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  • Wuxia supplement

    Mythic Martial Arts

    This book is based on Trinity Continuum Core Rulebook, and you will need the book to play, as it doesn’t have the basic rules.
    The only focus on this book is to bring the effects we see in Martial Arts films, animes and games to a system that is completely capable of handling the fast paced and sometimes fantastic action scenes.

    The Evolution of a Martial Artist
    A Martial Artist is created using the same rules as for regular humans, and most of them are no more than regular humans that trained more than usual. From that point on, the Martial Artist evolves, learn new Edges, train their combat skills and how all the knowledge related to the arts being trained.
    For most, possibly all, thats the point where it ends, it's not an easy or fast journey, neither it has an end, but further you go, harder you have to train to learn just a little more.
    Some of the most powerful mundane Martial Artists get the Inspiration they need to move on, not a regular inspiration, but the Inspiration that turn them into an Inspired Martial Artist, gaining access to several advantages, like those of a Talent described in the Core Rulebook. Those advantages take them to a new level of combat, capable of running above water or up walls, punching stone without harm and fighting waves off attackers without breaking a sweat.
    From that point, there are still some of those masters that develop ways to go even further, increasing their combat power even further, learning, by teachers or by training, how to use their inspiration to go even further, guiding this inspiration, called by many names — Chi, Ki, Chakra, Cosmo, Flux or many others — to project beyond their bodies and let them build tremendous effects unimaginable for standard Martial Artists.

    Tiers of Martial Arts
    While many of the movies have a down to earth approximation of martial arts, it’s fairly common to find Martial Artists capable of jumping higher than a build, punch thru concrete and even fly and hit people at distance without move at all. To cover all this variety of powers the martial arts are divided in 3 tiers, Mundane, Inspired and Powered.
    Mundane tier is the level of down to earth martial artists, from the average Judo sensei to Bruce Lee. This tier is based on Edges, not requiring any template to be used, most of them available in the Core Rulebook, some presented here.
    Inspired tier is about balancing on trees, jumping over buildings, climbing walls without hands and punching faster than others. This tier is based on Gifts, designed for Talents, some presented here in addition to the ones presented in the Core Rulebook.
    Powered tier is about people running faster than a speed bullet, launching bolts of chi and flying. This tier is based on Techniques, requiring the new template Excelsior, all described on this book.
    Last edited by Mateus Luz; 08-20-2019, 10:09 PM.

  • #2
    Character Creation
    Mundane Martial Artist

    Martial Art is not only about hitting hard or hitting fast or even avoid being hit, there are much more, but, of course, it starts with learning how to hit fast, hard and avoid being hit.

    Martial Arts Skills
    The main skills for a Martial Artist are Close Combat and Athletics, those are the ones used in most of the physical training necessary for improve the chances in combat, and most, if not all the martial arts schools train the three. From that point on, once the basic is learned, there are several different stiles of combat, from different weapons to different stances and ways to hit.
    Additionally, most of, if not all, martial art schools teach the arts of dealing with the adversary without the physical contact of fighting, using Empathy and Integrity to understand the intentions of the adversary and hide yours. There are Martial Arts that rely on the use of ranged weapons, those use mostly the Aim skill.
    Most of the traditional martial arts require understanding of other areas of knowledge. The most traditional usually require some knowledge of Humanities to understand its origins. It's common that the most advanced students teach the basics for the newbies to be able to further advance, requiring Command. Some of the more modern and focused on direct combat usually require some understanding of Medicine and Larceny to became more efficient on the first and possibly only hit during the combat.
    The other skills, are not used only for adding flavour to the character, they can have specialities that can add enhancements on several situations in combat. Examples are many, a specialist in Pain (Medicine) can add the enhancement while trying to hit a precise strike, and a specialist in armors (Technology) may receive an enhancement when fighting an armored adversary.

    Martial Arts Edges
    In game terms, there are several Edges that can be learned to simulate different training in martial arts.
    The most common edges among most of the different styles are Always Prepared, Danger Sense, Adrenaline Spike, Hair Trigger Reflexes and Tough Cookie.
    There are also several Schools that train these edges, Small Unit Tactics, Breath Control, Keen Sense and Swift.
    Finally, there are the advanced training, edges that are trained by the most dedicated, Forceful Martial Arts, Free Running, Precise Martial Arts, Armor Expert, Cool Under Fire, Deflection Adept, One Against an Ocean and Waiting to Greet the Storm.

    Inspired Martial Artist

    Inspired Martial Art goes beyond the limits of the human body, making possible several feats seen in movies and comics, but all them are based on the mundane training of martial arts.

    Martial Arts Gifts
    Most of the more exceptional feats done by the inspired martial artists are related to the use of gifts, some of them are rare among other Talents.
    The most common Gifts among most of the different styles are Fight Choreographer, Fists of Stone, Lightning Reflexes, Moving Target, Murderous Totality, On the Edge of a Pin, Pretty Damned Fast, Speak Softly, Swan Dice and Warrior’s Eye.
    There are also several Schools that train these Gifts, Enhanced Impact, Eyes Like a Cat, Fortean Experience, Shot Caller, The Right Climate, Unrelenting and Worse than it Looks.

    New Gifts
    Besides the Gifts form Trinity Continuum Core Rulebook, other gifts are available to martial artist, as well as any other Talent that reach the prerequisites.

    Bullet Time
    Keywords: Momentary, Skill (Close Combat)
    Prerequisites: Close Combat 3 and Precise Martial Arts 3
    Time flows for everyone, but the character can notice and react so fast the time seams to stop.
    System: Spend an Inspiration to gain your Intuitive Facet as a enhancement on any physical action that rely on speed and on her defence until receive Focus again. The character can do a number of actions in a single round equal to her Cunning attribute dots plus her Intuitive Facet, gaining an enhancement equal to the number of additional actions up to the Intuitive Facet.

    Light Steps
    Keywords: Momentary, Skill (Athletics)
    Prerequisites: Athletics 3 and Free Running 3
    People train to be able to jump higher, run faster and balance with grace, the character have an advantage over them, she can become lighter.
    System: Spend an Inspiration when your character is about to do a Athletic feat that can take advantage of a lighter body, it allow the character to climb at regular running speed, jump up to 2 range bands and run at speed scale 2 for the rest of the scene. Also, as long not carrying any object or creature size 0 or larger, the character is capable of stand on surfaces and objects that would not be able to hold her weight, like thin ice, leaves and fresh snow, and can even step on water as long it don’t last for more than a moment, enough to run over water and even jump from its surface but not to stand on it.

    Powered Martial Artist

    Powered Martial Art breaks the previous limitations Talents suffer, turning them on Tier 3 characters, giving a larger amount of inspiration points to handle and a vast variety of effects to create. A Powered Martial Artist is not a Talent any more, he is an Excelsior.
    The character creation process follows the regular steps up to the Step 5, Apply Template, when the Excelsior template is added. It also impacts on the Step 6, as it add a few additional traits and different options in the final touches.

    The Excelsior Template
    An Excelsior is a human who has unlocked the capacity of dealing with flux on a more precise way than a Talent. As a first glance, there is no difference between an Excelsior and a Talent, or even a regular person, but the level of power an Excelsior can reach is beyond the regular limits of both of the others.
    Excelsiors have Facets and Inspiration, the same way as a Talent, but the number of Inspiration points to be spend is higher, according to the Inspiration value (check the Techniques chapter for more info). This points are used for Dramatic Editing, activation of Gifts and use of Techniques.
    Techniques are the special powers Excelsiors have, they are ultimately personal, all of them created using tags that can be added to actions the character can take.
    When Applying the Excelsior template to a character, include the following modification:
    - The character gains 2 dots in an Attribute according to the moment of Inspiration, in a similar way to Talent. Those 2 dots can also be on different attributes if the character become a Talent and later an Excelsior.
    - The character start with 4 Gifts, one from each path and one additional that can come from any source.
    - The character have 3 dots to distribute into Intuitive, Reflexive and Destructive Facets of their Inspiration. The Inspiration value is calculated the same way as for a Talent, as Described on Trinity Continuum Core Rulebook, page 158.
    - The character gains 8 tags to distribute among their techniques. More info about Techniques in the techniques Chapter.
    - Excelsiors are Tier 3 characters, it means their target number is 7 and they can have up to 6 dots in any attribute even without the Superior Trait Edge.

    Excelsior Advancement
    Excelsior advancement is exactly like a Talent one, except for the cost of adding tags to known techniques and to create new techniques.

    Object Change Cost
    Technique Learn new Technique 8 Experience per tag
    Technique Add tag to Technique 8 Experience per tag
    Last edited by Mateus Luz; 09-11-2019, 05:52 AM.


    • #3

      Excelsiors are a cut above the Talents because of their techniques. The additional inspiration points and easier results on tests do help, but nothing is more obvious than the use of a technique.

      The Inspiration of a Talent grants some powers, but the frequency a Talent can use it is limited by the Inspiration value.
      For Excelsiors it's also true, but Gifts and Techniques don’t spend Inspiration, as other uses do, the inspiration imbued on techniques return once the effect is over.

      Imbuing Inspiration
      Inspiration is spent by an Excelsior the same way as by Talents, as described in Trinity Continuum Core Rulebook, except for activating Gifts. Excelsiors have a larger control over their Inspiration, and can Imbue Inspiration on their Techniques and Gifts instead of spending it.
      Using a Technique or a Gift requires imbuing at least 1 Inspiration. Gifts must be imbued with 1 Inspiration, and techniques require 1 and possibly more. If the total is more than 2+Inspiration it requires a second Inspiration imbued and one additional for every 2 tags beyond that.
      Once the technique has stoped working, the Inspiration is back available to the character to imbue or spend it again in the next round. It limits the number of techniques that can be used at a single round, while keeps the value of the Gifts and other uses of Inspiration.

      New Uses of Inspiration
      Excelsior are capable of other effects that require spending Inspiration:
      Plot Armor: A excelsior can spend 1 Inspiration to prevent a injury from happening on herself. The inspiration must be used the moment the injury is caused, and the attack will simply not hit as intended. It can prevent a single injury, so if the attack causes multiple injuries, it is required more than 1 Inspiration, 1 per injury caused, or the other injuries will still happen.
      Botching Success: A excelsior can spend an Inspiration to change the 1s into a 7s. The inspiration must be spent when the roll is made, as soon as the result of the dice is read but before the result of the action is described. It affect any number of 1 in the roll, but not any other number, it usually turn a botch in a success, but can also be used to increase the number of successes available if any 1 was rolled.

      Creating Techniques
      Techniques are the most personal powers possible, they come from the capacity of the Excelsior to use Flux to change the world around it.
      The process of creation of a technique is as simple as creating a weapon or armor, add some tags to a base, in this case the base is an action, for example an unarmed strike or a simple step. The difference between the regular action and the use of the technique is the imbuing of Inspiration.

      Types of Techniques
      Techniques are divided in 3 large groups, Destructive, Intuitive and Reflective, each one using a different Facet of the character Inspiration. This book is about Martial Arts, so most of the examples are restrict to physical combat, but there are techniques for both mental and social arenas.
      Destructive Techniques are attack powers, used to damage and destroy things. These techniques use attacks as base action, physical attacks, usually unarmed, are by far the more common.
      Intuitive Techniques are speed powers, used to go around fast, unnoticed or using non natural ways, but also to perceive the world on a higher speed. These techniques uses movement as base action, form single steps to running or jumping, but its possible to base the power in the reaction of a kind of movement, like the attack of an adversary for example.
      Reflective Techniques are defensive powers, used to resist attacks, damage and recover from damage already taken. These techniques are usually based on reflective actions or on moments of reflection, from defending from an attack to a prolonged meditation.
      There is a forth type, that is a technique that mix more than one type from the previous, for example one that increase speed and resistance, or an attack that increase speed fo example. Those techniques ate linked to all the facets that are required, in the examples Intuitive and Reflective and Destructive and Reflective.

      Technique Tags
      Technique tags are similar to weapon tags, but instead of adding to weapons, they are added to actions, changing the action somehow. Techniques are limited to the Facet linked to the Technique, being impossible to add a tag of higher value than the Facet value, but the number of tags that can be added is virtually unlimited. A technique can have tags that use different facets, in this case the technique requirement is in both (or even the 3) with the same minimum dots.
      A technique, when activated, must use all its tags, even if not necessary. For example, its possible to use a Range (Short) tag to attack a target in close range, but it will cause a 2 points complication on the attack because the target is too close, and even making it difficult, the character still needs to spend Flux to pay for the tag, as its part of the technique.

      New and Changed Tags
      This tags may be added to techniques.
      Armor (0): A technique with this tag is linked to a full defence and last until the inspiration is unimbued. The armor granted only work against one kind of damage, unless have the proper tags, and is always Reflective technique. It doesn't grant a base soft armor, but allows to add any of the Armor tags from Trinity Continuum Core Rulebook and Aeon, except Powered, Propulsion and Psi.
      Attack (0): A technique with this tag is linked to an attack action, lasting for just the time for the attack to be completed, and is always Destructive technique. It grants 1 enhancement when attacking with it and allows to add any of the Weapon tags from Trinity Continuum Core Rulebook and Aeon, except Formatted, Immune, Mount, Obvious, Psi, Psi Gauntlet, Ranged, Super-Science, Tactical Sight, Variable Ammo and Worn, can cause any type of damage (Ballistic, Blunt or Edged), including energy attacks if using the proper tag.
      Barrier (1+): A technique with this tag is linked to a moment of concentration, usually a deep breath or scream, last until the inspiration is unimbued and is always Reflective technique. The excelsior raise a physical barrier, made of what ever the technique is designed to, for example ice, rocks, wind, etc, granting cover and blocking movement thru it. The cost is defined by the cover it grants, an expendable cover cost 1 point, but don't block movement, a light cover costs 2, heavy cover 3 and full cover 4.
      Detection (1): A technique with this tag make the user capable of detecting a certain kind of material, energy or presence, it includes Psi, Quantum or Flux, chosen when the technique is created, at Close range. The Scale tag, when applied to a technique with this tag, increase the maximum range band by 1 per scale up to Extreme.
      Dodge (2): A technique with this tag is linked to a defensive roll, and is always an Intuitive technique. It allows the character to react at Speed Scale 2, adding this scale to the Defense Roll.
      Empower (1+): An technique with this tag is linked to a moment of concentration, usually a deep breath or scream, and is the type defined by the approach of the Attribute to be empowered, Force attributes are Destructive, Finesse are Intuitive and Resilience are Reflective. The cost of this tag is the number of dots the Excelsior gains on the chosen Attribute (maximum of 7 dots total).
      Fusion (3): The characters combine their powers, becoming a stronger character for the duration of the technique, this tag is related to all the Facets. All Skills, Attributes and Facets are equal to the highest dots of them +1, up to 7 dots (picking for each attribute and skill), the new character have all the edges, gifts and techniques of both characters, and the character is a Tier 4 character. The total Inspiration is defined by the new facets, usually much higher than the original. This tag always require the Team Work (-1, 1 Excelsior) tag.
      Healing (1): A technique with this tag is linked to a round of concentration focused on the injury to be healed, usually touching the target, and is always an Reflective technique. This technique works as First Aid, but allow healing as many injuries per character per scene as needed.
      Mobility (0): A technique with this tag is linked to a movement action, usually a step or start running, and is always an Intuitive technique. It allows the character to add the Cling, Flight and Swim tags.
      Summon (2): An technique with this tag is linked to a moment of concentration, usually a deep breath or scream, and is the type defined by the arena of the summoned creature, Physical attributes are Destructive, Social are Intuitive and Mental are Reflective. The Summoned creature can take one Bruised and one Maimed Condition before being Taken Out.
      Transportation (4): An technique with this tag is linked to a movement action, usually a step or start running, and is always an Intuitive technique. It allows the character to teleport to any place at short range, as long the character can sense it or remember it clearly. The Scale tag, when applied to a technique with this tag, increase the maximum range band by 1 per scale up to Extreme.
      Arena (2): The summoned creature operate in an additional Arena (Physical, Mental, or Social). With two instances of this tag, they operate in all three.
      Blinding (1): An attack power with this tag does not inflict damage, instead the attacker gains access to the Blinding stunt:
      Blinding (1+ success): Each success spent imposes +2 Difficulty on the target’s actions requiring sight.
      At the Storyguide’s discretion, a version of the Blinding tag may exist for special senses other than sight.
      Block (2): A technique with this tag marks the target to block any use of inspiration or technique. It have 2 different results, the first is blocking the target from using Inspiration or technique with a certain tag, the second is blocking the effect of any technique with a certain tag to affect the target of this technique.
      Charge (1): It works as for weapons, but after a charge attack is used, the excelsior must spend one action doing nothing else to recover use of the attack, not requiring a reload.
      Cling (1 or 2): A mobility technique with this tag allows the character to stand on any solid surface, even vertical and inverted surfaces, without using hands or needing any support. For 2 points, it’s possible to stand and move over water as if it was solid and on any kind of surface, even the ones unable to hold any weight, like a sheet of paper or a leaf in a tree.
      Damaging (1+): A technique with this tag combines a tag that normally substitutes for an attack’s damage, such as Entangle or Stun, with an attack that does damage. So, a Damaging Stun Attack, for example, has a total tag value of 2, and both inflicts the attack’s normal damage and the Stunned Condition.
      Deafening (1): An attack with this tag does not inflict damage, instead the attacker gains access to the Deafening stunt:
      Deafening (1+ variable success): Each success spent imposes +2 Difficulty on the target’s actions requiring hearing.
      Defensive (2): The summoned creature add 1 to their Defense. Alternately, if it fits their description, this tag adds 1 to the Difficulty of intrigues and opposed actions against the summoned creature instead.
      Destructive (2): Damaging attacks with this tag can easily pierce armor and cut through tough materials. The attack reduces the target’s worn Armor rating by 2 and can also slowly cut through most walls, doors, and other objects.
      Disintegrating (1): If a damaging attack with this tag Takes Out a target, the attacker can allocate an additional success to destroy the target, reducing it to nothing more than fine dust, ash, vapor, or even a cloud of component atoms.
      Entangle (2): An attack with this tag does no damage, instead allowing the attacker to allocate successes to entangle stunts (following). Targets must escape entanglement to act normally. Escaping from entanglement requires an Athletics + Dexterity roll with a difficulty equal to the number of successes rolled on the Entangle attack. The target can do nothing else while making this roll.
      Entangle Stunts include:
      Hobble (2 successes): Reduces the target’s Defense against all other attacks by 1.
      Slow (1+ success): Each success spent reduces the target’s speed by 1.
      Takedown (1 success): The attack renders the target prone (Trinity Continuum Core Rulebook).
      Paralyzed (3 successes): The target gains the Paralyzed Status Condition (Trinity Continuum Core Rulebook).
      Flight (3): A mobility technique with this tag allows the character to fly with speed scale 2 and in space speed scale equal to half of the flight speed scale.
      Hard Armor (1, 3 or 5): The five-point version grants three condition boxes. If the excelsior marked one armor injury box, no matter which technique were used to gain it, it will not be recovered until the end of the scene, even by using again the same technique or any other. If multiple techniques grants different amounts of box, the first box lost will be the one that requires least tags, for example, if marked a box while have a Hard Armor 3 technique in use, and, after it was over, activated a Hard Armor 1 technique, that box is already marked, but if a Hard Armor 3 technique is activated again, it will have one box unmarked.
      Imbued (2): The technique is imbued on the target, it requires the spending of Inspiration to be used (not imbuing), but the effect lasts until the target is killed or destroyed or until another technique is used to remove this technique, usually using the block tag to block this tag. Once the technique is blocked, it stop working immediately.
      Immune (1): The user is immune to the effects of their own technique with this tag. This includes instances of the technique being reflected back on them or duplicated or stolen.
      Impervious (1): Armor techniques with this tag are immune to the effects of the Piercing weapon tag.
      Inter-dimensional (3): The technique allow the teleportation tag to take the character to or the Detection tag to sense the presence in a different dimension. Dimensions can be parallel realities or other levels of existence (hell, heaven, dream land, and similar).
      Ramp Up (-1 to -3): It takes longer for the Excelsior to “power up” to use a technique with this tag. The Excelsior must use up their Focus for one round doing nothing but preparing to use the technique. On their next turn, they can activate the technique normally. Each additional application of this tag adds an additional round where the nova must ramp up in order to use the power. Ramp Up often exists in conjunction with a super-charged attack with other tags to maximise the damage.
      Restricted (-1 to -3): A technique with this tag has a restricted range of targets that it works on. For a 1- point tag, the technique does not work on a minor category of targets, roughly 20-25% of usual, such as attack that cannot damage anything made mostly of aluminum, or armor that doesn’t work in direct sunlight. For a 2-point tag, the technique doesn’t work on roughly half of the usual number of targets, such as not affecting women (or men), only affecting aquatic life-forms, only affecting organic (or inorganic) matter, or not working during the day (or night). For a 3- point tag, the technique only works on a relative narrow range of targets, such as only affecting children or the elderly, or only canines, or objects colored green.
      Rush (1): The attack technique with this tag allows the character to rush to the target and use all the speed to amplify the damage of the attack. The target must be in short range of the excelsior and must be in a straight line. The attack gains 1 enhancement on the Inflict Damage and can add the speed scale the character uses in the medium to the attack.
      Scale (2+): The Scale used by the technique is increases by 1 for every 2 dots in the tag, usually Power for Attacks, Speed for Mobility, Durability for Armor, Size or Number for Summon. It can also be used to increase by 1 per 2 points the number of range bands the technique can reach.
      Smooth (1): The Followers improve the Attitude of Storyguide characters by 1, so long as they are present and the character is receptive, based on the Followers’ description. In dealing with particularly opposed characters, they may worsen Attitude by 1 instead.
      Soft Armor (1 to 5): This tag can be added up to 5 times, stacking its effects.
      Swim (2): A mobility technique with this tag allows the character to swim in water with speed scale 1.
      Team Work (-1 to -3): The technique requires a team to complete. If the cost is -1, it will require a second Excelsior or a small group (up to 5) of non Excelsiors to complete the technique, on -2 it require a small group of Excelsior or a large group (up to 15) of non Excelsiors to complete and on -3 it requires a large group of Excelsior to complete. If requires Excelsiors, they need to imbue their inspiration in the technique as well.
      Tough (1 to 3): The summoned creature have 1 point of Soft Armor per point in this tag.
      Transtemporal (5): The technique with this tag allow the teleportation tag to take the character to or the Detection tag to sense the presence in a different time period. Time distance can be related to range bands, Close is a few seconds, Short a few minutes, Medium a few hours, Long a few days and Extreme a few years, its impossible to travel back or forth more than a few years.
      Unruly (-2): The summoned creature don’t take or follow orders especially well. All Difficulties to command them increase by 1.
      Vampiric (2): A damaging attack with this tag fuels or heals the excelsior attacker with life force from the damaged target. For each Injury Condition inflicted in the target, the character gains one of the following benefits (chosen when this tag is applied to the power): removes an Injury Condition or removes 1 point in Complications related to fatigue. For a 3-point tag, Vampiric gives the character the choice of any of the two when the Vampiric attack is used.

      Example Techniques
      Fist of the Wolfs Fang: Attack, Rush. Requires Destructive 1.
      Solar Flare: Attack, Blinding. Requires Destructive 1.
      Invisibility: Armor, Active Camouflage (1). Requires Reflective 1.
      Hand Meteor Wave: Attack, Area, Throw, Scale (Power 2). Requires Destructive 2.
      Multi-form: Dodge, Scale (Speed 3). Requires Intuitive 2.
      Tree Hug: Attack, Barrier (2), Entangle. Requires Destructive and Reflective 2.
      Life-Drain: Attack, Vampiric (3). Requires Destructive 3.
      Super Meteor Shower: Attack, Area, Quality (3) Throw, Scale (4, Power 3), Scale (4, Reach Long). Requires Destructive 4.
      Invocation of the Monkey King: Summon (physical), Though (3), Unruly, Scale (2, Size 2), Scale (4, Speed 3). Requires Destructive 4.
      Iron Skin: Armor, Hard Armor (5), Soft Armor (5), Scale (4, Durability 3). Requires Reflective 5.
      Last edited by Mateus Luz; 08-26-2019, 03:12 PM.


      • #4
        A few comments for the target of this system.
        Mundane: Action movies
        Inspired: Wuxia movies, Matrix (non Neo), Tokusatsu (maybe some kaijus even) and others
        Powered: Dragon Ball and others

        I am rewatching Naruto with my son (6yo, he wants to be a ninja when grow up, so I had to teach him about ninjas, at least the ones that are fun to watch), and... well, it don't fit Naruto, the entire Jutsu idea is much more about arcane magic than anything else. I may use the ideas from Ars Magica to build a proper jutsu system, with the clan jutsus (sharingan and others) as special abilities and not proper jutsus... still on thinking phase...

        Saint Seya is one of my targets, and I am working on a few "powered clothes", but for that I would have to break some rules on trademarks, and I don't want to cross this line, so I can put it on Nexus, so I may just add some Super-science concepts and just say that armors are a option.


        • #5
          Put this on storyteller vault so I can buy it. Very cool


          • #6
            Originally posted by Archivist View Post
            Put this on storyteller vault so I can buy it. Very cool
            I am waiting for Nexus to open for Trinity Continuum. Soon...

            But thanks you like it. I am still working on it, so it may change a little.