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Limitless Core System

1. The document provides rankings and descriptions for character actions from abysmal to eternal god, assigning each an Action Rating and difficulty. 2. It also outlines rules for overspill ratings, where exceptionally high action ratings generate bonus rerolls or successes. 3. Additional sections cover mechanics like damage rolls, soak rolls, weapon sizes, character stats, movement, and magic system components like range and activation times.

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Thomas van Vught
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0% found this document useful (0 votes)
26 views6 pages

Limitless Core System

1. The document provides rankings and descriptions for character actions from abysmal to eternal god, assigning each an Action Rating and difficulty. 2. It also outlines rules for overspill ratings, where exceptionally high action ratings generate bonus rerolls or successes. 3. Additional sections cover mechanics like damage rolls, soak rolls, weapon sizes, character stats, movement, and magic system components like range and activation times.

Uploaded by

Thomas van Vught
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Rank Description Set Action Rating (AR) Difficulty AR Mod Difficulty AR Mod

0-1 Abysmal Attribute Roll Routine +12 Challenging -2


2 Pathetic (Attribute x 2) + Potential Easy +7 Tough -4
3 Feeble Simple +4 Hard -7
4 Poor Skill Roll Moderate +2 Extreme -12
5 Sufficient (Skill x 2) + Attribute Average +0 Herculean -20
6 Average
7 Respectable Specialty Roll Overspill Ratings (OSR)
8 Good Specialty + Attribute + (Potential, Skill or Ability) Whenever an Action Rating is 27 or higher, an OSR is set of (AR
9 Exceptional -25). The AR is then reset to 27. If the OR is also 27 or Higher, a
10 Amazing Ability Roll secondary OSR, or OSR II, is set of (OSR -25). The first OSR is
11 - 15 Super-human (Ability x 2) + Attribute then reset to 27, and so on. Each OSR can be used to make 1
16 - 20 Scion reroll, if the Character isn’t satisfied with the result of his Roll,
21 - 25 Titan Damage Roll but he must apply the last rolled Result. Each Unused OSR
26 - 32 Demigod (WPN Quality x 2) + (STR or SZ) adds a +1 Bonus Success to their corresponding Dice Rolls
33 - 41 Abundant God
42 - 52 Temporal God Dice Rolls
53 - 65 Primordeal God Roll 3D10 and add the Result together. If the total is equal to or less than the AR 1 Base Success is scored. Now
66 - 81 Infinite God check each individual result against each Action Trait (Traits Involved in the Roll) for Bonus Successes. This is
82 - 100 Eternal God done by adding the Rank of the Action Trait to the Dice Result. If this is 12 or Higher a Bonus Success is Scored.
101+ External God There are always 2 to 3 Action Traits and 3 Dice, which means that normally a maximum of 7 to 10 Successes can
be scored per Roll, not counting extra successes generated by Willpower and Overspill Ratings

Size Levels Weapon Size Attack & Damage Roll


0 Microscopic Tiny Wielder Size -5 Make a normal Skill Roll to attack. The Successes from the Attack
1 Minuscule Small Wielder Size -4 roll, minus the Successes from the Targets Evasion Roll are added to
2 Diminutive Medium Wielder Size -3 the Damage AR. Make the Damage Roll Normally, but Bonus
3 Tiny Large Wielder Size -2 Successes scored from Weapon STR (For Brawl, Melee and Thrown
4 Small Huge Wielder Size -1 Weapons this is the Wielders STR, Otherwise it is the Wielders Size)
5 Short are multiplied by the Weapons Size
6 Medium Item Quality
7 Large Abysmal 4 Soak Rolls & Armor Soak
8-9 Huge Miserable 5 Whenever the Character Receives Damage he is allowed a Soak Roll
10-12 Enormous Poor 6 (STA + Toughness) to reduce the Damage he receives from a single
13-16 Gigantic Average 7 source. Note that his Soak AR against Lethal Damage is reduced by -3
17-20 Colossal Good 6 AR and his Soak AR against Aggravated Damage is reduced by -10
21+ Titanic Exceptional 9 AR. Armor Provides a DMG AR modifier to the Attackers Damage
Masterwork 10+ Roll ranging from 1 (for Padded or Soft Leather Armor) to 10 (for Full
Plate Armor).

Other Statistics Reflex & Movement


Size 6 (Human) A Turn (3 to 6 Seconds) is divided into 10 Segments. Segments on which the Character
Speed 6 (Human) takes action are called Phases, and must be purchased using Reflex points. The first
segment costs 1 point, the second segment costs 2 points, and so on. It is important to
Reflex SPD + ([DEX + RAP] / 2) - Size note that the segments are counted down from 10 to 1, so the most expensive Phase
Movement SPD + ([DEX + STR] / 3) + Size gets to go first. Evasive Actions are commonly purchased with Movement Points, but in
a pinch Reflex may be used to take an Evasive Action. Movement Actions are solely the
providence of Movement Points and can’t be purchased with Reflex Points.
DMG AR Mod (SZ – Target SZ) x 2 x

Reflex Points must be rolled (using Reflex + 1D10) and spend at the start of each Turn.
Dodge AR Mod (Speed – Size) x 2
The character doesn’t have to determine how each of his Phases are used at this point.
He does that on the start of the actual Phase. If more than one PC and/or NPC has a
Health Lv’s ([STA + 5] x SZ) / 6 Phase on the same Segment compare their Reflex levels and allow the one with the
Energy Pool ([STA + EGO + Endurance] / 2) + 5 highest Reflex Level to go first. At this point 1 Willpower may be spend to raise the
Characters Reflex Level by +3, but only for determining who goes first in a Phase. If
Output (STA + NRG Spark) / 2 both Characters also have the same Reflex, let them each roll 1d10 to determine a
Recovery (STA + Recovery) / 4 victor. If this yields no result either assume the PC is the victor, or both parties actually
take their Phase at exactly the same Phase.
x

Movement points are spent as they are needed during the Turn, and they can be used
to take Evasive Actions at the same cost as a normal Action, or to Run 1 Meter per Movement Point Spend (Divide Distances by ½ for Walking or
multiply Distances by 2 for Sprinting). As a general Guideline, the Character may not spend more Movement Points per Phase than his ([SZ + SPD] / 4),
Rounded Down (Min 1).
Range Value Duration Value Activation Time Descriptor Value
Self -2 Instant -2 1 Move Action Eye-bite (Reflexive) 2
Touch -1 Concentration -1 1 Standard Action Cantrip 1
Thrown 0 Constant ([Ability + Attribute] x 1 Turns) 0 1 Full Phase Action Spell 0
Line of Sight 1 Maintained (per [Ability + Attribute] x ½ Turns) 1 1 Turn Incantation -1
Earshot 2 Enduring (per [Ability + Attribute] x 1 Minutes) 2 1 Minute Dweomer -2
Unlimited 4 Reversed Duration (per [Ability + Attribute] x ½ Turns) 4 1 Hour Ritual -4
Extra-Planar 8 Always On / Permanent 8 1 Day Extended Ritual -8

NRG Cost Charges Value Area of Effect Targets Value Size Limit Value
(Defualt) Per Day Per Hour (Defualt) (Targets Only)
0 125 32 8 Tiny (x1) 1 0 0-1 -8
Skill Roll 64 16 6 Small (x2) ¼ x (Ability + Attribute) 1 0-3 -6
Specialty Roll 36 9 4 Medium (x4) ½ x (Ability + Attribute) 2 1-5 -4
1 20 5 2 Large (x7) 1 x (Ability + Attribute) 3 2-7 -2
½ x Lv* 12 3 0 Huge (x12) 2 x (Ability + Attribute) 4 3-9 -1
1 x Lv* 8 2 -2 Enormous (x20) 4 x (Ability + Attribute) 5 4-12 0
1½ x Lv* 6 -- -4 Gigantic (x32) 7 x (Ability + Attribute) 6 5-15 1
2 x Lv* 4 1 -6 Colossal (x50) 12 x (Ability + Attribute) 7 No Limit 2
2½ x Lv* 3 -- -8 Titanic (x75) 20 x (Ability + Attribute) 8
3 x Lv* 2 -- -10 AoE Types
4 x Lv* 1 -- -12 Radius (Default) (2 x AoE Multiplier)M Radius Bubble
* Refers to Level of the Effect (a.k.a. Effect Level), Cone 1M at the base, 60O wide and (4 x AoE Multiplier)M Long
* not to the Level of the Ability (a.k.a. Ability Line 1M wide, 1M high and 8M Long
Level)

Add the Values of all involved Parameters together. If this is a Positive Total divide it by 4 and add +1 to the result, to generate a Parameter Multiplier. If
this is a Negative Total divide it by -4 and add +1 to the result, to generate a Parameter Divider.

Effect Leve DMG Equivalent Trait Equivalent Value Abilit Value Abilit Value
l y y
Irritating 1 Stun DMG Skill / Specialty 3 1 0-4 6 33-50
Frustrating 2 Bashing DMG Attribute 7 2 5-8 7 51-76
Devastating 3 Lethal DMG Background 12 3 9-12 8 77-112
Obliteratin 4 Aggravating Template 18 4 13-20 9 113-160
g DMG
Annihilating 5 Disintegrate -- 25 5 21-32 10 161+
DMG

Character Creation Basic Template Creation Guideline


Base Distribute Bonus Pts EXP Rank Value Fixed BP Access
Attributes 4 20 2 2 x NR 1 10 2x4 Specialties 2 --
Skills -- 3 x +4 1 1 x NR 2 6 4 Skills 2 --
6 x +3 3 8 4 Specialties 4 --
9 x +2 4 8 4 Skills 4 --
12 x +1 5 8 4 Specialties 4 --
Specialties -- 10 1 1 x NR 6 10 4 Skills 5 1 Background
Iron Will -- -- 2 NA 7 10 4 Specialties 6 --
Racial Template -- 1 9 4 x (NR +1) 8 12 4 Skills 7 1 Background
All Templates -- 4 9 4 x (NR +1) 9 12 4 Specialties 8 --
Backgrounds -- 5 2 NA 10 16 1 Attributes / 4 Skills 9 1 Background
Abilities -- -- 1 x Lv 1 x NR
Advantages -- -- Varies NA Spell Caster Template Creation Guideline
Limitations -- -- Varies NA Rank Value Fixed BP Access
Bonus Points -- 50 -- -- 1 10 2x4 Specialties / Reserve 1 1 Ability
2 6 4 Skills 1 1 Ability
Racial Templates 3 8 4 Specialties / 1 Ability Lv 1 2 Abilities
Racial Templates must start at an indicated Minimum Rank ranging 4 8 4 Skills / 2 Ability Lv’s 1 1 Ability
between 1 and 10, which means that each Rank of the indicated Minimum 5 8 4 Specialties / 2 Ability Lv’s 1 1 Ability
must be purchased at the same time. Racial Templates allow for 2 6 10 4 Skills / 3 Ability Lv’s 2 1 Background
Advancement Ranks beyond, which function as ordinary Template Ranks 7 10 4 Specialties / 3 Ability Lv’s 2 1 Ability
(Templates with Min Rank 9, only allow for 1 Advancement Ranks, and 8 12 4 Skills / 4 Ability Lv’s 3 1 Background
Templates with Min Rank 10, do not allow extra Advancement Ranks). If 9 12 4 Specialties / 4 Ability Lv’s 3 1 Ability
the Template has a greater Min Rank than 1 he will also give a higher Value 10 16 1 Attributes / 4 Ability Lv’s 4 1 Background
worth of Template Traits, as shown below.
Base 1 2 3 4 5 6 7 8 9 10
Value 12 21 32 42 52 64 75 90 105 125
Character Species  

Concept Sub-Species  

Affiliations ISub-Species  

Rank/Titles II
Culture  

Attributes AR Size Spee DMG Templates


STRENGTH    
   
d Mod    
   
DEXTERIT    
6 6    
   
S
YTAMINA     Mov Refle DodGe    

RAPPORT     e x Mod    
   
   
REASON    
   
   
PRESENCE     Outpu Recove Tuni    

EGO     t ry ng    


   
   
   
   

Skills AR Skills AR Backgrounds


Academics   RSN Might   STR ALLIES  

Animal Ken   RAP Perform   PRE BACKING  

Arts   RAP Pilot (Water)   DEX CIPHER  

Athletics   DEX Politics   RSN CONTACTS  

Awareness   RAP Prowess   EGO FAVORS  

Brawl   STR Recovery   FOLLOWERS  

Command   PRE Resistance   STA MENTOR  

Crafts   RSN Ride   DEX MENAGERIE  

Empathy   RAP Savvy   RAP NEMESIS  

Endurance   STA Science   RSN RESOURCES  

Evasion   DEX Socialize   PRE RETAINERS  

Intimidate   EGO NRG Spark   SANCTUM  

Investigate   RAP Stealth   DEX  

Larceny   DEX Style   PRE  

Linguistics   Subterfuge   PRE  

Marksman   DEX Survival   RSN  

Medicine   RSN Thrown   DEX  

Meditate   EGO Toughness    

Melee   STR Tuning   RAP  

 Perception Skills  Combat Skills  NRG Pool Skills  

Gear & Equipment Specialties Specialties Advantages and


    Limitations
   

   

   

Willpower Pool    


(WLP)
TOTAL
Used WLP    
WLP
   

   

RECOVER    


Y
   

    Languages


(EGO + RAP)    

Energy Pool (NRG)    

TOTAL
Used NRG    
NRG
   

   

RECOVER    


Y
   

   

([STA + STR + Endurance] / 2) + 5    

Essence Pool (ESN) Attacks


TOTAL ACC DMG
Used ESN AR
ACC Ranks
AR
DMG Ranks Range
ESN
ATTR SKILL SPEC ATTR QLT
____ / ____ / ____/ ____ /
SPEC
____ ____
ATTR
____ / SKILL ____ / SPEC ATTR
____/ QLT ____ /
SPEC
____ ____
ATTR
RECOVER ____ / SKILL ____ / SPEC ATTR
____/ QLT ____ /
SPEC
Y ____ ____
ATTR
____ / SKILL ____ / SPEC ATTR
____/ QLT ____ /
SPEC
____ ____
ATTR
____ / SKILL ____ / SPEC ATTR
____/ QLT ____ /
SPEC
____ ____
ATTR
([EGO + RSN] / 2 + Template)
____ / SKILL ____ / SPEC ATTR
____/ QLT ____ /
SPEC
____ ____
Health Levels Soak Pools Power Pools
TOTAL Bash DMG B L A Pen FAITH TOTAL USED
HLT
SAN --
STAMINA
A
SAN -- TOTAL USED
TOUGHNES
S A
KI
RECOVER
Lethal DMG POWERS
SAN
Y A
SAN TOTAL USED
ARMOR
A
MANA
ARMOR
SAN
A
SAN TOTAL USED
([STA + 5] x SZ) / 6
A
SPIRIT
TOTA
L
Abilities LVL AR Ranks Pool Notes Template
ABILITY
1  
____ / ATTR ____ / SPEC
____
ABILITY
2  
____ / ATTR ____ / SPEC
____
ABILITY
3  
____ / ATTR ____ / SPEC
____
ABILITY
4  
____ / ATTR ____ / SPEC
____
ABILITY
5  
____ / ATTR ____ / SPEC
____
ABILITY
6  
____ / ATTR ____ / SPEC
____
ABILITY
7  
____ / ATTR ____ / SPEC
____
ABILITY
8  
____ / ATTR ____ / SPEC
____
ABILITY
9  
____ / ATTR ____ / SPEC
____
ABILITY
10  
____ / ATTR ____ / SPEC
____
ABILITY
11  
____ / ATTR ____ / SPEC
____
ABILITY
12  
____ / ATTR ____ / SPEC
____
ABILITY
13  
____ / ATTR ____ / SPEC
____
ABILITY
14  
____ / ATTR ____ / SPEC
____
ABILITY
15  
____ / ATTR ____ / SPEC
____
ABILITY
16  
____ / ATTR ____ / SPEC
____
ABILITY
17  
____ / ATTR ____ / SPEC
____
ABILITY
18  
____ / ATTR ____ / SPEC
____
ABILITY
19  
____ / ATTR ____ / SPEC
____
ABILITY
20  
____ / ATTR ____ / SPEC
____
ABILITY
21  
____ / ATTR ____ / SPEC
____
ABILITY
22  
____ / ATTR ____ / SPEC
____
ABILITY
23  
____ / ATTR ____ / SPEC
____
ABILITY
24  
____ / ATTR ____ / SPEC
____
ABILITY
25  
____ / ATTR ____ / SPEC
____
ABILITY
26  
____ / ATTR ____ / SPEC
____
ABILITY
27
 
____ / ATTR ____ / SPEC
____
ABILITY
28  
____ / ATTR ____ / SPEC
____
ABILITY
29
 
____ / ATTR ____ / SPEC
____
ABILITY
30  
____ / ATTR ____ / SPEC
____
ABILITY
31  
____ / ATTR ____ / SPEC
____
ABILITY
32
 
____ / ATTR ____ / SPEC
____
ABILITY
33
 
____ / ATTR ____ / SPEC
____
ABILITY
34
 
____ / ATTR ____ / SPEC
____
ABILITY
35  
____ / ATTR ____ / SPEC
____
ABILITY
36  
____ / ATTR ____ / SPEC
____
ABILITY
37
 
____ / ATTR ____ / SPEC
____
ABILITY
38
 
____ / ATTR ____ / SPEC
____
ABILITY
39
 
____ / ATTR ____ / SPEC
____
ABILITY
40  
____ / ATTR ____ / SPEC
____
ABILITY
41  
____ / ATTR ____ / SPEC
____
ABILITY
42  
____ / ATTR ____ / SPEC
____
ABILITY
43  
____ / ATTR ____ / SPEC
____
ABILITY
44  
____ / ATTR ____ / SPEC
____
ABILITY
45  
____ / ATTR ____ / SPEC
____
ABILITY
46  
____ / ATTR ____ / SPEC
____
ABILITY
47  
____ / ATTR ____ / SPEC
____
ABILITY
48  
____ / ATTR ____ / SPEC
____
ABILITY
49  
____ / ATTR ____ / SPEC
____
ABILITY
50  
____ / ATTR ____ / SPEC
____
ABILITY
51  
____ / ATTR ____ / SPEC
____
ABILITY
52  
____ / ATTR ____ / SPEC
____
ABILITY
53  
____ / ATTR ____ / SPEC
____
ABILITY
54  
____ / ATTR ____ / SPEC
____
ABILITY
55  
____ / ATTR ____ / SPEC
____
ABILITY
56  
____ / ATTR ____ / SPEC
____
ABILITY
57  
____ / ATTR ____ / SPEC
____
ABILITY
58  
____ / ATTR ____ / SPEC
____
ABILITY
59  
____ / ATTR ____ / SPEC
____
ABILITY
60  
____ / ATTR ____ / SPEC
____
ABILITY
61  
____ / ATTR ____ / SPEC
____
ABILITY
62  
____ / ATTR ____ / SPEC
____
ABILITY
63  
____ / ATTR ____ / SPEC
____
ABILITY
64  
____ / ATTR ____ / SPEC
____
ABILITY
65  
____ / ATTR ____ / SPEC
____
ABILITY
66  
____ / ATTR ____ / SPEC
____
ABILITY
67
 
____ / ATTR ____ / SPEC
____
ABILITY
68  
____ / ATTR ____ / SPEC
____
ABILITY
69
 
____ / ATTR ____ / SPEC
____
ABILITY
70  
____ / ATTR ____ / SPEC
____

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