<strong><br/>Die Rolls:</strong><br/><br/>You'll be rolling 1d81 whenever you test one of your skills.  The roll will add or subtract from your total according to the following table:<br/><br/>01 -4<br/>02-05 -3<br/>06-15 -2<br/>16-31 -1<br/>32-50 0<br/>52-66 +1<br/>69-76 +2<br/>77-80 +3<br/>81 +4<br/><br/>To roll, simply click on the "send a roll" button under my username, and set the number of sides on the die to 81.<br/><br/><br/>Invoking and tagging aspects:<br/><br/>When you roll, you may spend a Breath point to invoke one of your aspects, gaining a +2 bonus on the roll.  An aspect may only be invoked once per scene.  You may also "tag" one of your opponent's aspects that contributes to your success, like "poor judge of character" on a seduction roll.  This costs a Breath point and provides the same +2 bonus.<br/><br/><strong>Declaring Details:</strong><br/><br/>Another use of Breath points is to declare the details of a scene.  Spending a Breath point enables you to change minor aspects of a scene, with GM approval.  Examples include adding a destroyed cruiser to a space battle, or adding a family crest with a sword in it to a tense standoff at a party.  This may only be done while establishing the details of a scene.<br/><br/>Gaining Breath Points:<br/><br/>There are three ways of gaining fate points, either through purchase using the transformation rules,  or forfeiting a fight will grant 2D6+2 fate points,   or a loss awards 2D4+2 fate points and a win provides 1D4+1<br/><br/>Conflict Sequence:<br/><br/>A conflict has 4 phases:<br/><br/>1. Frame Scene<br/>2. Determine groupings<br/>3. Determine Initiative<br/>4. Resolve Conflict<br/><br/><strong>Framing the Scene</strong>:   At the start of combat, the GM declares if the scene has any aspects (such as smoky, asteroid field, suprise attack, ect.) and lays out what zones the conflict encompasses if it occurs over a broad area.  Unless supported by an aspect, only characters in the same zone can attack each other.<br/><br/><strong>Movement:</strong>A character can move one zone per turn, while a starship or vehicle can move a number of zones equal to its speed rating.  This range can be extended by 1 by making a speed or athletics roll with a total equal to the total number of zones moved.  (failing this roll inflicts 1 point of stress)  Giving up on attacking increases the "range" of a character or starship by 1.<br/><br/><strong>Groupings:</strong>At the start of a conflict, all characters lacking the capacity for independent action should be grouped with a major character.  Characters leading a group can "attatch" one character in the group each turn at the start of their action.  Attatching an NPC grants a +1 bonus in all skills possesed by NPC, and the character with an attatched NPC can use the skills of the NPC in place of his own.  Additionally, attatched NPCs can take stress for the character.  A character may only have one attatched NPC at a time.  Ever.<br/><br/><strong>Initiative:</strong>During a physical conflict, characters act in order of their alertness, with ties broken by resolve.  Further ties are resolved by GM fiat.  In a social conflict, characters act in order of their empathy, with ties broken by resolve.  Further ties are again resolved by GM fiat.<br/><br/>Resolve Conflict: The conflict sequence begins.  Attackers roll skills against skills rolled by a defender.<br/><br/>The attacker wants...    So he uses...    And the defender can use...<br/>To physically harm       Fists                    Fists<br/>To physically harm       Melee                   Melee or Fists<br/>To deceive                     Deceit                  Resolve or Empathy<br/>To scare                         Intimidation           Resolve<br/>To charm                       Rapport                Resolve or Deceit<br/>To force movement        Might                  Might<br/>To Dominate                  Dominate             Resolve<br/>To submit sensually       submission           Resist Arousal<br/>To Use a fetish               Fetish( )                Resist arousal and Resolve<br/>Inflict Sensual pain        Sweet Pain            Resist Arousal and Endurance<br/>Penetrate                       Penetrative (X)       Self Denial<br/>Oral sex                         Oral                         Self Denial and Endurance<br/>To use Toys                   Toys                        Self Denial and Resist arrousal<br/><br/>If the attacker wins, he inflicts stress on his opponent equal to his margin of success.  If the defender wins or ties, he gains "spin" equal to the margin of success -1  Spin may be used to add a bonus equal to the number of points of spin spent to an attack or defense.  Spin is good only against the opponent you got it against.  A character may only have 5 points of spin per opponent at a time.<br/><br/><br/><strong>Special Combat Options:</strong><br/><br/>Full Attack: A character who gives up defenses gains a +2 bonus on attacking.<br/><br/>Full Defense: A character who gives up attacks gains a +2 bonus on defense in combat.<br/><br/>Hold Action: A character may hold his action up until the end of the initiative sequence for the round.<br/><br/>Blocking: A character holding his action may roll defense for another character.  If his roll is higher than the attacker's, he prevents the attack.  If it is lower, the attack proceeds as normal and the original target rolls defense.<br/><br/>One shot left: A character may take a consequence at the end of his attack to gain a +3 bonus on the attack.<br/><br/>Character Creation:<br/><br/><br/><strong>Step 1: Aspects</strong><br/><br/>The first and most important step to creating your character is to pick aspects.  Aspects are a collection of words or phrases that describe your character.  Things like "Crack Shot"  "Breath Sensitive" "Delicate Hands" and "It's a trap!"  Aspects can also be negative things, like "Drunkard" "Brashly Overconfident" "Sadistic Bastard"  and "It's not my fault!"  Positive aspects enable you to use Breath points to gain bonuses on actions related to them.  Negative aspects, meanwhile, enable you to gain Breath points when they hinder you or provide roleplaying opportunities.  Therefore, a balance of positive and negative aspects is advisable<br/><br/>Your character has 4 aspects, but you can leave up to 2 of them undefined and define them during play.<br/><br/><strong><br/>Step 2: Skills</strong><br/><br/>The next step, now that you know who your character is, is to decide what he or she is good at.  Your character has the following starting allotment of skills:  (the number by each skill indicates the base value of a check using that skill, and also how you can describe a check resulting in that number.  When you do something where there is an element of chance, you roll dice and, depending on the result, end up subtracting or adding up to three from or to the result)<br/><br/>1 skill at Great      (4)<br/>2 skills at Good     (3)<br/>3 skills at Fair       (2)<br/>4 skills at average (1)<br/><br/><br/><strong>Skills:</strong><br/><br/>Alertness<br/>Athletics<br/>Deceit<br/>Empathy<br/>Endurance<br/>Fists<br/>Intimidation<br/>Leadership<br/>Might<br/>Rapport<br/>Resolve<br/>Sleight of Hand<br/>Love the Crowd<br/>Penetrative (Receiving)<br/>Penetrative (Giving)<br/>Oral (Cunlingus)<br/>Oral (Felatio)<br/>Bondage<br/>Submission<br/>Domination<br/>Toys<br/>Improvised Weaponry<br/>Fetish (Any)<br/>Resist arousal<br/>Self Denial<br/>Sweet Pain<br/><br/><strong>Step 3: Composure and Health</strong><br/><br/>Composure reflects your ability to handle emotional and social setbacks, while health reflects your ability to survive in combat.  By default, you get five health boxes and five composure boxes, like so:<br/><br/>1  2  3  4  5<br/>[ ][ ][ ][ ][ ]<br/><br/>If your endurance or resolve is average or better, you get 6 health or composure boxes.<br/><br/>1  2  3  4  5  6<br/>[ ][ ][ ][ ][ ][ ]<br/><br/>If your endurance or resolve is good or better, you get 7 health or composure boxes.<br/><br/>1  2  3  4  5  6  7<br/>[ ][ ][ ][ ][ ][ ][ ]<br/><br/>In combat, a character rolls a combat skill (such as blasters) against an applicable skill rolled by the defender (such as pilot).  It the attacker gets a higher result, the difference is applied to the defender as stress.  The defender must place an X in a health box with a number equal or higher to the amount of stress he has taken.  If this health box is already filled, he or she must fill in the next highest health box.<br/><br/>If a defender cannot fill in a health box, or does not wish to, he can instead take a Consequence.  A consequence is a bad situation, like an injury, a state of depression, or a loss of reactor containment.  A character can suffer three consequences before being taken out.  The first consequence is a minor consequence.  The second consequence is a moderate consequence.  The third consequence is a major consequence.  If a character is suffering a major consequence and takes another consequence, the attacker may determine what happens to him or her.  The only way to avoid this is to spend all force points to narrate the fate of your character.  (with GM approval)<br/><br/><strong>Step 4: Perks</strong><br/><br/>Your character gets three perks, special bonuses that help make him or her more interesting.  You may leave your perks undefined and define them during play, if you wish<br/><br/><strong>Money Shot:</strong>Whenever enemies are defeated by this character, they are defeated in a spectacular manner, falling off railings, falling on the self destruct switch, etc.<br/><br/><br/><strong>Companion:</strong>Gain an NPC with 4 stress boxes, 2 skills at good, 3 skills at fair, and 3 skills at average.  Can act independently as well as attaching like an ally can.  Good for representing robots, wingmen, and background lovers.  The companion must be tagged in,  causin g a switch in fighters, this action costs a fate point.  All consequences gained by either fighter apply to both.<br/><br/><strong>Love the Crowd:</strong>You may spend a Fate point and roll your love the crowd,  you may add a like amount to a roll in the next 5 rounds.<br/><br/><strong>Exotic Technique:</strong>When using one of your aspects, you either gain a +1 bonus or the action requires an additional skill to defend against.  (ST approval required)<br/><strong><br/>Assertive:</strong>May spend a force point to win initiative.<br/><br/><strong>Gimmick Toy</strong>: Your character has just the right tool(s) for the job.   This gadget counts as an aspect which may be changed at will  by spending a fate point.<br/><br/><strong>Insightful:</strong>May use a skill to add to add aspects; (usually bad ones) can add 1 additional aspect for every two points achieved on the roll beyond the first.  (applies to one skill, e.g. Insightful: Galactic Lore)<br/><br/><strong>Introspective:</strong>May remove a wound from the composure track once per scene by spending a breath point.<br/><br/><strong>Technique specialization:</strong>If you spend two breath and take a health level points before attacking, your sexual technique deal an additional 1d6 points of stress if they hit.  (ST approval required)<br/><br/><strong>Master of Disguise:</strong>May spend a fate point to temporarily leave play, then re enter play  by revealing that an NPC was the character in disguise.<br/><br/><strong>Persistent:</strong>May remove a wound from the health track once per scene by spending a fate point.<br/><br/><strong>Skill Flexibility: </strong>You may substitute one skill for another.  (only applies to one pair of skills, both skills chosen at the time this perk is taken, e.g. piloting <-> blasters)<br/><br/><strong>Chaotic Surge: </strong>At the end of a match,  a player may opt to initiate a wild surge.  1-30 (-50% drop in transformation points) 31-70 ( No change) 71-00 (+50) if the character spends three fate points it is an automatic 50 percent increase.<br/><br/><strong>Unstoppable:</strong>Can take an extra moderate consequence.  (May apply either to the health track or the composure track)<br/><br/>(Looking for more suggestions)<br/><br/><strong>Injury and Damage</strong>:<br/><br/>Whenever a defender suffers stress, the defender must place an X in a health box with a number equal or higher to the amount of stress he took.  If this health box is already filled, he or she must fill in the next highest health box.<br/><br/>If a defender cannot fill in a health box, or does not wish to, he can instead take a Consequence.  A consequence is a bad situation, like an injury, a state of depression, or a loss of reactor containment.  A character can suffer three consequences before being taken out.  The first consequence is a minor consequence.  The second consequence is a moderate consequence.  The third consequence is a major consequence.  If a character is suffering a major consequence and takes another consequence, the attacker may determine what happens to him or her.  The only way to avoid this is to spend all force points to narrate the fate of your character.  (with GM approval)<br/><br/>Alternatively, a defender who is taking a consequence may offer a concession, which causes the character to be instantly taken out, but get to narrate what happens to him or herself.  The attacker gets to choose whether or not to accept the concession.  If the concession was reasonable (in the eyes of the GM) the character takes a consequence instead, and gains a Breath point.  The attacker, meanwhile, loses a Breath point.<br/><br/><strong>Health Levels:</strong>As an aside when you take "3" damage you only fill in the Third health box,  4 would be only the fourth, ETC.<br/><br/><strong>Transformations</strong><br/><br/>The victorious party will receive 1D2X100 transformation points which may be banked or spent.  While the party that looses will receive 1D2X100 transformation points,  which can be be used by the victorious party or left floating.  (The winner may spend whatever ammount of transformation points the victim possesses, and also use their own pool)<br/><br/>Transformation ascetics:  Anything is possible with ST approval,  though lower grade changes (Cheaper)  should be relatively simple changes to the character.<br/><br/>Transformation bonuses/Penalties:  removing and buying fate points cost 150  per point.<br/><br/>Increasing/decreasing skills:  Costs 200X the current rating.<br/><br/>Buying a new skills 400 XP and it starts at (Average)<br/><br/>Altering Aspects:  Cost 400<br/><br/>New perk Current slots X 300<br/><br/>Altering Perk  400<br/><br/>Buying/ granting new Aspect cost 500<br/>