aliens have returned to earth! Earth was always an experiment for them, where they taught us, at
the same period, more or less their languages and basics of building, like rope use, brick work and
any language spoken today, where they would teach us these things and observe how it all panned
out. It was not until we detected them under the Bermuda Triangle, the reason for all those
mysteries, that we made real contact with an awareness. You can see evidence of aliens in Egyptian
art works in the pyramids, for example, as, there are really aliens that look like that. These aliens
were happy to see the eradication of the problems we faced, and, sought to trade with us for ‘old
oil,’ like a fine wine ot them. They were very lawful and engaged us with teaching us more mgaic,
especially how to interface with simple objects to get them to function, and, their ownbranch of
telepathic technology that humans have not the brain power to control yet.

Robots. Come in all shapes and sizes, and, there are ones for typical civilain uses, construction and
farming robots, sports bots, teaching bots, human like companions for the rich, and, of course,
military style combat robots. These were developed based on the breakthroughs around twenty
twenty, where the investments into such things were taken over completely by houses and then
embellished in them their slush funds.

Technology and engineering are a every day occurance in this new world. With the advanced
subjects replacing things like English proper language learning in schools, and, that the subjects
were down graded due to new teaching techniques, you have to be good at something, and, many
young people chose to learn technology and engineering approaches. Every weekend some people
spend their whole time playing engineer and civilian researcher into new innovations – yes, the
future is astonishingly rife with new techniques and appraoches, as well as new products and
product upgrades!
Medicine and biology are, like technology and engineering, also prolific in this new world. Many
stay at home to invest time into the gains of these sciences and subjects, and, like other subjects of
college, are now accessible in high school.

Climate, Meteorology and Geology are going through a rough patch currently, but they amend
themselves by twenty twenty. The advent of global cooling facilities means we have optimum
climates for our crops and lifestyles, where we enjoy eighties temperatures and that is good for the
cities and farms, forests and animals too. The new machines that stop whilrwinds and tidal waves,
fire fighting devices and the new techniques in fighting earthquakes means that the highest
certification you can get in this field is a higher certificate. The world is again in full bloom. Anti
desertification techniques means that the deserts are receding and that this world will sustain us for
a good time still.

Vigilantes Are rather common, sort of like at the current ratio of Anonymous in Europe today. It is
safe to say that if you ain’t out partying to celebrate something, or getting wasted and dancing and
flirting for the hell of it, or if you do not have a researcg project, you are most probably a patron of
the media or a vigilante. These scoundrels are all over the place playing with houses, trying to get
them to hear their causes, or, the cuases of others, mind you?

***

Now, there needs to be rules for those that want to get serious about doing these things, yes? I mean,
what is the point of including them in the rules – what is this just a novelty? - without requiring
some things get done rules wise to enforce that they are not merely guessed at and taken for
granted. I mean, what would repairing a gun that is jammed where there is scarcely any humanity
and soceity around, say you are out fighting some sort of infestation of hybrids somewhere in the
wastes, without rules? Time is running out, resources are scarce, and, you might be able to fix it
rather quickly in some cases, otherwise it is best to retire your character and let them be, yes? I
mean, you don’t want to lsoe your character without a fair fight with your game master, do you?

The technical table is just a rough guide, and, it will serve you well for finding all sorts of
inbetween sort of things to also do with your tools and equipment.

Technical table
Activity Standard time [R]esources [R] cost Difficulty Danger
Repair a gun Two hours 2 20 [-5] moderate
Unjam a gun Two rounds 0 0 [0] medium
Fix a ‘gadget’ Three hours 5 30 [-8] low
Repair armor [per point] Ten minutes 2 10 [0] none
Repair mech [per point] Two hours 3 10 [-3] high
Repair craft [per point] Four hours 3 10 [-1] none
Unscramble device Three minutes 0 0 [-3] low
Assemble device Six hours 4 50 [-4] moderate
Assemble armor One day 5 10 [-2] none
Diffuse Four rounds 0 0 [-5] very high
***

Collage - Flesh on the bones!

Yes, with this game, the focus is on playing your character, whatever type of character they are
forged to me, of course. Now, there are three types of definitions for them, now that you have gotten
all the numbers out the way, you can invest in fleshing them out, giving them personality, avatars
and culture. Yes, you will be rewarded by the game master for playing your “personality,”
“archetype” and “culture,” maybe with up to three points for excpetional play. As a general rule, I
would say that you should get three points for lavish play, two points for good play, and one point
for modertae play. If you completely ignored the game master and oppostunities to play out your
character, then you get no points for that part of the mix. The “collage” comes thus out of nine
points, down to a minimum of no points per session, of course, and this is the fastest way to build
your character up to infintiy levels of power and majesty.

Personality

This is the moxt flexible part of your collage. You just need to think up a desriptive word of a
person, that you might knw or even one that you don’t know. This could even come from a
dictionary, and, cuold be like “funny” or “spiteful,” “honest” or “care free?” Just take you time with
this one, it is your character’s first impression too! If you have trouble deciding, or, decide to take a
wild trip, draw up a table wit twenty abjectives, and, roll a twenty sided dice? This will be fun, and,
you mgith get to play something you bever thought you would.

Archetypes or avatars.

There are archtypes to choose from, where if you play them well, you will receive extra adventure
points at the end of the session. This is like a role model or classification you find your character in,
and, they need to abide by the rules or not advance as quickly, as, if you are true to yourself, you
will develop faster than one who is false. You may random roll your archetype on a ten sided dice,
of course. These are suggested arhctypes and avatars, if you and your gamseter agrees, you may add
to them, or, leave them out. If you roll something you really don’t want to play, then simply reroll!
This is supposed to be fun, and, won’t matter much in “tournaments.”

Avatars and Archetypes Table


Random [d20] roll Avatar or archetype Description
01 Contender Tries to take every problem hands on.
02 Custodian Tires to look after things, preserver, care giver.
03 Spy Likes to know what is going on, snoops around, gossips
04 Leader Tries to dominate the scene, wherever or whatever it is
05 Degnerate Criminal, perpertrator, chases emotional highs
06 Entertainer Likes to show off, seduced by apparent staus gains
07 Teacher Likes to forge young minds, helps people
08 Daredevil Likes to gamble, takes chances, outgoing, extrovert
09 Recluse Stays to themselves, likes time alone, introverted
00 Hedonist Likes to create, craft, think, analyze
Cultures or stereotypes.

Then there is the culture side of things. You must select one culture, and, play it realistically, to get a
“character point” or “adventure point” each time you play your culture! You may not buy more
culutres, but may change them with the help of the game master.

Culture and stereotype table


Random [d30] roll Culture type Desicription
[01] Socialite Likes to go out and have fun.
[02] Thug Likes to fight and engages in asocial beahviour.
[03] Tech junky Likes to fix things, experiment with technology
[04] P.C. junky Likes social media and the net.
[05] Snob Likes to look down on people, impress others.
[06] Groupie Likes to follow d.j.s and famous people.
[07] Hippy Likes to chill out and socialize, comaplains.
[08] Gamer Likes to play computer games.
[09] Superficial Likes to chase temporary fixes of new comely things.
[10] Clown Likes to make people laugh.
[11] Hermit Likes to stick to themselves, anticsocial, caring.
[12] Brute Likes to feel powerful, for example, fires guns.
[13] Poser Complete yuppy scum, image oriented.
[14] Surfer Likes the beach and movies, level headed.
[15] Jock Likes to play sports and be loud.
[16] Binger Indulges in lush amounts of one thing after the next.
[17] Alcoholic Likes to drink, whore, indulge.
[18] Drug addict Always trying to get a fix.
[19] Deep Likes to day dream and confide in others, listens.
[20] Raver Likes to dance and outgoing, loud.
[21] Punk Likes metal and rock music, rebellious.
[22] Artist Likes to graft and makes a good employee.
[23] Performer Tries to steal the show, jumps at opportunities to show off.
[24] Follower Likes to fit in, submissive, idle, confidant.
[25] Proclaimer Likes to promote their heroes.
[26] Fan Follows their heroes, buys merchandize, likes mementos.
[27] Pig Likes to belittle others, bully, glutonous, no morals.
[28] Fickle Aloof and untrustworthy, social chameleon.
[29] Pirate Likes to steal and sell things, white lies and sins.
[30] Dreamer Likes to be heard, day dreams, philosopher.
***

Infinity Underworld.

There are many types of Infinity underworlds. Getting a connection is important in this game, to
organize illegal things, get connected for your drug fixes and acquire weaposn and gear. There are
crooked cops and soldiers, crooked state servants, and delinquent staff everywhere, everyoine trying
to catch a lift on the backof someone else. As long as you can supply your side, you can get the deal
done, it is getting the connection that is hard.

When trying to get a connection, there are brothels and bars, internet cafes and casinos, but the
thing now is telepathy, you just got to be listening out sometimes! When trying to acquire a
connection, consult this table for a tried and tested method and realistic results for your efforts.

Infinity Underworld Scenes


Event or venue Frequency Types of connections Bribe
Bar moderate Further connections minor
Club rare Drugs, further connections moderate
Massage parlour / Spa rare Drugs, further connections, fake i.d.s major
Casino rare Weapons, gear, counterfiet, drugs high
Train station common Drugs, piracy, countefeit minor
Cab driver frequent Weapons, gear, fake i.d.s minor
Escort agency uncommon Bioware, cyberware, weapons, gear, drugs moderate
Restaurant common Drugs, gear, counterfeit, piracy high
Shebeen home store uncommon Gear, drugs moderate
Airport rare Counterfeit, weapons, drugs, terrorism major
Hotel common Counterfiet, fake identities, drugs high

***

Infinity 12 Aliens and monsters and spirits [08 18 2018] ~ by Brett Nortje.

Aliens & monsters! What you have all been waiting for... This is a list of a few of the types of
monsters you might meet, combined with aliens and a list of where you might find them. Naturally,
you might go looking for a monster to retrieve a part of them, magically imbued or so, as a
component in a ritual for your character or a known spell castert too.

[01] Tiger men are a race of warriors, and a keep a code of conduct that players would find hard to
follow, having to pray every hour and so forth. They typically get involved in battle and venture out
in solitary conditions, much like a scout slash warrior that looks for renown. They meet up and
discuss their adventures often, then pay their respects to the gods. They mature very quickly and
lead a very short life. Although moral and loving to each other, they regard each other race as fair
game, proud to the core and simply trying to get others to succumb to their authority or face combat
with them. They are rather rare to encounter out in space or in any colony, mind you.

[02] Cardassians are the most sadistic, hedonistic and base people you could ever hope to meet.
They treat other races as if they were dirt and have accumulated a great nabt enemies, of those that
can stand against ‘the tide.’ The tide is their own private crusade to enslave all other races, slowly
infiltrating constelations and trying to buy the local authorities if they cannot simply take them over
all the same with military might. They are terrible warriors by player character standards, but rely
rather on guided weapons for their military.

[03] Ferengi are neutral and peaceful, and, like money and fortunes above all else. They will seek to
bargain on their death beds, some say, and, from a young age, they are taught the value of money.
They usually receive their first allowance when they are nine years old, an investment for them to
deposit into something that they choose, and they get beaten if they do not listen to their elders
regarding the affairs of the markets. Yes, thrust into a corporate machine from a young age, they
live for greed and excess.

[04] Romulans are very secretive and anti social, but are not that bad, while untrusting and
paranoid, they are not bad people, genrally speaking. They are as if a willingly antisocial race, and,
they shun contact with other races – this is why players may not choose to be them. They will trade
and stuff, but prefer to be otherwise left alone, unless war beckons, where they actively seek allies,
being not the greatest of warriors either.

[05] Goblins are a semi advanced race – where humanity is advanced with technology, they are
lacking, where humanity is still coming to with rituals and spelll craft, they are rather advanced.
They are really nasty little critters that swarm all over food and stuff in their pirate ships, as they are
very lazy and they abused the advanced aliens that were silly enough to land on their planets. They
actually mutinied on them, where they had a deal, they got close to these Technology aliens and got
their hands on basic equipment construction abilities and toolmaking molds, as well as
encyclopedias about various things – they were in the stone age a hundred years ago.

[06] Lizard Men are, like the Romulans, very unto to themselves They like to engage in piracy, like
goblins, but have more clout to their own self image than the out and out pirates. They used to hold
allegience with dragons, serving them with technological advances, as they had a bit of flair for this
type of activity. They served the evil dragons well, but as soon as the dragons learned how big the
universe was, they shed the lizard men as if they were dead skin and engaged in trying to conquer
that galaxy and others too. The lizard men, bent into servitude, now alone and seeking protection,
roam the galaxy searching for security, as, although numerous in scope – that they are often found
in constelations, naturally - they have a ‘Zionistic Agenda.’ yes, they seek a home world where they
can lay their backs against.

[07] Hobgoblins are fierce enemies of dwarves – ever since they laid eyes on them, the rivalry
comign from their perspective of the world, as, if reversed, or, put differently, just collided. As
expert craftsmen themselves, also not taking a fancy to magic, also burrowing deep into hills and
mountains, they want to fight them as if they were two rival dogs at a dog fight. The Hobgoblins are
decent warriors, unlike the dwarves who are fierce and competent warriors, but they are far more
numerous and rely on their numbers to gain any significant victory. They will never dwell in a city
or colony that has dwarves, preferring the less kosher or less halal peoples of the galaxy to ‘those
that walk amongst dwarves.’

[08] Drow are the sworn enemies of elves, as, they live underground and the elves love the
sunshine, they cast harm and curse spells and the elves tend to the nature around them. It is true that
the Drow want to take the subteranean wastes above ground, while the elves are out to stop them.
Not being stupid enough to actually want to lead to another global warming incident, anwyhere, and
knowing that we need plants for food and for air and rain, they seek to deplete grass lands and
desertify the landscape, as that air is nice to them – imagine feeling sick by the air you breathe?
[09] Driders are the sworn enemies of the Ashanti and spider people, as they inhabit the same areas
and despise the sight of one another. While Ashanti stand for peaceful yet questionable means for
resolutions, the Driders will seek to destroy all that defy their gods. The Driders are darkness
dwellers, and, can see in the dark excellenty. They are more aggressive than Ashanti, so do not
harbor their inability to work with technology. Players may not play this race because they are very
evil and sadistic and have a tendency to declare genocide on all that defy them, when the numbers
pan out. Otherwise, they are expert spell crafters and casters.

[10] Hobbits are a very social race, and, they will help the odd pserosn they meet, with great
compassion. They are very talkative and like to engage in philosphya nd appraisals of the world
with complete strangers, even though they don’t stick on them for too long. They will also bless
things for the creature, with minor amount of cmbined faerie and innate powers. They will never
look o fight, but they might stand up for the right cause. It is hard to get into a fight with a hobbit,
indeed. Among the blessings they can grant exclusively, and they might grant a random tick of their
choice upon meeting you... or you could ‘exort it from them...’ Included are some in this table

Hobbit blessings, might be randomly rolled on a [d10]


[D10] roll Blessing Description Cost
[01] Cup of manna Refills manna pool, [d30] points 350
[02] Vitality surge Refills [d10] health pool 500
[03] Protection Defers next [2] Attacks on character 20,000
[04] Hobbit’s Blessing Remove addiction 7,000
[05] Purge disease Remove disease 10,000
[06] Hobbit’s fire Enchants an item to glow permanently 50,000
[07] Vial of healing Stops a wound as it is drank 1,000
[08] Vial of courage Automatic win next [3] morale checks 1,000
[09] Collage alteration Randomly reroll “avatar” and “culture” 300,000
[00] Remove flaw or demerit Removes a demerit or flaw. 500,000

[11] Dwarves, These are mou9tnain dwelling beings of earth and they will strive to help anyone that
they deem just. Tales have been told of dwarves charging into battle withou reinforcements but they
are few and far between. More passionate, than rational, more reserved than loud, more noble than
social, they find themselves a fine place in society fincnancailly and security wise, smithing items.
If you happen to bump into a dwarf, they might sell you one of the following table of contents. Of
course, if you raid a dwarves stash, or, killa dwarf, you might find the following.

Dwarven items random rolls for ‘alternate acquisition’


Type Differences Cost
[01] Dwarven Fusion Rifle Plus [20] points of damage, regular ammo Typical + [60,000]
[02] Dwarven Gauss Rifle Plus [five] points of damage, regular ammo Typical + [10,000]
[03] Dwarven Gauntlets Plus [2] to “Physique” 700,000
[04] Dwarven Riot shield Damage threshold / armour of [40] 400,000
[05] Dwarven Medium Armor Armour of [90] load [2] 800,000
[06] Dwarven Heavy Armor Armour of [300] load [3] 2,000,000
[12] Elves, can be found in remote areas, minding to themselves,a nd minding themselves too. They
seldom get involved in the society around them, as they find that it is too demanding, nott hat they
are lazy, they just don’t like to discuss things with htose they consider inferior, of course. If you
ever meet an elf, they might sell you some of this gear, listed on this table.

Elven gear
Item Details Cost
[01] Ring of air Deflect damage of two points per hit. 500,000
[02] Ring of fire Refills manna pool two points per round. 500,000
[03] Ring of earth Refills one health point per hour. 500,000
[04] Ring of water Immune to diseases and curses. 500,000
[05] Chain of emojis Acquire [2] “adventure points” extra per session. 3,000,000
[06] Chain of love [2 x Aura] warmth, +[3] related talents. 600,000
[07] Chain of freedom Never charmed, ignore mind tricks. 850,000
[08] Crown of life Double health pool, share health points at will. 1,000,000
[09] Crown of soul Enter into fouth dimension where spirits dwell. 5,000,000
[00] Crown of mind +[3] points to all mental satistics and attributes. 7,000,000

[13] Psions, are similar to octopi with their heads and inhabit realms were their pride witht their
telepathic powers cannot be challanged. They are rather immoral, trading dishonestly and selling
contrband illegally with their orders. They excel at typical office work, and, in leadership roles, but
they are totally in control of the telepathic avenues of the universe, controlling who hers who, who
sees what and other novelties of theirs, as they have the best genetic minds to manifest this game of
theirs. It is safe to say, even though they are not warmongers, one would be stupid if not suicidal to
challenge them or go to their haunts. Hey, that sounds like a good adventure, don’t it?

[14] Glaiven, are huge hairy bull headed men, the pure form of minotaurs, and, scour the universe
searching for the evil that permeateds and infests every corner of the solar planes, and within too!
They will use the decent technology of theirs, as they have no patience for crafting their own wares,
so often work with dwarves, lupines, tiger men and sectoids to barter for weapons and craft. They
eat only freshly ground vegetables, fruit and grass, aything vegetative, and, abundant, shunning
things that reek of death. They have elaborate funerals for their fallen heroes, and, trainees too.
Their milk is so fine it will remove any disease after a week, as it is rife with mutated white blood
cells and hybrid red blood cells from the blessed religious and philosphical breeding they employ.
While not antisocial, it is impssibel to lie to a Glaiven, as their snout smell the hints of lies and
deciept effortlessly...

[15] Succubi, these are related to vampires, and, they use emotive impulses to sell their wares on the
markets, exceptionally gifted with fragrances and novelty food stuffs. They tend to be on the plump
side, and, they use charms as if they were going out of fashion. It is unknwo if they know the
difference between right and wrong, but anyone with half a brain cell knows they don’t care. They
have no war ships, bribing amoral races for security, as the moral ones shun them. Stuck between
the light and the dark, they also embrace shadelings to spread their messages through the solar
planes, as the psion hate them, even though they would not rouse them to fight in a dignified
manner.
[16] Anglia, these super religious beings like to use their angle wings to fly, and, spread the
messages of their lords through trials for the mortals. Nearly impossible to find, they might be upon
you with shackles, and stun guns, trying to capture you and make you answer for all your sins, if
they suspect you of transgressions agains their patron elements or codes, which they seem to keep
secret, as they fear others ascending to theirn blessed state and fnding ‘peers.’

[17] Shadelings, travel from shadow to shadow, enjoying the setting sun’s dusk conditions and
dawns’ limbo of light. They will trick people into sellingtheir souls to them, that they tear apart and
devour for the development they crave. Every “All Saint’s Eve” they chase and feast on the souls
that have not made it to the final resting place, as some stay behind, for some reason. They often
take things up to their haunts and hideaways, even though they have no home, and trade them in the
shadows and travle the galaxy in search of fresh souls.

[18] Ghosts, are typical ghosts, that may scare you to death. The only way to beat a ghost is to seek
divine intervention or cast spells at it, weapons do not work! Ever since “The Awakening,” the lost
souls have scoured the world looking for people that will suffer, to vent their anger at them, that
they are denied eternal rest, if you will?

[19] Demons, rise up out of the bottomless pit seldom, but espeically on the fifth of each month,
they tend to get involved. These beings can cast all manner of spells, and, when they manifest, they
will be vulnerable to weapons and feel apin if hurt. Their goal is to have their gods renowned
through fear, of course. If they remain out of their hells for too long, they will slowly dissolve, of
course

[20] Angels, hate demons, and are the moral equivelant of them. They suffer the same penalties and
that sort of thing, but are far stronger, bringing glory to their gods through spreading their good
wishes for the world.

***

Infinity 13 Bonus rules.

This section, section thirteen, is for the odds and ends not covered elsewhere. You may be
wondering why that cool movie the matrix is not included in my game, at all, but, now I can tell you
it has been simplified, not with bloody hooks sticking ut of your character. You may be wondering
how to create your own spells and spheres, hey? Well, wonder no more, let’s get to the “bonus
rules” section.

Hacking rules

The net is full of pirates, and using your ‘security skills’ you can hack them too. The thing is, in the
future, there are analgous systems that will stop you and try to trace you, finding you and
identifying you! This calls for some ‘programming skills,’ which are covered with sensible use of
your skills and talents, of course. The net is not connected to one computer for a network and
internet, it is a web of hard drives serving little pieces of information by themselves, each site is
hosted on one computer like yours, or, even a cell phone, mind you... So, here is the problem, you
want to access files or execture commands, and, there is security in the way. If you are resourceful,
you can navigate your way around these problems and get the operations or files you want to be
accessed, downloaded, copied, edited or executed.

The security networks of the future are usually set up for ‘a cat and mouse game.’ That is because
the hackers are the ones interfacing and they write the programs, and, it is typical of them to play
games too. This makes it easy to navigate a wide variety of networks, and, do it with the same
program, of course. The objective is to reach the “device” before the “mouse” is spotted by the
“sentinals.” This is where you need to navigate the “bus” with “logic gates” to form a “path.” Then,
you can “map” back to your “origin.” You must do all that wihtou making too much “noise.” When
the mouse gets to the device, it will need to “maul” the device for the “password,” which now
works on “frequencies” and “charges” rather than binary commands. When you have reached too
much “noise,” the “bus” will “trace” your “mouse.” Sentinels track at [20] noise, advanced, [35]
noise modertae, and [60] noise typical.

“Infinity Matrix Hacking Table”


Mouse function Destination Time [action points] [Noise] initial / per round
Entry Bus [02] [05] / [00]
Search Bus [08] [01] / [01]
Catch bus Bus [03] [05] / [03]
Access logic gate Circuit board [12] [05] / [11]
Map device Circuit board [30] [01] / [05]
Maul password Device [03] [08] / [01]
Access file Device [01] [01] / [00]
Access device Bus [04] [20] / [01]
Copy file Circuit board [20] [03] / [07]
Active device Circuit board [07] [60] / [00]
Scamble Device [01] [90] / [90]

***

Magical And Spiritual Energy Channels

This part is about how to acquire “Repositories.” A repository is where faeries havebonded with
you, due to you finding favour with them, and, maybe begging them to bond with you. This will be
where you accumuale prayers, which replenish every twelve hours, of course. For each faerie you
have merged with you get two prayers a day, or, one every twleev hours, okay?

If you were to, for examaple, exhibit great wisdom, you will win over yellow “mind faeries.” If you
were to exhibit a feat of strength, if it is grit and determination, and, focus and negative in scope, it
will attract purple “power faeries.” This is how the faeires take to people, they find soemone
thatthey desire to bond with, seeking security and shelter in this dimension, s they are constantly
escaping from the second dimension into this one as they manifest to gain mass.

There are other ways to acquire faeires, maybe by lighting candles and cojoling them to bond with
you you might make progress? They like to play games, bond to people exhibiting the strengths
they admire and stand for, and, they like maturity and acts of loyalty. Think of all the good things in
the worls, that is what is sought. Purple and green faeries will bond with good characters rather
amorl ones, as they seek refuge from the storm of the world, where a bond is made where the
person changes as they change to balance out the character they inhibit.
So, here is the table with the nine types of faeires on it. They will be described further after you
glance at the table I ave prepared for you. Yes, I hae help from “Avenger’s Infinity Wars”
understanding these things I have been witnessing for so long, coincidence, not, fate, yes...

Faeirie Bonding Table


Colour Description Seeks
White Innocence Gentle, selflessness, denial, faith.
Yellow Mind Logical, giving, dutiful, noblility
Orange Spirit Energy, youth, curiosity, certificates
Red Reality Atonement, jusitce, displays of loyalty, pride, displomas
Gray Balance Balance, reason, law, peace, logs
Green Time Temptation, secrets, indulgence, trophies
Blue Soul Sacrifice, pain, paranoia, awards.
Purple Power Dominance, potence, displays of submission, trophies, wrath
Black Perversion Seeks destruction, suffering, vengeance

You may trade ten ”prayers” for an “adventure point” amd one hundred adventure points for a
“wish,” and a thousand wishes for a “gift.” Prayers may ne used to refill manna or develop faster,
boradcast telepathic messgaes and so forth; ‘novelty’ things, if you will? Advenure points, well, we
all know what that amounts to? Wishes may be used to gain merits and buy away demerits, gain
spells and spheres without the need for requirements, and, slowly change race, among other things.
Yes, these are big things! Then, gifts... well, you could control the weather permanently... let’s get
onto those now, but first, let’s recap?

One faeires equals oe prayer every twelve hours, ten prayers equals one character point, one
hundred character poits gets you one wish, and, one thousand wishes gets you one gift, okay?

Aong the things that can be done with gifts, well, you can craft angels and gain eternal youth,
stopping your biological clock permanently. Hell, you cn travel up to a year thgouth time, even
without the spheres and spells required. Let’s list some of them on a table?

Infinity Game Gifts Table


Type Gifts Effects
Tempest [01] Control the weather permanently for one kilometer.
Angels [02] Gather three angels for each two gifts.
Eternal Youth [01] Grow five yers younger and remain that way.
Alter Time [05] Change many events in time for you life time.
Ascend [02] Gain your place in heaven, in role of the god’s choice.
Fertility [03] Create your own solar system.
Enter dimension [01] Enter the fifth through eight dimensions.
Prophet [01] Sell your soul to a god for sharing their powers.
Beacon [02] Allow others to draw energy from you for their souls and wishes.
Valhallah [12] Forge a heaven of your own.
When you sell your soul, the patron acquires ten percent of your attributes as a bonus and all yur
wishes that were unused. They may then control you if the wish, or, allow you free will if they
choose to do that rather. If you sell your soul to a god, if they accepe it, they will besote blessings fo
their choosing on you, maybe randomly rolled by the game master, for the sake of fun times!

Blood bonds are made between spirits and mortals, usually. If they are broken, the spriits attack
them. Alternatively, the querants may accost the gods, who will make it so they cannot be broken,
of course. This requires a tithe either way, decided by the game master, of course.

***

“Bonus Traits Rules,” Advancement and Finishing Touches.

This section is there for those that crave even more. There is “edge,” “luck,” “aura,” “essence,”
“karma,” session ending bonus “experience points” awards “levels.”

“Edge” is rolled when the character is created and follows that when action points are tied, the
creature with the higher edge goes first. So, if two characters are tied on 13 action points, and they
cannot decide who has the “lead,” the one with the higher edge goes first. In the event the edges are
tied, then we use the action points totals pools to decide who has the edge.

“Luck” is wjere you get to reroll any dice roll that you want to during game play, during a test or
check or anything else. You get one luck pool per level from three and after, so, at level [6] you will
have [four] “luck pool.”

“Aura” is calculaated by adding up all your spiritual attributes divided by three or statistics added
together. This is where you must adjust your aura now for all the bonuses and penalties that you
have gathered. Your aura is felt by people and animals alike and they will react to you differently,
without tables this time, as per game masterdiscretion/

“Essence” This is how much source organic matter you have left after your biological mutations and
cybernetic implants. Remember, you cannto mix “bioware” with “cyberware.”

“Karma” is cashed in each sessio for faeires, and, you may acquire karma, of corresponding colour
codes throgh adventuring, and, your game master will secretly write this down. Yes, your karma
your faeirie repository, and, has nine types of karma, if you will?

“Experience points” These are gained at the end of each session. You get an extra adventure point if
there was danger, another if you participated, another for a bright idea or sparks of ingenuity and
one more s a “base point.”

“Levels” These are gained by your character after each session. Growth points, are where you gain
a growth point after each session, and, after you have as much growth points as your level, you gain
a level and add your physique to your helth point poop total. So, it takes one grwoth point to get to
level two, two to get to level two, and three session’s growth points to get to level three, and so
forth. Yes, your growth points reset after each level up, so, you will restart the climb of going up
levels after each level.

***

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