Prism Rulebook

Prism: Supers is a scaling dice (1d4-2d6) target number system that uses eight attributes. The name comes from a similar origin as Hexagon: Basic Supers, except it refers to octahedrons, specifically the hexagonal prism. The system is designed around the way powers work in the World of Heroes setting, though it could be ported to other power systems with minimal effort.

For the Pocket Edition of Prism: Supers, please click here.

For the Basic Edition of Prism (Setting Neutral), please click here.

Dice
roll 1d(=Die Rating / dR) as detailed in the Power Grades section below. A +1 (Advantage), +2 (Double Advantage), -1 (Disadvantage), or -2 (Double Disadvantage) may be applied in beneficial or negative circumstances at the GM's discretion. No stacking modifiers can go above +2 or below -2.

Mundane Actions
Actions that are difficult for Mundanes, but fairly easy for Parahumans to complete.
 * 1-2: FAIL (Negative result)
 * 3: HALF-SUCCESS (Positive + Negative result)
 * 4+: SUCCESS (Positive result)

Superhuman Actions
The majority of all rolls you will be doing.
 * 1-3: FAIL
 * 4-5: HALF-SUCCESS
 * 6+: SUCCESS

Heroic Actions
Actions that are challenging even for Parahumans.
 * 1-4: FAIL
 * 5-8: HALF-SUCCESS
 * 9+: SUCCESS

Lesser Die
Explosive d6 Variant

If it is impossible to succeed at a given task, you may roll and additional +1d4 if you land on the highest number on the die. Then, add both of your results together. If the number is greater or equal to the DC, you succeed. Otherwise, you critically fail at the task, resulting in a large setback for you and/or your team, on top of your failure to complete the task.

d10 Variant

If it is impossible to succeed at a task, you may roll 1d10 instead of your normal die. If you roll a 10, you succeed normally. If you roll any number other than ten, you will critically fail, at the task, resulting in a large setback for you and/or your team, on top of your failure to complete the task.

Half-Successes and Failures
Take a Move On a roll of 4 or 5 (for Superhuman Actions), choose between one of the following: These modifiers are cumulative, adding or subtracting other modifiers up to +2/-2.
 * HALF-SUCCESS: You succeed at your current task, but suffer a -1 penalty on your next roll involving the Attribute/Talent used.
 * HALF-FAILURE: You fail at your current task, but gain a +1 bonus on your next roll involving the Attribute/Talent used.

A Hard Bargain On a roll of 4 or 5 (for Superhuman Actions), the Game Master may present you two paths the narrative may follow. Choose one. Both choices should have their own advantages and disadvantages. It is up to the GM whether they only show the narrative or mechanical conditions, or describe both. They may allow you to roll Smarts to Get a Hint at the narrative consequences from either choice.

Example:

You roll to check your surroundings for danger, but roll a 4. The GM presents you one of the following options: Uncover Danger, suffer 1 damage or No Danger Discovered.

You ask the GM if you can Get a Hint about the first condition. You roll a 9 and they tell you that the danger will retaliate against you.

After choosing the first option, the GM states: "You discover the enemy sniper... As they shoot you. Thankfully, it only grazes you, causing one point of damage."

Character Creation
A standard Adult Parahuman gets 20 points to put into Attributes called CHARACTER POINTS. Max. is 10, Min. is -1. Every odd number is a half-step (Ex. 5 = C+/1d8). -1 is an INSTANT FAILURE at any task associated with that Attribute.

Attributes

 * Brawn: Strength and Health
 * Agility: Physical reflexes and Speed
 * Fitness: Stamina and Health
 * Smarts: Knowledge and Memory
 * Perception: Awareness
 * Willpower: Mental Fortitude
 * Leadership: Inspire, Give Speeches (Groups)
 * Influence: Charm, Persuade, Intimidate (1-on-1 encounters only)

Derived Attributes

 * Health: (=BRA + FIT)
 * Stamina: (=FIT)

Combat Stats

 * Parry: (=1+AGI/2 r↓); Your base Defense Value
 * Dodge: (=AGI); Your Dodge Value
 * Fighting: (=BRA); Your base Melee Attack Value
 * Accuracy: (=PER); Your base Ranged Attack Value

Manoeuvres
The following manoeuvres can be initiated before Initiative is rolled or when you are taking your action. If you pick one manoeuvre, you cannot choose another in the same turn.
 * Attack: Roll vs. Opponent's Parry to deal damage (Roll Attribute/Power Die Level a second time)
 * Dodge: Roll vs. Opponent's Attack to avoid taking damage (+1 to-hit next round, if successful)
 * Block: Transfer any Health damage (not Aura) to Stamina (-1 to total)
 * Tank: Take damage normally. Gain Advantage (+1) on your next Initiative roll (cumulative for each Attack Tanked)

Cover
Certain kinds of Cover will give you bonuses (or penalties) against enemies in Ranged Combat.

Initiative
Repeat every round until all enemies or allies are incapacitated.
 * 1) The GM declares Combat is active.
 * 2) All parties declare their actions for the round (pick any manoeuvre)
 * 3) All parties roll Initiative (=AGI)
 * 4) The GM will sort the rolls in ascending order (lowest at the bottom)
 * 5) Rolls are then resolved top to bottom

Initiative ties are settled by who has the highest base Agility score or by coin flip. On your turn, you can choose to make your action a delayed reaction to allow it to fire on another party's turn (for example: dodging).

You cannot change your action once it is declared.

Hit Location (Optional)
Hit Location can (optionally) be determined by the roll of a die, whether independent or dependent from your Fighting/Accuracy roll.

If rolled separately:

If included in Fighting/Accuracy checks (rightmost integer):

Vital Areas
The companion system to Hit Locations is the Vital Areas system. Landing hits can deal bonus health damage depending on the Hit Location. Stamina damage is not affected.

Chases (Optional)
The faster party may gain Advantage or Double Advantage if the gap in Speed is significant enough (Ex. car vs person running).
 * On foot: Use Fitness
 * Operating a vehicle: Use Agility
 * On Fleer Success: Slip away [+1 range increment]
 * On Pursuer Success: Close the Gap [-1 Range increment]

Victory Conditions:
 * Trapped: The Fleer is cornered or their mount is Disabled and have nowhere left to go! Combat resumes.
 * Out of Sight: The Pursuer has lost the Fleer's trail and can no longer find them! Must start Tracking to find them.

Assisting an Ally
You may Assist an ally once per Chapter for every two points of Leadership you have. Only one ally may Assist a single target at a time.
 * If the helper's roll is >DC, gain +1 (+2 if Critical) to your Skill check.
 * If the helper's roll is <=DC, suffer -1 (-2 if Botch) to your Skill check.

Strain (Stamina Damage)
Strain is non-lethal damage that recovers in around an hour. You cannot be killed from Strain, though any damage that surpasses -4 ST may seep into your Health Pool. Negative modifiers do not stack.
 * 6+: Healthy.
 * 5-6: Minor Pain.
 * 3-4: Pain.
 * 1-2: Intense Pain. (-1 to all rolls next round)
 * 0: Tired. (-1 to all rolls next round)
 * -1: Fatigued. (-1 to all rolls until rest)
 * -2: Winded. (-2 to all rolls until rest)
 * -3: Exhausted. (-3 to all rolls until rest)
 * -4: Unconscious. Roll vs. Temporary Injury (Concussion, Sprain, Broken bone, etc.)

Wounds (Health Damage) (Optional)
As you start taking health damage, the toll it takes on your body becomes more apparent as your ability to fight worsens and you (eventually) suffer injuries. Wounds heal after One Week per point of damage taken. The following are the effects of being at low Health:
 * 6+: Healthy (No ill effects)
 * 5-6: Bloodied. (Stunned. Bleeding.)
 * 3-4: Severely wounded. (Bleeding x2)
 * 1-2: Maimed. (Suffer an Injury: 30% Permanent, 70% Temporary)
 * 0: Mortal wound. (Death's Door)
 * <0: Instant death.

Static Attributes

 * Aura (15): Acts like Shields preventing you from taking direct damage (can still take Strain). Can remove AU in chargen to gain +1 TP or improve it at the cost of 1 TP.
 * Spirit (3): You can gain the following benefits from using one Spirit Point:
 * Gain Advantage (+2 modifier)
 * Re-roll a failed check
 * Go beyond your current power cap (+1 PAM)
 * Use new temporary sub-powers (A Rating)
 * Regain 1/2 your Stamina, Health or Aura (Must be >0)


 * Temporary bonuses last until the end of the scene and can be stacked. Spirit is gained from doing either Heroic (Hero), Villainous (Villain) or Badass (Vigilante) actions. Good roleplaying will reward you with a Spirit Shard. You can combine six Spirit Shards into one Spirit Point.


 * Image: How well known you are. Positively, you are a celebrity revered by the public. Negatively, you are an enemy in the eyes of the people (and probably the law). The closer you are to zero, the less likely you are to be recognised in public.
 * Wealth: Can be used to purchase Gadgets and other kinds of Equipment.

Skills
You get three Skills: one at +3, one at +2 and one at +1, the number representing the Modifier you add to the applicable die rolls. Skills must be specialised so they cannot cover a wide variety of ideas. For example: You cannot have "Fighting", but you can have "Brawling", "Swordplay", "Grappling", etc. It costs 1 Character Point to add a new skill and 2 points to upgrade it.

Your maximum modifier for a Skill is equal to 1/2 (r↓) of the total points spent in their parent Attribute.

Example Skills:

The maximum modifier you can have on top of any attribute is +5, counting Super Attributes, Skills and Misc. modifiers. There are no exceptions.

A War of Words (Optional)
Like how physical combat can be played out for drama, social combat can be as well. This Social Combat is also known as A War of Words. It plays out very similarly to a normal combat situation, though it is more focused on 1-on-1 encounters. Other participants are free to engage, taking sides wherever they wish, though the main battle takes place between the two original parties.

Setting The Stakes
If two Player Characters or a Player Character and NPC are going to be engaging in a War of Words, both must agree to the "stakes" – that being "What happens if Player A wins" vs "What happens if Player B wins". Both parties must agree to the stakes, or else the battle cannot commence. This Contract must be seen to the end, even if it isn't something that will permanently change your characters opinion, for the time being he or she will co-operate with the winner.

Example: "If I, the hero Gryphon win, you will admit that your actions were wrong and submit yourself to me so I can take you to justice!" vs. "Ah, but if I, the villain Black Swordsman win, you will admit to yourself that not everyone can be saved. Some people are just too far gone. Sparking an existential crisis!" Agreed.

Stats

 * Debate: (=INF); Your Social Attack Value. Deals Doubt (Social Damage)
 * Belief: (=WILL+10); Your Social Health Value
 * Composure: (=1+1/2[WILL] r↓); Your Social Defense Value

Manoeuvres

 * Sway: Positive {Debate} [+Trust]
 * Instigate: Negative {Debate} [-Trust]
 * Refute: {Block} incoming Doubt [Damage taken = Difference (Min. 1). Uses WILL.]
 * Fob: {Dodge} the question [WILL]
 * Discredit: {Heal} Doubt [WILL]
 * Contest: {Counter-Attack} [Deals ½ Damage back if successful. Receive ½ damage r↑]

Turn Order

 * Instigator → Defendant
 * Defendant → Instigator
 * [REPEAT UNTIL END]

Interrupting
Any character present can Interrupt one of the parties, allowing them to deal damage to the other side in exchange for their ally's turn.

Trust and Motivations
Trust is a sliding scale from -5 to +5. Most characters start at +0 Trust, unless you have Super Leadership, where they start at +1. Using Sway will give you a +1 on Doubt dealt, while Instigate will give you a -1. The opposite is true with negative trust.

Motivations are basically the people or things that we fight for. Using people's Short-Term Motivations (Arc long) against them will give you a +2 on Doubt dealt. Using people's Long-Term Motivations (Campaign long) will give you a +4. Using people's loved ones or friends (Dependencies) against them will give you a +1, unless they are also a Long-Term Motivation, where it will be a +5.

Everyone has Motivations, and you are expected to pick one Long-Term motivation and two short-term. Dependencies can be taken for bonus CP, though be careful adding too many motivations, as they can be used as leverage against you!

Dispositions
For each point of Super Leadership, choose one NPC to gain +1 Disposition or lose -1 Disposition with you or a target. This ability refreshes at the GM's discretion (in the scope of every 1/2 Season). Raising/Lowering Disposition can be the secondary results of A War of Words, as long as the change is stated during the signing of the Contract.

Positive Dispositions

Affectionate:


 * Someone loves, adores, and respects you. They are devoted to you, and believe you are to them (at least on some level). They are most likely to fall for Deception, be Persuaded to change their minds, and are easier to Antagonise than most.

Friendly:


 * This person deeply respects you, and probably admires you as well. They think of you as a close friend and confidant. It is harder than normal to Antagonise them, but easier than average to Persuade and Deceive them.

Neutral Dispositions

Amiable:


 * Has a surface level but still positive relationship with you. Such as a co-worker you only talk to at work or a stranger charmed by you. It is easier than average to Persuade people who are Amiable with you. Antagonising or Deceiving them, however, nets neutral results.

Indifferent:


 * Someone who has no strong feelings or another about you. A neutral stranger who still has their guard up around you. It is easier than average to Antagonise people who are Indifferent to you and harder than average to Deceive them. Persuading indifferent people has neutral results.

Dislike:


 * You have rubbed this person the wrong way. They don't hate you per-se, but they certainly do not like you. It is easier than normal to Antagonise people who dislike you, but very difficult to Persuade and Deceive them.

Negative Dispositions

Unfriendly:


 * Someone who really does not like you. They may even hate you. They don't go out of their way to harm you, but they hold you in disdain. It is harder than normal to Antagonise people who are unfriendly towards you, very difficult to Persuade them, and very difficult to Deceive them.

Malicious:


 * Someone who, not only wishes for your doom, but is actively working against you. It is very easy to Antagonise people who are malicious towards you, but very difficult to Persuade and harder than average to Deceive.

Powers & Talents
Your Power is a single concept (Analyse, Transmutation, Fleshcrafting, Mind Control) while Talents are how you use your power. Some powers are more innately powerful than others, though not everyone can use their powers to their fullest capacity (especially if they are newly Awakened).

Example: If I have the Power "Pyrokinesis", but I want to fly around using fire, that would be a Talent called "Flaming Flight" or something similar. Get creative.

Each Talent can be used to Attack, Defend or for Utility actions. Select one quality based on what makes the most logical sense for your Talent. If your Talent does not fall into any of the previous three categories, it is most likely a passive buff of some sort. In that case, it is called a Power-Up and does not give you any new actions.

Example:
 * Energy Blast, Fire Bolt, Ice Fists: Attack
 * Energy Shield, Dermal Armour, Resistance/Immunity: Defend
 * Flight, Heal, Summoning: Utility
 * Super Agility, Super Brawn, Super Intelligence: Power-Up

Power Grades
The number associated with your power You can increase your Grade by one step, making it x+, though it does not affect the Die Rating. Every point past S costs double the normal TP (S>S+ [2], S>SS [4]). The hard cap for Power Grades on most heroes is S+, though going through a Second Awakening can unlock higher-tier powers... Though doing so comes with extreme trauma. You must also take one mandatory Flaw per level above S-Rank.
 * -1: F(FAIL) "Deficient": You are crippled in this attribute. All rolls involving this attribute will instantly fail. If your Game Master wishes, they may make you roll 1d2 (flip a coin). Heads is a half-success and Tails is a failure.
 * 0: E(1d4) "Mundane": You operate at the average human level. By parahuman standards, you are very weak and cannot perform the majority of superhuman feats your more skilled comrades are able to.
 * 2: D(1d6) "Peak Human": Your body operates at peak human levels. This is the baseline for most parahumans, though still not quite "average". This is rougly 1.25x as powerful as the average human level.
 * 4: C(1d8) "Average": Your body operates at levels roughly 1.75x as powerful as the average human level.
 * 6: B(1d10) "Good": Your body operates at levels roughly 2-3x as powerful as the average human level.
 * 8: A(1d12) "Very Good": Your body operates at levels roughly 3.5-5x as powerful as the average human level.
 * 10: S(2d6) "Exemplar": Your physical, mental, or social capabilities are 5.5-7x the level of peak human.
 * 11+: S+(3d6) "Godly": You push the limits of reality when it comes to your given attribute. Your power is immeasurable. Your body operates at levels ten times the level of peak human.

Gauging Power Grade
To assign a power grade to a power presented, break down the power into Power Traits. All Traits exceeding the first three will cost 2 Talent Points.

Example (Sample Fire-based Blaster [D-Rank]):
 * Lethal (Deals Health damage)
 * Generate Fire (create fire ex nihilo)
 * Ranged Attack, 1d6. Range: Short (10m/30-ft).

New traits to add could be: ...Or anything else you can think of.
 * Increased Potency: +1 Die Level
 * Increased Damage: +1 Flat Damage
 * Increased Area of Effect (+3m/10-ft)
 * Increased Range: Mediu (+10m/30-ft)
 * Control Fire (Manipulate preexisting fire in the environment)

You can even have Drawbacks that give you additional Power Points to work with:
 * Always Lethal (-2)
 * Always On (-1-2)
 * Malfunction (Variable. Roll Talent Potency vs. Malfunction)

Keep in mind, adding traits such as:
 * Armour (+3 Armour)
 * Enhanced Agility (+1 AGI)
 * Fly (Speed I)
 * Sapper (+1 DAM vs. Aura)
 * Stun (Stun vs. FIT)

Which would change the nature/class of your power would count as separate powers and get their own separate power slots. If you are unsure what constitutes a "separate power", check the Power Classes section below.

Generally, Power Points are spent to increase Die Levels (Potency) or Modifiers (Super Attributes) by +1. Just remember that spending a single Power Point will only move you a half-step closer to the next Power Grade.

Speed
The following is a chart showing (semi-optional) speed increments for the purposes of outlining your attributes and powers with the Power Traits system:
 * [1]: The highest level you can attain without having Super Speed
 * [2]: Faster than the human eye
 * [3]: Faster than any non-speedster can react (+1 Bonus action)
 * [4]: Supersonic speeds (will break the sound barrier at full speed)

One's base Speed rating is equal to (FIT+AGI)/2.

Range Increments
The following is a chart showing (semi-optional) range increments for the purposes of outlining your powers with the Power Traits system (consider the chart like grades rated F through SS, like assigning powers):
 * [0]: Gives you a free Power Trait slot when chosen
 * [1]: Faster than a normal human can react.
 * [2]: Faster than parahuman reaction times (without speed powers).
 * [3]: Fast enough to break the sound barrier.

Example: Archer's power has A+ Rank (Neighbourhood) range (10km) and his projectiles move at A+ Rank (9,000kph) so an A Rank in Speed is required to attempt to Dodge the attack.

Power Level

 * Potency: how strong your Talents are (=Highest Die Rating)
 * Aptitude: negative side effects or other weaknesses (Ex. prolonged use causes nausea, bright lights cause blindness, circumstance reliant, etc.)
 * Mastery: how good you are at using powers. You cannot use Talents which Potency > Mastery at their current dR.

The Power Grade of your PAM can be improved using Talent Points at a rate of 1 TP/½ step.

Power Classes
One's Power usually fall into multiple categories. Power Classes are just descriptions of your powers, they do not define your character or who they are, unless you want them to.
 * 1) Shifters: "Powers that provoke physical change in oneself, others or the environment."
 * 2) Protectors: "Generally summarised as: shielding or healing abilities."
 * 3) Shapers: "Manipulating pre-existing energy in the world around oneself."
 * 4) Creators: "The ability to generate new energy ad nihilo."
 * 5) Enhancers: "Powers that increase the output of one's or a target's statistics or powers."
 * 6) Hexers: "Powers that negate or dampen others's statistics or powers."
 * 7) Brawlers: "Possessing melee combat specialties"
 * 8) Archers: "Possessing ranged combat specialties."
 * 9) Captivators: "Influencing others through mental powers."
 * 10) Thinkers: "Non-targeted psychic abilities."
 * 11) Meddlers: "Bending or breaking the laws of physics."

Super Attributes
The only real "set in stone" powers are Super Attributes, such as Super Brawn or Super Smarts. Mechanically, they give you a +1 Modifier per dR to all rolls made with that Attribute. Unlike Skills, it also carries over to sub-attributes as well! Any Parahuman can have one or more Super Attributes that tie-in well with their other power, such as someone who can read super fast having Super Smarts as well. Hopefully, you will make more useful characters than The Bookworm, though.

Bonuses: * A Hint is any Yes-no question the GM must answer honestly. For the price of two Hints, you may ask an open-ended question. Hints refresh at the GM's discretion. A good frame of reference is at the start of a new Episode.
 * Super Brawn: +x Health. You are much tougher than average.
 * Super Agility: +x Dodge. Your reaction speeds are much faster than your average Parahuman.
 * Super Fitness: +x Stamina. You can run much further than your average Parahuman.
 * Super Smarts: Can gain a Hint from the Game Master once per session. You are better at puzzle solving and strategising than your average Parahuman.
 * Super Perception: Roll twice while searching for clues. At the end of an Investigation, you are told how many clues you have missed.
 * Super Willpower: +x Composure. You are more resilient to mind-based attacks.
 * Super Leadership: +x * 10 % chance of positive outcomes from a given speech. NPCs are more likely to have a positive first impression of you.
 * Super Influence: +x Debate. NPCs are more likely to listen to you.

Parahuman Classes
Classes in World of Heroes are not like how they are in other systems, such as Dungeons & Dragons, where it restricts your development and forces you on a skill tree. Instead, it simply gives you a base to start from and you expand it all from there.
 * Basic Powers: "Overmen" or "Players"
 * >45% of all known Parahumans
 * Have the most varied powers
 * The only connecting factor is that 'basic' powers manifest from both the physical body and mind
 * Masters of their power can use it fluidly without thinking, like martial arts masters
 * While stressed, distracted or depressed, it may be difficult for some parahumans to use their powers to the fullest extent
 * On average, Overmen tend to fall in mid-tier power levels
 * Example Powers: Fire Manipulation, Enhanced Muscle Mass, Shapeshifting
 * Bonus: None.


 * Psychic Powers: "Erudites" or "Psychics"
 * ~10% of all known Parahumans
 * Rare among Parahumans, but not as rare as Gemini or Aces
 * Erudites have powers that come purely from the mind
 * While stressed or distracted, use of their powers becomes nigh impossible
 * On average, Erudites fall into high-tier power levels
 * Example Powers: Telepathy, Telekinesis, Mind Control
 * Bonus: +2 Potency, -1 Aptitude. Additional free Power Trait on your first Talent.


 * Extra Mutations: "Aberrations" or "Mutants"
 * ~30% of all known
 * Every Parahuman has some form of a minor mutation that separates them from the rest of Humanity, but Aberrations are characterised by having more than two visible mutations
 * Mutations vary from strange eye/hair colour, weird scar-like tissue on arms, baldness, skin discolouration, random animal parts, etc.
 * Mutant powers are almost entirely physical in nature and do not require much mental effort to use
 * Mutants tend to either fall in very low or very high power levels (D or A)
 * Bonus: Start with one Major Mutation that will affect how others see you. +1 Potency OR +1 Mastery.


 * Dual Powers: "Gemini" or "Hybrids"
 * ~5% of all known Parahumans
 * Usually formed when two Parahumans meet and have a child (though it's still very rare)
 * Powers often compliment each other in some way
 * Two powers ≠ stronger powers
 * Have more unstable and hard to use powers
 * Example Powers: Fire/Ice Generation, Fear/Hope Aura, Light/Darkness Manipulation
 * Bonus: Start with two linked Powers at -1 Potency (E). -1 Mastery. Increasing your Mastery costs double the normal points (2/rank).


 * Power-affecting Powers: "Potentialkinetics" or "Aces"
 * <1% of all powereds are "Aces"
 * The strongest type of parahuman
 * All Aces have AT LEAST A-tier powers
 * Example Powers: Nullification, Mimic, Empowerment
 * Bonus: +2 Potency, -3 Character Points.


 * Multilaterally Powered: "Splicers"
 * According to recent findings, "Splicers" make up ~10% of the world's Parahuman population
 * The most recently-discovered class of Parahumans, officially named in 1997, following the studies done at the Zarathustra Parahuman Academy by Professor Jesus Ross and his associates.
 * Splicers have an extra set of powers laying dormant somewhere within their DNA
 * Following a "Second Awakening", these powers become active giving the Parahuman, what appears to be, two distinct power sets
 * It is hypothesised that around 10% of all known Overmen could really be Splicers, based on the analyses done at the ZPA
 * Bonus: Can gain Secondary Powers from a Second Awakening

...There are probably many other undefined types of Parahumans out there, considering what little we know of Power Theory even in the 21st Century. I implore you to get creative with your characters, and to have fun above all else!
 * Human Experiments: "Pawns" or "Patsies"
 * A very unfortunate class of powered individuals who have been forced to undergo an Awakening by some external force
 * It is believed that there are only a handful of these Parahumans in the entire world, considering the fact that finding dormant Parahumans and forcing them to awaken is a monumental task requiring time, education and a substantial fortune
 * HE-Class Parahumans are much stronger than average Parahumans, though they tend to lack mental stability, considering their often incredibly violent Awakenings
 * Due to the nature of their powers, they are often completely unique and go against the known rules that powers must normally adhere to
 * In turn, however, it is believed impossible for an HE-Class Parahuman to undergo a Second Awakening
 * Bonus: +3 CP, +3 TP. Maximum 4 Willpower. Can never undergo a Second Awakening. Gain the attention of an Outsider

Dramatis Personae
One's dramatis persona (often shortened to just: persona) refers to the way one presents themself to others, as well as the role they play in society. In the Prism system, your persona is a one or two word descriptor of the kind of person you are. Think about it as your character's defining personality traits. Often times, one's occupation also makes up a large part of their identity. As long as it's not too long, your persona can be anything you desire, and, it will often change throughout the course of the story as you explore the world and interact with characters.

Pick 3 positive traits known as Virtues and 2 negative traits called either Excess (too much of something), Deficienct [not enough of something] traits. You can't have Deficiency or Excess of a Virtue so long as you have said Virtue. Any bonus Virtues will cost 1 CP. Naturally, this also means extra flaws will net you 1 CP bonus up to 3 CP.

Your Virtues may change over the course of the game, and doing so may be the main focus of your character arc. Examples could be learning to trust others again, or learning how to keep your emotions in check. Each shift from a flaw to a Virtue comes with new flaws in exchange for more Spirit Shards on a one-to-one basis.

By successfully roleplaying your traits, you can be rewarded various rewards from Spirit Shards to advantage on a given roll. Turning a Flaw into a Virtue will constitute one point of Spirit, but require you to pick an all-new flaw.

Example:"I have the positive traits Intelligent, Loyal and Ambitious but the negative traits Corrupt and Manipulative, these traits can be used to describe a 'Schemer', 'Mastermind', or something like that."

If using the optional Drives rules, you can tie your Vices & Virtues to any of your Drives. Two Vices or Virtues cannot be attached to the same Drive, but any single Vice and/or Virtue can be attached to one. For example, maybe your commitment to your family (Love) makes you Proud (you might value your family's status a little bit too highly) but also Ambitious (willing to do whatever it takes to get ahead, to support your family).

Otherwise, assign each Virtue a die level: one at 1d6, 1d8 and 1d10. Then, assign each Vice a 1d6 and 1d8. When trying to oppose your ideals, you must roll to fail a Virtue/Vice check. You can subtract 1/2 of your Willpower score (up to -3) as a negative modifier.

Upon a "successful" roll, your Vice/Virtue takes control of you permanently increasing its die level by one stage (follow the usual formula: 0 → 1d4 → 1d6 → 1d8 → 1d10 → 1d12)

Upon a "failure", you overpower your Vice/Virtue, permanently lowering its die level by one stage (follow the usual formula: 0 → 1d4 → 1d6 → 1d8 → 1d10 → 1d12).

After successfully losing your target trait, you must select a new trait to gain by the start of the next Chapter. You also gain one Spirit Shard as a reward.

Complications
You can take one or two Complications for bonuses. Some may give you Character Points, Talent Points, Image, Wealth, Spirit Shards, or something else entirely... But they all have their downsides that go along with them. A lot of times, Complications are also Motivations, meaning they can be exploited in social combat, if they are found out. You may gain Complications and Motivations throughout the course of the story, for example, losing an arm or gaining a romantic interest. For the more severe ones, you will be rewarded with CP, but usually, you will gain a Spirit Shard or two.

Dependents
Picking a Dependent in Character Creation will give you a character to support, travel with or guide you... However they will also require your protection. Think about it as a free Contact that has a couple of requirements: These types of characters could be lovers, mentors, family or some other type of ally. They will not give up on you no matter what, and in return expect you to take care of them. Think Alfred from Batman or Lois Lane from Superman if you want media examples. Mechanically, you can gain CP, TP or WE from having a Dependent.
 * Requires your protection from most threats
 * Financially reliant on you (or vice versa)
 * Powerless or very weak

Stigmas
A public secret you tried to hide at one point, though for one reason or another, came to the limelight. Generally, these are not as harsh as True Secrets, though they still greatly influence your character and how they interact with the world (and especially how others view your character).

Flaws
Something about you that affects you negatively. These are purely internal, so If you are looking for backstory-related flaws, see either Secrets or Stigmas. Flaws can be Physical, Mental, Social, Personality based or some combination thereof. More often than not, Flaws are simple quirks of your personality that can get you into trouble sometimes [+1]. Others, are much more negative and affect you daily as you try to make your way through a world that clearly wasn't designed with your well-being in mind [+2].

Secrets
What is the best way to add drama to your character? Give them something they are hiding. Maybe it's past mistake they regret: a shady deal, a lie, a theft, a murder, it doesn't matter. The only thing that matters is not letting anyone know this secret of yours, no matter the cost, as it could potentially ruin your life if anyone found out. Most heroes have a sort of secret: their identity. Many heroes choose to keep it close to them, only ever telling Vanguard officials, while others live it up in the limelight and tell the whole world. Unless you're secretly somebody important, your Identity isn't really enough to consider a "deathly secret", though it is still something to always think about.

Example Secrets:

 * "I'm not who I say I am. I am really..."
 * "In the past, I committed a grave sin..."
 * "I know something I shouldn't..."
 * "I am secretly related to..."
 * "I have a fondness for..."

In-Universe Examples
[DEPENDENT]: Papa Flame is Cheri's father. He is powered, but unable to really fight. He is beloved by the public and rich, though he certainly has his enemies. [+2 WE]

[STIGMA]: Cheri is in a same-sex relationship with Dakota, something frowned upon in most of the country. This would affect her in her day-to-day life in a negative way. [+2 CP]

[FLAW]: Candace Cross is very cocky and stubborn, often putting her and the ones she cares about in bad situations, however, always trusting her gut has also saved her life numerous times. [+1 CP]

[FLAW]: Nightmare requires a special concoction to be able to use his powers without severely hurting himself. [+2 TP]

[FLAW]: Hayden lost her right arm while fighting a villain and has to deal with the sense of loss associated with it. [+2 CP]

[SECRET]: Charles Ikazuchi lives a double-life, being the head of a megacorporation and a member of The LA Rangers. If the world ever knew his secret, it would not only affect him but his livelihood and family. [+WE]

Conclusion
All of these examples are exploitable by Villains and should be guarded carefully, though they are not negative things about your characters you should erase, they help flesh them out and make them who they are. They also help me make the game more personal for you, by raising the stakes. What fun is it saving the world if you personally have nothing to lose? What is a bigger motivator than someone you love?

Milestones
Milestones are points in the arc of a story or during one's character when the GM will award you an amount of Character Points, Talent Points, and/or Spirit Shards. There is no limit to when a GM will give out resources, but, here are the general rules I follow:

The following table shows a list of chronology terms that may or may not make an appearance in play: The terminology used is less important than understanding when to use the different levels of time as a Game Master. Sometimes, it's better left abstract.
 * Spirit Shards are rewarded by the players at the end of each session or chapter. This is also known as "deciding on the MVP" at my table.
 * Character Points are rewarded by the GM at the end of each story arc. This represents how a character physically grows over time.
 * Talent Points are rewarded by the GM at the end of each character arc. This represents how a character becomes more in-tune with themselves over time.

For example: Turns are generally used for measuring combat encounters, but are too short to be (realistically) tracked in normal play.

Volumes, on the other hand, are useful to track in order to keep a sense of cohesiveness and structure. Depending on the GM's style, it may or may not come up in actual play, or be simplified to "days", "weeks", or "months".

Alternate Damage: Flat Damage
Instead of Rolling for Damage, the GM can set damage at a flat value, usually averaged by your Die Level. Flat Damage may get circumstantial modifiers at the GM's discretion.

Damage Modifiers are added after the Damage Dealt, as with rolling for Damage.

Matching Rolls
Upon Matching your roll with the Difficulty Level assigned by your Game Master exactly, you will gain additional information about the situation you are in. Most usually, these are clues or a hint to give you an edge in whatever task you're trying to complete.

Alternate Criticals: Die Thresholds
Exceeding the target number by x amount will result in a variety of results:
 * -4: Critical Failure
 * -1: Failure
 * 0: Half-Success
 * +1: Success
 * +4: Exceptional Success

Examples: "I roll 1d12 with double-disadvantage (-2), landing on a 2(0). The target number for most basic skill checks is 4, so I missed that number by 4, meaning I critically fumbled at my original task.""I roll 1d8+1 and land on a 3(4). The target number is 4, so I got a threshold of +0, meaning that I succeed at a cost.""I roll 1d12+2 with double-advantage, landing on a 10(12). The target number for this check is higher than most at 6, but I still exceed the threshold by +6, meaning I critically succeded at the given task." Criticals

Upon rolling a Critical Success, you can execute what is called a Critical Manoeuvre.

You can do any of the following: You must describe the effects of your feat of epic-coolness.
 * Hit multiple opponents with a single attack
 * Hit an opponent's specific body part without calling a shot
 * Trip your opponent, giving them -2 to their Parry until they are no longer prone
 * Disarm your opponent of one of their weapons or directly damage their weapon
 * Deal two Would Levels (with the Expanded Wounds module described above)
 * Or something creative you can think of!

Upon rolling a Critical Fumble, Botch or whatever you want to call it, an enemy will gain a Critical Manoeuvre on you!

Alternate Spirit Points: Spirit Dice
The group gains 1d10 per player in a collective dice pool. Before any kind of roll, a player can take one or more dice from the Spirit Dice Pool to add to their roll. Each die adds +1 to the roll. Upon rolling a 10 on any Spirit Die, you will trigger a critical. If you fail or a half-success for the roll, you will suffer a Critical Fumble. If you succeed, however, you will Critically Succeed.

Upon spending a Spirit Die, you will hand it over to the Game Master, who will add it to their own dice pool for future use. The dice will change hands many times over the course of the game.

The Game Master may or may not reward your party additional Spirit Die for certain Heroic Actions. It is not recommended for any group to hold more than 1.5x their starting Spirit Die. For example, a group of four players should hold no more than six Spirit Dice at a given time.

For maximum impact, use red d10s such as the Hunger dice from Modiphus's Vampire The Masquerade V5 Dice Set, for which these optional rules are directly inspired by.

Expanded Wounds
This is a simplified Wounds/Strain system that deviates from the standard idea of "hit-points" standardised by tabletop RPGs such as Dungeons & Dragons. Damage is simplified to Lesser, Moderate and Severe Wounds. Each character has six stages of Health:

Light Damage, Moderate Damage, Heavy Damage, Out-of-Action, and Recovery. These damage types can be applied to many different Attributes such as the following:
 * No Damage: You haven't received any damage... yet.
 * Light Damage: One Light Wound (min) for (BRA/2).
 * Moderate Damage: Two Light Wounds or one Moderate Wound (min) for (BRA/2).
 * Heavy Damage: Four Light Wounds or two Moderate Wounds (min) for (BRA/2).
 * Out-of-Action (OOA): Two Light/one Moderate Wound sustained after reaching the Heavy Damage threshold. You temporarily lose control of your character until you can be healed.
 * Recovery: After being healed after taking Heavy Damage or enter an OOA state, make a roll at Disadvantage vs. Recovery. If you fail the roll, you will enter a Recovery state, which causes you to receive +2 extra damage from all attacks until you can successfully Recover (weekly check). The only exception is Aura, which recovers at a daily rate.

Equipment: Firearms

 * Automatic Fire (shooting multiple times) incurs the following penalties on each concurrent shot: -2/-3/-4/-5

Special Ammo

 * Armour-Piercing rounds deal an additional +1 Damage against targets with more than zero remaining Armour
 * Hollow-Point rounds deal an additional +1 Damage against targets with zero remaining Armour
 * Dragon's Breath/Incendiary rounds cause Fire Damage to unarmoured opponents and +1 Damage against Armoured targets
 * High-Explosive Incendiary rounds detonate on impact, causing a loud visible explosion. They deal an additional +2 Damage against Vehicles and electronics
 * Tracer rounds bypass Aura in Parahumans
 * Energy weapons deal an additional +2 Damage to all non-Structure targets (or people with Structure-class+ defenses)

Morale for NPCs
''This rule is intended for NPC usage, but is not necessarily limited to only NPCs. If the Game Master wishes, they can ask the Players to track their Morale score.''

Like how Health indicates physical health, Fatigue indicates weariness, Belief represents one's social standing; Morale can be used to track one's fear level over the course of a scene. The damage for Morale is called Stress. Upon losing your Morale, you will enter a state of Panic until you recover half of your total Morale (1 point every round).

Panic can lead to the following events, determined randomly by the GM: Your base Morale is double your Willpower score.
 * Hunkering down and refusing to fight
 * Fleeing the scene and hiding from the action
 * Immediately attacking any threat that enters your line of sight, without regard for your safety (at double disadvantage)
 * Going berserk and targeting any random target (including allies) within range. May or may not move.
 * Something special...

The following circumstances will cause direct Morale damage equal to 1d6: The Trait Anxious incurs a +1 penalty to all Morale damage. Likewise, Apathetic incurs a -1 bonus to all Morale damage. This shows how people repeatedly exposed to traumatic events can become desensitised to them (Apathetic) or a nervous wreck (Anxious).
 * Witnessing an especially horrific scene
 * Killing or mortally wounding your target [If Empathetic, Intrusive, or Naïve]
 * Suffering a near-miss (half-success, meeting an opponent's Parry exactly)
 * Taking direct Health damage
 * Witnessing the death of a teammate (+1)
 * Accidentally slaying a teammate (+2)
 * Being maimed or disfigured from combat (+2)
 * Being the last of your team standing (+2)

Leadership can be used to heal a teammate of Stress during Combat. It takes a Leadership roll of six or greater to remove the Panicked condition from a target.

Upon recovering from a Panic, roll a DC 4-6 Willpower check. Upon failure, you gain a Trauma related to whatever brought you to your breaking point. All interactions involving facing your Trauma will be at Double Disadvantage (-2), but upon critically succeeding at a task (or after enough time has passed), you will overcome your Trauma and gain a '1d6 permanent Morale bonus. Failure on Trauma rolls will incur a Minor Break', causing you to sob uncontrollably where you stand or flee to cover and sob (the choice is yours).

''If you Botch a Panic roll, you will gain the trait Anxious, causing all future Morale damage received to be increased by +1. This Trait can only be lost through normal methods listed in the Dramatis Personae section of the rules.''

If more than half the total enemies are incapacitated, they may attempt to surrender or parley with you to come up with an alternative to fighting. If this option is used by Player Characters, the GM may urge you to consider the idea.

Morale as a Special stat
In some games, you may want to limit power usage by making their usage cost morale to use. It is recommended to follow the following formula: If using this rule for Player Characters, you may want to increase the total Morale of players to WILLx4, or have them roll DC 4-6 Willpower checks vs. Stress. Willpower checks could also be used to mitigate Stress to a single point of damage.
 * D: 0 stress
 * C: 1 stress
 * B: 2 stress
 * A: 3 stress
 * S: 4 stress
 * S+: 5 stress

Special may also be used to add +1 to your damage dealt for one Chapter at the cost of one point of Stress (no roll).

Drives
Assign each Drive a die level from a full pool of dice (1d4, 1d6, 1d8, 1d10, 1d12) for each value, then write a Statement for it. You can Invoke each Drive once per Chapter, adding it to any roll.
 * Duty: "Given my situation, it's my job to..."
 * Glory: "I want to feel..."
 * Justice: "It's the right thing to..."
 * Love: "I want to protect..."
 * Power: "I want to rule..."

Bonds
Set 1d4-1d12 for each of your Bonds, then write a Statement for it. New Bonds start at 1d4. Depending on their Associated Card, Drawing (Free, random) or Tapping (1 Spirit, choose) them will grant different effects in battle dependent on their Bond Level (BL) with you. You can trigger an Interlude (a cut-away scene between you and one or more characters) to increase your Bond Level with a Bondmate by one once per Chapter.

Bond Levels:
 * 1) 0 (Strangers) "I don't know you."
 * 2) 1d4 (Acquaintances) "I know of you."
 * 3) 1d6 (Friends) "I know you."
 * 4) 1d8 (Good Friends) "I like you."
 * 5) 1d10 (Close Friends) "I understand you."
 * 6) 1d12 (Best Friends) "I connect with you."

Your Bond Level with a character represents how well you Trust each other. Breaking your Bondmate's Trust can be very dreadful, and, depending on severity, completely sever your Bond with them.

Selfless Giving:

After Bond Level III (1d8), the only way to increase your Bond Level with a person is to do something selfless for them. The action cannot come without consequences or a lot of time and effort for you. In most circumstances, this Selfless Action will relate to one of your Bondmate's Motivations.

Tag-Team Talent:

After Bond Level III, you gain a free Talent/Ability/Skill that both your Bondmate and you share. Normal Talent rules and restrictions apply. The Die Level is equal to your Bond Level-1, unless you invest Talent Points into it. Examples could include: Combo Moves, a spiritual connection, or a shared power (assuming you have similar Power Sets).

The Gift of Friendship:

The bonuses of developing your Bonds, outside of their Character Card bonuses can be:
 * Being able to rely on them for help
 * Being able to confide in them
 * Getting with their circle of friends
 * Learning how to manipulate them

...Just don't expect to do the last one and keep your Bondmate.

Forming Bonds with people is a tricky thing. People expect Reciprocity from you. When they help you... You have to help them. When they talk about themselves... They want to hear a bit about you. And in a world of Secret Identities and certain business formalities, this can be a lot to ask from someone.

Progressing to each Bond Level comes with different Boons and Intel. Bond Levels IV and V will net you the juiciest information.

Consolidating Bonds:

You can merge two Bonds of equal level into a Group Bond. Doing so shifts the focus of the relationship on a group over the individuals themselves. Bondmates with active Character Cards cannot be Consolidated.

Notes on Belief

 * Belief is one's confidence in their own abilities and judgement
 * Someone with high Belief may be self-confident, arrogant and/or impulsive
 * Someone with low Belief may be insecure, timid and/or cautious
 * Belief = WILL + LEA
 * Belief does not heal on its own past 1, and can only be healed through certain Social Moves
 * Each failed Social Move casts one point of Doubt onto you
 * When your Doubt exceeds your Belief, you cannot make any more Social Moves until Belief is restored

Charm
To get an NPC to do what you want them to, create a Social Contract (as described in the A War of Worlds section). In short, create two Clauses: one thing each party gains if they succeed, and one thing they lose if they fail. These can be mechanical (such as Advantage/Disadvantage, cast Doubt) or narrative (follow me, believe my lies). Roll Influence vs. Composure to see who succeeds.

Choose one:

 * Fulfil Social Contract
 * "Promise me..." – Form a Bond with your Target. Break Trust on a Breach of Contract.

Choose any two:

 * Any S½
 * Exchange Reputation for temporary Trust until Chapter End
 * Target Loses Debt on you
 * If you aren't Indebted to them, Gain Debt on Target until Chapter End

Failure

 * Nullify Social Contract, Consequence

Use instead of Charm if you have Trust or Debt over your Target

 * Mutual Trust: +2 to roll
 * Manipulate: +3 to roll, Lose Trust if your plot is uncovered
 * Cash-in Debt: +3 to roll

Trust Moves

 * Being able to rely on them for help
 * Call in a favour
 * If successful: Fulfil Social Contract
 * If failure: Nullify Contract
 * Being able to confide in them
 * Tell a Secret
 * Restore Belief, build Trust
 * Restore Morale, build Trust
 * Ask a personal question
 * Restore Target's Belief
 * Restore Target's Morale
 * Getting with their circle of friends
 * Join them in an Outing
 * Gain Advantage in Befriending their Allies
 * If successful: Gain a new Ally at 1 BL
 * If failure: Status quo.
 * Gain a new Contact

Lose Trust permanently after use

 * Learning how to manipulate them
 * Force their hand (Force Social Contract)
 * Gain Advantage over them on next action
 * Provoke:
 * Give them Double Disadvantage (-2) on their next roll
 * Cast Doubt = Bond Level +1
 * Spread rumours
 * Exchange Trust for Reputation

Rejecting Influence

 * If successful:
 * Influenced chooses two:
 * Restore Belief
 * Nullify Contract
 * Lose Trust, Advantage on next roll vs. them
 * Fulfil Contract, Advantage on next roll
 * Fulfil Contract, Lose Trust
 * Cast Doubt on Opponent = BL
 * If failure:
 * Influencer chooses two:
 * Any of the above
 * Give-in to their Influence, Trust Remains
 * Nullify Contract, Lose Trust, Lose Reputation

Temporary Trust that doesn't replenish the next day. Can do any Trust or Bullying move. -2 on rolls to Reject Influence.

 * Tempt them to do what you want
 * If successful: Fulfil Social Contract, Debt remains
 * If failure: Nullify Social Contract, Debt remains
 * Request Intel
 * If successful:
 * Gain useful information
 * If failure:
 * See: Reject Influence
 * Gain false information
 * Force an Assist
 * Erase a Debt they hold on someone
 * Give you a Debt they have on someone else

Rejecting Influence (Debt)

 * If successful: Reject their Influence, Debt remains
 * If failure: Give-in to their Influence, Lose Debt

Player vs. Player Debt (Reactive)

 * Offer them one Character Point to do what you want
 * Cast Doubt = BL
 * Take +1 on all future rolls against them, until the end of the Chapter
 * Take +2 on the next roll against them
 * Add Complications to a Scene or Failure

Character Cards
Each card has a Passive (Self) and Active (Drawn) Effect. You can only draw ONE card per Chapter, and it will be random. You can use the Active Effect of your OR your personal Arcana's effect at the bond level of your highest Bondmate.

If you Draw your own card or a card associated with none of your Bondmates, redraw.

If a Tarot Card Deck is not available, you can roll [3d8] instead to choose your starting Arcana.

0: The Fool [3]
Passive: Start with 3 Bonus Character OR Talent Points.

I: The Magus [4]
Passive: Start with one free Skill at +3.

II: The Priestess [5]
Passive: Start with 3 Favours (Low) OR 1 Favour (High).

III: The Empress [6]
Passive: Start with +1 Leadership. You start with a handmade costume of your choice with an Armour level no greater than 5.

IV: The Emperor [7]
Passive: Start with +1 Mastery.

V: The Hierophant [8]
Passive: Start with +1 Aptitude.

VI: The Lovers [9]
Passive: Start with +1 Influence. Gain one unpowered Dependent in the form of a lover or family member.

VII: The Chariot [10]
Passive: Start with +1 Agility OR Speed.

VIII: Strength [11]
Passive: Start with +1 Brawn.

VIII: The Hunger [Alternative]
Passive: Start with +1 Potency and a starting Mutation.

IX: The Hermit [12]
Passive: When no teammates are within Short range of you, gain Advantage on Fighting and Accuracy checks.

X: Wheel of Fortune [13]
Passive: Start with +1 Spirit.

XI: Justice [14]
Passive: Start with a bonus sub-power at D Level. You have a Mission you must complete and will stop at nothing to achieve your goal (Or: +1 DL to any Drive).

XII: The Hanged Man [15]
Passive: You gain Advantage on all actions for the next Chapter when an Ally dies near you.

XIII: Death [16]
Passive: You may rework your character once, allowing you to respend points. No powers can be removed.

XIV: Temperance [17]
Passive: Start with +1 Willpower. Gain Advantage on checks to resist Mind-altering effects.

XIV: The Art [Alternative Special]
Passive: You can freely transfer Character and Talent points at a 1:1 ratio.

XV: The Devil [18]
Passive: Start with one free Advantage (base: Contact [Low]).

XV: The Joker [Alternative]
Passive: Whenever an Ally takes damage within Short range (10m, 30-ft) take half their damage received. Gain +1 DAM on all offensive Talents.

XVI: The Tower [19]
Passive: Start with +1 starting Wealth. All Equipment has 1/2 its normal cost.

XVII: The Star [20]
Passive: Start with a bonus Trait on each of your sub-powers.

XVIII: The Moon [21]
Passive: Start with +1 Smarts.

XVIX: The Sun [22]
Passive: Start with +1 Aura.

XX: Judgement [Special] [23]
Passive: Start with +1 Perception. Your Career and Secret Identity are protected heavily by a secret organisation.

XX: The Æon [Alternative]
Passive: Can undergo a Second Awakening regardless of Parahuman Class. Requires a near-death experience.

XXI: The World [Special] [24]
Passive: You gain a Danger Sense you can use three times per Chapter.

XXI: The Adjustment [Alternative]
Passive: Every time you awarded Character or Talent Points, gain +1. The Hunger, The Art, Judgement, The Æon, The World, and The Adjustment cannot be obtained through means other than drawing from a Tarot Deck or if it is specially given to you by the GM. Alternative cards may be optionally switched-out if their base version is drawn in character creation.

Training Points
Character Points and Talent Points can be merged into a single point-buy stat called Training Points.
 * Character Points exchange at a 1:1 ratio
 * Talent Points exchange at a 1:2 ratio

Failure is Learning

 * After each time you roll a 1 on any Attribute, Skill or Power roll, you gain one Advancement Point
 * After gaining six Advancement Points, you may gain one Training Point (or: one Character Point, if Training Points are not used)
 * You may exchange Spirit Shards for Advancement Points at a 1:1 ratio

The number of Character Points and Talent Points gained through Advancement should be modified by the GM as per the game's themes and progression, if this system is used at all.

Alternate Attributes, Skill and Rolling (BMPS)
These rules are meant for the pre-Cyberpunk setting: EGO DEATH. Some rules may not be suitable for genres that do not pit YOU against THEM.

Rolling
BMPS (Bumps) uses a variable 2d6 resolution system:


 * 1d6:	Disadvantage
 * 2d6:	Normal
 * 3d6:	Advantage

DIE THRESHOLDS


 * 6:	EASY
 * 8:	AVERAGE
 * 10:	HARD
 * 12:	VERY HARD
 * >16:	IMPOSSIBLE

WHAT YOUR ROLL MEANS


 * IF YOU SCORE <4 DT:	GAIN A THREAT
 * IF YOU SCORE <4-1:	FAILURE
 * IF YOU SCORE =DT:	GAIN ADVANTAGE
 * IF YOU SCORE <=+3:	SUCCESS
 * IF YOU SCORE >4 DT:	USE A COMPULSION IF >+2

Attributes

 * BODY:	THE PHYSICAL.
 * MIND:	THE THINKING.
 * PSYCHE:	THE FEELING.
 * SENSES:	THE AWARENESS.

Skills
SKILL CAP = ATTRIBUTE SCORE (MAX +4).

Body

Mind

Psyche

Senses

Leverage
You start with the amount of Leverage Points equal to the points you put into a given Attribute. Five points in Psyche? Five Leverage Points. Leverage Points can allow you to add the modifier of another Skill to your roll or gain Advantage.

Regaining LP

You must wilfully (not through Die Thresholds) spend a Compulsion or Threat to regain LP. You regain one LP per Compulsion/Threat used. There may be times the GM will force you to roll Willpower vs. using a Compulsion. This will also award you one LP.