The Combination Character Cookbook

Humanity's inherent, intransigent ingenuity consistently prompts it to punch far, far above its weight. In other words, the strength of mankind is not in the physical expression of its being, however impressive our bodies may or may not seem to others. No, people persist because, as a species, we are incapable of being content with anything for all that long.

And no facet of mankind's existence is insulated from this tendency. Always fidgeting, always tinkering, humanity is endlessly developing new innovations in culture, religion, myth, science, technology, and more. And as people share these concepts with their fellows, the whole species veers off in new directions - physically, mentally, and spiritually.

This is ultimately why there are so many distinct means through which people can ascend beyond what came previously - or in other words, gain super human capabilities. Whether they come in the form of advanced technology, esoteric knowledge, posthuman modification, world-shaking introspection, or even divine providence, these capabilities invariably change the world.

But even this isn't enough for some people, though. Someone's always peeking under the hood of the multiverse, trying to find a 'better' way to do things. This often involves applying the knowledge inherent to one area of expertise to another, vastly different one. Sometimes this leads to no useful effect, and other times the results are catastrophic. But occasionally, gold is struck!

Evidence of this tendency can be seen throughout the Costumed Adventurer Simluation Engine. A large portion of the rules for high technology make references to replacing one's body with it, while one-third of psionic disciplines meddle with the technical, the mystical, or the divine. In other words, people mixing peanut butter and chocolate together isn't all that novel.

Finally approaching a tortured point, the Combination Character Cookbook is designed to let players build characters who utilize more than one means to access the ascendant. This can range from characters that supplement their primary source of power with a backup, to those who mash two (or more) different power sources together, forming a strange and possibly unique new origin.

A lot of the material presented in the Cookbook can be considered optional in nature, even more so than the rest of the CASE. This is because some of the sample and random combinations available draw from multiple components of the CASE to function, and not all of those components may be in use in every game. Long story short, ask your Judge about combination characters before proceeding further.

No Assembly Required

Though there are any number of ways a character can utilize multiple sources for their power(s), some combinations are more common than others. A capsule description of those which happen more frequently than others are presented again here, for your conceptual convenience. Capsule character generation instructions are also provided, in an attempt to minimize page flipping.

The Cleric

Divine magic is that which is inspired by faith in immortal beings. Either religious teachings reveal obscure secrets of the universe to its students, or the divine entities said students follow directly impart such knowledge into their supplicants' minds. Regardless of which is the case, such sorcery is intimately intertwined with the divine sources that propagate it.

For the purposes of the Combination Character Cookbook, any spellcaster with access to divine magic (aside from clericism, the entreatism, geomancy, and voodoo schools of magic all have specialties that wield it) is a cleric. Aside from the origin of their sorcery, though, clerics are otherwise generated and function the same as any other wizard.

(insert capsule generation rules here)

The Deionicist

As do all psis, a deionicist engages in a deep introspective study of the self, subsequently honing the knowledge gleaned to manifest power over both themselves and the world at large. What makes them different from others with access to psionics, though, is the focus of their abilities: the power of faith, and the bolstered life force it makes possible.

A deionicist may not exclusively have such abilities, those inherent to the theonic discipline of power, and might not actually have any when they first appear in the game. This is normal for psis, as there are multiple means through which they may activate their special abilities, but a deionicist is a psi who at least has access to the theonic discipline.

(insert capsule generation rules here)

The Numenplyer

A numenplyer is a mortal being who gains access to godlike power through the use of one or more divine implements. Whether these are living items partnered with mortal wielders, empowering receptacles of divine will, or even prototypical divinventions built by tinkering with things Man Was Definitely Not Meant to Tinker With, these artifacts interface their wielders via the power of faith.

Numenplyers are the least divine-adjacent characters to demonstrate a form of actual immortality, aside perhaps through legendary tales of their deeds. They're hardly pushovers, however, for the powers marshalled by numenplyers are fueled by an energy that reshapes reality according to its whims, and with which they can work literal miracles should they feel the need or desire.

(insert capsule generation rules here)

The Psychoturge

Psis with the ability to wield and control magic, psychoturges gain their insight about all things mystic through a look inward that lays bare their very minds, bodies, and souls. The insight gleaned through this personal dredging awakens a power over probability fields, the extreme ends of which are what allows sorcery to function in the first place.

As is the case with other 'special' psis, a psychoturge may not actually wield powers from the psimantic discipline of power when they are initially introduced. As they can acquire psionics in any number of different ways, a psychoturge may not pick up their trademark abilities until later in the game, but at the very least, they'll have access to psimantic powers.

(insert capsule generation rules here)

The Technomancer

Those rare wizards who excel in the use of both technology and thaumaturgy are often known as technomancers. Sure, you might be talking about a gun-toting sorcerer or an inventor who studied magic at some point in the past here, but true technomages combine their spells with things to create unique stuff greater than the sum of its parts. Assuming things go to plan, anyway.

Whether casting spells through extant objects, using sorcery to replace conventional components of a mechanism, or even mashing equpiment and sorceries together in unforseen ways, technomages are often mechanically similar to mad scientists. In fact, sometimes the two are indistinguishable, save for the penchant technomages have for the stereotypical trappings of wizards.

(insert capsule generation rules here)

The Technopsi

Possessing influence over the artificial, technopsis study the product of humanity's knowldge, and how they can impose their will upon it. This can involve manipulating an extant product of technology in some fashion, modifiying it such that it works differently, or even incorporating it into oneself. The most potent technopsis can manifest material implements from nothingness!

These abilities to build, wield, and alter technological implements with the mind invariably cause their wielders to identify with stuff more than folks - even when they aren't sentient by any measure of the term. This can come from items becoming an extension of one's self-image, to having incorporated so much of it that it's hard to tell where the artificial ends and the biological begins!

(insert capsule generation rules here)

The Thaumentalist

Studying a school of magic focused on the mind itself, thaumentalists strive to understand the power and potential of consciousness itself. This drive comes from a deep dissatisfaction with how conventional psionics are studied, feeling that while a lifetime of intense meditation and introspection can lead to unlocking one's ultimate psionic potential, who's got that kind of time?

Wielding magic, thaumentalists activate and deactivate psionics with ease, whether in themselves or others, sometimes temporarily and sometimes more permanently. This makes them an inverse of sorts to psychoturges, who also wield sorcery and psionics to various ends. But thaumentalism is a pursuit all its own, and despite using the same sources of power, its adherents wield them entirely differently.

(insert capsule generation rules here)

Some Assembly Required

Combinations are some of the most unpredictable characters one can make use of in the Costumed Adventurer Simulation Engine. There are countless ways in which different power sources can be smashed together within a single character, from a body with three discrete sources of power to one who blends two together into something barely resembling its components!

To begin the process of creating a combination character, roll twice on table 1a to determine which sources of power he or she will draw their abilities from. Each time the result is 'combination', roll twice again, repeating this until all of one's sources of power have been determined. Combintion characters generally combine two power origins, but on occasion they will draw from more.

Alternately, whenever combination shows up in the results for table 1a, players may roll on table 1b to adopt one of the combination character types presented in the Cookbook instead of rolling twice. Alternately again, should they wish, players may just roll once on table 1b to choose a combination character type that the Cookbook presents for you. Choices abound!

Note that identical results on table 1a are not necessarily redundant. Rolling transnormal twice may ultimately give a body an altered mutant, while dual results indicating psionic could showcase a character possessing both natural and trained psionic powers. Feel free to re-roll repeat results if you can't discern a way to make them work within a character, however.

Table 1a: Randomized Combination Character Types
01-17Transnormal18-33Technological34-50Sorcerous
51-67Psionic68-83Immortal84-00Combination (you are here)

Table 1b: Prefabricated Combination Character Types

(workin' on it. will include the seven types presented abov, plus the Jack, below, and whatever else I include after I throw this here tables together. stay tuned!)

With the types of power a combination character can draw from determined, one must then roll to determine how many ascendant abilities they will possess. Players can roll on table 2 to accomplish this, providing between two to seven ascendant abilities with which to engage in adventure! The important question, though, is which of the combination's powers will spring forth from which of the character's origins?

This is essentially up to the player building the combination character. Sure, one could build any number of unique tables for dice to determine these things, but they would get increasingly and unnecessarily convoluted the more sources of power one draws from. This is especially the case when one has access to less powers than they do sources of such, leading to a lot of unused 'origins'.

This particular situation brings up another complication that arises when generating combination characters. If a character in progress has more power sources available to them than actual powers, the player building them has two options. First, they can consider those excess power sources 'potential' in nature, much like a Jack of all trades does when they don't draw from everything available to them.

The other solution is to simply drop one or more unused power sources, meaning the character will have at least one power that uses each of their origins of power. This is less of an issue when two of a character's origins consist of a prefabricated combination, such as a thaumentalist, but when building characters with multiple discrete power sources, it comes up often enough that it bears consideration.

Table 2: Initial Powers
01-17Two Powers18-33Three Powers34-50Four Powers
51-67Five Powers68-83Six Powers84-00Seven Powers

With that settled, the next thing players generating combinations must do is determine their new character's ability scores. Characters of these types will often be given confilcting instructions on how to do this, so a general rule of thumb is to use the best rolling tables given by the power origin(s) they have available to them. Of course, there are some edge cases that don't fit this basic guideline.

For instance, most of the combination characters presented above, already featured elsewhere in the Costumed Adventurer Simulation Engine, defy that trend. In fact, only the numenplyer follows the golden rule presented here. This might ultimately require a decision by the Judge, but for the most part should fall under the auspices of common sense. At any rate, the ability score tables function as follows.

Transnormal and Technical characters of all stripes may roll on table A to determine one ability score, table B to determine the next three ability scores, and table D to determine their final three ability scores. Players generating combinations featuring one or more of these power origins may choose the order in which these scores are determined, letting them focus on areas of their choosing.

Wizards and psis, on the other hand, tend to hew closer to the normal human limits for ability scores. They use table A when determining Fighting and Strength, table B when sorting out their Agility and Endurance, and table D for their three mental ability scores. While this makes them a bit more frail, generally speaking, their minds are where they ultimately draw their power from - and how!

Finally, characters featuring one or more divine founts of power may use tables B, D, and F to roll for two of their ability scores each, and then table H for the seventh. They may choose which of these rolls determine which ability score, as can transnormals and high tech characters, but their higher possible ability scores lend a lot more gravity to these choices during character generation.

Should players have access to hyperkinetic ability scores, upgrade rolls on table B to table C, rolls on table D to table E, rolls on table F to table G, and rolls on table H to table I. All characters save for those with immortal power sources roll on table A to determine their Resources, while those with divine providence on their side may do so on table B. All characters begin with a Popularity of zero (0).

Table 3: Rank Generation
Table ATable BTable CTable DTable ETable FTable GTable HTable IRank
--01-01-01-01Hyperexhaustive
010102-05--0102-05--Feeble (2)
02-2502-0506-10--02-0506-10--Poor (4)
26-5006-2511-25--06-1011-15--Typical (6)
51-7526-5026-500102-0511-2516-25--Good (10)
76-9951-7551-7502-2506-2526-5026-500102-05Excellent (20)
0076-9576-9026-5026-5051-7551-7502-2506-25Remarkable (30)
-96-9991-9551-7551-7576-9076-8526-5026-50Incredible (40)
-0096-9976-9976-9591-9586-9051-7551-75Amazing (50)
---0096-9996-9991-9576-9976-95Monstrous (75)
-----0096-990096-99Unearthly (100)
--00-00-00-00Hyperkinetic

Once these rolls are complete, players may gamble on any two ability scores of their choice, potentially shoring up areas on their new combination they feel could use some help. The only limits in this regard are the results on table 4 themselves, as well as the power rank ceiling for their campaign. If you're not already aware of this cap for heroic (or villainous) power, ask your friendly neighborhood Judge!

Table 4: Rank Modifiers (Gambling)
CrazyRiskyTraditionalLenientEasyColumn Shift
01-----4 CS
02-0501----3 CS
06-1502-05-01--2 CS
16-2506-2501-1502-2501-1 CS
26-7526-7516-5026-5002-250 CS
76-8576-9551-6551-7526-50+1 CS
86-9596-9966-8576-9951-75+2 CS
96-990086-950076-99+3 CS
00-96-00-00+4 CS
(Shift X max).(Un 100 max).(Mn 75 max).(Am 50 max).(In 40 max).

Once a prospective combination character has resolved how many powers they have, how many origins those powers can be drawn from, and finally their primary ability scores, it's time to get more specific. The following is a short walkthrough of the process required to generate powers for each kind of character in the game, with the hundreds of tables necessary presented afterwards, starting with...

Transnormal Power Origins

The first step in creating a character with a partial transnormal origin is to determine just how they acquired their posthuman powers. Did the character receive powers after exposure to freakish radiation or bizarre chemicals? Is he or she a mutant? Or did they die, only to rise again as a super-human? Assuming choice isn't part of the equation, figure this out by rolling once on table 5.

Table 5: Transnormal Power Origins
01-14Altered Humans15-28Arisen29-43Composites
44-57Degenerates58-72Descendants73-86Mutants
87-00Reanimates

Recall that all transnormal character types feature a bonus of sorts, a unique characteristic that helps to define them in relation to their fellow posthumans. These bonuses are applied to transnormals after the rest of character generation is complete, which often allows them to have ability scores or power ranks that (with the Judge's permission) can even exceed their campaign's power rank ceiling.

With a combination's transnormal component determined, it's time to actually figure out which powers it provides the character. Roll on table XXa to determine the category a power belongs to, and then use that to roll on the indicated power category table (XX through XX, save for table XX) to home in on an individual super power. Once the power is determined, head on over to the Powers document to read it.

Players should do this because, at the beginning of almost every power description in the CASE, there is a list of related powers, abilities that dovetail with the indicated ability. If the combination character will draw any more abilities from this origin, players may either choose one of these related powers for his or her next power selection(s), or may instead roll again randomly.

Theme characters (or at least themed power sets) are more easily assembled when a player can add related powers to one or two abilities which are randomly generated, instead of just dealing with a hodgepodge of completely random powers. Though that, too, can lend itself to the creative process, tying numerous disparate abilities together into a cohesive whole!

Note that some powers are vastly more potent than others. These particularly versatile abilities occupy more than one power 'slot' on a character, whether chosen or rolled up randomly. Powers like this will have a number in parenthesis after their name (such as (2), for instance), which determines how many power 'slots' they use up when added to one's character.

Finally, once the powers of their combination character's transnormal component have been ascertained, players must determine that individual's specific power ranks. Roll on table B to determine the rank of half of one's posthuman abilities, and table D for the other half. If hyperexhaustive and hyperkinetic ranks are available to the character, upgrade those to table C and E, respectively.

Technological Power Origins

Combination characters who receive some of their powers via technology find that their technological abilities function for them in the same fashion as 'normal' high tech characters. In other words, the only real difference between technology-based adventurers is how one with their ascendant technology they happen to be. In other words, they are device wielders, cyborgs, or robots, as detailed on table 6.

Table 6: Technological Power Origins
01-33Users34-67Cyborgs68-00Robots

All technological powers come with a built-in limitation, which is what set characters who wield them apart from folks with other origins. Bear this in mind when determing the power rank such abilities will operate at, because these limitations do bolster the ranks of the powers they curtail in the normal fashion. All of these limitations are considered weak in strength, unless players choose otherwise.

With a combination's technological component determined, it's time to actually figure out which powers it provides them. Roll on table XXa to determine the category a technological power belongs to, and then use that to roll on the indicated power category table (XX through XX, minus table XX) when homing in on an individual super power. Once that first power is determined, head on over to the Powers document to read it.

Players should do this because, at the beginning of almost every power description in the CASE, there is a list of related powers, abilities that dovetail with the indicated ability. If the combination character will draw any more abilities from their technological origin, they may either choose one of these related powers for his or her next power selection(s), or may instead roll again randomly.

What this does is allow a player to build a combination character whose high tech abilities are closely related to one another, if so desired. Players may go either way when generating combination characters with access to advanced technology, however, for the abilities their gear has is determined by their knowledge, their resources, and ultimately, their individual whims.

Another concern when determining the technological powers a character will possess is what form they manifest in. The ascendant abilities of high tech characters are uniquely related to their physical source, and a high tech hero, villain, or other adventurer must at least explain where they come from. This explanation needn't be anything requiring a master's degree, though, as many comic books can attest.

Partially technical combination characters may gain powers via items that are external to their body. While otherwise human beings who are the users of high tech devices solely gain their special abilities via these implements, cyborgs and robots can designate one or more of their powers as sourced via disconnected devices as well, should they so choose.

Furthermore, the form the technology-based part of a combination character takes may provide them bonus powers. Cyborgs either possess the equivalent of hard points, based on the MS of their implants, or body armor if they feature a full body replacement. Robots also benefit from body armor as a bonus power, along with Unearthly (100) ranked resistance to disease and poison (unless their concept would indicate otherwise).

Note that some powers are vastly more potent than others. These particularly versatile technological abilities occupy more than one power 'slot' on a character, whether chosen or rolled up randomly. Such powers will have a number in parenthesis after their name (such as (3), for instance), which determines how many power 'slots' they use up when added to one's character.

Finally, once the powers of their combination character's technological component have been ascertained, players must determine that individual's specific power ranks. Roll on table B to determine the rank of half of one's high tech abilities, and table D for the other half. If hyperexhaustive and hyperkinetic ranks are available to the character, upgrade those to table C and E, respectively.

Sorcerous Power Origins

Despite their fantastic abilities, sorcerers are only human in the end. A combination character wielding magic need not undergo special changes to their physicality to cast spells, only the training required to do so. Bearing that in mind, the only net difference between how one wizard brandishes magic at others is the school of magic they were trained in, as determined on table 7a.

Table 7a: Magic Schools (without combination character options)
01-10Alchemy11-20Eclecticism21-30Elementalism
31-40Entreatism41-50Faerie Magic51-60Geomancy
61-70Paraprobabilitism71-80Philosophical Magic81-90Physiomancy
91-00Voodoo

Table 7b: Magic Schools (with combination character options)
01-08Alchemy09-15Clericism16-23Eclecticism
24-31Elementalism32-38Entreatism39-46Faerie Magic
47-54Geomancy55-61Paraprobabilitism62-69Philosophical Magic
70-77Physiomancy78-84Technomancy85-92Thaumentalism
93-00Voodoo

While this is literally the Combination Character Cookbook, the schools of magic that blend their might with other origins of power aren't included on table 7a because players can access the generation of characters using combination magic schools way back on table 1b, should they wish to play wizards wielding those forms of magic. If players don't mind this minor redundancy, however, table 7b is available to them.

WIth one's school determined, it's time to sort out which spells a combination caster of spells possessses. Characters wielding magic can generally choose half of their spells, starting with their first. This is because it's often vital for wizards to begin play with at least one spell explicitly belonging to their school of magic - and subsequent choices let them better guide their overall magical journey.

When generating spells randomly, refer to table XX to determine which type of spell is to be generated, then tables XX through XX to sort out each spell. If 'school spell' is the result, players can typically only choose from those belonging to their own path of the obscure, but each mystical school has one or two other traditions that dovetail with their own; see the Book of Magic for more on this.

Furthermore, the optional entreaty spells from the Entreaty Spells document are included as well, as it does consist of a pre-made class of beings that can be entreated for power - not to mention dozens of entreaty spells to showcase what magic of this type is capable of. Should the Judge not wish to include this content, they can replace table XX with one that features entreatable entities based on their own lore.

In addition to their many spells, all sorcerers may begin play with one magical artiact - even combination characters who are only partly dedicated to mysticism receive this bonus! Generate this magically infused device as one would any ordinary spell, but recall that as an item, it is subject to the portable limitation, which may drastically increase its power depending on just how unique it is.

Note that spells with a (2) or (3) listed after them count as either two spells or three spells, respectively, or cost an amount of points per rank equal to the normal amount times that multiple; spiritual link, for instance, occupies two spell slots or costs two points per rank. Spells with an asterisk in parenthesis (*) are special in cost; see their spell description for more.

At any rate, once a player has determined which magical abilities they have access to, whether it comes in the form of a spell or an ensorcelled implement, they must determine what rank they operate at. Thaumaturges may utilize table D to roll up all their spell ranks, though if hyperkinetic and hyperexhaustive ranks are available in the campaign, make use of table E, instead.

Psionic Power Origins

Psis are generally beings who intently train their minds, bodies, and souls to unlock the secret abilities hidden within us all, though psionics sometimes emerge due to extreme circumstances. Combinations channeling this origin of power for some of their ascendant abilities generate them in a very similar, but slightly different, manner than ordinary psis, start with a roll on table 8.

Table 8: Psionic Activation Method
01-33Believer34-67Natural68-00Trained

Results that would indicate either a natural psi or a believer with additional psionic trainnig have been removed from this table in the Combination Character Cookbook. This differs from the standard character generation process in the Manual of the Psi because these results are, technically speaking, someone who 'double dips' into psionics as an origin of power, drawing from it in two distinct fashions.

Those formally trained to master their psionic powers do so via traditional, intermediate, or casual schooling. These methods control which disciplines of power a trained psi may draw from and when, and each features a powerful benefit that offsets the lack of choice or power availability inherent to them. It it isn't chosen, the training method a psi will use is sorted out on table 9.

Table 9: Psionic Training Method
01-33Casual34-67Intermediate68-00Traditional

With the specific nature of their psionic activation sorted, combination characters making use of this power origin may begin to determine the psionics they will begin play with. Natural Psis and believers will use table XX to indicate whether their next power will be an art, talent, or skill, while trained psis will always generate powers in that specific order before beginning again.

Combination psis then roll on table XXa to see which discipline from which that first power issues forth. This affects their subsequent power choices, depending on how their powers were activated. Trained psis must gain nine powers from that first discipline before they can begin training in a new one, while intermediate psis need only master three from a discipline before they can draw from another.

Other psis, whether casually trained, possessing natural powers, or empowered by their potent beliefs, have more flexibility. They have the option of changing the discipline they draw from each time they add a new psionic, should they desire. Psis undertaking a more casual method of schooling have a more limited power selection, though, which is why there are two versions of each power type available.

Similar to how sorcerers are generated in the Combination Character Cookbook, table XXa does not include those psionic disciplines that dip their toes in another origin of power. Those are also chosen earlier in the character generation process, on table 1b if players make use of it, so the option isn't repeated here. Again, though, table XXb is also included in the Cookbook if players don't mind minor redundancies.

Once the type and discipline a combination psi's next power will draw from is determined, players may roll on tables XX through XX to choose determine the specific psionic they'll be adding to the mix. They may then repeat this process as necessary, depending on their specific kind of psi activation, for as many other ascendant abilities that will result from their access to this origin of power.

Consider that not all psionics are created equal. Those psi powers with a number in parenthesis after them (perhaps (4), for example), occupy that many power 'slots', or cost that many points per rank they are bought at; causality control, for example, is a psimantic art that fits this description. Psionics with an asterisk in parenthesis (*) are special in cost; see their power description for more.

The only caveat to the above is that traditionally trained psis must take the root power of a discipline first. That's an essential component to how their psionic education proceeds, thus even combinations using traditional psionics must follow this rule. Intermediate psis need not begin a discipline by choosing that root power, but won't actually master a discipline until they've accomplished this.

Once all the powers a combination will utilize from this origin of power have been determined, the player behind them must complete them with power ranks. Psionic powers all utitlize table D when sorting out their initial power ranks, unless the character wielding them has access to hyperexhaustive and hyperkinetic power ranks. If this is the case, they should utilize table E, instead.

Immortal Power Origins

Deific beings are those rare few whose ascendant abilities are derived, either in whole or in part, by their interactions with the power of faith. A combination character dipping their toes into the divine may have multiple founts of power to draw from, but this one, the one that frequently involves a perpetual existence, is often the most desirable. Common deific power origins are showcased on table 10a.

As is the case with both sorcerers and psis, this origin is split into two tables because some of them are reliant on other origins to function. The aspirant often springs forth directly from other origins of power, whether a completely normal adventurer or a deionicist (some of which are already featured elsewhere in the Cookbook), as does the numenplyer, but if redundancy is acceptable, table 10b is here for you.

Table 10a: Immortal Power Origins (without combination character options)
01-12Empowered13-25Legacies26-37Quintessential Variants
38-50Reincarnators51-62Preincarnators63-75Demigods
76-87Abstracts88-00Gods

Table 10b: Immortal Power Origins (with combination character options)
01-10Numenplyer11-20Empowered21-30Legacies
31-40Aspirants41-50Quintessential Variants51-60Reincarnators
61-70Preincarnators71-80Demigods81-90Abstracts
91-00Gods

As one can see by investigating the nature of these immortal origins of power, there is a stark difference between each (reincarnators and preincarnators notwithstanding). While the numenplyer, aspirant, empowered, and legacies lack additional abilities besides what they roll up next, the rest each possess a bonus power that describes how they scoff at the concept of morality, as follows.

With a deific being's immortal component determined, it's time to actually figure out which powers it provides the character. Roll on table XXb to determine the category a power belongs to, and then use that to roll on the indicated power category table (XX through XX) to home in on an individual super power. Once the power is determined, head on over to the Powers document to read it.

Players should do this because, at the beginning of almost every power description in the CASE, there is a list of related powers, abilities that dovetail with the indicated ability. If the combination character will draw any more abilities from this origin, players may either choose one of these related powers for his or her next power selection(s), or may instead roll again randomly.

Theme characters (or at least themed power sets) are more easily assembled when a player can add related powers to one or two abilities which are randomly generated, instead of just dealing with a hodgepodge of completely random powers. Immortal beings in particular benefit from powers that seemingly work together to describe who and what they are, as that helps them to accumulate the power of faith!

Note that some powers are vastly more potent than others. These particularly versatile abilities occupy more than one power 'slot' on a character, whether chosen or rolled up randomly. Such powers will have a number in parenthesis after their name (such as (5), for instance), which determines how many power 'slots' they use up when added to one's character.

Finally, once the powers of their combination character's divine component have been ascertained, players must determine that individual's specific power ranks. Alternate between tables B, D, F, and H to do this, though in campaigns with access to hyperexhaustive and hyperkinetic ranks, roll on tables C, E, G, and I, instead. As you can see, the more divine powers one has, the mightier they can be!

And then...

Once all the powers a combination character will draw from their various origins have been determined, and ranks have been rolled for each, the player behind their creation may gamble on those ranks if they wish. As does every other character type, combinations may gamble once if they possess between one and three powers, twice if they have betwen four and six powers, and thrice if they can wield even more.

(workin' on it)

(workin' on it)

Combinatorial Consideration

This portion of the Combination Character Cookbook will include a bunch of rules for things that don't quite fit in the other character generation guides. Things like cloning, constructs cooked up by a lab or with magic, organic circuitry, that kind of thing. Some will involve character creation rules, but others will just be guides to technology like in the Technical Reference.

The Jack of All Trades

The kind of character that plays fast and loose with the idea of special origins, a Jack of all trades can manifest abilities from any source of power they choose. Feel like a mutation or two to complement that suit of power armor? Go for it! Want one magic spell, one natural psionic, and one cyborg implant? Done. The sky is the limit where Jacks are concerned.

How this works with each individual Jack is up to the player behind them. Do they possess a knack for mastering all manner of odd skills? Are they the end result of a mad scientist attempting to divide the universe by zero? Perhaps they come from a home where the source of one's abilities is merely academic. Ultimately the why of a Jack doesn't matter, so much as how it shapes them.

(insert capsule generation rules here)

Fahrvergnugen

Currently, the only 'new' combination is a Jack, being Jack of all Trades. These are people who can draw powers from any origin they wish. This is great when advancing. Need a new inherent power? No problem! Want to master a few more psionics? Great! Pick up a few implants to smooth out a fight? We've got you covered. The ones covered in other chapters will be referenced, to be sure, but I want to plug in some new things.

But I may have already covered most of that. So what I'll also be doing is resolving some of my rulesy issues relating around missing technologies and character types. Clones and biotech and all that jazz. I'll try to uh, expound on all this as time permits during the construction of our Skoolie. Which, if I am being honest, ought to be outside working on as we speak. So I'm 'a gonna do that now.

- Present Firebomb, who is sorry for referring to himself in the third person. Or... is he am I?

Last | Main | Next

Questions or comments? Contact the author at your convenience!