TANGENT Sci-Fi Fantasy Role Playing Game

Intellectual Property of

Brian T Wolfe

BTW.284@GMail.com (Lanaran)

Contributors and Playtesters

Lori Wolfe, Anna Wolfe, Ashley Wolfe,

and others…

Published by

Tangent LLC

Wolfe.TangentLLC@GMail.com

AI Assisted Writing, Editing and Artwork

This work has been created with the assistance of different AIs including Perplexity AI, Google Gemini, Microsoft Copilot and OpenArt in addition to my personal RPG chatbot AIDEN.

These helpful augmentation tools were utilized for tasks including the typical spelling and grammar check as well as elaborating content of descriptions & examples, editing, image generation, and cross-referencing materials.

However, extensive human input was involved in the form of all of the novel ideas for the premise, background, stories and new rules as well as using detailed prompt engineering, proofreading, more editing and often extensive rewriting.

TANGENT Science Fiction Role Playing Game

Role-Playing Games (RPGs) in general provide a unique and interactive form of entertainment where a group of players come together to weave imaginative stories. Tangent invites players to explore a captivating universe where science fiction and fantasy intertwine. Players are empowered to create one-of-a-kind characters and embark on exciting adventures.

Tangent offers an intricate character customization system, granting players the freedom to shape their character's destiny. The journey begins with selecting a species for your character. Will you choose to be one of the ancient Alterians, wielding potent magic passed down through generations? Or perhaps you'll opt for the technologically advanced Cyberforms, renowned for their superior intellect and cybernetic enhancements? Each species in Tangent possesses distinct attributes and abilities, influencing your character's strengths, weaknesses, and potential in the game world.

Beyond species selection, Tangent delves into the rich tapestry of your character's origins. Your background and upbringing play a significant role in shaping who you are. Were you raised in the humble surroundings of a rural planet, learning the value of community and resourcefulness? Or did you experience a privileged childhood in a sprawling metropolis, surrounded by advanced technology and political intrigue? Your origin will not only influence your character's skills and abilities but also contribute to their personality and worldview.

Factions represent powerful groups or organizations that hold sway over the game world. Aligning with a faction can grant your character access to valuable resources, specialized training, and unique missions that shape their path. Choosing a faction that resonates with your character's beliefs and aspirations adds depth to their identity and opens doors to exciting opportunities. Whether you're drawn to the mystical Alterian Conclave, the technologically advanced Syndicate, or the politically influential Dracon Dynasty, your choice of faction will significantly impact your character's journey and the challenges they face. Careful consideration of each faction's values, goals, and resources will ensure that your character finds their place in the intricate tapestry of Tangent's universe.

Your character's occupation represents their chosen profession and area of expertise. This choice not only adds flavor and depth to their identity but also grants them specific skills and abilities that reflect their training and experience. Whether you envision your character as a brave soldier, a wise scholar, or a cunning scoundrel, selecting an occupation that aligns with their personality and aspirations is crucial. Each occupation in Tangent offers a unique set of skills, traits, and recommended features that help define your character's capabilities and playstyle. By carefully considering the advantages and disadvantages of each occupation, you can create a character that is not only well-suited to their chosen path but also capable of overcoming the challenges they will face in the game world.

The character creation system in Tangent empowers you to build characters that are not merely collections of stats and abilities but also possess intriguing personalities and captivating backstories. You can select from a variety of personality traits, flaws, and bonds, adding layers of depth and complexity to your character. These choices will not only make your character feel more alive and relatable but also influence their interactions with other characters and the world around them.

As you embark on your adventures, your character will face numerous challenges and opportunities that will test their mettle. The decisions you make in response to these situations will shape the course of the story and determine your character's ultimate fate. Will you rise to become a hero, using your abilities to protect the innocent and fight for justice? Or will you succumb to temptation, using your powers for personal gain and domination? The choice is yours.

Whether you're a seasoned enthusiast or a newcomer to the RPG genre, Tangent offers an immersive and engaging experience that encourages you to unleash your creativity and strategic thinking. Gather your friends, roll the dice, and prepare to embark on an unforgettable adventure in the boundless universe.

CHARACTER CREATION

Players embark on a thrilling adventure where they hold the power to shape their character's destiny. This customization system grants players the freedom to craft unique and unforgettable characters that resonate with their playstyles and preferences.

A diverse range of species awaits players, each possessing distinct attributes and abilities that influence the course of their journey. From Humans, known for their adaptability and resilience, to mystical Elves with an affinity for magic, the choice of species sets the foundation for a character's strengths and weaknesses.

Furthermore, players can delve into a rich array of origins, uncovering the profound impact of their character's past on their present and guiding their future. Whether raised in a bustling metropolis, a serene village, or a nomadic tribe, each origin bestows unique advantages, disadvantages, features, and skills that shape a character's journey.

The game further immerses players in a vibrant world populated by various factions and occupations.

Aligning with a faction grants access to exclusive resources, training, and missions, allowing players to forge alliances and shape the political landscape.

Additionally, choosing an occupation provides specialized skills and abilities tailored to specific playstyles. From skilled warriors to cunning rogues and wise scholars, each occupation offers a distinct path towards character development.

Players have the ability to create characters that are not only powerful and effective but also possess intriguing personalities and captivating backstories. Every decision made during character creation has a lasting impact, ensuring that each character is truly unique and memorable. Every character is a reflection of the player's creativity and strategic thinking, making the journey through this immersive world a truly personal and unforgettable experience.

Concept

Begin by envisioning a general idea for your character. Consider their species, background, personality, and role within the game world.

Build Points

Start with 150 Build Points (BP) to allocate towards various aspects of your character - buying Species Package, Traits, Skills, Features, Invocations and Special Gear.

Species

Choose a species for your character. Each species comes with a BP cost, ability modifiers, and possible access to specific racial traits or special features. Additional traits may be taken at 2 BP each.

Origin

Select an origin that reflects your character's upbringing and background (e.g., Nomad, Criminal, Aristocrat). Distribute Origin Skill points and choose 2 free Origin Traits. Additional traits may be taken at 2 BP each.

Faction

Choose a faction that your character is affiliated with (e.g., Alterian Conclave, Syndicate, Dracon Dynasty). Distribute Faction Skill Points and gain Features from the faction’s choices.

Occupation

Pick an occupation that represents your character's profession (e.g., Soldier, Scholar, Scoundrel). Distribute Skill Points among profession-related skills and choose 2 free Occupational Traits and recommended features. Additional traits may be taken at 2 BP each.

Technology

Their species and faction determine your character's technology level. This grants bonuses to skills and wealth, and influences the types of equipment and improvements available.

Disadvantages

Optionally, select disadvantages like quirks, flaws, or disabilities to gain additional BP. These add depth and realism to your character but come with drawbacks.

Features

Choose features that enhance your character's capabilities, costing 3 BP by default with recommendations reducing the cost. These can include innate talents, learned techniques, or technological/magical enhancements.

Skills

Allocate BP to improve your character's skills at a cost of 1 BP per Skill Rank. Skills are categorized into groups of Physical, Mental, Social, Discipline, and Combat.

Augmentations

Optionally, enhance your character with permanent augmentations like cybernetics or bio-modifications. These can provide significant benefits but may have drawbacks or limitations, and of course with a BP cost.

Property

Equip your character with weapons, armor, and gear appropriate for their occupation and playstyle. Consider your character's wealth and technology level when selecting property.

Meta

If your character has access to magic, psychic powers, or other metaphysical abilities, develop their capabilities by choosing disciplines, invocations and improving relevant skills. Awakened Feature required to access Discipline skills with Invocation being skills and improved independently (as a Specialization or as a Special Ability, 1 CP per Rank).

and all of the other stuff….

Remember, character creation in Tangent is highly flexible, and these steps can be adapted to fit your preferences and the GM's guidelines.

ABILITY SCORES

Ability scores are a crucial aspect of character creation and gameplay. They represent a character's natural aptitudes and talents, influencing their success in various tasks and challenges. The six core ability scores are Strength, Agility, Stamina, Intellect, Wisdom, and Charisma. Each score modifies skill checks that use the associated ability, providing bonuses or penalties based on the character's strengths or weaknesses. Additionally, ability checks are used as a fallback for actions not covered by specific skills and as saving throws against harmful effects.

Cost and Starting Maximum

For every +1 point increase in an Ability score, the cost is 5 BP. This cost reflects the significant impact that even a small improvement in an Ability score can have on a character's capabilities. For example, a character with a Strength of +2 can carry more weight and deal more damage in melee combat than a character with a Strength of +1. Similarly, a character with a Charisma of +3 is more likely to persuade others and negotiate favorable outcomes than a character with a Charisma of +2.

The suggested maximum starting Ability scores of +4, adjusted by Species modifiers, provides a balanced approach to character creation. This ensures that characters are not overly powerful at the start of the game, while still allowing players to create characters with unique strengths and weaknesses.

By carefully allocating their BP, players can create characters that excel in specific areas while having room for growth and development as the game progresses. Whether they choose to focus on physical prowess, mental acuity, or social influence, the investment in Ability scores is a crucial step in bringing a character to life.

Abilities Modify Skill Checks

Each point in a character's Ability score provides a bonus (or penalty) to Skill Checks that use the associated Ability Score. For example, a character with an Agility score of +2 would have a +2 bonus to Skill Checks that use Agility, such as Attack rolls for ranged weapons.

Average Score

The average score for each Ability is zero, representing an average human with no particular strengths or weaknesses. This means that the individual possesses a balanced set of skills and abilities, without any significant advantages or disadvantages in any specific area. They are neither exceptionally gifted nor noticeably lacking in any particular domain.

This average human has a moderate level of physical strength, agility, and endurance, allowing them to perform everyday tasks and activities without difficulty. However, they may not excel in physically demanding or athletic endeavors compared to individuals with higher scores in these Abilities.

Regarding mental capabilities, the average human has a reasonable level of intelligence, memory, and problem-solving skills. They can effectively learn new information, analyze situations, and make informed decisions. Yet, they might not possess the exceptional intellectual brilliance or creative genius of individuals with higher scores in these Abilities.

In terms of social skills, the average human has a decent level of empathy, communication, and interpersonal relationships. They can interact with others effectively, build relationships, and work collaboratively. However, they may not be as charismatic or influential as individuals with higher scores in these Abilities.

It's important to note that being average does not imply mediocrity or lack of potential. The average human is capable of achieving great things through hard work, dedication, and continuous self-improvement. They can develop their skills and abilities over time, potentially surpassing those with initially higher scores through consistent effort and practice.

Exceptional Score

This exceptional ability grants significant bonuses to related skills and checks, empowering the individual to excel in their chosen endeavors.

With a score of +5, an individual gains a profound understanding and mastery of their ability. They can effortlessly perform complex tasks and overcome challenging obstacles that would prove daunting to others. Their enhanced perception and coordination allow them to make split-second decisions and execute intricate maneuvers with precision and grace.

Furthermore, individuals with an exceptional ability often inspire awe and admiration in others. Their prowess and skill captivate onlookers, leaving them in awe of the seemingly impossible feats they can accomplish. This recognition can open doors to opportunities and collaborations, enabling the individual to make a meaningful impact on their community and the world at large.

Non-Ability

A character with a Non-Ability score in a particular Ability is severely limited in their capabilities. They cannot perform actions that rely on that Ability, and they automatically fail all checks associated with it. This is represented as a 25-point flaw in character creation.

Examples of Non-Ability characters would be a stationary Intellect Construct lacking both Strength and Agility or a Simple Automata Mecha running on basic programming but lacking any actual Intellect, Wisdom or Charisma (not a PC but an example).

ABILITY CHECKS

Ability checks are a fallback for actions not covered by specific skills. They measure a character's raw capabilities and are used in general checks, saving throws, and optionally as default skill rolls. Ability checks act as a backup mechanism for actions not covered by specific skills. Ability checks encompass a wide range of situations and can be categorized into two types: general checks and saving throws.

General Checks

General ability checks are employed when a character attempts an action not directly associated with a specific skill. These checks assess a character's natural abilities and proficiency in a particular area. For instance, a character may make a Strength ability check to break down a wooden door or a Dexterity ability check to catch a falling object.

Saving Throws

Saving throws represent a character's ability to resist harmful effects, such as spells, traps, or environmental hazards. Each saving throw is associated with a specific ability score, and the outcome determines whether the character succeeds in negating or mitigating the effect. For example, a character might make a Constitution saving throw to resist poison or a Wisdom saving throw to avoid being charmed.

The outcome of an ability check is determined by rolling a d20 and adding the relevant ability modifier. The difficulty of the check is determined by the game master based on factors such as the task's complexity and the character's level. The result of the check determines whether the character succeeds, fails, or critically succeeds or fails in the action.

Ability checks add depth and versatility to the Tangent gameplay, allowing characters to navigate a wide range of challenges and situations using their innate capabilities. They encourage players to think creatively and consider their characters' strengths and weaknesses when approaching obstacles.

How Ability Checks are Made

Determine the Relevant Ability: Identify which Ability Score corresponds to the action being attempted.

Calculate the Base Score: The base score for an Ability Check is 2 + (Ability Score x 2).

Apply Modifiers: The GM may apply modifiers based on the difficulty of the task, environmental factors, or other relevant circumstances.

Roll the Die: Roll a d20 and add the result to the modified base score.

Compare to the Challenge Rating (CR): If the total equals or exceeds the CR set by the GM, the check is successful.

Types of Challenges -

Targeted Challenge

This is a type of Ability Check where success or failure is determined by comparing the character's roll to a target number set by the GM, called the Challenge Rating (CR). The CR represents the difficulty of the task, and it can be modified based on various factors like the character's abilities, environmental conditions, and the complexity of the action being attempted.

In a Targeted Challenge used as a saving throw, the character is trying to resist or overcome a harmful effect, such as poison, a spell, or a hazardous environmental condition. The CR represents the intensity or potency of the effect. If the character's roll meets or exceeds the CR, they successfully resist the effect (either partially or completely). If the roll falls below the CR, they succumb to the effect and suffer its consequences.

Example

A character is exposed to a cloud of poisonous gas. The GM calls for a Fortitude saving throw to resist the poison's effects. The GM sets the CR at 15, considering the potency of the poison. The character rolls a d20, adds their Stamina modifier and any other applicable bonuses, and compares the total to the CR. If the total is 15 or higher, the character successfully resists the poison and avoids its harmful effects. If the total is below 15, the character fails the save and suffers the consequences of the poison, such as taking damage or becoming poisoned.

Opposed Challenge

This type of Ability Check involves a direct contest between two characters. Instead of comparing a character's roll to a set target number, their roll is compared to the opposing character's roll. The highest scoring character wins the challenge. This mechanic is often used in situations where two characters are directly competing or struggling against each other, such as arm wrestling, grappling, or a battle of wills.

Example

Two characters engage in a heated debate, each trying to persuade the other to their point of view. The GM calls for an Opposed Challenge using Charisma (Persuasion) checks. Both characters roll a d20 and add their Etiquette. The character with the higher total wins the debate, swaying the other to their side.

Skill Synergy

Skill Synergy can also come into play during ability checks, offering characters a chance to utilize their skills to enhance their capability in certain situations.

When a character is subjected to a harmful effect that requires a saving throw, they can use a skill that is relevant to resisting or mitigating that effect. For example, a character with a high Medicine skill could use it to aid their Fortitude saving throw against a disease, or a character with a high Acrobatics skill could use it to aid their Reflex saving throw against a trap. Another example is using the Reason ability synergizing with Linguistics to gain a bonus when deciphering ancient inscriptions. The player rolls for Linguistics (Intellect) for every 5 points scored over a DC 10 on the Linguistics check, a +1 bonus is added to the Reason check. The final Linguistics result is then compared to the GM's DC to determine if the character successfully deciphers the inscription. The GM decides which skills are relevant and the bonus amount based on the situation.

Example

A character with a high Athletics skill is caught in a collapsing building and needs to make a Reflex saving throw to avoid falling debris. The GM sets the CR for the saving throw at 15. The character rolls a 16 on their Athletics check, exceeding the DC of 10 by 6 points. Thanks to Skill Synergy, they receive a +1 bonus to their Reflex saving throw, increasing their chances of successfully dodging the falling debris.

Relevant Skills

The skill used for Synergy should be logically connected to the saving throw. For example, using Perception to aid a Willpower save against an illusion or using Technology to aid a Fortitude save against a technological hazard.

Additional Notes -

Ability Score Improvements

As a character's Ability Scores increase, their Ability Checks become more effective.

Cost

Increasing the score of an Ability Check separately costs 1 Build Point (BP) per +1 point, without need to improve associated Ability Score.

STRENGTH

Strength measures a character's physical power, force, and stability. It is a crucial ability for tasks that involve lifting heavy objects, breaking things, and engaging in melee combat. A character with high Strength can wield heavier weapons, grapple with opponents, and resist attempts to push or knock them down.

Lifting and Carrying

Strength determines how much weight a character can lift, carry, and manipulate. This is important for tasks like moving obstacles, carrying heavy equipment, or even grappling with opponents.

Breaking Objects

Strength is also used to break objects like doors, locks or weapons. This can be useful for opening passages, overcoming obstacles, or disarming opponents.

Melee Combat

In melee combat, Strength is a key factor in determining the damage a character inflicts with melee weapons. It also affects their ability to grapple, shove, and overpower opponents in close-quarters combat.

Might (Strength)

This check is used to resolve actions that involve tests of raw physical power.

Lifting heavy objects

Characters might need to lift gates, move boulders, or carry incapacitated allies. The heavier the object, the higher the Challenge Rating (CR) for the Might check.

Bending bars

This could involve bending prison bars, prying open doors, or manipulating metal objects. Material strength and desired outcome will influence the CR.

Breaking things

Characters might attempt to break chains, smash through walls, or destroy objects. The object's durability and required force will determine the CR.

Task Difficulty

The GM sets the CR for the Might check based on the difficulty of the task, taking into account factors like the weight of the object, the strength of the material, and any environmental conditions.

Modifiers

Other modifiers, such as those from tools, equipment, or special abilities, might apply to the Might check.

Example

A character with a Strength score of +2 attempts to bend a steel bar. The GM sets the CR for the Might check at 15. The character's base score for Might checks is 6 (2 + 2 x 2). If there are no modifiers, the character needs to roll a 9 or higher on a d20 to succeed.

AGILITY

Agility measures a character's balance, coordination, and nimbleness. It is a crucial ability for tasks that involve dodging attacks, performing acrobatic feats, and engaging in ranged combat. A character with high Agility can move swiftly, react quickly to danger, and accurately target opponents with ranged weapons.

Dodging

Agility determines a character's ability to dodge incoming attacks, whether in melee or ranged combat. This is essential for avoiding damage and staying alive in dangerous situations.

Acrobatics

Agility is also used for performing acrobatic maneuvers, such as jumping, climbing, balancing, and tumbling. This can be useful for navigating difficult terrain, escaping from grapples, or even performing impressive feats of athleticism.

Ranged Combat

In ranged combat, Agility is a key factor in determining the accuracy of a character's attacks with ranged weapons. It also affects their ability to reload, ready weapons quickly, and maintain balance while firing.

Reflex (Agility)

This check measures a character's ability to react swiftly and precisely to unexpected events or sudden changes in their environment.

Avoiding Attacks

This includes area-of-effect attacks like explosions or dragon's breath, where a successful Reflex check allows the character to dive out of harm's way. This is crucial for survival in combat situations.

Catching Objects

Reflex checks can be used to determine if a character successfully catches a thrown object, grabs onto something as they fall, or intercepts a moving target. This can be important for both combat and non-combat situations.

Performing Agility Feats

Characters with good Reflex scores are more adept at performing acrobatic maneuvers, such as leaping over obstacles, balancing on narrow surfaces, or tumbling out of harm's way. This can be useful for navigating difficult terrain, escaping from grapples, or even performing impressive feats of athleticism.

Task Difficulty

The GM sets the Challenge Rating (CR) for the Reflex check based on the difficulty of the task, considering factors like the speed of the attack, the size of the object being caught, or the complexity of the maneuver.

Modifiers

Other modifiers, such as those from features, skills, or environmental conditions, might apply to the Reflex check.

Example

A character with an Agility score of +2 attempts to avoid a fiery blast from an explosion. The GM sets the CR for the Reflex check at 15. The character's base score for Reflex checks is 6 (2 + 2 x 2). If there are no modifiers, the character needs to roll a 9 or higher on a d20 to successfully dive out of harm's way.

STAMINA

Stamina measures a character's endurance, resistance, and toughness. A character with high Stamina can endure prolonged exertion, tolerate more damaging injuries and resist the effects of fatigue, poison, and other debilitating conditions.

Enduring Physical Hardship

Stamina determines how long a character can perform strenuous activities without succumbing to exhaustion. This includes running, swimming, climbing, and other physically demanding tasks. It also affects their ability to resist the effects of extreme temperatures, hunger, thirst, and sleep deprivation.

Resistances

Stamina plays a role in a character's ability to resist diseases, infections, and other ailments. This is important for surviving in harsh environments or when exposed to contagious illnesses.

Toughness

Base Toughness score for a character which reduces damage on a point for point basis.

Fortitude (Stamina)

This check measures a character's ability to endure and resist physical hardships, toxins, and other debilitating effects.

Resisting Poison and Disease

Characters with high Fortitude are better equipped to withstand the harmful effects of poisons, toxins, diseases, and other biological hazards. This can be crucial for survival in hostile environments or when exposed to dangerous substances.

Enduring Extreme Environments

Fortitude checks are also used to determine how well a character can cope with extreme temperatures, harsh weather and other environmental hazards. This can be important for exploration, survival, and combat in challenging settings.

Pushing Through Exhaustion and Fatigue

Fortitude represents a character's mental and physical resilience, allowing them to push through exhaustion, fatigue, and pain. This can be crucial for extended physical exertion, prolonged mental focus, or resisting torture and interrogation.

Challenge Difficulty

The GM sets the CR for the Fortitude check based on the severity of the challenge, taking into account factors like the potency of the poison, the extremity of the temperature, or the intensity of the exertion.

Modifiers

Other modifiers, such as those from gear, features, or special abilities, might apply to the Fortitude check.

Example

A character with a Stamina score of +2 is exposed to a potent neurotoxin. The GM sets the CR for the Fortitude check at 18. The character's base score for Fortitude checks is 6 (2 + 2 x 2). If there are no modifiers, the character needs to roll a 12 or higher on a d20 to successfully resist the poison's effects.

INTELLECT

Intellect measures a character's reason, logic, and wits. It is a crucial ability for tasks that involve problem-solving, deduction, and understanding complex information. A character with high Intellect can analyze situations quickly, come up with creative solutions, and excel in fields that require mental acuity.

Problem-Solving

Intellect determines a character's ability to analyze problems, identify patterns, and devise effective solutions. This is important for overcoming obstacles, solving puzzles, and strategizing in challenging situations.

Deduction

Intellect is also used for making deductions and drawing logical conclusions based on available information. This can be useful for investigations, uncovering hidden truths, and predicting the actions of others.

Understanding Complex Information

Intellect allows a character to comprehend and process complex information, such as technical manuals, scientific theories, or ancient texts. This is essential for fields like science, engineering, and medicine.

Reason (Intellect)

This check assesses a character's capacity for logical thinking, problem-solving, and comprehension of complex information. They are called for in situations where a character must analyze a problem, identify patterns, deduce solutions, or understand intricate concepts. High Intellect scores significantly enhance a character's performance in these checks.

Puzzles and Riddles

Characters might encounter puzzles or riddles that require logical deduction and problem-solving skills to decipher. The complexity of the puzzle and the time pressure involved will affect the Challenge Rating (CR) of the Reason check.

Deciphering Codes and Languages

Characters with strong Reason abilities are better at cracking codes, deciphering cryptic messages, and learning new languages. The complexity of the code or language and the available clues will determine the CR.

Understanding Complex Information

Characters might need to comprehend technical manuals, scientific theories, or ancient texts. The density of the information and the character's existing knowledge base will affect the CR.

Task Difficulty

The GM determines the CR for the Reason check based on the complexity of the task, considering factors like the intricacy of the puzzle, the obscurity of the code, or the density of the information.

Modifiers

Other modifiers, such as those from skills, features, or tools, might apply to the Reason check.

Reason checks offer a versatile and engaging way to incorporate intellectual challenges into the game, allowing characters to showcase their problem-solving abilities and mental acuity.

Example

A character with a high Intellect score attempts to solve a riddle that guards a hidden treasure. The GM sets the CR for the Reason check at 15. The character's base score for Reason checks is 6 (2 + 2 x 2). If there are no modifiers, the character needs to roll a 9 or higher on a d20 to successfully solve the riddle.

WISDOM

Wisdom measures a character's insight, intuition, and determination. It is a crucial ability for tasks that involve sensing deception, resisting fear, and understanding the motivations of others. A character with high Wisdom can perceive hidden truths, remain calm in the face of danger, and make sound judgments even in difficult situations.

Sensing Deception

Wisdom determines a character's ability to detect lies, inconsistencies, and hidden agendas. This is important for negotiations, interrogations, and social interactions where trust is a factor.

Resisting Fear

Wisdom also plays a role in a character's ability to resist fear, panic, and other emotional manipulation. This is crucial for staying focused and making rational decisions in dangerous or stressful situations.

Understanding Motivations

Wisdom allows a character to understand the underlying motivations and desires of others. This can be useful for predicting their actions, finding common ground, and navigating complex social dynamics.

Willpower (Wisdom)

This check represents a character's mental fortitude, resilience, and strength of mind. They are called upon when a character faces situations that test their determination, resolve, and ability to resist internal or external pressures. A high Wisdom score significantly enhances a character's performance in these checks.

Resisting Fear

When confronted with terrifying creatures, dangerous situations, or overwhelming odds, characters must rely on their Willpower to overcome fear, panic, or despair. This can be crucial for maintaining composure, making rational decisions, and taking effective actions in the face of danger.

Overcoming Mental Manipulation

Characters might encounter enemies or entities that attempt to control their minds, manipulate their emotions, or influence their actions through psychic powers, magic, or other means. Willpower checks determine a character's ability to resist such manipulation, maintain their autonomy, and break free from mental domination.

Maintaining Focus Under Pressure

In high-stress situations, such as tense negotiations, complex problem-solving, or performing under extreme time constraints, characters must rely on their Willpower to stay focused, avoid distractions, and maintain their concentration. This can be crucial for achieving success in challenging tasks or overcoming adversity.

Challenge Difficulty

The GM sets the CR for the Willpower check based on the intensity of the challenge, considering factors like the severity of the fear, the strength of the mental manipulation, or the level of pressure involved.

Modifiers

Other modifiers, such as those from skills, features, or environmental conditions, might apply to the Willpower check.

Willpower checks offer a versatile and engaging way to incorporate mental challenges into the game, allowing characters to showcase their inner strength, resilience, and determination.

Example

A character with strong mental defenses is targeted by a psychic enemy who tries to implant a suggestion in their mind. The GM calls for a Willpower check to resist the psychic attack. The GM sets the CR for the check at 15. The character's base score for Willpower checks is 6 (2 + 2 x 2). If there are no modifiers, the character needs to roll a 9 or higher on a d20 to successfully resist the implanted suggestion.

CHARISMA

Charisma measures a character's confidence, assertiveness, and personal magnetism. It is a crucial ability for tasks that involve persuasion, leadership, and social interaction. A character with high Charisma can influence and inspire others, negotiate effectively, and excel in roles that require social finesse.

Persuasion

Charisma determines a character's ability to convince, negotiate, and influence others. This is important for diplomatic missions, bartering, and social situations where getting people on your side is essential.

Leadership

Charisma is also used for inspiring and leading others. A charismatic character can rally troops, boost morale, and command respect even in challenging situations.

Social Interaction

Charisma allows a character to navigate social situations with ease, making a positive impression and building rapport with others. This is useful for gathering information, making allies, and avoiding conflicts.

Etiquette (Charisma)

This Ability Check encompasses a wide range of social skills and interactions, focusing on a character's ability to navigate social situations with grace, tact, and effectiveness. It's not just about being polite; it's about understanding social cues, adapting to different social contexts, and achieving desired outcomes through charm, diplomacy, or persuasion.

Bartering and Negotiating

Whether haggling for a better price at a market, negotiating a treaty between warring factions, or striking a business deal, Etiquette checks can be used to determine a character's effectiveness in these situations. A high Charisma score and proficiency in relevant skills, such as Persuasion or Deception, can significantly improve their chances of success.

Navigating Social Gatherings

From formal balls and diplomatic receptions to rowdy taverns and back-alley meetings, Etiquette checks can be used to determine how well a character fits in, makes a positive impression, and avoids social faux pas. This can be crucial for gathering information, building alliances, or simply avoiding unnecessary conflicts.

Resolving Social Conflicts

When disagreements or disputes arise, Etiquette checks can be used to de-escalate tensions, find common ground, and reach a peaceful resolution. This can be especially important in situations where violence is not an option or where maintaining positive relationships is crucial.

Task Difficulty

The GM sets the CR for the Etiquette check based on the complexity of the social situation, taking into account factors like the cultural context, the power dynamics involved, and the desired outcome.

Modifiers

Other modifiers, such as those from skills, features, or social standing, might apply to the Etiquette check.

Example

A character with a Charisma score of +3 attends a formal diplomatic reception where they must navigate complex social customs and expectations. The GM calls for an Etiquette check to avoid committing a social faux pas that could offend important dignitaries or undermine their faction's reputation. The GM sets the CR for the check at 15, considering the character's lack of experience in such high-society events. The character's base score for Etiquette checks is 8 (2 + 3 x 2). However, the character's upbringing as an Urchin provides no bonus to this check, and they must rely solely on their Charisma to avoid embarrassment.

PERCEPTION

Perception is a sub-ability derived from a character's Intellect and Wisdom scores. This attribute reflects a character's overall awareness and their ability to perceive and interpret their surroundings. It plays a vital role in various detection checks throughout the game, impacting a character's ability to notice details, spot hidden dangers, and understand the subtleties of their environment.

The base score for Perception is calculated by adding the character's Intellect and Wisdom scores together. This combined value represents their innate sensory acuity, mental focus, and intuitive awareness. However, Perception is not used in isolation. In most situations, it's combined with specific skills to determine a character's success in different types of detection checks.

Default Detection Check (Alertness)

In most standard situations, where a character is simply trying to be aware of their surroundings and notice anything out of the ordinary, their Perception base score is combined with their Alertness skill. This represents a general awareness and the ability to spot visual, auditory, or other sensory cues that might indicate something important or unusual.

Focused Perception Types

There are three additional, more specialized types of Perception checks that can be used in specific situations:

Meta (Attune)

When dealing with Meta effects (such as magic, psychic powers, or other supernatural phenomena), the Attune skill is added to the Perception base score. This allows the character to detect and analyze these subtle energies, and utilize Metafocus-based sensory abilities.

Social (Insight)

When trying to "read" other characters and understand their intentions, the Insight skill is added to the Perception base score. This represents the ability to pick up on subtle social cues, body language, and vocal tones to discern hidden emotions, motivations, and potential deceptions.

Technical (Technology)

When analyzing technology or using certain technological sensory devices, the Technology (Knowledge) skill is added to the Perception base score. This reflects the character's understanding of how technology works and their ability to identify its functions, strengths, and weaknesses.

Modifiers

The Game Master (GM) may apply additional modifiers to Perception checks based on the specific circumstances of the situation. These modifiers can reflect factors such as visibility, distance, the nature of the thing being detected, and any other relevant environmental or situational factors.

Example

A character with an Intellect score of +2 and a Wisdom score of +1 has a Perception base score of 3. If they are trying to notice a hidden trap, they would make an Alertness check with a modifier of +3. However, if they are trying to locate an item using magical means, they would make an Attune check with a modifier of +3 instead.

VITALITY / HEALTH / STRUCTURE

In Tangent, a character's ability to endure and recover from damage is represented by Vitality and Health (or Structure for Synthetics and others with non-typical physiology). Each of these attributes plays a crucial role in determining how much damage a character can sustain and how they recover from injuries.

VITALITY

This attribute represents a character's overall physical resilience and ability to withstand non-lethal damage. It acts as a buffer, absorbing damage from sources like pummeling, falls, environmental hazards, and other forms of harm that are not immediately life-threatening. Vitality is also depleted by exhaustion, fatigue, and other forms of physical stress. Only when a character's Vitality is completely depleted does the non-lethal damage become life threatening and start to affect their Health.

Starting score of 30 increased by 5 points per 1 BP.

HEALTH

This attribute represents a character's life force and ability to survive lethal attacks. Damage to Health comes from weapons, severe injuries, and other sources that can directly threaten a character's life. When a character's Health reaches zero, they are incapacitated or dead.

Starting score of 30 increased by 5 points per 1 BP.

STRUCTURE

This attribute applies to objects, constructs, and creatures with non-standard anatomies, such as mecha, golems, or undead. It measures their structural integrity and functions similarly to Health, but without the Vitality buffer. Damage to Structure can impair functionality, reduce effectiveness, or ultimately lead to destruction.

Calculate Vitality and Health scores and combine for Structure score.

Constitution Score

While the Constitution Ability Score does not directly grant extra Vitality or Health points, it will determine the character’s base Toughness to reduce the damage taken from wounds, point for point, making characters more resilient overall.

Starting Values and Maximums

Characters begin with a base of 30 points in both Vitality and Health. These can be increased by spending Build Points (BP) during character creation at a rate of 5 in either Vitality or Health for 1 BP, with a suggested maximum of 60 each.

Structure is calculated by combining the character's Vitality and Health for characters with non-typical anatomy such as Synthetics, Oozes, Undead, etc.

Falling Damage, Explosions and Crashes

Concussive Damage is unique in that it is Heavily Traumatic but dispersed over the entire body. This damage can be divided equally between Vitality and Health if the character attempts to reduce the damage, regardless of whether the attempt is successful. This reflects the potential for both non-lethal and lethal injuries from falls, explosions, crashes, etc. This does not include any additional damage taken for what they may fall into such as spikes, debris, etc.

KARMA

The Karma is an aspect of the Tangent RPG system that provides players with a limited resource they can strategically use to influence various aspects of the game. It serves as a pool of points that can be spent to affect dice rolls, modify character actions, and even shape narrative outcomes.

Karma Pool Basics

Characters have 3 Karma Points by default.

Restoration

All Karma Points are fully restored at the start of each game session as well as regaining Karma Points through significant story moments (chapters) or by performing 'heroic' or awesome actions.

Increasing

The Karmic Blessing feature allows characters to increase their maximum Karma Pool by +1 point per rank of the feature.

Otherwise the pool will be increased by possible Storyline and GM prerogative.

Using Karma Points

Karma Points can be spent to activate various effects, but they will not guarantee a success.

I Got This

This Karma Point expenditure option allows players to gain an advantage on any single roll.

Declaration

The player must declare they are using "I Got This" before making the roll. This prevents them from using it retroactively after seeing a poor outcome.

Any Single Roll

It can be used on any dice roll, including ability checks, skill checks, attack rolls, saving throws, and even damage rolls. This versatility makes it a valuable tool in various situations.

Advantage

Gaining advantage means rolling the die twice and taking the higher result. This significantly increases the character's chance of success.

Not What I Meant

This option of the Karma mechanic allows a player to reroll an Ability Check or a non-combat Skill Check.

Timing

The player must declare they are using "Not What I Meant" immediately after the initial roll. This prevents players from strategically using it only when they see a bad outcome.

Scope

It applies to Ability Checks (Strength, Agility, etc.) and non-combat Skill Checks (Technology, Medicine, etc.). This excludes attack rolls, damage rolls, and other combat-specific rolls.

Acceptance

The second roll's result must be accepted, even if it's worse than the first.

Shake it Off

This Karma Point expenditure option allows characters to reduce the severity of temporary conditions affecting them.

Temporary Conditions

These are short-term effects that hinder a character's abilities or actions. Examples include being Poisoned, Stunned, or Blinded.

Severity Stages

Many conditions have levels of severity, such as Poisoned (Minor, Major, Critical).

One Stage Reduction

Spending a Karma Point allows the character to reduce the condition's severity by one stage. For example, a character suffering from Major Poisoning could reduce it to Minor Poisoning.

Timing

This can be used at any time when the character is suffering from a temporary condition.

Second Wind

This Karma Point expenditure option allows a character to quickly refresh their abilities and resources, bypassing the need for a Light Rest.

Replaces Light Rest

A Light Rest is a short period of downtime during which characters can recover some spent abilities or regain limited uses of certain features. "Second Wind" allows a character to achieve the same benefits without needing to take a Light Rest.

1 Full Minute

Using "Second Wind" requires the character to spend 1 full minute focusing on themselves and their inner reserves. This represents the character drawing upon their willpower and determination to push through fatigue and replenish their energy.

Specific Benefits

The exact benefits of using "Second Wind" depend on the character's traits, abilities, and features. Generally, it can be used to refresh abilities that have a limited number of uses per day, such as special attacks, traits or features.

So Mote it Be

This Karma Point expenditure option interacts with a character's metaphysical abilities, enhancing their power or enabling special feats.

Metaphysics Users

This option is available to characters who have access to metaphysical abilities, such as magic, psychic powers, or other supernatural forces.

Karma Feat Activation

A Karma Point can be spent to activate a Karma Feat, which is a special ability or enhancement tied to the character's metaphysical disciplines. These feats might grant temporary bonuses, unique effects, or powerful attacks.

Skill Boost

Alternatively, a Karma Point can be used to boost the effectiveness of a metaphysical skill check. This could increase the power of a spell, the range of a psychic ability, or the duration of a supernatural effect.

Simultaneous Use

The Karma Point expenditure must be declared in conjunction with the use of the metaphysical skill or feat. This means the player decides to use "So Mote it Be" at the same time they declare they are using the skill or feat, not after the roll is made.

By Will Alone

This is a unique Karma Point expenditure, allowing characters to attempt actions that push the boundaries of their normal capabilities.

GM Discretion

The core of "By Will Alone" is the GM's judgment. Players propose an action, and the GM decides if it's possible within the game world and the character's potential.

Possible but Challenging

The action must be something that's not explicitly covered by the character's skills or abilities, but is theoretically achievable with extreme effort, luck, or a narrative justification.

Karma Point Cost

Attempting the action requires spending a Karma Point, regardless of success or failure. This represents the character tapping into their inner reserves or pushing their luck.

No Guarantee

Even with a Karma Point spent, success is not assured. The GM may call for an ability check, a skill check, or a unique challenge to resolve the action's outcome.

Plot Points

Plot Points are a special resource in Tangent RPG, awarded by the GM to players who actively engage with the story and its challenges.

Separate from Karma Pool

Plot Points function similarly to Karma Points, allowing players to influence rolls and actions. However, they are a separate resource and do not count towards the character's Karma Pool maximum.

Temporary and Specific

Plot Points are temporary and must be used within the specific scenario or story arc they were awarded in. This encourages players to use them strategically and to think about how they can best contribute to the unfolding narrative.

Compensation and Balance

Plot Points are often granted to characters who find themselves in situations beyond their control, as a form of compensation or to help balance the challenges they face. This can help ensure that all players have a meaningful impact on the story, even if their characters are not the most powerful or skilled.

Negative Karma

Negative Karma allows characters to push their luck and potentially face consequences for their actions.

GM's Discretion

The allowance of Negative Karma is entirely at the GM's discretion who will decide when and how to apply its effects, tailoring it to the specific situation and the character's actions. Incurring Negative Karma points are up to the players themselves.

Spending Karma into the Negatives

Characters can choose to spend Karma Points even when they have none left, effectively going into "Karmic debt." This debt is limited to the character's Charisma score +1.

Karmic Effects

Negative Karma Points allow the GM to introduce various effects that hinder the character or benefit their opponents. These effects are typically narrative in nature, reflecting the character's misfortune or the universe balancing the scales.

Disadvantage on Rolls

A common Karmic effect is imposing disadvantage on the character's rolls. This means they roll twice and take the lower result, significantly reducing their chances of success.

Rerolls

The GM might also force the character to reroll successful rolls, introducing uncertainty and potentially turning a victory into a failure.

NPC Benefits

Negative Karma can also positively impact NPCs who are directly opposing the character. This could manifest as increased luck, improved skills, or unexpected advantages that help them overcome the character's efforts.

NON TYPICAL ROLLS

In Tangent, non-typical rolls refer to the extreme outcomes of rolling a natural 20 (critical success) or a natural 1 (fumble) on a d20. These rolls have special effects beyond simply adding or subtracting modifiers. Critical effects represent exceptional success and can dramatically turn a situation in the character's favor. Fumbles represent spectacular failure and can lead to unexpected complications or even disaster. The GM often determines the specific consequences of fumbles, adding an element of unpredictability and excitement to the game.

Critical Effects

Numerical Bonus

Instead of adding the rolled value (20), a flat 30 is added to the base score. This significantly increases the character's chance of success in attacks, skill checks, or other actions.

Additional Consequences

Critical Strike will often have additional listed effects depending on the weapon or attack damage type.

Critical Damage

If the critical effect applies to an attack, damage dice values are doubled, regardless of damage type. This represents the attack hitting a vulnerable spot or being exceptionally effective.

Precision Damage Unaffected

Bonuses from abilities, skills, or sneak attacks are not increased. This keeps the focus on the lucky hit and prevents excessive damage stacking.

Fumbles

Numerical Penalty

When a 1 is rolled a flat 10 is subtracted from the base score, making it much harder to succeed.

Additional Consequences

Fumbles often have further negative effects depending on the situation. These can range from minor inconveniences to major setbacks, and are generally determined by the GM.

No Precision Damage

Even if a fumble still hits a target, only the base weapon damage applies. This reflects the clumsy or ineffective nature of the attack.

Wild Shot

Fumble in Combat can be particularly bad as the attack may strike anyone or anything on that bad of a miss. If a total miss of the intended target then roll randomly for SOMETHING to get hit within short range of the attack and taking full dice damage, possibly still being the target.

MOVEMENT

The Character’s typical movement type (usually ground) and how fast they move is determined by species, modifiers such as features, traits and other abilities can further alter speed as well as the terrain itself and any armor that may be worn. Flying, Swimming, Climbing and Burrowing are the other modes of movement available for the various species of Tangent.

Ground

Ground movement in Tangent is based on a character's base speed, typically represented by walking speed. Characters can move at different paces, each with its own speed and effects:

Walk

The base speed, default for all movement types, and often modified by factors like size and terrain.

Medium biped humanoid moving at 30 ft per 6 second round [3.72mph/6kph]

Jog

A hurried pace, twice the walk speed, but with a -2 penalty to actions requiring subtlety, stealth, or precision.

Running

A fast pace, four times the walk speed, with a -4 penalty to subtle actions and requiring a successful Athletics check (DC 10+) to avoid fatigue.

Sprinting

The fastest pace, six times the walk speed, with a -8 penalty to subtle actions and a higher Athletics check (DC 15+) to avoid fatigue.

Crawl

On the ground and low profile moving at 1/2 walk speed, but with a +2 bonus to stealth and gaining the Prone Condition (see Edge)

Slow Crawl

On the ground and low profile and moving very slow, 1/4 walk speed, with a +4 bonus to stealth and gaining the Prone Condition (see Edge)

Athletics checks are to ward off fatigue and muscle strain, on a Failure take 1 point of non-lethal damage per miss of 5 - may continue on a Will check of the same difficulty. Checks are made each minute (or less depending) with a cumulative -1 penalty per check

* Modifiers are for anything involving subtly, stealth, precision or any similar actions

** Running Feature increases the multiple of Running and Sprinting by 1 (to 5x/7x) without affecting the penalty

Flying

Flying movement in Tangent offers characters a variety of speeds and maneuvers, each with its own benefits and drawbacks:

Flight

The standard flying speed, typically triple a character's base walking speed. This is the default pace for most flying creatures and characters with flight-enabling abilities or technology.

Sail

A slightly faster pace, double the Flight speed, but with a -2 penalty to actions requiring subtlety, stealth, or precision. This is useful for quickly closing distances or evading attacks.

Surge

A rapid pace, four times the Flight speed, but with a -4 penalty to subtle actions and requiring a successful Acrobatics check (DC 10+) to avoid fatigue. This is ideal for chasing fleeing enemies or making quick escapes.

Diving

A high-speed descent, double the current flying speed, with a -4 penalty to actions and a more challenging Acrobatics check (DC 15+). This maneuver is perfect for initiating surprise attacks or evading ranged attacks from above.

Gliding

Controlled descent, maintaining speed while slowly losing altitude. This maneuver offers a +2 bonus to actions and requires a less demanding Acrobatics check (DC 10+). It's useful for conserving energy or making precise landings.

Hover/Controlled Descent

The slowest flying pace, half the base Flight speed or less, with a challenging Acrobatics check (DC 15+). This enables precise positioning and observation.

Acrobatics checks are to ward off fatigue and muscle strain, on a Failure take 1 point of non-lethal damage per miss of 5 - then will need a Will check of the same difficulty. Controlled Descent will be required if Flight can’t be maintained or begin a plummet from the current height.

Checks are made each minute (more or less depending on situation) with a cumulative -1 penalty per check

* Modifiers are for anything involving subtly, stealth, precision or any similar actions

** Soar Feature increases the multiple of Soar and Diving by 1 (to 5x/9x) without affecting the penalty

*** ANY Flying will likely grant the High Ground bonus (+2 Strike/+2 Crit)

**** Rams made from Flyers will cause and additional 1d of damage per each flight stage (Flight, Sail, Soar, Dive) and +1 Impact Damage per 10 ft of Speed to ALL involved (Attacker and Target(s), Crash rules also apply)

Swimming

Swimming movement in Tangent is determined by a character's base speed, typically half their walking speed. It features different paces with varying speeds and effects:

Swimming

Standard pace, half the base walking speed. No modifiers apply.

Medium biped humanoid swimming at 15 ft [1.83 mph/3 kph] per round.

Glide

A hurried pace, twice the swimming speed, but with a -2 penalty to actions requiring subtlety, stealth, or precision. Requires an Athletics (Swimming) check (DC 10+).

Stroke

A fast pace, four times the swimming speed, but with a -4 penalty to subtle actions. Requires an Athletics (Swimming) check (DC 15+).

Treading

The slowest pace, half the swimming speed or less, with a possible +2 bonus to actions. Requires an Athletics (Swimming) check (DC 5+).

Athletics checks are to ward off fatigue and muscle strain, on a Failure take 1 point of non-lethal damage per miss of 5 - then will need a Will check of the same difficulty. Treading water will be required if Swimming can’t be maintained or begin to submerge and risk drowning.

Checks are made each minute (or less depending) with a cumulative -1 penalty per check

* Modifiers are for anything involving subtly, stealth, precision or any similar actions

** Swimming Feature increases all Swimming Speeds without affecting the penalty (Swimming at full Base Speed, Glide at 2x and Stroke at 3x)

Climbing

Climbing movement in Tangent involves ascending or descending vertical surfaces, and is influenced by a character's base speed which in turn is affected by the difficulty of the climb. Different climbing speeds are available, each with its own mechanics and effects:

Climbing

Standard pace on an Easy Climb (DC 10+), half the base walking speed, a Moderate Climb (DC 15+) would be a quarter and a Difficult Climb (DC 20+) could be a tenth. These difficulties may be modified by gear used and possible environmental conditions.

Requires Athletics (Climbing) checks to avoid falling with the DC based on the surface of what is being scaled (plus any modifiers).

Scaling

Ascending at full base speed, with a -2 penalty to actions requiring subtlety, stealth, or precision. Requires an Athletics (Climbing) check at -5.

Fast Ascent

Climbing at double speed, with a -4 penalty to subtle actions. Requires an Athletics (Climbing) check at -10.

Fast Descent

Descending at quadruple speed without injury, but with a -4 penalty to subtle actions. Requires a DC 20 Athletics (Climbing) check or a -10 to Climbing Checks (Athletics)

Athletics checks are to ward off fatigue and muscle strain, on a Failure take 1 point of non-lethal damage per miss of 5 - then will need a Will check of the same difficulty.

Holding On will require an additional check or begin a descent, hopefully controlled. Checks are made each minute (or less depending) with a cumulative -1 penalty per check

* Modifiers are for anything involving subtly, stealth, precision or any similar actions

** Climbing Feature increases all Climbing Speeds without affecting the penalty (Climbing at full Base Speed, Scaling at 2x, Fast Ascent at 3x and Fast Descent at 6x)

Burrowing

Burrowing movement allows characters to move through solid matter like soil, sand, or even rock. It's a slower and more specialized form of movement with unique mechanics:

Burrowing

The standard pace for movement through the ground, typically a fourth of the character's base walking speed. This slow pace reflects the effort required to displace the surrounding material.

Tunneling

A slightly faster pace, double the Burrowing speed, but with a -2 penalty to actions requiring subtlety, stealth, or precision. This is useful for quickly creating tunnels or escaping pursuers.

Excavation

A focused effort to create a larger space within the ground, such as a chamber or tunnel. This doesn't involve significant movement but requires time and effort, typically an eight of the character's base walking speed halving the typical Burrow Speed from shoring up walls and other reinforcements. This will be used for any pit traps made or possible subterranean constructions.

Burrowing movement often requires specific adaptations, such as claws, powerful limbs, or even metaphysical abilities. Characters might also need to make skill checks (like Athletics or Mining) to navigate through different types of materials or avoid cave-ins.

REST

In-game features or abilities that require rest add a layer of strategy and resource management to gameplay. Players must balance using these abilities with resting to ensure they are available when needed. This can be particularly challenging in fast-paced games or during intense battles, where players may be tempted to overuse their abilities without considering the consequences.

The need for rest can have a significant impact on gameplay. For example, players may have to choose between using a powerful ability in the heat of battle or saving it for later, knowing that they will need to rest before they can use it again. This can lead to difficult decisions and strategic trade-offs. Players must carefully consider the risks and rewards of using their abilities, as well as the impact it will have on their character's overall health and stamina.

Rest mechanics also encourage roleplaying opportunities. Players may need to find safe places to rest, such as inns or campsites, and take time to relax and recover. This can provide opportunities for character development and interaction, as players can talk to NPCs, learn new information, or simply take a break from the action. Rest mechanics can help to create a more immersive and believable game world, as players must take into account their character's physical and mental needs.

Full Rest

The typical sleep cycle for most sentient species ranges from 6 to 8 hours. This allows their bodies and minds to rest and recharge, preparing them for the following day's activities. However, there are exceptions to this general rule.

Synthetics, Fae, and Insect species possess unique physiological attributes that enable them to function without traditional sleep. These species have evolved to require minimal rest, and a brief period of Light Rest is sufficient for them to fully refresh and maintain their energy levels.

In contrast, Alterians and Mondi, while technically not sleeping, engage in meditations throughout the day. This is considered Light Rest, where they enter a state of deep contemplation and reflection. During this relaxing state, their minds and bodies find solace, allowing them to recharge and maintain their mental and physical well-being.

The ability of these species to function without extended periods of sleep demonstrates how life can flourish in various forms, each with its own unique set of requirements and characteristics.

Light Rest

A nap or rest period is a short period of little or no activity that can effectively reset traits or features. It can be performed up to four times a day.

Time needed to count as a Light Rest depends on the activity level of the character.

Nap or Meditation (1 hour)

This is the most restful period and is ideal for resetting traits or features.

During this time, it's important to do nothing else but rest and relax.

Lounging (2 hours)

This type of rest period is less restful than a nap or meditation but still beneficial.

Casual observation, light recreation, and non-laborious activities are allowed during this time.

Light Duty (3 hours)

This type of rest period is the least restful but still counts as a rest period.

Light recreation, casual work, and minimal labor activities are allowed during this time.

Any activities more strenuous than those listed above will count against rest. This includes physical labor, intense exercise, and mentally demanding tasks. Each time a strenuous activity is performed, it will worsen the rest category (e.g., Nap to Lounging to Light Duty to Not Rested).

DEATH

Death is a state reached when a character loses all their health points. This can occur due to combat injuries, environmental hazards, or other detrimental effects. However, in Tangent, there's a nuance to this: characters have Vitality Points that provide a buffer against death.

Even when all Health is gone, if Vitality Points remain, a character enters a state called "Death's Door." This represents a near-death condition where the character is comatose and severely wounded, but not yet dead.

Death’s Door

Remaining Vitality Points will be counted as half for determining survivability

At this stage they are Comatose and seriously wounded but not dead

ANY damage beyond this will be fatal

Passed

Limited options at this point

Revivification

This is the return from the dead option.

Generally involving Metaphysics and has a toll, aka the High cost of Dying.

Revived character will lose ALL remaining Karma Points and will be at -5 Experience due to the trauma

(taken as a reduction in a trait(or Traits) or as a reducing in accumulated/future experience)

EXPERIENCE

Award Points (AP) are awarded for the outstanding actions and achievements of characters and their players during the game. These points serve as a way to recognize and reward exceptional gameplay, encouraging players to engage in creative and immersive role-playing experiences.

These points will be spent in the same manner as Build Points in character creation with the exception that abilities, skills or other may have ONLY A 1 POINT INCREMENT OF ANY SCORE PER EXPERIENCE AWARD.

STORY AWARDS

Chapter Completion

(5 to 10 AP - based on the steps and the level of complexity involved, longer and complex chapters awarding more points)

This award is given when a chapter or major story arc is completed. It acknowledges the players' progress in the narrative and provides an opportunity for character development and reflection during downtime. This is usually a STORY transition and likely down-time for the characters.

Overcoming Each Worthy GOAL, VILLAIN, or PLOT

(1, 2 or 3 AP - depending on level of difficulty, these are storyline elements but may be awarded by session)

This award recognizes players' achievements in overcoming significant obstacles, defeating powerful villains, or unraveling complex plots. It highlights the importance of character growth and the resolution of conflicts.

For example, the GM might award 5 AP at the end of a short chapter for its completion and 2 AP for defeating a major villain which could be awarded at the chapters end and at the end of sessions depending on the number of villains the GM sends.

SESSION AWARDS

Proper Game Session & Focused on GAME

(0, 1 or 2 AP)

This award recognizes players who approach the game with a focus on gameplay mechanics and strategy. It encourages players to engage in combat encounters, puzzles, or other game-related challenges.

Roleplaying in CHARACTER

(0, 1 or 2 AP)

This award is given to players who immerse themselves in their characters' personalities and motivations, actively embodying them during roleplaying interactions. It encourages players to develop their characters' backstories and explore their relationships with other characters.

For instance, a player might receive 2 AP for strategically leading the party in battle and 1 AP for a memorable roleplaying interaction. These points are awarded once each post session regardless of story progression.

EPIC ACTIONS, GOOD IDEAS, Stumping the GM

(1 to 5 AP - Ad Hoc with an award determined by the GM based on each situation. Session Award or possibly Scenario awarded.)

These awards are given for exceptional moments during gameplay, such as epic actions that turn the tide of battle, creative solutions to problems, or surprising the GM with unexpected twists. They encourage players to think outside the box and bring their imaginations to life.

Such as, the player comes up with a complicated idea that saves the city, the party and the plot while making the GM figure out how to make the rolls. Consider granting the character 5 AP right after the dust settles.

It happens.

The number of Award Points awarded may vary depending on the game and the desired pace of character progression.

The experience system is designed to enhance the gaming experience by incentivizing players to engage in meaningful and engaging gameplay. By rewarding players for their efforts, the system fosters a sense of accomplishment and encourages players to continue exploring the world of the game.

SCALING

This scaling system determines how a creature or object's size affects its attributes and abilities.

Size Categories

Creatures and objects are classified into size categories (e.g., Tiny, Medium, Huge) that determine their general dimensions and scaling modifiers.

Scaling Modifiers

These modifiers are applied to various attributes and abilities based on size. For example, a Gargantuan creature would have a x10 scaling modifier, meaning its weapon dice, speed, ranges, and carrying capacity would be multiplied by 10.

Strength and Combat Modifiers

Size also affects Strength and Combat abilities. Larger creatures generally have higher Strength modifiers but lower Agility and Defense due to their size, represented by the Combat Modifier.

Stealth Modifier

Larger creatures are generally easier to spot, reflected in their negative Stealth modifiers.

Special Rules for Starships

Starship-scale entities have additional rules, including proximity damage to smaller targets.

How Scaling Works in Combat:

Attack Rolls

Size doesn't directly affect attack rolls, but larger creatures might have reach advantages or penalties depending on their target's size.

Damage

Weapon dice are multiplied by the scaling modifier, meaning larger creatures deal significantly more damage.

Defense

The Combat Modifier adjusts a creature's Defense score based on its size relative to its target.

Distance

Speed and ranges are also multiplied by the scaling modifier, allowing larger creatures to cover more ground.

Example

A Huge creature with a x5 scaling modifier would deal five times the base damage with its weapons, have its movement speed and ranges multiplied by five, and have its Defense score adjusted based on the Combat Modifier.

SIZE CATEGORY Scaling Modifier* Strength

Modifier Combat

Modifier Stealth

Modifier Height /

Length

Weight

Reach

Miniscule -5ds (1/12) -32 +32 +20 < 1in < 1 oz 1in

Fine -4ds (1/6) -16 +16 +16 < 6in < ⅛ lb 6in

Diminutive -3ds (1/3) -8 +8 +12 < 1ft < 1 lb 1ft

Tiny -2ds (1/2) -4 +4 +8 < 2ft < 8 lbs 2ft

Small -1ds (2/3) -2 +2 +4 < 4ft < 60 lbs 3ft

Medium (Base) +/-0 +/-0 +/-0 < 8ft < 500 lbs 5ft

Large x2 +2 -2 -4 < 16ft < 2 tons 10ft

Huge x5 +4 -4 -8 < 32ft < 16 tons 15ft

Gargantuan x10 +8 -8 -16 < 64ft < 125 tons 20ft

Colossal x20 +16 -16 -32 < 128ft < 1K tons 25ft

Enormous ** x40 +32 -32 NO <512ft < 16K tons -

Titanic ** x80 +64 -64 NO < 1,024ft < 144K tons -

Super Gargantuan ** x160 +128 -128 NO < 5,280ft < 50M ton -

Mega Colossal ** x320 +256 -256 NO 1 Mile 50M ton+ -

* -1/-2/-3/-4 /-5 ds lower the die side value accordingly

(d10 to d8, d8 to d6, d6 to d4, d4 to d3, d3 to d2, d2 to a 1 point minimum)

Scaling Multipliers are applied to number of Weapon Dice, Speed, Ranges and Carrying Capacity

(see 2.03 MECHA Section for additional info)

** Starship level scale - modifiers here are ridiculous versus any medium size targets. Consider Proximity Damage from any attacks at 1/10 Damage to any small targets not directly hit (a radius of half of the modifier in feet).

Strength Modifier is the adjustment to Average Strength due to size.

Combat Modifier is the Adjustment from size to Agility as well Attack and Defense in relation to size of opponent.

Shown Combat Modifiers are based on attacking a Medium Sized target, modifiers will be fluid based on Attacker and Defender sizes.

Larger than Medium Attacker -

If the Target is Smaller than Medium:

Subtract the Target's Combat Modifier from the Attacker's Combat Modifier to determine the actual Modifier.

Example: A Large creature (Combat Modifier -2) attacks a Small creature (Combat Modifier +2). The actual Combat Modifier for the attack is -4 (-2 - 2 = -4), granting the Small creature a significant advantage.

If the Target is Larger than Medium (but Smaller than the attacker):

Divide the Attacker's Combat Modifier by the Defender's Combat Modifier.

Example: A Huge creature (Combat Modifier -4) attacks a Large creature (Combat Modifier -2). The actual Combat Modifier for the attack is -2 (-4 / -2 = -2), granting the Large creature a moderate advantage.

Smaller than Medium Attacker -

If the Target is Larger than Medium:

Subtract the Target's Combat Modifier from the Attacker's Combat Modifier to determine the actual Modifier.

Example: A Small creature (Combat Modifier +2) attacks a Large creature (Combat Modifier -2). The actual Combat Modifier for the attack is +4 (2 - (-2) = 4), granting the Small creature a significant advantage despite its smaller size.

If the Target is Smaller than Medium (but Larger than the attacker):

Divide the Attacker's Combat Modifier by the Defender's Combat Modifier.

Example: A Tiny creature (Combat Modifier +4) attacks a Small creature (Combat Modifier +2). The actual Combat Modifier for the attack is +2 (4 / 2 = 2), granting the Tiny creature a moderate advantage.