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com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

Introduction
[insert character explanation as introduction]

Concept List
[self explanatory]

Character Types
[Only three types: Attributes, Qualities, Skills, Powers
* Normal: 12, 3, 15, 0
* Exceptional: 20, 5, 25, 0
* Extraordinary: 15, 5, 20, 10
Extra Increments: 15 pts - +14 Bonus points, +1 Attribute point (up to +10); after 10 increments, all Bonus points
Bonus Points: Can be spent as Quality, Skill, or Power points; can be used to increase Attributes at special rate.]

Attributes
[self explanatory]

Qualities & Drawbacks


[introduction to qualities/drawbacks, mention on drawbacks, explore what the types represent]

Qualities List
The list of qualities is not completely comprehensive. Physical, Mental, and Social qualities are purchased with Quality
points.

Quality/Drawback Name
X-pt Quality
[insert quality description]
[insert quality rules]

Acute/Impaired Senses
2-pt Physical Quality/Drawbacks
Some people are gifted with an unusually acute sense. These are not well trained individuals, they are naturally gifted with
senses beyond the norm. On the other hand, there are those people unfortunate enough to be sorely lacking in some of their
senses. They are the ones that need glasses or hearing aids.
As a quality, Acute Senses must be taken separately for each sense to which it applies: Vision, Hearing, Smell, Taste,
Touch, Night-Vision, and Sixth Sense. When Perception Tasks/Tests come up regarding the applicable sense, the character
gets +3 to the Task/Test. For Night-Vision, the penalties for low-light conditions are reduced by one step as if the lighting was
one step better, though this has no effect for total darkness without even a glimmer of light.
As a drawback, Impaired Senses must be taken separately for each sense to which it applies; the selection is the same as
the quality version. When Perception Tasks/Tests come up regarding the applicable sense, the character gets -3 to the
Task/Test. For Night-Vision, the penalties for low-light conditions are increased by one step as if the lighting were one step
worse than it really is.

Ambidexterity
3-pt Physical Quality
While normal folk favor using one hand over another, an ambidextrous person can use either hand to do whatever task they
want with equal proficiency and sometimes two similar things at once. In combat training, this talent makes the person even
more dangerous as they can benefit greatly from not having a preferred side and a more balanced stance.
The character can use either hand at no penalty in normal situations. In combat, the character gets a bonus action that can
be used strictly as it pertains to using that limb. In melee, that means that he gets 3 actions to start, though one of those is
typically restricted to throwing, attacking, or parrying. In ranged combat, this bonus action cannot be used to attack if he already
opted to evade, and he can’t evade if he already opted to attack.

1
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

Animal Empathy/Enmity
2-pt Social Quality/Drawback
A few people have the fortunate trait of having animals just adore them. There’s no real telling what causes it, but animals
are almost never hostile towards them, even when trained to be. Both wild and domestic animals become docile simply in the
person’s presence.
On the flip side, some people just have the natural ability to piss off every single animal they ever come across. No matter
what they do, every animal in their presence behaves as if it’s in a fight or flight situation. After a few such encounters, these
people tend to share this peculiar distaste.
For the quality, wild and domesticated animals become docile if the animal can sense the character’s presence. Even
attack animals do not attack him. Even if he attacks an animal, it will try to flee before it considers attacking him. In a pack, the
rest of the pack will flee.
For the drawback, wild and domesticated animals become hostile the moment the animal can sense him. Attack animals
attack without prompting. Packs stampede, though whether it’s to trample him or flee depends on the demeanor of the animals:
wild animals tend to attack, domesticated animals tend to flee.
In the rare circumstance that two individuals each with the opposite of this quality come near an animal: it will flee and hide
behind the quality owner or fight to defend that person against the drawback owner.

Appearance
1-, 3-, or 5-pt Physical Quality/Drawback
Appearances mean a lot to people. Good looking people tend to receive better treatment and more opportunities than their
less attractive rivals. Appearance on the positive side can run the gamut from the cute neighbor to incredibly beautiful movie
stars and models, Perfect 10s as they might be called. Negative appearances can run from unappealing features to outright ugly,
frightening features that make people turn away in discomfort.
For most social skills, a person’s Appearance level is applied as a bonus if it’s a quality or as a penalty if it’s a drawback.
For Intimidation, the drawback version is actually applied as a bonus. In certain situations, appearances don’t matter or are less
relevant, so the Chronicler may feel it appropriate to apply only a portion of the level to the social Tasks/Tests.
It is important to understand that the character’s primary physical Attributes inform how their appearance manifests. A
person with high physical attributes may look fit and muscular whereas a person of meager physicality might appear like a
delicate porcelain doll. The inverse is also true, allowing for muscle bound jock-douche-bags or sickly and corpselike freaks.

Bilingual
2-pt Mental Quality
Some people are fortunate enough to grow up in a bilingual home or live in a bilingual environment. Because of this, they
are gifted with the ability to speak two languages with native speaking proficiency. This ability alone can be a great entry on a
person’s resume depending on the languages known.
Normally, a character has one native language. A bilingual character happens to have two. This quality can only be taken at
character creation and must represent the languages they engaged in during their upbringing. It is inappropriate to use this
quality as a cost effective manner to acquire another language without having to buy the Language skill.

Body Double
1-pt Social Quality/Drawback
It has been said that everyone has a doppelganger, a person that looks so much like them that it’s nearly impossible to
recognize the difference. Oftentimes, these two never meet and are never aware of one another. In other cases, they do and that
double can either be a great and handy person to have around or a thorn in their side.
To qualify for this quality, this body double must be active in the character’s life. Obviously, if the body double provides
some sort of benefit, this is a quality. If he is a hindrance, this is a drawback.

Charisma
1-, 3-, or 5-pt Mental Quality/Drawback
Some people have or develop a charisma and manner that encourages others to listen and obey. Natural leaders have a
great deal of charisma, made only greater when they use it to their advantage. They amass friends and followers quickly and
easily, oftentimes despite appearances. Others are cursed with the opposite. Whatever it may be, people don’t listen, they don’t
like him, or they don’t even notice his very existence until he does something wrong.

2
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

Apply the level of Charisma to all social Tasks/Tests as a bonus if it’s taken as a Quality or a penalty if it’s taken as a
Drawback. In most cases, this is even true if the character is in a social environment where only logic is applicable as he
somehow can’t get people to see his point of view or even listen to his arguments.
[Correction: 1-, 3-, 5-pt versions.]

Contact (type)
Variable Social Quality
A contact is someone who can be relied upon, even if only for a short time. They might be family, friends, or fellow
professionals; regardless, they can be trusted to give some help when asked. This help may not come for free, but these specific
people will put their reputations on the line and sometimes their very lives to help out when needed.
The player must pick a specific person and determine how far that person is willing to go to back their character up as well
as the contact’s availability. If the contact is only good for rumors or a reference, then they’re only worth one point. If she gives
good information and will give the character a hand when he needs it, she is worth 2 points. If she is a true ally and will put her
life and livelihood on the line for him, she is worth at least 3 points, and sometimes more if she’s an exceptional person (a fellow
cop willing to back him up no matter what is worth 3 points, the leader of a mercenary group willing to put her men on the line for
his goals is worth around 6). Add an extra point if the character has the contact on speed-dial, remove one if he can only get to
her once in a blue moon.
The Chronicler has final say on what a character’s contacts can do for him and when they can be reached, but, in general,
the more time they are given, the more likely they will cooperate. It is also important to remember that, as a Social quality, things
can come up where the character actually loses or reduces the quality value without refunding the points. This typically happens
because the contact was wronged or got killed.

Disloyal (type)
Variable Social Quality/Drawback
In a world of dangerous competition, it becomes a statistical guarantee that some people will not be what they seem.
Disloyal people operate in breach of trust, often playing a dangerous game of manipulation and deception until they are revealed
for the snakes they are. While they can still act, they often seek to sabotage the organizations they are disloyal to for the benefit
of whoever owns their true loyalties.
The character must pick an organization to which they are loyal and the organization to which they are disloyal. The quality
is further divided into 4 specific entries, each with specific features.
Spy (3-pt Quality): The character may have lost faith in his original organization or entered in a new organization with the
intent to deceive, either way, he now is only pretending to work for the organization he is disloyal towards. How he goes about
performing this depends on the organizations he is involved in. Regardless, he gets access to the Pulling Strings associated with
both sides, though he should always remember that calling in favors from his true organization could blow his cover.
Double Agent (2-pt Quality): Some people are loyal only to themselves and actually seek to play off both sides; this
character picks two organizations to which he is disloyal. Both organizations are aware of his spy games, but mistakenly believe
that he is loyal to them. Such organizations are typically distrustful to start, so the moment his value drops, his life is forfeit.
Though he may have access to the Pulling Strings qualities from both sides, using either one is very difficult. Specifically, he
must have a very specific in-game rationale for increasing Influence levels as neither side truly trusts him anymore (this can
default to charging double character points or XP for Influence levels if the Chronicler is feeling lazy).
Severed Ties (2-pt Drawback): Due to unfortunate circumstances the character no longer has an affiliation with his “disloyal”
organization. He will still be able to pull in favors from specific contacts and friends, but otherwise loses access to his Pulling
Strings and Influence is halved in regard to that organization.
Traitor (3-pt Drawback): His disloyalty is known and reviled by his former organization. Depending on the nature of the
disloyal organization, they may actively seek to hinder him or they may seek to kill or ruin him. Either way, he loses access to his
Pulling Strings and Influence in that field.

Hard to Kill
1-pt per level Physical Quality
A person with the right mix of toughness, strength, and will to live can take more punishment than should be possible and
still pick himself back up afterwards and have the guts to say, “Is that all you got?” While technically not entirely accurate, there
are people that can take inordinate amounts of physical punishment that would otherwise kill a person of similar physique and
somehow still survive.
Normal humans are limited to 5 levels of Hard to Kill but animals, special humans, and supernaturals can go higher
(typically up to 10 levels). This quality gives +3 Life Points and, more importantly, +1 to Survival Tests.
3
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

Hyperlingual
1-, 3-, or 5-pt Mental Quality
A natural talent for picking up languages manifests in certain people. With just a few minutes, hours, or days of exposure,
they can start picking up a new language. This knowledge stays with them indefinitely, and though they may forget a few bits
here and there, they can always pick it right back up again when given the right stimulus.
Hyperlingual 1 (1-pt): After a few minutes of exposure, the character can start using the language as if he had 1 skill rank.
Hyperlingual 2 (3-pt): After a few hours of exposure, the character can start using the language as if he had 2 skill ranks.
Hyperlingual 3 (5-pt): After a few days of exposure, the character can start using the language as if he had 3 skill ranks.
In all cases, each time period of exposure allows to raise the character’s effective proficiency up to his maximum. If he goes
on to have proper language training, this quality determines the starting level of the relevant Language skill. Furthermore, this
quality is only available at character creation or when the character first is exposed to a new language (allowing for a retcon).

Influence (type)
1-pt per level Social Quality
Prerequisites: 2 levels in any combination of Military Rank, Resources, or Status per level of Influence
An influential person is a compelling force to bring about the effects and influence the actions of others as he so desires.
Such a person has the right connections with the right people to call in special favors. The benefits and cooperation of the people
being influenced varies by the person’s level of influence. Naturally, higher ranking, wealthier, or better known people can call in
more grandiose favors faster than people with only moderate influence. It should also be remembered that these favors will be
called in later and in a place where influence peddling is common, information and favors are an important and dangerous
commodity.
The character’s influence is measured in a particular field—Civilian, Criminal, Intelligence, Law, Military, Paranormal, and
Science & Research—and is usually dependant on the character’s profession and field of operation. If the character leaves his
area of influence, such as out of his profession or neighborhood, he can expect his influence to decline.
If the Chronicler feels it’s appropriate, the character can apply some portion of his Influence level to social Tasks/Tests
depending on the propriety of applying the character’s Influence. Influence is also used when asking for specific favors, and
these can be purchased or simply available as Pulling Strings as determined by the Chronicler.
Examples of Influence levels follow:
Influence 1~2: His influence is restricted to his professional or geographical location. He can throw his weight around, but
he can really only bother more powerful people in the hopes that his goals coincide with theirs.
Influence 3~4: He is now part of a web of favors, connections, and information. He can address crimes just shy of murder
with a few phone calls and a healthy bank account. With this much influence, the character holds some sway over others of
power who can exert their own influence on his behalf. As usual, though, favors must be reciprocated.
Influence 5: The character is at the center of a web of influence that allows him to talk to anyone and make things happen.
All but the most heinous and exposed of crimes mean nothing to a character at this point.
Influence 6+: The character is at the point where their influence can get them practically anything at anytime with just a
phone call. It is reserved for people of such import as the heads of government agencies, mafia families, major multinational
corporations, and even presidents and royalty.
[Idea: Update to a 1/3/5 structure. Reduce the bonuses, since they are applied to skills, rather than this being a skill.]

Irregular Metabolism, High/Slow


1-pt Physical Quality
Typically, a person’s metabolism allows them to get away with eating 3 meals a day with moderate activity. Most of
medicine is based on the assumption of this average. A few people are notably different. Some of them are hyperactive, can
devour a buffet and still ask for their next meal, and even take medicines and be affected significantly sooner than the average.
These people tend to be thin or at least lean and almost always have a snack on hand. On the other hand, some people start to
put on the pounds on one meal a day, can last all day and most of the night, and take forever to notice the effects of various
drugs.
A character with High Metabolism gets +1 to all Tasks/Tests involving his reflexes or reaction times. Drugs, beneficial and
harmful, take effect and wear off in half the normal time. Such a character must also eat a full meal every three waking hours
(600+ Calories per meal) or get a cumulative -1 penalty to all Willpower based Tasks/Tests for every meal that is skipped.
A character with a Slow Metabolism gets +6 to his Endurance Points. Chemicals take twice as long to take effect and last
for double the normal duration. Such a character typically needs to eat only one decent meal per day or start to gain weight.

4
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

Jack of All Trades


3-pt Mental Quality
A person that earns the title “Jack of All Trades” is typically a person who learns about several fields with just enough
knowledge to be better than a layman but by no means comparable to an actual professional. The full phrase is, “Jack of all
trades, master of none, though oftentimes better than master of one.” These people tend to have a knack for integrating their
various fields into a cohesive whole. Another name is Renaissance Man, much like the famed Leonardo da Vinci.
The character is assumed to be trained in every common skill to which he has been exposed. If it fits the character’s
concept, more unique skills may be known. This allows the character to make the appropriate Tasks without applying a
nonproficiency penalty and obviously with 0 ranks in the relevant skill, though penalties associated with the difficulty of the task
in question still apply, and is not limited to 3 Success Levels. This quality has no impact on XP costs, even for gaining the first
level of a skill.

Legacy
Variable Social Quality/Drawback
Some people are part of an organization or family that has a degree of renown by itself. Whether these people chose the
life, fit the bill, or even consider themselves a part of it, they are considered to be under the influence of the legacy of their
greater group. This can prove to be a boon or a bane, depending on the person and his relationship with the perception of the
group to which he is believed to belong. For example, there is a certain amount of legacy associated with being a member of the
Kennedy family. Similarly, there is a certain level of it simply by being an American. Clearly, the impact of having this perception
about a person can vary even by where he is.
The value of Legacy is based on the impact and renown of the character’s perceived organization. As with any quality that
has drawback listed, Legacy’s status as a quality or drawback is based simply on whether it is beneficial or harmful. This quality
is very versatile, and can loosely duplicate the effects of other social qualities such as Status or earn them proxy qualities like
Contacts and even some measure of Influence.
Legacy 1: The association with the character is concealable or not very well known and few people will draw the connection
between them. The impact is noticeable but most people’s notions of the association do not stop them from allowing the
character to identify himself as an individual.
Legacy 2: The association is well known and typically obvious. People think of the character and the association as one and
it takes distinct action to draw notice as an individual.
Legacy 3: In the eyes of the people, there is no individual, only the association. When the character speaks, he does so as
the greater body. When he acts, he represents the greater body. Practically everyone knows the association and all actions are
measured by their expectations.

Military Rank
Variable Social Quality/Drawback
Belonging to the military automatically affords a person a rank, some measure of authority, and a great many
responsibilities. Ranking systems vary from country to country and even between military divisions, but the effects remain largely
the same: with higher ranks come more power, privilege, and knowledge but also a commensurate increase in responsibility
whereas lower ranks come with only obligations and risk.
The character’s military rank is compared to the table below. The point value is based on the highest rank the character
meets within. Characters do not need to buy Obligation to their military branch while in active service as it is already included in
this quality as per the 2-pt value.
[insert table]

Nerves of Steel
3-pt Mental Quality
Certain fearless individuals, through superhuman determination or incredible stupidity, can look in the face of horror and
scoff. These people can get dumped into a warzone and start barking out orders like they were a line cook at a busy restaurant.
Psychological trauma really doesn’t get to these people unless it is truly unnatural or constantly present.
A character with Nerves of Steel is assumed to automatically succeed at Fear Tests unless he is exposed to long term
stress like being in an active warzone or because of supernatural or deeply personal causes. He even gets a +4 to his Fear
Tests when he absolutely has to roll.

5
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

Official Identity (type)


Variable Social Quality
First world countries with adequate technology try to keep track of their populace with an identity program; it usually has to
do with taxes, criminals, and travel. Of course, with adequate paperwork and the right connections, the documented identity of a
person need not necessarily be accurate. In most cases, this sort of thing is the province of the criminal, intelligence, and law
enforcement communities. These altered identities are most frequently used to mislead people about the nature of a person.
The character must choose which official identity he has. This quality represents a thorough official entry into the national
databases and can pass through nearly all but the most stringent investigations.
Dead (3-pt): The official records state the character in question is dead and typically a fake death or a very close near-death
is involved in finalizing the record. Such characters cannot join overt organizations and typically aren’t allowed to use their
Influence except through specific Contacts and allies in the know. Clearly, attempting to use the dead person’s identification
information will either raise flags regarding fraud or draw other, more deadly, unwanted attention.
False Identity (2-pt Each): This is a thorough false identity that includes ID cards, licenses, passports, Social Security
numbers, credit scores, and likely even a few references for veracity. It is so thorough that any cursory examination by even a
police force would find it to be valid, but an intensive investigation by a government organization would likely reveal the
deception. It is important to remember that this quality is strictly for thorough false identities, forged ID cards and simple aliases
do not require this quality.
No Records (3-pt): All history of the character’s existence has been eliminated or the character simply never entered the
system. There is no birth certificate, social security number, credit score, criminal record, or even a high school yearbook entry.
This will make it difficult to function in society without a false identity or some other support structure. However, this does allow
the character to operate often in plain sight without fear of being accurately tracked down.

Photographic Memory
2-pt Mental Quality
A person with a photographic or eidetic memory has the ability to recall with exceptional detail anything they encounter.
Such extraordinary memory allows such a person to recall with near impeccable clarity pictures, scenes, lyrics, entire blocks of
text, etc., that they commit to memory. This can be useful for many purposes, but is most useful for scholarly or other intellectual
fields.
Photographic Memory allows characters to recall with near perfect clarity anything they encounter—if the player didn’t take
thorough notes, the Chronicler is encouraged to thoroughly recap. This character also gets a +1 to +3 bonus to any Task/Test
where memory plays a role, this is usually for scholarly skills and Intelligence based Tasks/Tests.

Prodigy (type)
3-pt Mental Quality
A prodigy is a person with a naturally exceptional talent in a given field. This sort of person often lives on the cutting edge of
his world, with artists developing whole new styles and genres and scientists making massive new discoveries. These people
also tend to be eccentric to the extreme. Such people as Wolfgang Amadeus Mozart, Stephen Hawkins, and Nikola Tesla
revolutionize the world around them and break through the barriers of the known world. Unfortunately, they are just as often
reviled by the masses and especially the authorities for disturbing their blissful ignorance.
A character with Prodigy must choose an appropriate skill that represents their area of exceptional talent: these are usually
creative or intellectual subjects. Appropriate skills include, but are not strictly limited to, Fine Arts, Science, Engineering, and
Writing. Note that these skills are type skills and the appropriate type for which the character favors should also be selected. A
character can take Prodigy multiple times, but it must be applied to a different field each time.
The character gets a flat +3 bonus to any Task/Test and always gets at least 1 Success Level in any Task/Test associated
with that skill, unless the failure is spectacular (requiring the final result to be 0 or less). Artistic endeavors and scientific
breakthroughs have their Success Level limit increased by 3 levels.
Lastly, for games where it is used and relevant, a Prodigy gets +12 Essence to reflect the unusually powerful creative spark
present in their soul. Players are encouraged to pick up drawbacks that represent the eccentricity of prodigies, though it is by no
means mandatory.

Pulling Strings (type)


Variable Social Quality
Influential people can call in special favors from the people they know and amongst the connections they’ve made. The
euphemism for doing so is “pulling strings.”

6
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

This quality is a catchall for the specific uses of Influence. The list of Pulling Strings qualities and values are in the Rules
chapter. This quality also represents specific, extra-curricular Pulling Strings that the character may have access to through a
friend or even a blackmail victim. If the character wants more Pulling Strings, they are advised to get the appropriate Contact or
even become Disloyal and get them himself.

Resistance/Vulnerability (type)
1-pt per level Physical Quality/Drawback
A person can be particularly resistant to some of the bad things that life can throw his way, be it pain, off foods, or even
exertion. Others are not so lucky and can be particularly vulnerable, reacting unusually negatively against things like various
toxins or diseases.
A character can acquire several Resistances or Vulnerabilities, but they must each be purchased separately. Types include:
bad foods, poisons, diseases, pain, mind affecting effects (in which case it is actually a Mental Quality/Drawback), and even
fatigue and deprivation.
In all cases, the character’s Test to resist the offending media gets a bonus equal to the level of the Quality. Vulnerability is
merely the opposite: the character gets a penalty instead of a bonus. In the case of fatigue and exertion, the Quality allows the
character to take one fewer point of Endurance loss per level per time period, to a minimum of 1. Clearly, as a vulnerability, the
inverse is true and the character actually takes additional damage per time period.
[Maybe turn this one into a 1/3/5 as well].

Resources
2-pt per level Social Quality/Drawback
Money makes the world go round, and those with more tend to have a very different life than those with less. In general,
though, having the appropriate resources makes life easier and opens up a wealth of options to a person that someone without
could never see. Inversely, poor people lose out on a great many choices simply because they can’t afford to either take the risk
or are beneath the notice of the haves.
A character’s wealth is measured on the list below. The monetary values listed are for US Dollars around the year 2000.
Characters in other settings, countries, and even time periods will not necessarily have the same dollar amount, but should still
maintain the appropriate buying power. The levels of wealth are spelled out below, as are their specific costs. Note: after
character creation, it is possible to lose or gain levels of Resources, much like any other Social Quality/Drawback.
[insert list here]

Sleep Disorders (type)


Variable Physical Quality/Drawback
A normal person tends to sleep fairly deeply, fluctuating over the 7 to 9 hours of rest they otherwise get. Others are not so
fortunate. Some sleep so deeply that almost nothing can wake them and when they do finally wake up, they take a while to get
started. Others are the opposite and are pulled awake by even the slightest disturbance. Still more suffer from an inability to
actually go to sleep, even when exhaustion overtakes them and they desperately seek rest. Lastly, some people have such
horrible nightmares that they have difficulty staying asleep.
There are four listed types of sleep disorder below. A character can have almost all of them at once, but they must be
acquired separately. The exception is rather obvious: a person cannot be a deep sleeper and a light sleeper at the same time.
Deep Sleeper (2-pt Drawback): The character quickly falls into a deep sleep and is practically impossible to rouse until he
has had at least eight hours of rest. Physical damage or some other source of pain might wake him, but loud noises and even
shaking is likely to fail. If he should somehow be awakened before he wakes up on his own, he will remain groggy and all
Tasks/Tests attempted carry a -1 penalty until he goes back to sleep and finishes his 8 hour sleep cycle. Once that time period
ends, he wakes up on his own typically feeling refreshed.
Insomnia (3-pt Drawback): For some reason, either by natural inability or previous trauma, the character has a hard time
falling and staying asleep. Each time the character attempts to go to sleep, he must succeed at a Difficult Willpower Test. If he
fails, he stays awake and cannot go to sleep naturally for that day. Going a long time without sleep is a form of deprivation, the
details of which are in Chapter 3: Rules.
Light Sleeper (2-pt Quality): The character never truly achieves a deep sleep and can be jolted out of their sleep with the
slightest noise or disturbance—generally, the character is allowed their full Perception-based Tasks/Tests to detect a
disturbance. The character springs awake when disturbed. This can lead to sleep deprivation, which is covered in Chapter 3:
Rules, but is otherwise considered a boon for people whose lives have them in near constant danger.
Recurring Nightmares (1-pt Drawback): The character suffers from nightmares that prevent him from getting a good night’s
rest. There is a 1-in-10 chance every night that the character suffers from such a nightmare. The precise details are left to the
7
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

Chronicler and Player, but that roll results in the character having a sleepless or at least fitful and unsatisfying night, which in turn
equates to sleep deprivation, the rules for which are covered in Chapter 3: Rules.

Status
1-pt per level Social Quality/Drawback
A person’s social status is a measure of his place in the social hierarchy. In America, it’s not quite as relevant and is slightly
deluded in who gets what status, but in other countries, a person’s status is incredibly important. It reflects not only real authority,
but de facto authority as well as fame, glory, and to a lesser extent, wealth. The lowest status people tend to be homeless,
beggars, and prostitutes or specific castes of people like the non-persons of India and Japan. Higher stations include scholars
(though this tends to be backwards in America), lawyers, doctors, politicians, and religious figures. Specific examples of the
lowest status include people like the filthy homeless man that sleeps under the bridge: he is of such low status that no one even
cares to know his name. High status people of real authority include presidents, whether of public office or corporation, the
Surgeon General, and even certain well known business people. High status people of de facto authority are generally relegated
to important religious figures like priests and rabbis, or celebrities from movies or sports.
Status affects certain social skills like Haggling and even Bureaucracy. It also affects the chances of people recognizing the
character on sight. In general, the drawback goes down to -5 for someone of so little import that they could be killed and left on
the street and no one would care except for the hassle of having to step over the corpse. Status 0 is the base value for the
normal civilian of no particular importance to greater society but by no means unimportant. Status +10 is the practical limit and
represents people like the President of the US, a member of an ancient royal house, a movie megastar recognized around the
world, or a hero of millions (think Gandhi and Martin Luther King, Jr.). The inverse of the character’s Status is also typically
applied to disguises: a nobody blends in just fine, but a famous person sticks out like a sore thumb, even when trying to be
discreet.
The Chronicler is well within his rights to demand a justification for acquisition of this quality. Such an explanation can also
inform the impact the status might have on other people. Famous people are notorious for having a great many fans and
enemies.

True Grit
3-pt Physical Quality
In the Old West, a person who could stand their ground in the face of imminent defeat, even when they were shaking in
their boots and their courage ran down their legs in a hot stream was said to have sand or grit. This represents a certain
determination to see things through regardless of the storm coming. Typically, such a person either succeeds at their task or dies
trying, oftentimes both. They are also awarded such illustrious prizes as the Medal of Honor… all too often posthumously.
The character must be faced with a situation where he must “fight the good fight,” whatever that may mean to him. The
player then selects an appropriate objective like cover the group until the helicopter takes off, or stay at the throttle of the
zombie-infested train to make sure it derails into a deep ravine. When in pursuit of this goal, the character can withstand any
non-fatal trauma so long as he succeeds at a Simple Willpower Test (no penalties are applied). Simply put, the character keeps
going until his body fails him or he completes his objective.
Once the objective is met or the Simple Willpower Test is failed, the character succumbs to the effects of all traumas that he
withstood. This will usually require a trip to an emergency room or a mortician, occasionally both, in that order. Of special note is
that this works even when faced with supernatural effects that would otherwise force the character to take action. Such a
character is truly a spectacle and the Chronicler should try to make sure that when the character finally dies, he does so in a
dramatically appropriate manner.
The Chronicler can suspend this quality in certain situations. For example, being decapitated or having a sniper rifle round
go through the character’s brainpan is going to end his heroic stand right away. It might not be dramatically satisfying, but it is
plausible and a heart wrenchingly common way for heroes to be taken out.

Drawbacks
The points gained through drawbacks provide Bonus points. Bonus points are used 1:1 as Quality, Skill, and Powers points.
Attributes can also be increased with bonus points, but each level costs a number of points equal to the next attribute level: going
from 2 to 3 costs 3, going from 4 to 5 costs 5, going from 2 to 5 costs 13 (3+4+5 for each of levels 3, 4, and 5).

8
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

Addiction (type)
Variable Mental Drawback
An addiction is an obsession, compulsion, or psychological dependence in this case specifically referring to a drug addiction
such as to nicotine or alcohol. The person typically seeks to use this chemical in a non-therapeutic manner and is typically
marked with deviant behavior in association with acquiring the chemical. Starting the drug is either medicinal or recreational, but
it creates a dependency that drives the person to continue taking it even when it is no longer helping or providing any sort of
recreational value (i.e. when a person is taking the drugs just to feel “normal”). Oftentimes, these addictions reach a point where
the world strictly revolves around acquiring another dose of the chemical and things tend to go into a tailspin from there.
Overcoming an addiction is a whole other minefield with doctor’s devoting their education to the treatment of addicts and
chemical dependants. It boils down simply to “taking it one day at a time” and surviving the withdrawal symptoms. Sometimes,
additional drugs are administered to reduce the compulsion and psychological therapy is believed to help as well. Care should be
taken, though, as the treatments may only transfer the person’s addiction, which is really only a lateral move.
This quality represents the standard definition of addiction but is also very effective for assigning a value to any other sort of
dependency: like a transplant recipient’s need for a strong immunosuppressant or a government agency’s psychic agents’ need
for a special drug cocktail to keep their minds intact. The value of this drawback depends on the following factors: the drug’s
effects while active, while in withdrawal, and in the long term, the severity of the addiction, and its availability and legality.
Chronicler’s should adjudicate the effects of a drug while it is affecting the character; there are numerous online sources as
the effects of the myriad of available drugs does in fact cover an entire field of medicine and is really inappropriate for inclusion
in a game book. Some examples include: the buzz of alcohol, the high of marijuana, the euphoria of drugs like cocaine, and the
stupor of heroin. All of these typically carry some sort of penalty to the character though addictions don’t form unless something
about the high is enjoyable or useful to the person taking the drug. Eventually, many of the drugs are taken simply to stave off
the withdrawal symptoms due to a growing resistance and that just helps to make matters worse. A few drugs are listed below as
a framework for assigning values to addictions. Since availability and legality can vary by location, Chroniclers may feel it
appropriate to change the values of some of the chemicals to reflect the details of their settings.
[insert list here]
Recovering from addiction is a beast all on its own. To reflect the difficulty, every day the character tries to resist his
addiction, he must succeed at a Difficult Willpower Test modified by the availability and addictiveness of the drug and treatments
available—high availability and addictiveness assigns a penalty, quality treatment assigns a bonus—a drug like tobacco would
carry a -4 penalty due to its widespread availability and strong addictive qualities. If the character succeeds at 10 consecutive
Tests, he may spend XP to reduce the Addiction by one point. Every 10 consecutive successful Tests allows him to reduce the
Addiction by one more point until he is free of it, though for the sake of roleplaying, people are almost never truly “free” of an
addiction. Clearly, failing any of these Willpower Tests has the character going on a drug craving induced rampage in an effort to
get a dose and requiring the success count to start over.

Adversary (type)
Variable Social Drawback
An adversary is someone who seeks to destroy another person, whether in a social context or in the more literal sense.
Such people devote their time and resources to seeing one particular person ruined or dead. Occasionally, an adversary is more
of a group, and that makes them significantly more dangerous. Clearly, if Bob from Accounting wants to get someone fired, he
can be a hazard to that person’s financial future. If a psychotic Green Beret, an angry millionaire, or a powerful wizard or psychic
wants someone dead, that someone is in deep trouble. Furthermore, if that person just so happened to piss off, say, the entire
United States, they had better have a massive support network of their own, or they will likely find themselves dead or ruined in
very short order.
The player chooses a person or group that seeks to ruin or kill his character, in particular. The value of this drawback is
based on the capacity of the group to do just that. Examples are presented as compared to a Mundane: an angry and obsessed
civilian might be worth 1 point while having an experienced killer or exceptionally wealthy individual as an adversary would be
worth up to 3. The value of having a group as an adversary depends largely on the scope of the group’s activities and it’s reach:
a local gang isn’t going to be worth much more than 2 points, but a widespread gang or an entire police force is going to be
worth around 4 points, lastly, an organization like the Mafia or the CIA or any of the numerous shadowy organizations would be
worth up to 6 points.
Chroniclers should make it a point to have the adversary come up every once in a while. It is also typically inadvisable to
have an adversary valued higher than 4, though, because such an adversary would necessarily take over the chronicle in order
to be properly represented. Just being on the wrong side of a conflict doesn’t merit this quality. The character needs to have his
name on a list somewhere and resources dedicated specifically to ruining him.

9
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

Amnesia
2- or 6-pt Mental Drawback
After some sort of trauma, be it physical, psychological, sometimes even paranormal, a person can lose part or all of their
memories. This is technically called retrograde amnesia, as it blocks out something in the past. This amnesia can be partial, in
which case it only blocks out a certain section of the person’s past; or total, in which case the person can remember no details
about his past at all. In the case of partial amnesia, the person can lose a rather large amount of time, be it days, weeks, or even
entire years; this is not appropriate for forgetting what happened yesterday or blacking out from drinking too much. Sometimes
the memories are recovered, sometimes not.
The Chronicler and player should collaborate to account for that missing time, though sometimes it’s better for the
Chronicler to do that on his own so that the player’s own ignorance reinforces that of the character. This quality can also apply to
specific cases of when memories are specifically removed from a person.
Partial Amnesia (2-pt): The character does not recall anything that happened during the lost time. This missing time is
usually measured in days or longer.
Total Amnesia (6-pt): The character remembers nothing of his past, not even his own identity. This only affects details of his
life; his game numbers remain largely unchanged. The Chronicler and player should work together to make the character, ideally
with the player providing a rough concept and the Chronicler filling in the blanks and sharing information only as the player and
character would discover it on their own.

Clown
1-pt Mental Drawback
Some people cope with stress almost entirely through humor. They think of themselves as funny and try to get people
around them to laugh at jokes or pranks no matter how inappropriate the timing. These people are also notorious for having
“foot-in-mouth” disease and have a penchant for pestering people without a sense of humor.
This is a strictly role-playing drawback. The player is obligated to reflect the character’s inability to stay serious (or just
quiet) no matter the situation, cracking jokes at times when the tension is at the greatest. This is a drawback because such a
clown is likely to anger those around him and he’s also probably not even that funny. If the Chronicler wishes to include some
mechanical effect, the character must succeed at a Difficult Willpower Test in order to avoid cracking a joke during any serious
situation.

Code of Conduct (replaces Honorable)


Variable Mental Drawback
Some people live by a set of rules of their own devising with sworn oaths to uphold this code. The precise details of the
code vary from person to person, so does the adherence. While having a code can earn a person some respect, the primary flaw
with it is that it significantly reduces the options that the person will consider viable. Clearly, the more stringent a code, the fewer
options a person will have available to him. Similarly, if the person holds this code close to his heart, breaching the code
becomes completely unacceptable. Examples of such codes include: Chivalry (the code of European knights), Bushido (the code
of the samurai), and various other unnamed codes that often forbid lying, betrayal, deception, and other actions.
This is a strictly role-playing drawback that represents a character’s self-imposed tendency towards holding to a certain set
of values. The player needs to select or create an appropriate code of conduct that his character takes very seriously. This
quality can also represent a more twisted ritual of a serial killer or other sociopath. Willpower Tests can be used to see if the
character can ignore or justify a breach in his code. Penalties can be assessed depending on the centrality of the broken tenets.
Mild (1-pt): The character takes to the code closely, taking any usual action in keeping with the code. Should he be faced
with a conflict where he needs to breach the code, he’ll feel bad about breaking the rules and probably be depressed about it but
will likely do what he thinks needs to be done. If the Chronicler feels it necessary, he can call for a Simple Willpower Test to
determine if the character can ignore his own code. If the character breaches his code, he will feel depressed until he takes
some action to make amends or seek consolation from a person he respects. The exact effects can duplicate the Depression
drawback or apply some other penalty.
Severe (2-pt): The character believes the code defines his life and will not take well to any breach. It applies to friend and
foe alike, but a truly demanding situation can allow him to bend the rules. He very much doesn’t like doing so and will definitely
seek to make amends. The Chronicler may call for a Difficult Willpower Test to determine if he can ignore his code. The severity
of the depression may include suicidal tendencies if the broken tenet is sufficiently important.
Total (3-pt): As far as the character is concerned, there is no such thing as breaching the code. Any option that would
breach the code is simply not an option. It is very likely that the character would sooner accept death than break even the most
minor of tenets. In fact, attempting to do so requires that some conflict between tenets occurs and even then requires a Difficult
Willpower Test at -3. Failure can indicate a myriad of results, two examples are: the character takes the more important action
10
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

immediately or he completely freezes and won’t take any action at all; in either case, he probably can’t live with himself
afterwards and will seek to remove himself from society, either by suicide, self-imposed exile, or the strictest punishment from a
higher authority.
The listed examples are just that, examples. A person could have a fairly lenient code that he adheres to absolutely, or a
very strict code that he doesn’t mind bending from time to time. The player and Chronicler should take the time to define this
drawback properly; failure to do so invalidates its value as a drawback.

Covetousness (type)
Variable Mental Drawback
By definition, covetousness refers to an inordinate desire for something that the person does not already have. This desire
is most often focused on fame, power, sex, or wealth. The actions of the person are focused on the pursuit of that which he
covets. Depending on the severity of the covetousness, that person may simply seek his goal out when he has time or it may
dominate his life and justify betrayal and lies.
This drawback has 4 types: Fame, Power, Sex, and Wealth. Those types should be self explanatory, if they are not, check a
dictionary. While a character may have more than one, each type beyond the most severe is only worth 1 point, regardless of the
severity. As with most drawbacks, this quality requires role-playing devotion from the player; rule guidelines are provided to help
Chroniclers and Players grasp the severity of this drawback from a mechanical perspective.
Mild (1-pt): The character’s life is focused on his desires, though he won’t betray his own rules or the rules of society. Most
activities that do not result in moving closer to his goals are approached halfheartedly or pawned off to others. This version of the
quality is strictly role-playing, if the temptation and potential rewards are great enough, resisting requires only a Simple Willpower
Test, often with a bonus if it would involve wronging someone he otherwise cares about.
Severe (2-pt): The rules of society are less important to the character than the pursuit of his desires. He knows that some
actions are wrong, but with enough temptation, he will give in. Resisting the temptation requires a Difficult Willpower Test,
modified based on the size of the reward and who would be wronged in the process.
Crippling (3-pt): There is only the desire and fulfillment. The character thinks nothing of breaking laws and has no personal
scruples regarding that which he covets. When presented with a temptation, he must succeed at a Difficult Willpower Test with
steep penalties based on the size of the reward simply to avoid going after it. At this level, the drawback is such that he would be
willing to betray friends and principles.

Dependant (type)
2- or 3-pt Social Drawback
A dependant is a person that depends on someone else in order to maintain a living. Examples include small children,
elderly parents or relatives, or even an excessively nosy sibling. Regardless of who they might be, they are at risk of danger and
require someone to be sure to take care of them should things go awry.
The cost structure for this drawback is simple: one dependant is worth 2 points, more than one is worth 3 points.
The player picks a person or group that depends on him for survival. The dependant is necessarily someone who needs the
character to survive but is also a target for the character’s enemies. The character is typically interested in protecting the
dependant(s), whether out of a sense of duty or some more technical obligation. Should the character actively seek the demise
of such a dependant or she achieves independence on her own, this drawback becomes inappropriate.

Emotional Problems (type)


Variable Mental Drawback
Emotional problems run the gamut of disorders so few can be explained outright. They usually involve abnormal emotional
conduct, whether it is outbursts of extreme anger, a case of mild depression, or even a sociopathic emotional detachment.
Treatment for such a problem will likely involve medicine and psychotherapy as they rarely become better on their own.
Anger: A person with anger issues has a very short fuse. Stress typically elicits a violent verbal outburst, but occasionally it
gets worse and the person resorts to physical violence. Such a person is dangerous to be around because they cannot handle
themselves and they can threaten themselves and others.
2-pt: During a stressful or demanding situation, the character must succeed at a Difficult Willpower Test to avoid an angry
outburst. If the situation is particularly bad, he may react with outright violence.
Depression: A depressed person is at serious risk for their lives. They typically have trouble sleeping (either too much or not
at all) and do not want to do anything even when they really should. Their negative feelings can often make others around them
feel similarly listless. At its worst, depression can lead to suicidal behavior. The best treatments for depression often include talk
and drug therapy, as the persistent condition rarely gets better on its own.

11
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

2-pt: The character gets a -1 penalty to most Tasks/Tests, though for short term Perception-based Tasks/Tests, they get a
+1 bonus but only to notice flaws. Stressful situations can get the character to “snap out of it” with a Simple Willpower Test (if the
Chronicler really feels it necessary). Furthermore, proper treatment can remove the effects, reducing the value of the drawback.
Emotional Dependency: The person quickly becomes emotionally attached to people and things and is usually irrationally
clingy and dependant on the proximity and approval of the object of their attachment. When involved in a relationship, they are
overly needy and demanding of near constant attention and affection. The responses of those around the person may start out
sympathetic, but as he continues to demand their time and approval, patience wears thin. When rejected or refused affection, an
emotionally dependant person is at risk of becoming depressed, suicidal, or even psychotic.
1-pt: This is typically a role-playing drawback. If the Chronicler wishes to be more technical, the player should pick someone
to which his character is attached (this person can change as the character finds new people that he likes). The character should
then try to spend as much time as possible around them while trying to gain their approval. Rejection may lead to depression,
suicide, or hostile behavior, depending on the character and what the Chronicler feels is appropriate. Obviously, the more
extreme reactions may not be best for the chronicle and should be carefully weighed before being pursued.
Emotional Suppression: For whatever reason, be it trauma or an innate inability to connect, the character finds it incredibly
difficult to show his feelings. He definitely has those feelings and they may tie his stomach in knots at times, but his inability to
express them often leaves others feeling that he is detached and impersonal.
2-pt: This quality is the next step above Humorless and the step before Emotionless—as such, a character can only have
one of these qualities at any given time. The character should only express mild disinterest or frustration when attempting to
express any emotions, though the actions of the person may reflect their devotions and true feelings. To reflect the sense of
detachment most people get from the character, he gets a -1 penalty to social Tasks/Tests.
Emotionless: The person is incapable of feeling any normal human emotions. This may show up as some sort of sociopathic
narcissism, in which case shows of emotion may exist but there is nothing there beyond instinct, but it may also manifest as a
cold and calculating methodology. Regardless, this state of existence leads to a marked disconnect with others in society as well
as consistent carelessness regarding the feelings of others.
3-pt: This quality reflects an absence of emotion, and as such, a character cannot have any other Emotional Problems. He
cannot express any feelings except perhaps mild displeasure or frustration as he does not have any more feelings than that. To
reflect the clear detachment from most people, the character gets a -2 penalty to social Tasks/Tests. It should be noted that even
a psychotically detached madman can learn to feign emotions, making them especially dangerous—this adaptation should be
reflected in the character’s skills as they learn the techniques of interaction without actually learning the art. Such characters also
tend to be Talentless.
Fear of Commitment: Whenever a person with a fear of commitment finds himself getting too close to another, he develops
a persistent fear that drives him to act out or simply pull away. The rationale behind such a feeling may be about being hurt by
someone he starts to trust or that the person will reject him if they see the “real” him. The result is typically the same: the person
can start a relationship, but can never truly develop an intimate one with either normal friends or lovers.
1-pt: This is a role-playing drawback. The character should be comfortable initiating a relationship, but when he gets close
enough to start to actually trust someone, he begins to pull away. The act of pulling away stems from fear; it manifests as either
flight or taking actions that purposefully ruin the trust or offend the other person. When the expected reaction finally occurs, the
person may become depressed for a time.
Fear of Failure: A person with a fear of failure feels that he must succeed at absolutely everything. Should he fail, he feels
that he committed grievous harm to himself or others and falls into a deep state of depression and anxiety. Such a person may
try to avoid doing anything that he isn’t certain he can accomplish or he may take on anything and everything to conceal his fear
but ultimately face crippling depression as his failures pile on.
1-pt: This is a role-playing drawback. The character should reflect an adamant unwillingness to lose or fail, possibly even
willing to accept death over defeat. However, should the character fail, the Chronicler may rightfully demand a Difficult Willpower
Test or the character falls into a state of depression (see the drawback above) for some length of time, often until he makes
amends or is counseled.
Fear of Rejection: Such a person harbors a deep fear and resentment for being rejected, whether the rejection is real or
perceived. Such an individual may form a relationship or may reflect a fear of risking rejection; when shunned they become
resentful and angry. Some of these people even seek retribution.
1-pt: This is a role-playing drawback. The player should keep an eye out for behaviors that might be construed as some
form of rejection, even including simple disapproval, so that his character can behave accordingly. Consolation may help the
character ease his resentment and anger, but the worst cases have the hurt character resorting to hostile action against the
perpetrator. The Chronicler may ask for a Difficult Willpower Test to allow the character to realize that certain actions do not truly
amount to rejection and can thusly ease his negative reaction.

12
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

Humorless: A person lacking a sense of humor typically will not laugh at jokes, doesn’t appreciate anything that might be
considered funny, and when they try to crack a joke of their own, it is typically very dry and poorly received. The person tends to
be dour and will react negatively when pressured with attempts at humor.
1-pt: This is a role-playing drawback. The character typically takes everything seriously, often to the point that sarcasm and
humor is lost on them. There is no real mechanical drawback here, though the Chronicler may opt to assess a penalty to certain
Perception-based social Tasks/Tests to reflect the character’s inability to grasp humor or to realize that something was meant to
be funny and not offensive.

Flashbacks
Variable Mental Drawback
Flashbacks are vivid hallucinations reliving a particularly traumatic period in a person’s life. They are triggered by often
unpredictable stimuli, though most commonly manifest during stressful moments. These hallucinations last only a few moments,
but during that time, the person is typically fairly useless as they are not usually aware of the real world while reliving their past
traumas.
The value of the drawback is based on the severity of the flashbacks and the frequency of the trigger and is worth from 1 to
3 points. The player and Chronicler should work together to determine what might trigger a flashback, whether it’s a certain sight,
scent, sound or more complex situation. When that trigger is met, the character must pass a Psychological Trauma Test with a
penalty equal to double the point value of the drawback. Failure results in the character being caught in a hallucination for as
long as the Trauma effect would otherwise last, though not longer than a minute.

Marked Man
4- or 3-pt Social Drawback
A price on one’s head is not an easy thing to live with. Such a person has a bounty out on him that is big enough that no
place is safe and even normal folk are tempted to try to bring him in. The bounty doesn’t even need to be legal; a gang hit is just
as bad if not worse than a legal bounty. Hopefully, the orders are that he needs to be brought in alive or the bounty hunters won’t
even give him the courtesy of a heads up before they kill him and drag his carcass back for the pay.
There is a bounty on the character’s head and someone is always on his tail. Most of the time, he won’t even know who that
someone is. For 4 points, the bounty specified “Dead or Alive,” and the character’s life is likely to be spent on the run. For 3
points, the bounty requires that he be brought in alive and intact, so bounty hunters will approach with nonlethal strategies. It
should be noted, though, that fighting back with lethal force is a great way to justify return fire. Also, such a person’s allies are
not exempt from the effects of this drawback, so some will pull away from him in an effort to cut their losses.

Minority
Variable Social Drawback
In society, certain people have reduced rights or lesser treatment from the dominant class. These people are called
minorities. In modern America, it is illegal to discriminate based on a great many minority states so being a minority may not be
as big of a burden as it may be in another place and time where such discrimination had the full backing of the law and people.
The value of the drawback is based on the treatment of others and is worth from 1 to 3 points.
Mild (1-pt): This is typically only a role-playing drawback. The character may receive some negative comments from bigots
and may even lose out on certain opportunities, but the law and most people do not pay it too much mind.
Severe (2-pt): The rights of the character are infringed upon by the status quo and law, though they are still considered
people. This would accurately represent the status of African Americans during the civil rights movement as well as minors in
general.
Lethal (3-pt): The law and status quo openly supports the notion that the character is not truly a person, that they are either
property or simply not worthy of attention. Unlike a very low Status drawback, having this level of Minority will allow the person to
be killed or otherwise injured while the perpetrator actually has the support of the law or the status quo. This would accurately
represent an excommunicated Catholic or a Wiccan during the Inquisition but is typically rare to nonexistent in any first world
countries.

Obligation (type)
Variable Social Drawback
When a person becomes part of an organization, there are typically rules to be observed and assignments to be completed.
Though certain organizations like, say, the Boy Scouts won’t send their members on deadly missions and leaving is as simple as
not showing up, others are not nearly so lenient. One does not join a violent gang with the expectation that they can leave at a

13
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Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

later date. The stringency of the obligations range from basic adherence to the precepts of the organization all the way to death
in service is practically guaranteed.
The value of the drawback is based on the danger of the assignments, the stringency of the rules, and the difficulty and
danger of leaving the organization. Organizations that have only the most meager of impacts are worth no points.
Serious (1-pt): Assignments typically involve some risk to the character’s livelihood but are not typically deadly affairs. The
demands put on him may require that he devote much of his life in service but don’t preclude any personal time. Life outside the
organization is commonplace and leaving may take some time and convincing but it can be done.
Binding (2-pt): The organization considers the character to be on-call at all times for assignments that could get him killed or
seriously injured. There is no real time for a life beyond servitude unless it is part of an existing assignment and leaving
voluntarily is not usually an option—requiring discharge or special circumstances.
Total (3-pt): The character has devoted his life to service in the organization and has no chance for a life outside of it.
Assignments are frequently dangerous to the extreme with punishments for failure being just as bad from the enemy as from the
organization. There is no leaving the organization, discharge involves death and fleeing will eventually involve death, too. At
best, the character can hope for an assignment behind the front lines, ideally doling out assignments to other people.

Physical Disability (type)


Variable Physical Drawback
Sometimes life hands someone the short end of the stick. Without advanced technology or powerful supernatural healing,
injuries, deformities, and other disabilities are permanent—the person simply needs to learn to function without the faculties he
may have once had. There are a great many specific disabilities, ranging from crippled or missing limbs like Captain Hook to
paraplegia like Professor X and beyond.
Crippled is used in all cases, though the limb in question can be outright missing and this does not affect the mechanics of
this drawback. The organization of this drawback is non-alphabetic: it instead starts with limbs, then goes into specific faculties.
Crippled Hand/Arm: A crippled hand or arm prevents a person from holding or grabbing objects with the limb in question.
Clearly, doing a job that requires both hands can be incredibly difficult, like using an axe, all the way to downright impossible like
using a bow. With adequate technology, a prosthetic could allow the person to regain some measure of his lost functionality.
2- or 1-pt: When attempting an action that requires the use of both hands, the Task/Test will carry a -3 or worse penalty.
Certain actions can be outright impossible. A prosthetic limb can reduce these penalties or allow specific actions like actually
grasping objects, reducing the value of the drawback from 2 points to 1 point.
Crippled Arms: A person that is particularly unlucky may find that both of his arms are absent from him and that makes life
for a tool-using animal incredibly difficult. Unless he figures out how to use his feet and mouth, tools are simply not an option. It
takes extremely advanced prosthetics to compensate for this loss, and by the time those are developed, this situation will already
become a non-issue.
4-pt: There are no penalties for using tools that require hands as it is outright impossible. A driven character may figure out
how to use his feet and mouth, in which case actions carry penalties on the order of -6 or more and carry specific restrictions that
vary by situation. At least martial arts like Tae Kwon Do are still something of an option… right?
Crippled Foot/Leg: A crippled foot or leg prevents a person from walking or running normally, as well as preventing
important combat related actions regarding footwork from pivoting to lunging and jumping. Such a person may try to compensate
with crutches or a cane to regain some functionality, but that would cost them use of at least one arm. A prosthetic could help
even more but some modern prosthetic units actually improve the capacities of the not-quite-so-crippled-anymore person.
3- or 2-pt: The character can only hop or hobble about, but is otherwise incapable of moving. With a cane or crutches, the
top speed of the character can increase to one-third his true top speed. Prosthetics can improve it further to one-half his true top
speed, but reduces the value of the drawback from 3 points to 2 points. Advanced modern prosthetics can outright increase a
character’s speed, climbing, or jumping ability beyond what is naturally available to a person, but this usually requires swapping
specific parts and is only available in specific cases, at the Chronicler’s discretion. Most Strength- and Dexterity-based
Tasks/Tests have a -2 penalty, though actions that don’t involve the legs like fine motor skills don’t carry a penalty.
Crippled Legs/Paraplegia: Paraplegia is a disability resulting in spinal injury or deformity that messes with the spinal
column’s communication with the lower extremities. This also leads to urinary and bowel issues that frequently require
assistance from a trained nurse to help mitigate. Similarly, a person that takes maiming injuries to both legs, like from an
antipersonnel land mine or improvised explosive device, will be similarly disabled. Either way, walking is typically not an option,
restricting mobility to wheelchairs or other support measures.
4-pt: The character must have a wheelchair or some other measure to support his mobility. He cannot effectively engage in
most Strength- or Dexterity- based Tasks/Tests but as long as his arms and hands are functional, he could very well take
anyone given a gun and a good vantage point. Heavy lifting is not an option for the character as most of that power comes from

14
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

the legs. Technical considerations for the character’s survival and quality of life should be taken into account, as a paraplegic or
multi-amputee will need some assistance in his life.
Quadriplegia: There are few things worse than taking a spinal injury or having a spinal deformity that prevents a person from
using their arms and legs. Mobility can only be accomplished using a technologically advanced wheelchair that responds to head
and mouth movements. Every facet of life requires assistance, from feeding to cleaning and deficient care leads to a rapid
decline in health. There are many ways to get to this stage, but spinal injury like that sustained by Superman actor Christopher
Reeves and paralyzing disorders like that affecting genius physicist Steven Hawking are the best known.
8-pt: There are no penalties to any Tasks/Tests associated with this drawback. Physical actions are outright impossible, no
exceptions. Even turning his head isn’t an option; half the time that might move the wheelchair, the other half the character won’t
be able to bring his head back up. Barring exceptionally advanced technology or powerful magicks, the character will need
constant care. Even a day or two of neglect could be fatal.
Blind: Blindness should be self explanatory, but for those of you unfamiliar with English, it means that the person’s eyes do
not work. Visual stimuli mean nothing to such a person. They lead surprisingly normal lives but visual media really isn’t an option,
and since humans are heavily dependent on their eyes, a blind person needs to adapt to his situation. Oftentimes, this will
involve assistance, but they can be impressively independent, keeping only a walking stick or a seeing-eye dog.
8-pt: Vision-based Tasks/Tests automatically fail. If some other sense can be substituted, the character’s successful
Perception and Notice Task allows him to attempt the actual Task/Test but with a -5 penalty. Clearly, flashbangs and sudden
lights out situations lack a certain measure of their psychological impact on a blind character.
Mute: A mute person cannot speak or otherwise communicate using their voice, if they even have one. There are no mute
singers. Such a person may have to rely on body or sign language to communicate with others. Muteness can be the result of
throat or mouth injury, but the most common source is simply deafness: the person could not learn speech because he has no
idea what it sounds like and has nothing to mimic, though he can still vocalize.
4- or 2-pt: The character cannot speak; communication must be done through some other means: the most commonly
available options are written or typed messages and body or sign language. The operational assumption is that the character
simply cannot vocalize, so even if the character knows the language and how to articulate, he cannot. For certain characters,
this is inappropriate and the character should be able to vocalize, but otherwise lacks the ability to articulate, in which case the
lower value of 2-pts represents this drawback.

Psychological Problems (type)


Variable Mental Drawback
A person with psychological problems has some sort of psychological issue that defines their conduct in such a way that
can be considered problematic. This covers a great many problems, ranging from paranoid delusions and cowardice all the way
to psychotic cruelty and zealotry. The impact of the disorder may vary from mildly distracting to socially crippling. The list below
provides several examples, but by no means is comprehensive.
The Psychological Problems drawback is actually a whole battery of drawbacks that are consistent primarily in their
mechanical representation and that they are psychological issues. A character can take multiple drawbacks from this list
individually. Most of these drawbacks are almost entirely role-playing drawbacks, specific guidelines encourage the player and
Chronicler to immerse themselves in the character’s personality. The measure of the severity of any particular psychological
problem is detailed below:
Mild (1-pt): The character’s life is slightly impacted by the problem. The character may need a Simple Willpower Test to
force himself to act against his nature in certain situations, but usually can simply force himself to take action. In fact, most
characters can control themselves to the extent that others won’t even realize he has an issue. Task/Tests associated with the
problem may carry a penalty ranging from -0 to -2.
Severe (2-pt): The influence of the psychological problem is enough to affect his day-to-day life and anyone that spends
any amount of time around the character should quickly realize that there is an issue there. The character will likely need a
Difficult Willpower Test to force himself to act contrary to his compulsions. Penalties range from -3 to -5 for affected Tasks/Tests.
Crippling (3-pt): The character is wholly defined by the psychological issue. A Difficult Willpower Test with a penalty of -1 to
-5 and life threatening circumstances are required for the character to act in a manner inconsistent with his psychology.
Penalties range from -6 to -9 when attempting Tasks/Tests that cross his “sensibilities.”
Believer: A believer is someone who fervently believes in the paranormal to the extent that anything that is not already
explained is attributed a paranormal cause. Whether this delusion applies to aliens and conspiracies, or psychics, ghosts, and
magicians is irrelevant, the person typically conjures some semi-reasonable fantasy to explain any currently unexplained
phenomenon. In a setting where there really are aliens, psychics, ghosts, and conspiracies, this might not seem to be so out of
place, but a person with this problem sees the paranormal even in the entirely mundane.

15
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Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

When presented with an unsolved or unexplained situation, the player should conjure an appropriately absurd fantasy to
explain it away. The severity of the drawback informs how resistant he is to a real explanation and impacts any investigation he
might attempt to disprove his claims.
Cowardice: A coward finds it difficult to stand up to any sort of opposition, whether life threatening or merely social peer
pressure. They are typically very timid and easily intimidated or frightened. Some can bring themselves to take action in life and
death situations, but many would rather flee or simply freeze up.
The character should avoid any and all confrontations. Mild cowardice keeps the character from confrontation in most minor
situations, but if something serious comes up, he will step up. Severe cowardice means the character is willing to forego things
important to him to avoid confrontation. Crippling cowardice typically indicates a character that will do anything anyone says and
will give up any time he’s confronted. The penalty associated with this drawback applies to all fear-based Psychological Trauma
Tests.
Cruelty: Some people just delight in seeing and causing pain in others, whether that pain is psychological or physical. They
may even need to inflict pain, even doing so without actually thinking about it. Others revel in tormenting others; though many
recognize no-fly zones among friends and family, others are not nearly so scrupulous and will prey on anyone that crosses their
sights.
The character should be role-played as malicious. The severity of the drawback informs both his accepted targets ranging
from only his enemies to anyone that he perceives as vulnerable enough as well as the extent of his cruelty. A crueler character
will engage in torture where a less cruel character may only deride and demean a subject.
Delusions of Grandeur: Delusions of grandeur reflects an inaccurate belief that the person is more powerful, influential, or
otherwise superior to all others. For some, this can manifest as a certain degree of arrogance. Others are affected more
seriously and can come up with messianic delusions that can lead to all sorts of problems.
The character should play up an attitude of superiority to everyone around him, even when he really should show some
humility. These characters tend to be supremely arrogant, and the worst of them actually have a touch of charisma and get a
following.
Laziness: A lazy person finds it difficult to do anything in the long term and procrastinates when doing things in the short
term. This can prevent them from accomplishing any goals and costs them a great deal in social situations when their chronic
procrastination keeps them from doing what is expected of them. These people rarely even bother to actually advance very high
in their fields and only do things that are easy and quickly accomplished or otherwise require minimal effort, like playing
massively multiplayer online RPGs where they really only need to type a few keys and watch a screen listlessly in a dimly lit
room.
The character gets the Task/Test penalty associated with severity to long-term actions. He also needs a Task/Test to even
start a long-term action. Short term actions may not be penalized, but penalties based on difficulty or nonproficiency should be
increased by 50% per degree of severity. This version carries absolutely no penalty to XP expenditures, but it would be
inappropriate for a character to learn new skills or accept training in skills without actual life-and-death field experience or
extreme pressure from someone he cares about.
Obsession (type): There is some particular thing that dominates the person’s life—it can be a person (who typically would
not be happy about the obsession if she knows about it), a task, or an object. He devotes as much time and effort into the pursuit
of his obsession as he can, often at the expense of other personal and professional responsibilities. Examples of this include
those people that become fixated on celebrities and are branded stalkers, though certain people actually make their obsession
into their profession and reach some relatively happy medium.
The player and Chronicler should agree on an object of fascination for the character, be it a person, a material object, or
some particular task. This could be a celebrity, something valuable like the Holy Grail, or attaining immortality. Pursuit of money,
sex, power, or fame is covered by the Covetous drawback, so those particular goals should not be re-acquired through this
drawback. The character should spend most of his time taking some action that can justifiably move him closer to his goal.
Willpower Tests may come up when he has to choose between his obsession and something else.
Paranoid Delusions: A person with paranoid delusions sees malevolent conspiracies, secrets, and deceptions everywhere.
Everyone has a secret, “they” are out to get him, and he has to take great care to cover his tracks. In a setting where there really
are such conspiracies, this might be considered healthy, but a person with this condition has paranoia to a debilitating extreme
where suspicion is directed at people and things that are otherwise entirely trustworthy or otherwise understood.
This is a role-playing drawback. A paranoid character should demonstrate his caution constantly, even in situations where
it’s unwarranted. In fact, even when absolutely assured of his security, he should continue to be suspicious. If anything happens
that is unexplained, he will become suspicious. The severity of the drawback informs how close he can get to people, the
extreme is inappropriate to Main Cast Members because it inherently prevents any sort of trust or cooperation. Even if the
paranoia is justified by some evidence, the character’s suspicions should only worsen until they slip back into the realm of
absurd.
16
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

Partiality (type): A person with a partiality automatically favors a specific group of people, seeing them in an unreasonably
positive light. He may be exceedingly trusting or protective of that group or might blind himself to any flaws of that group and
react with surprising hostility when his beliefs are challenged.
This is a mostly role-playing drawback. The player and Chronicler should agree on the category of people that the character
is partial towards; categories could be based on race, gender, age, creed, etc. The character should be especially positive,
friendly, and protective of his chosen group. The severity of the drawback informs the extent to which the character should
express this partiality ranging from a consistently positive reception to a blindly fanatical love of the group.
Phobic (type): A phobia is an irrational fear of something and can cover all sorts of subjects from spiders to open areas and
everything between and beyond. There’s even a phobia of fear, so nothing is exempt from being phobic towards. Nevertheless,
the fear is irrational and debilitating, resulting in reactions at even the thought of the subject.
The player and Chronicler should agree on the object of the character’s phobia. The value of the drawback should not only
be based on the severity of the character’s fear reaction, but the likelihood of his phobia coming up. For example, a fear of the
dark or spiders translates fairly well to the values already present. Fear of virgins or large words should carry a smaller value by
virtue of the rarity of the phobia coming up—though an argument could be made if the character happens to be a chemist that’s
afraid of large words.
Prejudice (type): A person with a prejudice automatically dislikes a specific group of people, seeing them in an unreasonably
negative light. He may think of them as less than human, untrustworthy, or otherwise inferior. Even the best of these people
encountering a counter example of their prejudice, using women as an example, are prone to saying things like, “Not bad, for a
girl,” even if that female saved his life.
This is a mostly role-playing drawback. The player and Chronicler should agree on the category of people that the character
is prejudiced against; categories could be based on race, gender, age, creed, etc. The character should be especially negative,
hostile, and derogatory towards his chosen group. The severity of the drawback informs the extent to which the character should
express this prejudice ranging from a consistently negative reception to a blindly fanatical hate of the group.
Recklessness: A reckless person is markedly lacking in any form of caution for the consequences and potential risks of any
action that he has an impulse to perform. It may start out as impulsive and impetuous conduct but can easily reach near suicidal
daring and bravado. Such people can perform feats of daring that would make others quail, whether they do it because they are
extremely brave or because they are incredibly stupid is anyone’s guess.
This is a mostly role-playing drawback. The player should restrict himself in some way that allows him to reflect a degree of
carelessness befitting the severity for his character. A good technique is to restrict the amount of time the player devotes to
thinking, a good baseline is 10, 5, and 2 seconds. The character should take risks that seem unnecessary and take action as
soon as possible with no consideration of consequences. His conduct should reflect that lack of concern in how he looks at
potential hardship. Despite the recklessness, this drawback is still no justification for suicidal actions; those aren’t good role-
playing, they are just stupid. The character should still want to succeed and would take the first option that seemed to have a
chance of success.
Weird Delusions (type): Various delusions can affect a person, but some are blatantly outlandish. Examples of this sort
include “Pigeons are actually aliens spying on humanity” or “I can speak to God on this two-way radio.” The actions of the
character with regard to the delusion vary, and using the pigeon example, the person may go out of his way to kill them or might
capture them and expose them to misinformation meant to keep the aliens from learning about humanity.
This is mostly a role-playing drawback. The player and Chronicler should agree on a delusion that can be role-played and
integrated into the story. The value of the drawback reflects the propriety and disruptiveness of the actions he takes based on
that delusion. A mild delusion might involve capturing pigeons and forcing them to watch episodes of Star Trek and Star Wars in
order to give the aliens the impression that humans are more powerful and advanced than they really are. The most severe
delusion might have the character bringing a shotgun to a park to shoot the pigeons and any of their allies. Clearly, the most
severe delusions aren’t necessarily appropriate for a Main Cast Member.
Zealotry: A zealot, put gently, is a person with a cause. They have a combination of an obsession combined with delusions
of grandeur with a touch of prejudice. Not so gently, a zealot is a dangerous fanatic absolutely convinced that his cause is above
all laws and mores and anyone that challenges him or it are to be dealt with mercilessly. Zealots are some of the most
dangerous people on the planet, as they are unfazed by fear and are willing to sacrifice anything and anyone for their cause.
The character is fanatically devoted to a cause. This is an important distinction, because a person devoted to another
person is actually obsessed though both drawbacks can operate hand-in-hand. These fanatics will forsake anyone—including
their own leaders, families, and allies—that operates in breach of their cause. The severity of the drawback reflects the lengths
to which they will go in pursuit of their cause. The mildest of them will try to recruit others, donate generous amounts of money
and time, or spy for the cause. The worst of them give up their lives and the lives of others. Radicalized people are also defined
by this drawback.

17
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Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

Secret
Variable Social Drawback
At some point in the past, a person may do something that could cause him a great deal of harm if it became public
knowledge. Typically, at the time, the action is not really that big a deal; it could come back to haunt him later. Other times, it’s an
act that he has no business performing or being associated with and needs to keep it secret or his life and livelihood are forfeit.
Clearly, some secrets are more damaging than others. For example, if it is revealed that a police officer smoked some pot in high
school and is currently trying to reach a high position, it may cost him the promotion. If that same police officer was named
Matthews and has a video released of him arranging and explain his racist death squads among police and military personnel
with a cavalier attitude, losing his job and reputation would be the least of his concerns.
The player and Chronicler should agree on what the secret action was and the impact on the character if the secret became
public knowledge. It is important that the repercussions of the secret be sufficiently deleterious, or the value of this drawback
becomes miniscule. People that find out about this secret may become closer in confidence or they may try to blackmail the
character. The paranoia that comes with carrying such a burden should also be present in the role-playing of the character.
Once the secret gets out, there is likely still a stigma associated with the character. A sufficiently heinous secret cannot be
removed. The severity of the repercussions reflects the value of this drawback:
Mild (1-pt): The character’s livelihood and reputation will take a serious hit if the secret got out. Usually, this sort of secret is
something comparable to some drug use or an affair or maybe some lewd pictures taken when he was young. It’s bad enough
that people will strongly disapprove, but not so bad that he cannot recover from it.
Severe (2-pt): The repercussions of the secret getting out directly impact the character’s person; he can get arrested,
deported, or impeached. An action of this sort can include any felony or questionable activity and is ripe for blackmail. The
severity is such that he will permanently retain a stigma from his past and will never truly recover.
Ruinous (3-pt): The character’s life is in the hands of anyone that knows his secret; if it got out he’s as good as dead. There
are a great many acts that may be associated with this need for secrecy but no matter what they are, there is no such thing as
recovering from a secret such as this. Blackmail is a constant threat but a person with a secret of this caliber is just as likely able
to permanently dispatch anyone that tries.

Showoff
2-pt Mental Drawback
A showoff feels a compulsion to act out in a manner that gets him attention and accolades. Everything he does, he feels the
need to do with flair and style. He craves the admiration and respect of his peers and makes it a point to conceal or diminish his
failures. He won’t betray his principles in pursuit of this admiration, but that won’t stop him from taking actions that draw
unnecessary attention.
This is a role-playing drawback. The player should make sure to describe his actions with extra flair, and the Chronicler is
encouraged to tack on a few penalties to any Tasks/Tests while the character attempts to impress others. This drawback is
similar to Covetous (fame) but is more focused on just being showy and the character won’t betray his principles.

Stigma (type)
Variable Social Drawback
A stigma is a specific mark of disgrace or infamy on the character of a person. He may or may not deserve it, but he has it.
In many circles, it is viewed with disdain. Sometimes the stigma might even be beneficial. By and large, it is a hazard as it either
closes doors or leads to excessive recognition. Examples of a stigma include such labels as thief, untrustworthy, traitor, cheater,
scruffy looking nerf herder, etc.
The value of this drawback is based on the publicity of the character’s stigma and how society reacts to the character.
Similarly to Status, the character’s Stigma level may modify social Tasks/Tests: usually a penalty when trying to speak to people
and a bonus to other people’s attempts to recognize him.
Mild (1-pt): Not everyone recognizes the character and his stigma but many people do know about it and will whisper and
gossip about it. People of power and influence prefer to stay away from such a character for fear that associating with him will
reflect poorly. By and large this only results in some minor notoriety.
Severe (2-pt): Practically everyone knows about the stigma and this will negatively impact the character’s social dynamic.
Teasing, taunting, and other forms of disrespect are common and people generally do not want to be seen associating with him.
Depending on the exact nature of the stigma, the character might also have other issues crop up that only serve to make his day
worse than it already has been.
Crippling (3-pt): There is no escaping the stigma at this point. If the character still has close friends, even they believe it.
People react with hostility and refuse to work with or for the character. Some people will even go out of their way to hinder the
character or otherwise behave in a passive aggressive manner.
18
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

Talentless
2-pt Mental Drawback
Some people are cursed with a marked lack of creative aptitude. Whether it is in art, social situations, or anything else, they
just can’t seem to create anything truly appreciable. This person may love art, but give him a paint brush and you’ll be lucky to
get “modern art.” Similarly, he is confounded by improvisation. However, just because he can’t do it, doesn’t mean he won’t
realize when someone else fails. Many expert critics are profoundly talentless.
The character gets a -3 penalty to all Tasks/Tests associated with art, creativity, spontaneity, and even social skills that rely
on such things. The character can get no more than one Success Level in any artistic endeavor, no matter how skilled he is or
what he rolls. These penalties, however, have absolutely no effect on his ability to judge the merits of other people’s work.

Training Qualities
The list of training qualities is not comprehensive. Training qualities can be purchased with any combination of Quality and
Skill points.

Armor Training
1-, 3-, 5-pt Physical Training Quality
Prerequisites: Resistance (Fatigue) 1.
With the appropriate training and conditioning, a person can be taught to wear his armor like a second skin. While it is still
technically restrictive, the muscle memory of the person is focused on the movements that are still readily available while
armored. Furthermore, the weight is still there, but the physical conditioning makes wearing the armor feel more comfortable thus
reducing the feeling of exertion. Altogether, an appropriately trained individual can operate in bulky armor or similar clothing with
a great deal more freedom and comfort than his less trained peers.
Each level of Armor Training reduces the effective encumbrance category of worn armor or bulky clothing. This reduction
corresponds with a reduction in the penalties associated with the encumbrance as well as the rate of Endurance loss from the
exertion. This quality only reduces the automatically assigned encumbrance of the armor; encumbrance assessed simply by
virtue of the EV of the character’s equipment, armor included, is not reduced.
Armor Training 1 (1-pt): Reduce the encumbrance stage of the character’s armor or clothing by 1 step.
Armor Training 2 (3-pt): Reduce the encumbrance stage of the character’s armor or clothing by 2 steps.
Armor Training 3 (5-pt): Reduce the encumbrance stage of the character’s armor or clothing by 3 steps.

Body Hardening
2-pt Physical Training Quality
After intensive training, a person’s nerves can become inured to pain and their bones and muscles toughened to withstand
trauma. These people develop a toughness that can allow them to take punishment that would crush a normal person and keep
going. This most often comes up in extremely active, full contact sports such as football as well as in martial artists and soldiers
who regularly endure extreme physical exertion and have the training to soak it all up.
The character gets an AV equal to his Strength and Constitution attributes. This armor value is only effective against blunt
or nonlethal trauma. [Snake suggestion: bonus to Pain modifier]

Expanded Training
1-pt Physical Training Quality
Prerequisites: Martial Arts 1 rank
Having learned the basics of a martial art, a person can choose to study in the more expanded techniques associated with
the style. This is not creating a new martial art, but instead exploring the esoteric techniques that are taught to the students
driven to learn beyond the basic lessons and techniques.
Some martial arts have expanded repertoires that more thoroughly define them. This expanded set of moves is often
alternate weapons training or highly specialized techniques. Sometimes, these expanded moves are defined, and in that case,
this quality grants access to one category of such moves. If the expanded moves are not already defined, this quality grants
access to upwards of 5 new techniques that are justifiably associated with the existing martial art. These new techniques are
added to the character’s secondary techniques list.

19
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Extraneous Training
1-pt Mental Training Quality
A person can round out or expand his education within a specific field with supplemental knowledge. This opens up more
options to him than he would have even from mastery of the basic education.
Certain skills, namely First Aid and Swimming, have special applications that do not warrant a type but are also not
appropriate for inclusion in the general skill. If the Chronicler feels it appropriate, this quality can be purchased up to once per
rank in the skill for each extraneous application entry. If the Chronicler feels this adds a level of complexity that he doesn’t want
in his game, it is perfectly acceptable to assume a character with the relevant skill is also trained in the relevant fields, or he can
simply assign a small penalty to reflect the difficulty and allow ranks to represent advancement.
Example: A soldier learned First Aid while a civilian, so when he joined the military, he wanted to expand his knowledge
base. The military provided him additional training, specifically in Battlefield treatment, focusing on the treatments that need to be
taken in the field. Later when he qualifies for Special Forces he takes the time to learn Wilderness First Aid so that he can help
his fellow soldiers when they get injured behind enemy lines and are away from ready MedEvac.

Fast Reaction Time


2-pt Physical Training Quality
A person with fast reaction time learns to respond to situations with exceptional speed and clarity. They almost never freeze
when called into action and move quickly to address a situation, be it in combat, sports, confrontations, or even just at a business
meeting to interject an important piece of information.
A character with Fast Reaction Time acts before everyone that does not have Fast Reaction Time, though his initiative is
compared to others with the quality normally—if the Chronicler is comfortable with combat phases, the people with this quality
act one phase faster than those without. He can also interrupt other actions (thus gaining the initiative) if it’s relevant. If the
Chronicler needs a Task/Test to determine initiative, this character either automatically succeeds, or gets a +4 bonus. Lastly, the
quick thinking and acting nature of the character affords them a +1 to short-term Psychological Trauma Tests like those
associated with fear.

Focused Training
1-pt Physical Training Quality
Prerequisites: Martial Arts 1 rank
The person has spent some extra time training and drilling a specific supplemental technique in order to raise his mastery of
it to the best of his ability.
Choose a secondary technique, that technique is now treated as a primary technique. Tasks that fall within the purview of
that technique are performed with full Martial Arts skill ranks. This quality cannot be taken more than twice per Martial Arts rank
per martial arts style.

Secret Training
3-pt Paranormal Training Quality
Prerequisites: Martial Arts 5 ranks, special
Some of the most unique masters learn to integrate techniques and powers that no others can match. These masters have
mastered their chosen style and supernatural techniques to the degree that they are fit to be combined into a cohesive whole.
When the master completes his secret training, he emerges a new and wholly dangerous opponent capable of combining
physical and metaphysical techniques into one fluid whole.
The character must possess 5 ranks in the relevant Martial Arts style, as well as 5 ranks in the paranormal skill associated
with activating the ability. Examples of appropriate paranormal abilities include, but are not strictly limited to, Invocation levels,
Tuning art levels, Force Skill levels, and Primal or Theophany levels. Miracles cannot be integrated into a martial art because
they are not acceptably used freely during training. The combat techniques of The Weirding Way are assumed to be integrated
into a martial art or at least readily used in conjunction with preexisting techniques.
The player then must then select up to 5 specific applications within the realm of the relevant paranormal ability. These
paranormal techniques should be of specificity comparable to existing martial arts techniques. These paranormal techniques are
added to the character’s secondary techniques list and can be used freely, so long as the Essence requirements for the use of
the techniques are met. These techniques should only be used at melee range, beyond that is strictly in the realm of the
paranormal ability.
Example: Master Karl wishes to integrate Telekinesis into his Karate training. He must have Telekinesis Art 5 and Martial
Arts (Karate) 5 to even have an understanding of how to integrate them. Once he qualifies, he goes off to train. He must then
pick up to 5 specific TK techniques with specificity appropriate to martial arts techniques. He opts for a Shove-type move that
20
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

uses TK to throw an opponent away from him; a lifting effect that effectively negates the opponent’s ability to use Dodge; a
focused telekinetic pin that forces his opponent to be pressed against the floor or a nearby wall; the ability to combine his
Telekinesis Strength with his own Strength; and finally the ability to use Telekinesis to improve his movement speed. These
paranormal techniques are added to his secondary techniques list and can be upgraded to primary techniques with the Focused
Training quality.

Situational Awareness
2-pt Mental Training Quality
Some people learn to pay careful attention to their surroundings. When they walk into a room, they look for exits and
potential threats with precision and clarity. It’s a talent that can be drilled into a person, or is developed naturally in the battlefield.
People with an effective situational awareness are cognizant of threats and potential situations as they enter their perception.
The character gets +2 to Perception-based Tasks/Tests associated with detecting threats or unusual situations in his
vicinity. This bonus even applies against Surveillance and Stealth Tasks used against him.
[Salvius suggested: Make this into a parallel of Prodigy, but for Per-based Notice, Surveillance, and similar Tasks/Tests.
Keep the +2, use the auto success but only for unopposed Tasks/Tests to indicate that the character notices anything that isn’t
actually hidden, and charge 3 points]

Special Training
2-pt Physical Training Quality
Prerequisites: Martial Arts 5 ranks, combat skill to be integrated at 5 ranks
Some people take the time to supplement their martial arts style with other skills and techniques that they’ve mastered. This
is often done with intent to bring new techniques to an old fight or simply integrate existing skills for use in a cohesive whole.
The character must have Martial Arts 5 and the relevant combat skill at 5 ranks. The player then creates up to 5 martial arts
techniques using that combat skill with specificity comparable to existing martial arts techniques. These new techniques are then
added to the character’s supplemental techniques list. These techniques should always be used at melee range, which becomes
relevant when characters try to integrate ranged weapon training into the martial art. On occasion, some of the techniques are
already defined; it is encouraged to use existing materials as much as possible.
Teaching the modified style to a student is done normally, but the student treats the techniques developed as Expanded
Training. It is not unheard of for a teacher to choose to refrain from sharing this knowledge so that he always retains an edge
over potential rivals.
Example: Bishop is already a master of Kenjutsu but he wants to integrate his gun-fighting training into it. He must have
Martial Arts (kenjutsu) 5 and the relevant Guns skill, in this case Small Arms, at 5 ranks. Once he achieves mastery of each
separate skill, he can integrate them. He chooses to integrate the already defined techniques Shoot and Basic Strike (clubs) [to
represent the pistol whip]. He also creates a new technique that is the gun equivalent of the Draw-Cut, allowing him to draw,
cock, and fire a holstered weapon with incredible speed and surprising accuracy. These techniques are added to his secondary
techniques list and can be added to his primary techniques list if he chooses to take Focused Training for any of them.

Powered Qualities and Drawbacks


The list of Paranormal qualities is not comprehensive. These qualities can be purchased with any combination of Quality
and Powers points.

Enriched Soul
1-pt per level Paranormal Quality
Prerequisites: Gift.
With enough spiritual exercise or just natural aptitude, a person’s spiritual matrix can grow in capacity and intensity. Much
like a muscle, the spiritual matrix grows in density as it is used. People with a strong enough spiritual matrix can actually defy the
rules of aging and have a great deal more spiritual energy at their disposal than their weaker peers. In certain settings, the
strength of this spiritual matrix can actually have psychosomatic effects on those around them.
Each level of this quality increases the capacity of the character’s Essence Pool by five points. In the case of spirits, the
character actually increases the capacity of his Vital and Energy Essence Pools by 2 points each—spirits can only purchase this
quality at character creation, they have special rules regarding the growth of their Essence Pools through in-game activities.
Rules regarding exceptional Essence Pools are detailed in Chapter 7: Introduction to Powers.

21
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Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
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It is not meant to infringe on anyone’s exclusive rights

Essence Channeling
Variable Paranormal Quality
Prerequisites: Gift.
People with a strong sixth sense can be trained to draw out their own spiritual energies for use in mystic arts and for self
defense against supernatural intrusion. That ability alone is incredibly useful, but the training carries a second benefit: once
exercised, a person’s spirit begins to bubble with energy, readily refilling that which is drawn out. This also leaves a trail of
spiritual energy wherever the person goes as spiritual energy exceeds the normal capacity of his spiritual matrix.
The cost structure of this quality is akin to special skills: it costs 2 points per level until level 5, then 5 points per level
thereafter. The character can channel up to his Essence Channeling level in Essence from his Essence Pool per Turn (3
seconds). He may participate in Group Magic if the game allows for it. He regains Essence at the improved rate of 1 Essence
per level of Essence Channeling per minute—normally it’s 1 per level of Willpower per hour. This quality is the primary source of
“spiritual exertion,” explained in Chapter 3: Rules.
[NOTE: This is now a Paranormal Skill, like Invocations, instead of a Paranormal Training Quality.]

Exalted
20-pt Paranormal Quality
Prerequisites: Gift.
Restrictions: Cannot have a Spirit Patron.
A rare few among the already rare Gifted people are a step above their peers. While those trained to channel essence have
access to great power, especially when compared to those without the training, those marked as Exalted can freely use their
spiritual energies without training or practice. They need only desire and the power comes willing to their call. Similarly to the
Channelers, the spirit of an Exalted bubbles with energy, leaving a distinctive trail that some powerful predators find nearly
irresistible.
An Exalted character does not need to channel to use his spiritual energy, he merely decides what to do and how much
Essence to use and it is deducted from his Essence Pool. The character can participate in Group Magic if the game allows for it.
He regains Essence at the improved rate of 1 Essence per Willpower level (and Essence Channeling level, if he has it) per
minute. This quality is one of the sources of “spiritual exertion,” explained in Chapter 3: Rules.

Eye of the Storm


X-pt Supernatural Quality
[insert quality description: This is similar to Destiny Rider in that things always go down around him, but when death comes a
knockin’, it’s always someone he cares about that gets their name called.]
[insert quality rules: The character typically should survive anything that an ally doesn’t. The Chronicler should arrange for him to
be the prime target, but should always pay attention to collateral damage as that is what will always accompany this character. If
anything, this is a sort of a curse.]

Gift
5-pt Paranormal Quality
The sixth sense is associated with a sensitivity to paranormal or psychic phenomena. A person with the Gift, called a Gifted,
can sense spiritual energy. The sensation is typically a cross between touch, hearing, and “gut” instinct. Depending on the
setting, being Gifted may be described as Psychic or Blessed or any other euphemism for being especially sensitive to the
relevant paranormal phenomena of the setting.
Being Gifted is a prerequisite for acquiring and using most paranormal abilities, with the unique exception of Invocations. A
gifted character can sense the presence of unusual quantities of Essence with a Perception-based Task/Test, the Chronicler can
apply Notice or make it a Difficult or Simple Perception Test, depending on the circumstances. Specific rules regarding the
difference between Gifted and “Mundanes” may vary between settings, so consult the Chronicler. The default rules are
presented in Chapter 7: Introduction to Powers.

Good/Bad Luck
Variable Paranormal Quality
Statistically speaking, there really should be no such thing as good or bad luck. Sometimes, though, some people just defy
the odds time and again. These people are the ones that win the scratchers left and right, catch a cab on their first try, or even
pass on the shrimp appetizer that will be making everyone else sick later that day. The saying goes, “Never trade luck for skill,”
and those stinking bastards with enough luck are proof as to its validity. Still others are not quite so fortunate, the ones that seem

22
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Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
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This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

to be unlucky enough to balance out the statistics no matter what they do. They’re the ones that buy two suit jackets then burn a
hole in their pants.
The cost structure of Good/Bad Luck is similar to that of regular skills: 1 point per level until level 5, then 3 points per level
thereafter. Good Luck is an openly metagame mechanic that allows the player to alter the results of chance (the dice rolls) in his
favor—it is similar to accounting for player skill in other games, except skill doesn’t really apply to dice, so this quality acts as a
useful substitute. XP can be spent in a fashion identical to those listed below.
Bad Luck should be used as if it were Good Luck on behalf of the character’s opposition or simply to make the character’s
day suck a little more than it already does. It’s inappropriate to call down a Final Destination style death just because the
Chronicler had enough Bad Luck points to kill the character.
The character gains a Luck pool, this pool of points is used according to the options below. It refills at the start of every
session or story. The Chronicler can decide if it happens more or less frequently.
[list primary examples below]

Psychic Link
2- or 5-pt Paranormal Quality
Restrictions: Cannot have Psychic Void or Psychic Burnout.
Some people are linked to another person in a way that defies normal explanation. They can often feel what the other
person feels and have a general idea of where the person is, regardless of the distance between them. Usually, both people
share a psychic link, though it is possible for only one of them to feel it. It is also possible to have multiple links, but this is usually
only associated with family.
The character has a general idea of the emotional and physical state of the people he’s linked to. He also knows the
relative direction and distance—northwest and “far away,” for example—of the people he’s linked to. He can use paranormal
abilities on these linked people as if they were in contact with him. The 2-pt version of the quality allows the character to be
linked to one person. The 5-pt version allows him to be linked to one group of people—usually specific members of his family, try
to keep it down to no more than double the character’s Willpower, ideally no more than 5 or so.

Psychic Sink
10-pt Paranormal Quality
Prerequisites: Psychic Void.
A psychic sink, or psink, is the next higher stage of a psychic void. If the odds of being a psychic void are the same as being
Gifted, then the odds of becoming a psink are comparable to becoming Exalted. A psink is like a spiritual black hole. Spiritual
energies are drawn into the psink whenever he comes near, rapidly depleting any abnormally high levels of Essence in the area.
Even Gifted and Exalted characters shy away from psinks, as any use of paranormal abilities will trigger the vacuum effect of a
psink.
The psink field has a radius equal to the psink’s Willpower in yards. If the psink is aware of his nature, he can expand the
field’s radius by one yard per Success Level in a Difficult Willpower Test. The field stays expanded for as long as the psink
maintains exclusive concentration, but this actually counts as hard spiritual exertion.
Any paranormal event that somehow crosses into the psink field is immediately affected. This includes Invocations, Psychic
phenomena, and even the powers of paranormal beings. Divination powers in particular get a -10 to the Focus Task and
automatically fail if they get less than a 9 on the D10 roll.

starts in, ends in, or passes through the psink field is drained of a certain amount of energy. The associated Focus Task (or a
Simple Willpower Test if there is no Task/Test) must be attempted again, with a penalty equal to the psink’s Willpower. Failure
on this reroll terminates the effect; success costs the effect the equivalent of D4 x Psink’s Willpower, which may terminate it
anyway.
The creator of the supernatural effect that passes through the psink field is also directly affected. She loses
Furthermore, the creator feels some of the vacuum and of the effect is pulled by the field and also loses an additional amount of
Essence equal to the Psink’s Willpower.

This shit is complicated. It involves sucking out all sources of power, sucking out channeled essence, sucking out essence of
supernaturals, and sucking out essence from active paranormal effects. The character collects none of this essence for himself,
his essence pool does not increase, and, like a Void, he is not detected by any paranormal abilities. However, unlike a Void, he
actually can be picked up when his sucking effect occurs as it effects a change on the essence matrix of reality.

23
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Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

Psychic Void
2-pt Paranormal Drawback
[insert quality description]
[insert quality rules: divination or detection powers against Voids get a -10 Focus Task and automatically fail on a die result less
than 9]

Old Soul
4-, 8-, or 12-pt Paranormal Quality
In a world where reincarnation is common, some people retain a level of awareness of their previous lives that can actually
allow them to benefit from some of the old memories of their previous incarnations. The personality of the person tends to be
intense as it is refined over the course of several lifetimes. While most Old Souls tend to be mature and precocious for their age,
there is no guarantee of wisdom—they are just as likely be exceptionally good as they are to be depraved.
In certain cases, the Old Soul is born fresh and innocent. If they are of strong will, they can withstand the influences of the
disparate memories and personalities in them. Dune provides an exceptional example in Alia of what might happen if the
presence of these previous lives actively corrupts the consciousness of the current life.
Recalling the skill memory of previous lives requires a successful Intelligence and Willpower Test. Each attempt costs the
character 1 Essence point, which is regained normally once the memory is relinquished. The skill memory lasts as long as it is
actively being used: if the character tapped into the skill memory for horse riding, he would retain it until he got off the horse.
The previous lives of an Old Soul should be defined by the player. If he is particularly uninspired, the Chronicler can do it. If
neither wants to define the previous lives, they can be left undefined, allowing the character to recall nearly any skill but the
benefits of the skill memory are reduced.
Old Soul 1 (4-pt): The character can recall 1 to 5 previous lives. He increases his Essence Pool by 6 points. Skill memories
are treated as if the character has one rank in the relevant skill. If the previous lives are undefined, this only removes
nonproficiency penalties and the according Success Level cap.
Old Soul 2 (8-pt): The character can recall 6 to 10 previous lives. He increases his Essence Pool by 12 points. Skill
memories grant the character 2 ranks in the relevant skill. If the previous lives are undefined, this only grants 1 rank in the
relevant skill.
Old Soul 3 (12-pt): The character can recall 11 to 15 previous lives. He increases his Essence Pool by 18 points. Skill
memories grant the character 3 ranks in the relevant skill. If the previous lives are undefined, this only grants 1 rank in the
relevant skill.

Skills
[insert description of defining character’s abilities using skills]

Ranks; Description
0: untrained
1~2: rookie, amateur
3~4: trained, competent
5~7: professional, expert
8+: master

Skills List

Skill Name (Price category, type)


[description]
[rules]

Acrobatics (Special Athletic)


Acrobatics is the performance of extraordinary feats of balance, agility, and bodily coordination. An acrobat can be expected
to tumble and jump, perform flips and somersaults, and bend and twist in ways beyond the ken of normal people. Elements of
acrobatics are present in a great many performance arts and sports like gymnastics and certain dance styles. Acrobatics are also
present in other fields like freerunning, stealth, combat, and exercise.
Acrobatics is the skill for applied acrobatics. Balancing on precarious surfaces, performing unusual jumps or tumbles, and
stuff like that is usually done with a Dexterity and Acrobatics Task. Acrobatics can be substituted for Dodge in combat at no
24
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This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

penalty. During ranged combat, characters with Acrobatics can dodge and take other actions in the same Turn if they choose to
accept a penalty to all their actions. Acrobatically based sports can also be duplicated with Acrobatics, like gymnastics and
freerunning, though Chroniclers should decide whether or not penalties should be applied. Difficulty usually relates to the
complexity or steep demands of the attempted maneuver.

Acting (Regular Artistic)


Acting is the art of portraying a role in a story using body language and speech or song, usually with a written script. The
best actors can convincingly assume a role at the drop of a hat, readily resorting to any emotion or mannerism required. The art
of improvisation is also a part of acting where the actor’s role is defined by his own imagination and situation without a script.
Acting is used by many people, even those not formally trained. While some people can make a living for themselves in theatre
or other entertainment venues, others use their acting talents for manipulation and deception.
The vast majority of Acting performances are resolved with Intelligence and Acting Tasks, though some can require
Willpower, such as when a person must stay in character despite personal issues that might cause them to break character.
Judging or catching onto an act requires a Perception and Acting Task. Difficulty is based on the difference from the character’s
own personality and mannerisms and the familiarity the character has with the role.

Animal Handling (Regular Outdoors)


Animal Handling is the training to safely handle, raise, and train various animals. Clearly, the animals’ ability to learn
restricts its training capacity, but a good handler can extract the ideal performance from any animal. Even a spider or snake has
specific rules for conduct regarding safe and proper handling and the proper training is required to safely do more than stay
perfectly still while allowing the animal to do its thing.
Like social skills, Animal Handling Tasks can rely on all three mental Attributes. Intelligence-based Tasks are applied to
situations where an animal is being taught or specific procedure must be observed, though on the latter occasion, Dexterity can
be more appropriate such as when “milking” a spider of its venom. Willpower-based Tasks come up when trying to deal with an
agitated animal, such as trying to calm a frightened dog, though sometimes Strength can be used to force an animal into a
submissive state. Perception-based Tasks are appropriate for identifying problems or figuring out how best to approach an
animal. Difficulty is based on the nature of the animal, with domestic animals being fairly easy to handle, wild animals difficult,
and sick or injured animals as especially dangerous and difficult to handle.

Brawling (Regular Combat)


Brawling is untrained though not necessarily inexperienced streetfighting and covers the gamut of unarmed combat
techniques from basic punches and kicks to takedowns and wrestling attempts. Oftentimes, brawling also includes elements of
using the immediate area to dispatch opponents, so it also covers basic club and knife use. Despite the similarity to many martial
arts like Krav Maga, brawling techniques are not on equal footing with their more professionally trained counterparts. Brawling is
appropriate for people that learn to fight through experience or with minimal instruction, though the important thing is that
brawlers do know how to fight.
Brawling is a combat skill, its applications are delineated in Chapter 3: Rules. Tasks are based predominantly on Dexterity,
though Strength, Intelligence, and Perception play a role. Brawling can also be used to substitute for Hand Weapon (clubs) and
(knives) at no penalty to the Task nor a limit to the Success Level.

Bureaucracy (Regular Scholastic)


A bureaucracy is the active, though some may say markedly inactive, part of government that actually enacts the laws and
edicts set forth by the leadership. It is characterized by levels of authority, regulations, and protocols that must be observed.
Oftentimes, a bureaucracy hinders those that wish to make things happen quickly, and a skilled bureaucrat is needed to navigate
the treacherous waters. A person familiar with the system knows who to talk to, who to please and who to avoid to facilitate their
desires.
For altering the efficiency of an organization, an Intelligence and Bureaucracy Task is needed. To “cut through the red
tape,” or make it difficult for someone else in particular to make any progress, a Willpower and Bureaucracy Task is appropriate.
Bureaucracy is also used for using the pulling strings aspect of the Influence quality. Corrupt systems and influence peddling can
make navigating a bureaucracy more difficult, as can other social stigma.
[Adjustment: Use as a social skill as manipulation through technicality, used by lawyers and such by inducing cooperation based
on rules or authority held over the involved parties.]

25
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This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

Cheating (Regular Streetwise)


Cheating is bending or breaking the rules to a person’s own advantage. Cheaters do prosper, until they are caught. So,
really, the technical aspect of cheating is figuring out how to break and bend the rules in an advantageous manner and the art of
cheating is doing so without getting caught or arousing suspicion. Cheating usually applies to games of skill or chance and can
represent a great deal of trickery. Card counting, keeping cards up one’s sleeve, duping a referee, or even “accidentally” injuring
another player all fall under the purview of cheating; such actions defy the rules or the spirit of the game. People typically do not
take kindly to cheaters, viewing them in a manner similar to thieves and worse.
Performing a cheat is requires a Dexterity or Intelligence and Cheating Task. Dexterity is for tricks like hiding a card up a
sleeve, where Intelligence is for more subtle cheats like card counting and more. A Perception and Cheating Task is required for
spotting a cheat, but there are several other ways to do so.

Climbing (Regular Athletic)


Climbing is the navigation of surfaces that are too steep to traverse through normal walking or crawling. Techniques and
tools may differ depending on the surface being climbed: one does not bring ice picks when mountain climbing and crampons
are not terribly useful when attempting to scale a skyscraper. A climber is assumed to be proficient in all sorts of techniques,
though many have their specific preferences. Though climbing may be slower than, say, flying, teleporting, or breaching, it does
typically tend to be much more discreet and is often a more universal option as not everyone can fly, teleport, or bothers to bring
breaching charges.
Climbing Tasks can be based on all three physical attributes. Strength-based Tasks are needed for helping others or
physically demanding but imprecise techniques like pulling oneself over a ledge. Dexterity-based Tasks are appropriate for
precision or quick climbing and Constitution-based Tasks are for long climbs or staying up while dealing with a hazardous
situation. Tools can make climbing easier, though sometimes a face requires tools to even allow for climbing.

Computer Hacking (Regular Military/Spy)


Among the many skills involving computers, hacking is one of the more notorious. Hackers are the people who use their
knowledge of computers to gain access to otherwise private information and restricted digital space. This heavily technologically
dependant skill set invites several different personalities. In short, some people would use their talents to discover security
problems and then fix them; others are not nearly so benevolent and use their knowledge for selfish or political reasons.
Use an Intelligence and Computer Hacking Task to perform most actions involving hacking. Perception and Computer
Hacking Tasks are used to detect other hacking attempts. Most of these Tasks are at a set difficulty based on the security
programs of the target computer system, though opposed tasks come up when a live administrator or AI becomes aware of a
security breach.

Computer Programming (Regular Scholastic)


Computers are really only good to crunch numbers and follow instructions and someone needs to know how to write those
instructions. Early on, those instructions may have been stored on punch cards. As technology progresses, they find their way to
digital electromagnetic media and may even start to use quantum mechanics in computing. Regardless of the tech level of the
day, a computer programmer knows how to write programs to get a computer to do what he wants. Depending on technology
and the creative bent of the programmer, computer programming will eventually become relevant in the development of artificial
intelligence.
Intelligence and Computer Programming Tasks are used for writing programs. Perception and Computer Programming
Tasks are for identifying programs and programming languages. Most computer programming situations are extended tasks and
may require several Tasks before finishing, depending on how long-term tasks are resolved.

Computer Use (Regular Scholastic)


Of the many sections of computer knowledge, the one most commonly known is the one that is most important: how to
actually use the end product. This skill covers the gamut of computer tools from how to actually plug the thing in and turn it on, to
typing skills and the use of the hundreds of thousands of available programs. For the most part, though, using a computer is
done in pursuit of another goal, and so a person typically only knows how to use a computer as it pertains to the pursuit of his
other goals. A writer can be expected to know how various word processors work and an architect or engineer may be more
familiar with how Computer Assisted Design (CAD) programs work.
Computers tend to be fairly user-friendly, so the vast majority of situations have computers as a tool to accomplish another
goal. For example, a writer uses a word processor instead of a pen and paper. Intelligence and Computer Use Tasks may come

26
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

up when using computers or programs beyond the realm of a character’s expertise, such as a writer trying to figure out how to
use CAD or some photo-editing software. Basic troubleshooting for computers is a Perception and Computer Use Task.

Cosmetology (Regular Artistic)


Training in the field of cosmetology allows a person to take certain measures and use certain materials to modify the
appearance of people. Usually, the intent is to beautify, but a good makeup artist can mute the features of his subject or even
add blemishes. This field also involves certain health measures, as the cosmetologist is familiar with the ideal condition of skin,
nails, and hair and can occasionally help diagnose health issues. In fact, a good barber was often a community’s closest thing to
a physician back in the day.
A cosmetologist can perform routine services with no task. Actually making a difference, like making a person more
attractive, requires an Intelligence and Cosmetology Task. Attractiveness can be modified by 1 per Success Level of the
Intelligence and Cosmetology Task. An Intelligence and Cosmetology Task can also help a Disguise Task by giving a +1 bonus
to that Task per Success Level. As per all artistic skills, the character can get no more success levels than his rank in
Cosmetology. A Perception and Cosmetology Task can be used to judge a person’s appearance, how heavily made up they are,
or even identify the presence of a disguise.

Craft (Regular Scholastic, Type)


Crafting an object involves a great deal of knowledge and practice, and the variety of objects that can be created is so vast
that claiming a single skill to represent such variety would be absurd. A craftsman would instead have a particular field that he
works in, like basketweaving or armorsmithing. Typically, such a person works from refined but still raw materials and creates an
object of his desire. For example, a shoemaker would start with leather, string, his tools, and a few other consumables that don’t
even resemble a shoe and, after he puts in the hours, crafts a pair of shoes that can be worn or sold. Clearly, certain craftsman
add a significant artistic value to their crafts and because of the nature of this particular field, function informs form.
Crafting an item can use several attributes. Intelligence-based Tasks are used for the concept and design phase. Dexterity-
based Tasks are used for creation and repair. Perception-based Tasks are used for appraising and identifying damage. Many
other skills can be used to facilitate crafting an item, such as Electronics, Fine Arts, Mechanics, and Engineering. Items created
in this manner typically take a great deal of time and effort. Typically, skill types do not cross over very well, if at all, so penalties
for substitutions can range from -2 to -6 if the substitution is allowed in the first place.
Sample Type (Specialty) List: Carpentry, weaponsmithing (swords, bows, knives), blacksmithing, tailor, weaver (underwater
basket weaving).

Dancing (Regular Artistic, Type)


Anyone can bump and grind to a throbbing bass; it takes training and practice to execute a real dance routine. Dance styles
vary by culture and purpose, but they all share several features. Some dances are complicated organized exercises like waltzes
and line dancing; other dances are more performance oriented like ballet and still more have a deceptive undertone such as the
disguised Brazilian martial art, capoiera. Usually, though, the dances are meant to be aesthetically pleasing or otherwise
amusing and a trained dancer typically knows how to perform the dances within his field of training to that effect.
Performing a dance routine requires a Dexterity and Dance Task. Developing a new dance routine requires an Intelligence
and Dance Task. Judging another’s dancing requires a Perception and Dance Task. Dancing types carry over decently well,
though the Chronicler may assess a greater than -2 penalty if the dance styles are extremely different.
Sample Type (Specialty) List: Ballroom dancing, break dancing, capoeira, interpretive dance.

Demolitions (Regular Military/Spy)


Demolitions is the skill required to set, activate, and disarm explosives. A demolitionist has a real understanding of the use
of explosives, significantly more sophisticated than simply hitting the button on a satchel charge, throwing it into a truck, and
running like hell. He is actually the one that builds the satchel charge from C4 and the various other devices required to make it
so user friendly, inasmuch as high explosives can be. A demolitions expert also knows a bit about architecture and various other
fields as they pertain to the application of said explosives, though a proper education in the relevant fields doesn’t hurt.
Demolitions has several important attributes. Dexterity-based Tasks are used for handling or creating unstable compounds
like nitroglycerin and can be used for disarming extremely delicate or sensitive bombs. Intelligence-based Tasks come up when
creating or handling most explosives, determining ideal charge placements like during a breaching or against a large structure,
and disarming explosives. Perception-based Tasks come up when identifying bombs and detonation methods. When a bomber
and bomb squad face off, their respective Tasks are treated as Opposed Tasks. Difficulty may come from the delicate nature of
the work, specific tricks a bomber may have set up, or even stress.

27
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

Disguise (Regular Military/Spy)


Specific training in the field of disguise allows a person to use artificial prosthetics to change his appearance to completely
appear as another, or at least not like himself. This training also includes a bit of acting as the disguised person must also act the
part, though it’s rarely the top concern and usually only amounts to a bit of body language and the appropriate posture. Such an
education is usually only afforded to those involved in the espionage business, but the best prosthetic makeup artists in film,
television, and stage use similar training to provide the ideal appearance when no one is fit to do so naturally.
Typically, using Disguise requires props, with minimal props giving no penalty and high tech props giving bonuses that can
range up to +6. Generally, an Intelligence-based Task is required to apply a disguise and act the part. A Perception-based Task
is used to notice a disguise, but disguises can also be revealed by other skills like Acting, Cosmetology, and Notice.
[Salvius suggestion: this also applies not only to changing appearance but as part of camouflage and other stealth
activities]

Dodge (Regular Combat)


Though some people might argue it’s better to be able to soak a hit, it is typically in a fighter’s interest to avoid getting hit in
the first place and that’s where dodging comes into play. A fighting man, be it a soldier or a street brawler, knows how to scoot
out of the way of incoming hurt or at least take some measures to mitigate the damage. The precise details of the defense
depend on the attack, but in general, one jumps away or weaves around melee attacks and blatantly goes for cover or hits the
dirt to avoid ranged attacks.
Dodge is a combat skill; its applications are delineated in Chapter 3: Rules. Tasks are based predominantly on Dexterity,
though Intelligence and Perception can come up on occasion.

** Evading hazards is almost exclusively resolved with a Dexterity and Dodge Task opposed by the Strike Task or possibly
with a penalty associated with the size of the hazard. In melee combat, a Dodge Task assumes that the character avoided an
injurious blow or at least moved enough out of the way to prevent himself from being injured—he may continue with his actions.
In ranged combat or against explosives, a Dodge Task assumes the character has thrown himself prone or run for cover or
concealment, thereby rendering himself a significantly more difficult if not entirely invalid target—as explained in Chapter 3:
Rules, the character cannot take any other actions for the duration of the Turn (or Phase if the Chronicler is feeling generous). **
Move this section to the Rules chapter.

Driving (Regular Vehicular, Type)


Despite the apparent beliefs of a great many people on the road in modern times, there is more to being a good driver than
knowing what side of the road to be on and which pedal makes the vehicle go faster and which makes it slow down. Vehicles
have different handling characteristics even when among the same rough category and a skilled driver not only understands
these, he can use them in ways that bend the very rules of design. Similarly, though, many vehicles are not even that closely
related: a motorcycle has very different demands on a driver than a sedan and neither is very much like an industrial caterpillar.
In point of fact, the pedal that makes it go isn’t even the same amongst many of the vehicles available… if it’s even a pedal.
Most driving situations require no Task of any sort, even parallel parking typically does not require a Task. Dexterity-based
Tasks are required under stressful situations and sudden maneuvers with penalties for speed and terrain; the Dexterity attribute
is limited by the vehicle’s Handling score.

Electronic Surveillance (Regular Military/Spy)


While normal surveillance involves first hand observation of a target, electronic surveillance covers the use of sophisticated
recording devices to engage in usually clandestine observation. Audio and video bugs can be used in a myriad of places,
whether in a location or wired onto a person or object. However, just as often, surveillance equipment is used to dissuade the
undesirables from taking action and can be an effective security tool. More importantly to certain people, this skill also edifies a
person in the art of finding and avoiding detection by electronic surveillance measures and can be a very useful skill when
attempting to stealthily breech a secure facility.
Intelligence-based Tasks are used to figure out where to set sensors, but the goal of the surveyor must be kept in mind: the
device may be used as a deterrent, to gather ideal information, or to catch good enough information while remaining as hidden
as possible. Perception-based Tasks are used to locate sensors or interpret and analyze their findings, though other skills like
Notice can duplicate the latter effect.
[Snake’s suggestion: This includes wire taps and similar measures of surveillance. Where regular applies to live ops, electronic
applies to using remote devices to do the same.]

28
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

Electronics (Regular Scholastic)


Electronics covers the real-world applications of electrical science and engineering. A sufficiently trained person can build
and repair all manner of electrical devices; he also understands various electrical systems and can figure out those that he
doesn’t already know by heart. Performing most of the duties required of an electrician requires a set of appropriate tools and
possibly an entire workshop. Since electronic devices can be particularly ornery, a fringe benefit of being an electrician is that he
is not usually as bothered by being mildly electrocuted as people with less “experience.”
Intelligence-based Tasks come up when repairing, planning, constructing, or even sabotaging a device. Perception-based
Tasks are for identifying and comprehending electronic devices and can be used to mitigate penalties associated with device
complexity or unfamiliarity. Typically, even attempting these tasks requires a set of tools—situations that don’t require tools
typically don’t require a Task unless it’s a stressful situation. Electricians frequently feel the bite of the energy that they work with,
so when hit with an electrical effect, they can add their Electronics rank to any Task or Test used to resist any side effects.

Elocution/Oratory/Storytelling/Arguing/Debate (Regular Streetwise) [redescribe]


Storytelling is the art of telling a tale in an engaging and relevant manner to an audience. The talented storytellers
understand pacing, plot, and hook, all to capture an audience’s attention. These stories can be meant solely to entertain, but can
just as likely be meant to educate or convince. The last aspect of storytelling is at the heart of manipulation by way of debate.
Using the talents of performance storytelling, the debater presents his case to another in a convincing manner so as to achieve a
desired result. The difference between this and Smooth Talking is that a storyteller need not rely on duplicity so much as
relevance.
A logical presentation relies on Intelligence-based Tasks. Willpower-based Tasks determine the efficacy of entertaining
performances or rousing speeches. An attempt to convince or rouse a party can be resisted with a Willpower-based Task/Test,
depending on the nature of the claims, the goal of the storyteller, and the mood of the audience.
[Describe as manipulation through presentation. The performance is the primary factor in manipulating others and is used
to give weight to the words even if they are not independently cogent or rational. This also doubles as an artistic skill similar to
acting.]

Engineering (Regular Scholastic, Type)


Engineering involves the application of technical, scientific, and mathematical knowledge to use available resources or
create new machines or methods. There are several schools of engineering, each deal with a specific field of research and
design. The five basic schools are not immediately related, but a well educated engineer can combine them to make progress in
his chosen field or even develop entirely new fields. Since the schools are also typically extremely broad, a real engineer makes
himself unique and valuable by specializing even further.
Intelligence-based Tasks dominate the realm of Engineering: they cover designing and planning an engineering effort and
even come up when directing the actual construction of the engineering system. Certain types in this skill, if applicable, can be
readily substituted for Electronics or Mechanic, though often with a penalty ranging from -2 to -6. Perception-based Tasks are
used to assess another engineering effort or to familiarize oneself with an existing or planned effort.
Sample Types List: The main branches of engineering are Aerospace (aircraft, spacecraft, etc.), Chemical (fuels,
compounds with specific features, etc.), Civil (public and private works like roads, railways, city planning, etc), Electrical (circuits,
optical cables, power management, motors, etc.), and Mechanical (engines, powertrains, etc.). Other branches of engineering
exist, such as nanotechnology or genetics; they often combine elements of various sciences and engineering that are
understood in regards to how they apply to the engineer’s field.

Escape (Regular Streetwise)


Escape training allows a person to wriggle and work their way out of nearly all restraining measures, from a simple rope ties
all the way to a straitjacket, chain, and lock combination while submerged upside down in a water vat. Such an elusive person
also tends to take measures in advance, so being unaware while being bound can often make escape that much more difficult.
These talents also lend themselves well to certain combat situations and particular styles simply encourage escape rather than
any actual offensive or counteroffensive techniques.
Intelligence-based Tasks are used to figure out what sort of restraints are on a person and how best to escape them, the
Task can be used to mitigate penalties based on the restraints. Dexterity-based Tasks are used for actually escaping bonds of
all sorts. Penalties are based on the complexity and efficacy of the binding measures: simple rope ties can carry a -2 while a
straitjacket and chain combination might impose a -8 or more. Note that the character need not actually open the locks, they
could simply wriggle out of them. A Dexterity and Escape Task can also be used to avoid being grabbed or to escape a grapple
in combat.

29
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

Fine Arts (Regular Artistic, Type)


Fine arts focus on aesthetics over utility. There are a great many varied and largely unrelated fields but they are traditionally
restricted to painting, sculpture, architecture, and engraving. A more modern interpretation includes fields like theatre and music.
All in all, the artist focuses primarily on the creation of aesthetically pleasing works with utility being a secondary feature, if
present at all. This field also encompasses art analysis, and though they may be incapable of actually creating something that
has any aesthetic value, a professional art critic is still extremely well educated in the field of the fine arts.
As with most skills involving creating something, Fine Arts relies on Dexterity, Intelligence, and Perception. Dexterity-based
Tasks usually apply to the actual process of creation. Intelligence-based Tasks apply to design, creation through rote memory,
and improvisation. Perception-based Tasks are used to judge or interpret artistic efforts. There is some crossover between
fields, but it typically only applies to judging and interpreting—a painter can’t very well be expected to sculpt a statue, unless he
also happens to be named Leonardo da Vinci.
Sample Types List: Dancing, Drawing/Painting, Sculpture, and Singing.

First Aid (Regular Medical)


The initial treatment and diagnosis of injury or illness is considered first aid. Generally, the first responder is focused on the
basics of medicine: preserve life, prevent further harm, and promote recovery. For the most minor of injuries or illnesses, first aid
is the only option necessary as it doesn’t take a college educated doctor to apply a bandage or give someone a dose of cough
medicine. However, for more complicated injuries or illnesses, a person trained in first aid can only be relied upon to keep
someone alive long enough for real medical treatment. The nice thing about first aid, though, is that it typically does not require
any tools or other such accoutrements beyond what might be available on any average person.
First Aid uses several attributes, though the most typical ones are the usual suspects: Dexterity, Intelligence, and
Perception. Dexterity-based Tasks are associated with delicate or abrupt application of first aid such as sutures, CPR, or the
Heimlich. Intelligence-based Tasks come when administering First Aid that does not require delicate or abrupt application, such
as treating heat stroke or a mild illness like a cold, if a Task is even required. Perception-based Tasks are used to determine
what ails the subject and are often required before actually taking any sort of action.
First aid actually has several specific disciplines beyond the generic sort taught to the typical civilian. These specific
disciplines include the basic precepts and expand the first aid understanding, so they are not actual types. This expanded
training is purchased as a Training quality and is explained in the Training Qualities section. Most often, Battlefield First Aid is
the go-to substitution for Medicine among characters that get into trouble but can’t rely on medical infrastructure.
Extraneous Training: Aquatic/Marine (required for professionals like Life Guards), Battlefield (typical of Combat Life Savers
and the “Medic!”), Hyperbaric (usually regarding pressure issues like the bends), Professional (required for professionals like
Nurses and EMTs), Wilderness (useful in situations where medical attention is not likely to be coming for a long time).

Gambling (Regular Streetwise)


Gambling is a catchall for games of chance and strategy that involve a certain amount of skill. Clearly, a game of pure
chance like a slot machine requires no skill; but a more sophisticated game of strategy like poker includes a great deal of
interaction and skill to truly master. A gambler is familiar with the rules of many different games of chance and the strategies
involved in winning them. To a certain extent, the interpersonal strategies of these games can extend to life outside of the
games, giving gamblers, most notably poker players, an uncanny edge in noticing those minor tells that give away elements of a
person’s intentions.
Most games or even whole nights of gaming can be quickly resolved with Intelligence-based Tasks, while Perception-based
Tasks are used to recognize cheaters, as well as liars and as a way to detect the basic ulterior motives of a potential rival
outside of a game. More in-depth resolution of a game of chance might involve the following: Intelligence-based Tasks for
formulating strategies, calculating risks, and bluffing; Willpower-based Tasks can be used for certain situations where self control
is paramount, like maintaining a poker face to convince an opponent to bet more than he should; Perception-based Tasks are
used to figure out a rival’s strategy, as an Opposed Task.
Poker-specific Optional: All sides attempt an Intelligence and Gambling or Cheating Task. Each character is dealt 5 cards,
+1 per Success Level. Using those cards, each character constructs the best hand; the winner of this competition wins the in-
game gamble.
[Possibility: Rename to Games or Gaming to imply that the person is familiar with how to play various games that involve skill
and such without necessarily meaning gambling. The point is that true games of chance, like slot machines and horse racing,
have no skill involved and thusly cannot justifiably allow for a skill to improve chances of success.]

30
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

Guns (Regular Combat, Type)


There are great many guns in the world, ranging from handguns to the not-quite-so-gun-like rocket launchers. The only real
similarity that is clear amongst these weapons is the presence of an aiming system and a trigger used to launch some sort of
projectile. While there is no shortage of people that understand the idea of aiming down the sights and squeezing rather than
pulling the trigger, a true gun aficionado appreciates the subtler differences between weapons, understands care and
maintenance, and has some idea of the tactical uses of various weapons within a given class. The truest masters can even
recognize a gun simply from the report.
Guns is a combat skill, its applications are delineated in Chapter 3: Rules. Tasks are based predominantly on Dexterity,
though Perception-based Tasks come up.

[SIDEBAR]Gun Types
Archery: bows and arrows
Small Arms: hand held firearms, specialties include revolvers, semi-automatics, laser pistols, and small crossbows
Automatic Small Arms: pistol caliber automatic or burst fire weapons, usually submachine guns and machine pistols
Long Arms: large guns typically requiring two hands to operate properly, specialties include rifles, shotguns, large crossbows
Automatic Long Arms: long arms used in automatic or burst fire; includes assault rifles, light machine guns.
Heavy Weapons: powerful projectile weapons, often ordnance; includes rocket launchers, grenade launchers, and large sniper
rifles like the .50
Automatic Heavy Weapons: powerful automatic or burst fire projectile weapons: heavy machine guns, gatling or miniguns,
flamethrowers, and anti-air guns.
[Note: Automatic Small Arms and Automatic Long Arms should be Extraneous Training, not a separate skill altogether. Consider
revising.]
[/SIDEBAR]

Hand Weapons (Regular Combat, Type)


Close range combat using tools involves hand weapons, whether they are specifically designed like a lance or sword or
improvised like a rebar club or jagged pipe spear. There is a very wide array of weapons, each with specific uses and degrees of
lethality along with cultural significance based not only on the style of warfare but available resources and technological
advancement. Weapons are categorized in a manner indicative of their use and training in a given field covers a fair amount of
proficiency in specific weapons, as well as improvisation and maintenance.
Hand Weapons is a combat skill, its applications are delineated in Chapter 3: Rules. Tasks are based predominantly on
Dexterity, though Intelligence and Perception play a role. Chroniclers may allow for extensive substitution, depending on the
nature of the weapons used, and will typically have to adjudicate an appropriate substitution penalty.

[SIDEBAR]Weapon Types
Axes: hafted weapons with a heavy head, includes hammers, picks, kama, and sickles, substitutes at no penalty for clubs
Chains: weapons based on cords or chain, includes flails, kusari-gama and other related chain weapons, and even sarongs and
garrotes
Clubs: short weapons used to bludgeon people with, includes canes, substitutes at penalty for many other weapons, no
nonproficiency penalties
Fencing: light dueling weapons not typically used against armor, includes rapiers, epees, some sabres,
Knives: small stabbing or slashing weapons, knives are very broad and carry no nonproficiency penalties
Nets: cloth or chain “fabrics,” typically includes nets, sarongs, can substitute at no penalty for garrotes
Pole-arms: long, typically two handed, hafted weapons, includes spears, pole axes, naginata, scythes, etc.
Shields: arm mounted or held, typically defensive tools; includes bucklers, kite shields, scutum, riot shields, etc.
Staves: long two handed, usually blunt weapons: staff, bo, rifles in melee; substituted for spears at small penalty with no SL limit
Swords: various long-bladed weapons measure 16” or longer; machetes, longswords, greatswords, katana, scimitar, subs for
clubs at no penalty
[/SIDEBAR]

Humanities (Regular Scholastic, Type)


Humanities are the academic studies of the human condition, ranging from literature and history to theology and philosophy.
The matters of humanity are researched, analyzed, and speculated upon. Each area of research has fairly specific knowledge
that rarely carries over well between disciplines, but they are typically very important to white collar work. Afterall, one does not

31
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

turn to a criminal defense attorney for ethical advice, nor would one come to a history major with questions about modern
economics. The wealth of study options under the humanities is vast and can prove useful in understanding the world, though
they rarely come up in life and death situations.
Intelligence-based Tasks are used to remember aspects of the field of study. Perception-based Tasks are used to figure out
aspects of the field of study. For some games, the Chronicler may feel the value or impact of Humanities does not merit it to be a
Type Skill, so it may be purchased as a regular skill and types can be used as specialties.
Sample Types List: Archeology, Law, Mythology, and Theology.

Instruction (Regular Scholastic)


There is more to teaching than simply reciting a curriculum and assigning homework. A true instructor conveys knowledge
in a manner that is suited to the pupil and plays the role of master, teacher, critic, and peer as the need arises. When properly
taught, the student can be trusted to take the knowledge to heart and retain it as he goes on with his life. The process takes time
and the student must be willing to learn but a good bit of instruction can help bring someone over any plateau and even inspire
students to reach new heights.
In order to use Instruction, a character must have 2 more ranks in the skill being taught than the pupil. Proper instruction is
a long-term pursuit requiring no less than 10 man-hours of instruction time per week. Every additional 10 man-hours spent in
instruction gives a +2 bonus to the instructor’s Intelligence and Instruction Task. Specific rules regarding the application of
Instruction is used as an example for the second resolution mechanic for Long Term Tasks in Chapter 3: Rules.

Intimidation (Regular Streetwise)


The use of threats of harm to coerce another into taking or not taking action on behalf of the aggressor is called intimidation.
Though it traditionally evokes ideas of physical violence, intimidation is not limited in such a way, and the use of such threatening
tactics involves at the very least, a perception of the possibility of physical, mental, or social harm. At its heart, intimidation is
negotiation by way of fear. More sadistic individuals use intimidation in the reverse: they inflict harm then offer reprieve in
exchange for their desires; this is known as torture and is surprisingly ineffective as people have been known to say pretty much
anything in such a situation.
Intelligence-based Tasks are used to resolve fake intimidation attempts, where the character relies more on deception to
induce fear. Willpower-based Tasks are used to resolve real intimidation attempts including torture, where the character intends
to inflict or does inflict pain or injury to the subject. Intimidation Tasks are opposed with a Willpower and Intimidation Task, a
Difficult Willpower Test if the subject has no Intimidation skill, has no way to resist the threats, or the threats specifically target
something valuable to the character, or a Simple Willpower Test if the character is aware of a potential bluff, doesn’t care about
the target of the threats, or has an undisclosed or clear advantage.

Language (Regular Scholastic, Type)


In all but the most homogenous societies, there are a great many languages that a person may encounter and have the
opportunity to learn. Typically, a person is understood to be proficient in the use of their native dialect and such proficiency is the
measure by which foreigners are graded. Languages are typically not terribly similar, though there is some cross over as in the
Romance languages like Latin, Spanish, Italian and so on. Other languages have only certain similarities, such as the same
logographic script used for the Chinese dialects, despite that each one sounds unique with a syntax all its own. In general, a
person is assumed to be literate in any language they learn, though certain settings or countries may have woefully low literacy
rates.
Skill levels in Language typically reflect a level of proficiency rather than a need for any Tasks or Tests. When
communicating, only the lowest levels require Intelligence-based Tasks to exchange relevant information.
1 rank: heavy accent and frequent errors, the character is clearly a foreigner and may need Intelligence-based Tasks simply
to be understood
2 ranks: thick accent but functional fluency, only sophisticated, culture-specific, or technical information requires a Task.
3 ranks: slight accent, clear fluency; the character may have trouble with social idioms, and will be recognized as a
foreigner, but otherwise functions well
4 ranks: full fluency; the character’s understanding of the language is such that only an opposed Simple Perception Test
against the speaker’s Intelligence and Language Task will detect that this is not the character’s first language
5 ranks: native level mastery; the character’s language skill is on par with a native speaker
6+ ranks: Individual dialects and regional accents can be perfectly duplicated, in addition to understanding the primary
version of the language

32
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

Lock Picking (Regular Streetwise, Type)


There are two primary types of locks that a person may face: mechanical locks and electronic locks. Each of these locks
requires a very different set of tools and tactics that allow for little crossover. The only legitimate use of this skill is in law
enforcement or locksmithing, both of which typically also require some sort of license. Beyond that, espionage and other illicit
activities make lock picking a skill that is in high demand to allow access to areas that are otherwise restricted to specific people.
In the war of security, complexity is king, so would be thieves and spies must face an ever evolving array of locks that will test
their abilities to break into otherwise secure locations. Of note is that sometimes, lock picking is not the way to go—breaching
charges and other high explosives tend to make excellent skeleton keys, though are typically considered far from subtle.
Dexterity-based Tasks are used to disarm mechanical locks. Perception-based Tasks are used to locate and identify
security measures in both mechanical and electronic systems. Intelligence-based Tasks are used to disarm electronic locks and
similar security systems.

Magic Bolt (Regular Combat)


There is no way around it; certain settings have people launching fireballs from their hands or using eye lasers or other such
nonsense. Magic Bolt is the catchall for experience in aiming special powers or weapons that don’t have a real aiming
mechanism. A seraphim launching a blast of celestial fire or a psychic calling forth a bolt of electrokinetically induced lightning
may take advantage of this training in place of their more generic metaphysical training. In certain other settings, more mundane
weapons may be used with this training, where the hand-eye coordination to line up one’s body with the target is particularly
relevant due to an absence of separate aiming tools. Of note is that this is not a viable substitute for throwing things.
Magic Bolt is a combat skill, its applications are delineated in Chapter 3: Rules. Tasks are based predominantly on
Dexterity. Aiming is typically not an option for a magic bolt; if it were, the skill would probably be based on Guns.

Magic Theory (Regular Scholastic)


A specific field of study, which is technically a science, is attempting to understand the use of invocations and the universal
laws governing them. Despite a rampant notion that science has no place in the realm of metaphysics, if experiments by different
researchers have similar results, then the scientific method applies. A theorist of magic does this research and applies it in the
field, oftentimes to great effect. Though the rules of magic may differ from setting to setting, the theorist has an understanding of
those rules and knows how to apply them, or at the very least can use that understanding to identify magic.
This skill can also be used for other metaphysics and the Chronicler may even decide that it is appropriate as a type skill.
Intelligence-based Tasks are used to discover or develop new applications within existing Invocations. Perception-based
Tasks are used to identify or assess existing Essence matrices, i.e. Invocations that are witnessed, and the character gets a +1
per Success Level in that Task to all Tasks or Tests involved in resisting, counteracting, or altering an existing metaphysical
effect.

Martial Arts (Special Combat, Type)


The martial arts are carefully developed, systematic combat techniques and styles. The specific inspiration and rules of
engagement vary, but there are three basic themes: self defense, fighting, and close combat. Martial arts styles can readily
include any combination of those themes, though as they see increasing civilian use, the styles focus more on self defense and
ring fighting. Soldiers are typically taught close combat techniques. To clarify, self defense is focused primarily on allowing a
defender to stop his attacker long enough to escape to safety. Fighting is typically sport combat, like boxing or karate, where
rules and technical aspects of combat determine winners. Close combat is the most deadly, where the fighter focuses on the
most effective ways to kill or maim opponents.
Martial Arts is a combat skill, its applications as such are delineated in Chapter 3: Rules. Tasks are based predominantly on
Dexterity, though Strength, Intelligence, and Perception play a role. The detailed aspects of Martial Arts are explained in Chapter
X: Martial Arts.
Sample Types List: Aikido, Judo, Karate, Kenjutsu, Krav Maga, Kung Fu, Muay Thai, Pankration, Sambo, Wushu, etc.

Mechanics (Regular Vehicular)


Mechanics covers the real world applications of mechanical engineering and science. A mechanic can build and repair any
mechanical device so long as he has the right tools; mechanical devices that he’s not immediately familiar with can be
deciphered given some time to poke and prod them. Performing most of the duties associated with a mechanic require a set of
tools and possibly a workshop and a skilled mechanic can be a heroic master at jerry rigging things.
Intelligence-based Tasks come up when repairing, planning, constructing, or even sabotaging a device. Perception-based
Tasks are for identifying and comprehending mechanical devices and can be used to mitigate penalties associated with device

33
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

complexity or unfamiliarity. Typically, even attempting these tasks requires a set of tools—situations that don’t require tools
typically don’t require a Task unless it’s a stressful situation.

Medicine (Special Medical)


Medicine covers true medical doctor training and involves a great deal of education and experience to be considered even
simply professional. A doctor’s education covers a great deal of subject matter, ranging from biology and pharmacology to
diagnosis and treatment of injury and ailment. Where first aid ends with simply keeping a subject alive until a doctor gets to him,
medicine includes first aid and goes on to long term treatment of complicated problems. Depending on the climate of the setting,
doctors may prefer to be general practitioners or focus heavily on various specialties like cardiologists and trauma surgeons. The
practice of medicine often requires various tools.
Dexterity-based Tasks come up when applying treatments that require precision, like sutures, surgery, or just installing an
IV. Intelligence-based Tasks are used to determine what the appropriate medicines and dosages should be for a patient, or for
maintaining proper long-term care and general treatment. Perception-based Tasks are primarily used for diagnosis and are a
mandatory first step before proceeding with effective treatment. Tools are required for proper treatment and often for diagnosis,
the proper tools can modify the Task with bonuses or penalties.

Microgravity Control (Regular Athletic)


The rules of movement imbedded in the mind of the typical person go out the window when in zero gravity, more accurately
called “microgravity,” environments. The focus centers on acquiring brace points so that any actions that might be taken don’t
leave him spinning around in the middle of the chamber with no way to move. After all, swimming in air is not actually a valid way
of traveling through space.
Strength-based Tasks are used for certain travel attempts, like quickly jumping from one location to another. Dexterity-
based Tasks are used for most travel attempts or for maintaining a point of contact under precarious circumstances like during
combat. Intelligence-based Tasks are used to plot the most effective route through a sector of space. Difficulty can stem from
obstructions and physical trauma.

Navigation (Regular Outdoors, Type)


Navigation is the art and science of plotting or directing a route for travel. Navigators use landmarks, maps, tools,
calculations and more in their efforts to figure out the most appropriate route for their needs. Unfortunately, the various terrains in
which navigation is even possible have differing guidelines. A starside navigator familiar with faster-than-light travel routes
between solar systems is not going to be terribly effective at plotting a route over a continent, but at the very least, he’d be more
effective than a complete layman.
Intelligence-based Tasks are the primary Tasks of the Navigation skill, they apply to plotting a course, assessing time
requirements, and similar aspects of navigation, as well as figuring out how to stop being lost. Perception-based Tasks are used
in the field typically to find landmarks or navigate without the aid of tools.
Default Type List: Air, Land, Sea, and Space.

Negotiation/Haggling (Regular Streetwise)


Though often considered a moot skill in the age of price tags and credit cards, haggling at its core is the art of negotiation. A
good negotiation allows a person to pay less than the upfront asking price or get more than the offering and a good pair of
negotiators can create an amicable agreement that is mutually beneficial for all parties involved. Though haggling is usually
thought of in terms of a bustling marketplace, it also goes on between customers and car dealers and is central to getting all
manner of business contracts. In general, there is an exchange of goods and services involved during such a negotiation and the
process of haggling determines the exchange rates and terms of service.
Willpower-based Tasks are used for pursuing the best deal and are often opposed by the other party’s own Tasks, for
haggling, each Success Level earns a 10% discount or surcharge in the payment for a good or service. Perception-based Tasks
are used to catch a deception or evaluate an agreement. Negotiation strategies and manner, as well as cultural biases, impact
Haggling Tasks, and should be adjudicated or extrapolated by the Chronicler.
[Possibility: rename to Negotiation. Note that it is manipulation through transaction. “I give you this and you give me that.” It
applies to legitimate negotiation and commerce as well as bribery.]

Notice (Regular Streetwise)


An astute observer learns to pay attention to what all his senses tell him. Given the limits of human perception, it is
important for him to use those senses to their utmost and learn to recognize what constitutes a threat or informative discrepancy.

34
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

With adequate training, he learns to notice not only what is present, but what is subtly absent so that he can finely understand a
situation that would elude any normal person. Such an individual notices even things that are seemingly unimportant, like a new
haircut, a change in posture, or a peculiar fold in the clothing of the person being observed. More importantly, he can also
recognize what they likely mean, whether it was a haircut to get attention or a hidden weapon carried by a nervous coworker.
Perception and Notice Tasks are the go-to for this skill. These Perception-based Tasks resolve everything from noticing a
person sneaking up on the character to realizing that an opponent has a dagger hidden up their sleeve. Typically, Notice Tasks
are opposed by the efforts of the character concealing something (like hidden weapons) or are penalized by the nature of the
discrepancy (like concealed armor tailored to be worn under normal clothes).

Occult Knowledge (Special Scholastic)


In certain settings, the world of the occult has real and measurable effects beyond placebo and suggestion. An occultist
would do well to learn the facts of their world. This knowledge includes many elements of myth, legend, and story, but also
accounts for such important topics as metaphysics and paranormal beings. Unlike the humanities-esque skill, Myth and Legend,
true occult knowledge has little to do with a specific culture and more to do with what can only be referred to as the science of
the paranormal. The knowledge base of this person grants him an empirical understanding, at the least, of what is and is not
“real,” even if that reality happens to fall outside the bounds of understood science.
Intelligence-based Tasks are used to recall knowledge taught in advance regarding supernatural beings or phenomena as
well as for using rituals to gather Essence; Dexterity- or Constitution-based Tasks can be used for certain Rituals that involve a
great deal of physical activity or prolonged activity. Perception-based Tasks are used to identify or analyze supernatural beings
or phenomena. These Tasks can also be applied with regard to the organizations within the occult world.

Pick Pocket (Regular Streetwise)


At its simplest form, picking pockets is about relieving unwitting people from the valuables on their person without alerting
them to the theft. There is a great deal of value for this skill, as it is just as good for stealing gold watches and wallets as it is for
relieving people of keys and access cards. Generally, though, pick pockets learn their trade from more experienced people and
go around stealing from others. A pick pocket is also familiar with hiding things on his person, be it stolen goods or weapons and
other things. Lastly, he’s also likely to catch a pick pocket working against him if only because he is well aware of the methods
and strategies employed by the thieves.
Dexterity-based Tasks are used for the action of pick pocketing. Perception-based Notice, Pick Pocketing, or Streetwise
Tasks can be used to detect pick pocketing—lacking any of those skills, a target can still attempt a Difficult Perception Test.

Piloting (Regular Vehicular, Type)


Piloting vehicles usually refers to two specific classes of vessel: nautical vehicles and any other vehicle that operates in a
fully 3 dimensional capacity, most notably aerospace vehicles and submarines. A trained pilot understands the capacities of his
vehicle and can learn to use the specific features to extract more performance than it is otherwise understood to have. It is
important to understand that the myriad vehicles to which piloting applies do not typically engage similar skill sets: it’s very
different piloting an oil tanker from a jet fighter from a helicopter. It’s also important to understand that not all settings include all
options.
Dexterity-based Tasks are used to maneuver small craft, while Intelligence-based Tasks are used to maneuver large craft.
Sample Type List: Propeller planes, Jet planes, helicopters, sail boats, motor boats, ocean liners, personal space craft,
medium space craft, massive space craft.

Play Instruments (Regular Artistic, Type)


Those of a musical bent may learn to play some of the various musical instruments invented over the ages. A true artist
needs to know more than simply beating a simple rhythm on a percussion instrument. The educated and experienced performer
can perform pieces on the fly, improvise with others (called jamming), as well as invent new musical notes. In many cases,
musical instruments, whether as a solo artist, a band, or an orchestra, are used to tell a musical story and the understanding of
how to play his part is at the center of a performer’s expertise.
Dexterity-based Tasks are used for technical performances from a piece or a particularly demanding jam session.
Intelligence-based Tasks are used to develop a new piece or improvise a performance. Perception-based Tasks are used to
judge or interpret people’s performances.
Sample Type List: wind instruments, percussion instruments, string instruments.

35
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

Questioning (Regular Streetwise) [Rename: Interrogation]


Simply asking a person a question is easy enough; the real art of interrogation is asking the right question and
understanding the answer. The questioner must spend the time softening up his subject, figuring out what makes him tick and
how to pose questions in order to get the most meaningful answers. With training and experience, he can quickly evaluate a
person’s motivations and detect falsehoods. A whole team can be involved during an interrogation, and that allows the lead
investigator the ability to verify answers and pursue the truth with greater alacrity than simply holding a subject in a dank cell. Of
note is that this skill is not torture: the trained interrogator knows that pain is an ineffective means of information extraction and
appreciates that discomfort and disorientation are more valuable to make a recalcitrant informant slip up.
Intelligence-based Tasks are used to trick a person into revealing information, while Perception-based Tasks are used to
realize a person is lying; both are opposed by the target’s Simple Intelligence Test or Intelligence and Smooth Talking or
Intimidation Tasks. Willpower-based Tasks are used to break a person’s will and can get bonuses from drugs and other
measures, but such attempts are resisted with a Simple Willpower Test.

Research/Investigation (Regular Scholastic)


Research and investigation are two separate but similar fields. Both the researcher and investigator collect and organize
information into a usable whole. They are like the craftsmen of data, providing the right information to either make a decision or
decipher a mystery. Specifically, research indicates searching through reams of existing data and collecting relevant bits.
Investigation indicates searching for the data in the first place. They both go hand in hand towards reaching a viable conclusion
regarding the subject at hand.
Intelligence-based Tasks are used to hunt down facts and perform legwork, though Constitution may be substituted if the
character is performing marathon research sessions. Perception-based Tasks apply when the character is investigating a
location looking for specific clues and details or separating relevant information from raw data mining.

Riding (Regular Vehicles, Type)


The skill at riding pertains specifically to riding animals or handling animal powered vehicles like carriages and chariots.
Specific understanding of the primary animal involves comprehension of the animal’s capacity to execute and understand the
direction of the rider. Maintaining the animal and the gear associated with riding it are important aspects of a properly educated
rider, but the precise details of handling an animal outside of riding it are not within this specific skill set.
Dexterity-based Tasks are used to convince the animal or animal driven vehicle to act in the desired manner, though the
Dexterity bonus cannot exceed the animal’s Dexterity Attribute or the vehicle’s Handling score. Intelligence-based Tasks come
up when attempting to handle or direct multiple animals simultaneously.
Sample Type List: Carriages, chariots, chocobos, dolphins, and horses.

Rituals (Regular Scholastic, Type)


For the most part, rituals are of religious significance such as specific rites, processions, or ceremonies. In certain cases,
rituals are social in nature and regard etiquette such as shaking with the right hand, tipping the hat, or even what utensils to use
when trying to eat in a prim and proper situation. Certain settings give ritual an even greater value, as the rites and ceremonies
have true metaphysical significance. The often repetitive actions attract ambient paranormal energy to the person, allowing the
properly educated individual the ability to create metaphysical effects. In all cases, a person familiar with a specific culture’s or
religion’s rituals knows how to perform a ritual and what the appropriate ritual for a given situation might be. Further, they can
recognize rituals whether ongoing or already completed.
There are basically three aspects of performing rituals. Physically demanding rituals are resolved using Dexterity-based
Tasks, technical rituals where every step must be remembered and executed perfectly rely on Intelligence-based Tasks.
Constitution-based Tasks come up during extended rituals that typically last for more hours than the character’s Constitution
attribute.
Sample Type List: Japanese Culture (Tea Ceremony), American Culture, Christian Religion, Native American Religion.

Running (Regular Athletic, Type)


Running is movement using the legs that is faster than walking, during which all feet leave the ground for at least an instant
during some of the steps. No one in average physical fitness needs special skills to be able to run, training comes into play when
trying to run extremely fast or for a long time. Breathing and proper motions play into effective running and the right training and
practice can make someone capable of impressive feats of speed and endurance.
For sprinters, a Constitution-based Task gives a running character a bonus to his Speed Secondary Attribute. Every
Success Level in the Task gives the character a +1 mph bonus to his Speed.

36
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

For distance runners, a Constitution-based Task reduces Endurance Loss by 1 point per time interval. Furthermore, each
rank in the Distance Running type gives the character +1 to his Endurance secondary attribute.

Science (Regular Scholastic, Type)


Science is defined as the systematic knowledge of the physical world gained through observation and experimentation.
There are various branches of this covering numerous aspects of reality ranging from chemistry to planetary physics, but they
are all governed by the fact-garnering technique known as the scientific method. Simply put, a situation is identified, relevant
data are collected, an explanation for the situation is posited using that data, this explanation is tested in a measurable fashion,
and then the explanation is reevaluated given the findings of the experiments. Once the results are reliably created by the initial
scientist and duplicated by other scientists, the findings can be established as scientifically valid. Given the wide array of
knowledge available to a scientifically advanced society, scientists can use their existing understanding of the universe to explore
new avenues of research and attempt to explain currently unexplained phenomena.
Intelligence-based Tasks apply to remembering knowledge. Perception-based Tasks are used to identify events. Research
and experimentation requires the Science skill, but also requires tools, a laboratory, a great deal of time, and is resolved with the
lesser of an Intelligence and Research/Investigation or Science Task.
Type (and Specialties) List: Astronomy (astrophysics), Biology (humans, mammals, xenobiology), Chemistry (metallurgy,
pharmaceuticals), Geology, Physics (quantum mechanics).

Seamanship (Regular Vehicular)


The rules of conduct on a ship are very different than on other vehicles. An adequately trained sailor needs to understand
how his ship or boat operates, the jargon and culture of seamanship, and the various duties required of him in order to keep the
ship in operation. This training covers practically all aspects of living on a ship and is indispensable for anyone that wants to be
recognized as more than just a landlubber. Of note is that this training does not include swimming beyond treading water nor
does it involve any more sophisticated piloting than basic open water maneuvers.
Dexterity-based Tasks come up when maintaining balance on rough waters or performing precise tasks like dealing with
rigging. Intelligence-based Tasks are most frequent for remembering and performing proper procedure. Seamanship Tasks are
typically not required unless the ship is under duress.

Seduction (Regular Streetwise)


Manipulation through sexuality is the art of seduction. The seducer uses body language and words to tap into the sexuality
of the other party in order to get what he desires. Traditionally, sex is the end result, but a skilled seducer can get information,
money, and more without ever having to provide the implied recompense. The goal, put in simplest terms, is to influence the
decision making of the seduced party while in a state of sexual arousal.
Deceptive application of Seduction is resolved using Intelligence-based Tasks. Honest attempts at Seduction are resolved
with Willpower-based Tasks. All such tasks are resisted with Willpower-based Tasks/Tests, depending on the circumstances and
tastes of the target.
[Note: the goal is to compromise a person’s defenses via sexuality then pursue the desired objective.]

Singing (Regular Artistic, Type)


Singing is simply the act of producing musical sounds with the voice and often augments language, though certain styles
focus strictly on vocalization. Like most other performers, a singer can improvise, perform a specific set, and even judge other
singers. Regardless, the ability to sing is distinct from the ability to actually write a song, though each is typically dependant on
the other.
Constitution-based Tasks are used to determine the quality of a song while Intelligence-based Tasks come up when
keeping to technical or complex musical pieces and improvisation. Perception-based Tasks are used to judge or interpret songs.

Sleight of Hand (Regular Streetwise)


Sleight of Hand and legerdemain are mundane acts of deception meant to entertain. Stage magicians are talented in
drawing attention to one thing while he does something else. Barring any props, sleight of hand can allow for amusing optical
illusions or creative applications of elements of pick pocketing such as removing someone’s watch without them ever realizing it.
More advanced illusions involve the creation of complicated props that facilitate the deception inherent to the performance:
distracting the audience with one thing while doing another.

37
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

Dexterity-based Tasks opposed by Perception-based Tasks are used to perform the tricks. Intelligence-based Tasks are
used to plan the tricks. Perception-based Tasks can be used to judge a performance, but the deception can be detected with
even just a Perception and Notice Task.

Smooth Talking (Regular Streetwise)


Smooth talking is the art of manipulation through deception. Such a person can tell convincing lies, obfuscate the facts, and
confuse people with equal skill. When someone resorts to smooth talking, they have one goal: use deception to convince the
other party to act in the desired manner. The best of these weave in just enough truth to maintain plausibility and deniability while
staying true to dishonest means.
Intelligence-based Tasks are opposed by Intelligence- or Perception-based Tasks to manipulate another. Perception-based
Tasks are used to play a player.
[Note: This is actually manipulation through wit and is not necessarily deception. The key is that the person is quick and
responsive, it is the equivalent of verbal fencing. It is technically about flattery, cajolery, and coaxing; which is “gentle”
persuasion.]

Sport (Regular Athletic, Type)


A sport is an athletic activity requiring skill and physical prowess and is often of a competitive and organized nature. Sports
cover a great many games, ranging from organized play like basketball or baseball, one on one competition like tennis or
fencing, or individually executed like alpine skiing or freerunning. The sportsman learns the rules of, how to play, and how to use
and maintain the tools of the game. The lessons learned through sports can be applied outside the games, a baseball player can
throw one hell of a grenade and a freerunner could conceivably evade any foot pursuit.
Strength-based Tasks are used to resolve techniques that require power like a tackle. Dexterity-based Tasks are used to
resolve techniques that require precision, like throwing or kicking a ball properly. Constitution-based Tasks are used to perform
long sports activities and may replace other attributes as time ticks on. Intelligence-based Tasks are used to determine
strategies while Perception is used to judge or decipher them as well as find rules violations. Strength, Dexterity, and
Constitution are vital for players, Intelligence is great for coaches and team captains, and Perception is of paramount importance
for referees.
Sample Type List: Alpine skiing, baseball, football, freerunning, gymnastics, skydiving, and soccer.

Stealth (Regular Streetwise)


Certain situations demand that a person avoids detection, doing so is the application of stealth. A stealthy individual need
not rely only on shadows and silence. He could just as easily enter a restricted area amongst a group of people who do belong
by remaining innocuous and quietly slipping past the access control point. Stealth demands a certain amount of control, a sense
of timing, and a liberal dose of patience to achieve results but those results can be spectacular.
Dexterity-based Tasks rule Stealth and are used to actually perform stealthy actions. Intelligence-based Tasks can be used
to plot stealthy movement or direct less proficient characters into good hiding spots.

Streetwise (Regular Streetwise)


The mean streets have complications all their own and it takes a shrewd awareness of how to navigate that treacherous
urban jungle if one wants to survive and thrive. A streetwise person knows his neighborhood and city, who to avoid and who to
approach, what’s safe and what’s not. If a survivalist learns how to survive in the wilds, the streetwise learn to survive in the
urban landscape. This sort of knowledge is rarely taught in anything but the school of hard knocks as the situation on the street
constantly changes and information becomes obsolete dangerously fast.
Intelligence-based Tasks are used when recalling relevant information about a situation while Perception-based Tasks are
used to identify or assess situations and signs.

Surveillance (Regular Military/Spy)


Surveillance is an important skill for many fields, but the point is simply observing a subject, ideally without being observed
in the process. Techniques combine elements of stealth, disguise, and more to allow an observer to watch a subject, gathering
raw information to whatever end he might have. In the hands of an experienced observer, the surveillance skill set allows him to
maintain observation over a subject despite evasive maneuvers and includes an important element of patience. Further, a
talented observer can use his own intellect and other knowledge to sort out the true meaning of his findings.
Dexterity-based Tasks are used when trying to maintain stealth against a target, they may sacrifice some actual observation
in pursuit of discretion. Perception-based Tasks are used when prioritizing surveillance over stealth, though once a proper

38
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

location has been secured, these Tasks can also allow for identification and recognition of important people and events as well
as identifying when the character might be under surveillance.

Survival (Regular Outdoors, Type)


Survival in the wilds requires a skill set and knowledge base unique to each environment. Regardless, the elements of
survival remain the same: water, food, and shelter. The pursuit of those requirements is at the core of any survival training.
Beyond that, specific natural resources and elements of hunting are included as part of survival. One must learn some basic
trapping and hunting to survive in the wilderness, basic craftsmanship for some tools and constructing shelter, and how to start a
fire or at least maintain an existing one. Modern survival training also includes elements required to attract attention for a rescue,
but it is not necessarily required as there are times when one wants to simply live in the wilderness away from the attention of the
greater “civilization.”
Constitution- and Willpower-based Tasks are used to quickly resolve long-term survival situations like traversing large areas
or staying focused when left alone in the wilderness for a long period. Intelligence-based Tasks are used to perform short-term
survival tasks like building a shelter, setting basic traps, or foraging for food and water. Perception-based Tasks are used to
identify animals, plants, and landmarks in a survival situation.
Default Type List: Arctic, Desert, Forest, Jungle, and Mountain Survival.

Swimming (Regular Athletic)


Humans are naturally quite capable of functioning in water but anything more complicated than holding one’s breath and
floating in still water requires certain elements of training or at least practice. A trained swimmer can easily tread water, or at
least keep his head above water in rough surf. He can quickly figure out how to go snorkeling if he didn’t already know how.
Extensive training also allows for sport swimming, like racing and diving. Skilled swimmers tend to have an understanding of how
water behaves, but the deceptive ocean can still claim them if they are not careful.
Constitution-based Tasks are used for most swimming tasks, including treading water, diving, racing, and towing another
person. Dexterity-based Tasks come into play for precise swimming actions, like getting onto a rocky outcropping with 15 ft
swells or safely navigating a rapids.
Extraneous Training: SCUBA diving, underwater cave diving, and deep sea diving.

System Operations (Regular Military/Spy, Type)


Certain systems require a unique skill set to make sense of the data the machines, computers, and sensors provide. Most of
the time, this pertains to the high tech tools available on military bases and onboard large vessels like ships or some airplanes.
The relevant knowledge does not typically carry over well between fields: a person familiar with a RADAR array is not likely to be
that talented when handling a base’s weapons network. At the very least, a system operator is familiar with what the machines
are telling him and knows how to relay the relevant information to a captain when the raw data would be too much for one person
to handle.
Intelligence-based Tasks govern most applications of the System Operations skill. Systems that require astute observation
like sensor arrays are used with Perception-based Tasks.
Default Type List: Communications, Defensive Systems, Electronic Warfare, Sensors, and Weapons.

Tactics (Regular Military/Spy, Type)


Warriors of all stripes must learn some element of tactics if they wish to survive any appreciable length of time: running in
with guns blazing and swords drawn is a good way to get put down—though sometimes it’s the perfect approach to a situation.
Knowing what to do and when is a vital skill to a tactician and while the skills and knowledge of a tactician can lead to victory
even when a situation is dire, he is largely useless without some information beforehand. As if to make matters more
complicated, different battlefields demand different tactics: navigating a squad of soldiers through an urban battlefield requires a
whole other education and mindset from guiding an entire army to victory over a country.
Intelligence-based Tasks are used to figure out a good strategy, the Chronicler should give hints and provide information to
facilitate execution of a good plan. Perception-based Tasks are used to figure out an enemy strategy. Generally, better advance
information leads to better tactical plans, and a successful Tactics Task should be rewarded by the Chronicler filling in gaps or
giving hints to the player making the plan to reflect the character’s insights.

[SIDEBAR]Tactics Types
Aerial: Using aerial vehicles for combat
Armor Small Unit: Vehicles of platoon size or smaller

39
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

Battlefield: Coordinating one or more units in pursuit of one or more objectives simultaneously
Counter-Terrorism: Knowledge of terrorist tactics and how to counter them
Guerilla: small units of irregular or Spec Ops soldiers
Infantry Small Unit: regular soldiers of platoon size or smaller
Naval: Using naval vehicles in combat
PsyOps: Psychological warfare
Siege: Attacking and defending fortified locations
Urban: conditions and variables of an urban battlefield
[/SIDEBAR]

Throwing (Regular Combat, Type)


Throwing stuff at an enemy can be a surprisingly effective tactic, a knife in the hands of a skilled thrower can end a fight
before it ever begins and do so quietly. While it is pretty easy to go chucking various hard or sharp objects at people, there is
more to it than that. Throwing techniques must balance distance with accuracy and power, and an experienced thrower knows
how to balance the demands of the task with the capacities of the tool. Fortunately, there is a fair amount of crossover between
several tools and similar weapons are used in similar fashion. Still, certain weapons are not really fit to be thrown like others: one
will not make much progress throwing a javelin like a grenade, but he would still do better than if he had no experience with
throwing beyond water balloons at a friend’s place during a birthday party when he was 12.
Throwing is a combat skill; its applications are delineated in Chapter 3: Rules. Strength-based Tasks are used in combat
when attempting to injure or throw for distance. Dexterity-based Tasks are used when precision is most important. Substitution
between types is typically ineffective or carries a steep penalty.

[SIDEBAR]Throwing Types
Axes: Top heavy objects that usually require a good spin to be effective. Axes, maces, baseball bats, and more go here.
Knives: Small, sharp objects such as knives, shuriken, and darts.
Nets: Pretty self explanatory, people.
Miscellany: Small round objects that need to hit or go near a target. Rocks, grenades, water balloons.
Slings: A device based throwing tool, includes regular slings, slingshots, staff slings, and even bolas.
Spears: Anything thrown like a javelin, including the atlatl.
[/SIDEBAR]

Tracking (Regular Outdoors)


Hunting down a person or animal in a wilderness environment requires knowledge of the terrain and the signs of travel. It’s
a vital element for hunters of all sorts, whether deer and duck or just bounty. As long as there are traces of the subject’s
presence, a skilled tracker can find them. Even in an urban environment, given the right situation, tracking a person or animal is
entirely viable and plenty terrifying while being hunted. On the other hand, a skilled tracker is aware of the traces he leaves
behind and can make efforts to conceal his route and confuse hunters with false tracks. Even soldiers can find the skills of a
tracker to be magnificently useful for detecting potential enemies or even traps like mines.
Perception-based Tasks are used when following a trail whereas Intelligence-based Tasks are used to conceal a trail or
confound trackers.

Trance (Special Scholastic)


Despite the great many possible meanings of the word “trance,” here it is simply an expression of deeply focused
meditation. While in a trance, the person is narrowly focused on only one thing, whether that is restful meditation, introspection,
disarming a bomb, or even painting a work of art; the intense focus afforded a person while in a trance prevents them from being
bothered by outside influence and distraction. This ability to blot out all outside distractions also has uses that lend well to
soldiers and especially stealth agents and snipers where distraction is synonymous with failure and death. Sometimes, a trance
can be entered unwittingly and is surprisingly active: when a soldier in battle or sportsman in game falls “into the zone,” he has
effectively entered a trance. Of special note is that certain settings will find that a state of restful meditation aids in the recovery of
spiritual exertion and all sorts of trauma.
Willpower-based Tasks are required to enter a trance. While in a trance, the character must choose something upon which
to be focused. He gets a -2 penalty to all Perception-based Tasks/Tests to recognize things outside of his focus but gets a +1
bonus to all Tasks/Tests involved in pursuit of his focus per Success Level in his Trance and Willpower Task, up to his Trance
level. He is not affected by shock or pain penalties, and does not feel the need to rest or eat while entranced. Attempts to

40
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

remove him from his trance state are resisted with a Willpower and Trance Task, though specific actions may take priority for
him depending on the character and circumstances.
While in a restful or meditative trance, the character recovers Essence at twice the hourly rate. If the character recovers at a
rate faster than hourly, then increase the rate by one point per time interval.

Traps (Regular Military/Spy)


Setting and disarming traps can be a fairly important skill that can spell the difference between life and death. Outdoorsmen
learn to set up traps with bait to catch animals and trappers even have specific methods depending on whether they want their
subjects alive and unharmed or in less healthful condition. In fact, a trap need not even be put in place to stop a target but to
alert people as to its presence. Soldiers and spies also find traps useful, frequently putting explosives to use. While anyone can
put a mine down and cover it with enough dirt and debris to conceal all but the trigger, a trained person knows where and how to
set and disarm the trap for maximum impact. This skill, while useful at disarming traps, is no substitute for real demolitions
training, so don’t expect a trapper to stop the bomb, he’s probably only good to make sure he and his team don’t actually trip the
bomb (or trip it from a safe distance).
Dexterity-based Tasks are used to set or disarm traps. Intelligence-based Tasks are used to devise and direct placement of
traps. Perception-based Tasks are used to detect traps. Perception and Notice can also be used to detect traps, as can certain
other skills, depending on the nature of the traps: Survival, Tactics, and Demolitions may all be applicable.

Unconventional Medicine (Regular Medical, Type)


Despite fervent beliefs otherwise, there is no such thing as alternative medicine. Any particular treatment that does not fall
under the purview of first aid or medical treatment is ineffective, harmful, or heavily reliant on the placebo effect. Such
unconventional medicines include but are not limited to acupuncture, herbalism, homeopathy and more. For the most part, these
approaches to medicine are grounded in history and culture more than science; if these treatments worked in a scientifically
verifiable manner, they would fall under medicine. However, it is very important to realize that these alternative therapies used in
conjunction with scientific medicine, not in lieu of, can actually provide benefits and improvements in quality of life that could not
be achieved with only one treatment method. Ultimately, no matter how ardently believers argue, unconventional medicine is no
substitute for real medicine, even if they insist that real medicine is just “western medicine.”
Treatment from an unconventional medicine only works to alleviate chronic pain through the placebo effect. Intelligence-
based Tasks are used to resolve the treatment, which is little more than a performance. A metaphysical treatment from an
unconventional medicine may have an effect, but that is dependent on the decision of the Chronicler.

Veterinary Medicine (Regular Medical, Type)


Just as humans need treatment for injury and illness, so too do animals. The biology of various animals is very different
from humans and each other, so a veterinary doctor needs to learn lessons specific to the animal that they intend to treat.
Beyond that, the treatment of animals involves a certain amount of handling, though it would be inappropriate to expect a
veterinary doctor to teach an animal to do tricks. For the most part, a veterinary doctor is like a traditional doctor, except their
patients are animals, not humans. As such, they can perform surgery, diagnosis, assign prescriptions, and more. Though it’s not
advised and could get any and all certifications revoked, certain elements of veterinary medicine can conceivably be applied to
human medicine as a cross between first aid and real medical treatment.
Dexterity is used to administer precise or time sensitive treatments like surgery or sutures. Intelligence is used to administer
long term or general care. Perception is used to diagnose patients. Types are specific to animals.
Optional: Rather than specifying particular animals, this skill can be purchased as a Special Skill and cover all sorts of
animals.

Weight Lifting (Regular Athletic)


There are techniques involved in proper weight lifting. With practice and skill, weights in excess of natural ability can be
lifted. Unfortunately, there’s little more to it than that. A trained weight lifter can lift heavy objects. That’s it.
Strength and Weight Lifting Tasks replace Simple Strength Tests to increase lifting capacity if the Task bonus is greater
than the Test bonus. Add one-third your Weight Lifting rank if your Simple Strength Test bonus exceeds your Strength and
Weight Lifting Task bonus.

Writing (Regular Scholastic, Type)


Writing is like fine art and craftsmanship using words. Whether for informative or entertaining purposes, a writer needs to
know what he’s writing about and how best to convey the important details in a meaningful way. To that end, there are a great

41
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights

many types of writing, each pertaining to a goal that the writer has in mind. A journalist should be writing in an informative and
engaging manner, though they have recently been focusing on the entertaining aspect of creative writing. While the skills of each
writing type may exist in others, one does not use advocacy techniques in a doctoral thesis and the jargon of a technical work
doesn’t lend itself well advertising to the masses.
Intelligence-based Tasks are used to create, plan, and execute a work. Perception-based Tasks come up when judging or
interpreting existing works.

Powers
[Edit required, currently brain dump.]
Powers fall into three general categories: skills, attributes, and qualities. They follow the same principles as the mundane
aspects of the same names, but represent metaphysical ability. All Invocations are skills, as are the Tuning Arts and racial skills
like Spiritus and Caliber. They are often used in a variety of ways. Attribute powers are unique in that they represent a maximal
capacity, like Telekinesis Strength and Way of Might. They are used to gauge the capacity of the relate power’s manifestation
and are always used with a skill. Quality powers are singular powers that provide access to a single power, like a specific
lightning bolt power or the ability to regenerate; they are often associated with racial powers and spirit patrons, not actual
metaphysical branches. These are usually tied to a skill but many can be activated with a thought (Simple or Difficult Willpower
under strenuous circumstances) or are even always active (like regeneration).
While they are structured similarly to Attributes, Qualities, and Skills, the Powers must be purchased with Powers points.
All Metaphysical Skills are treated as Special Skills: 2 points per level until level 5, then 5 points per level thereafter. These
can be purchased with Powers points.
All Metaphysical Attributes are purchased with Powers points at 3 points per level until level 5, then 6 points per level
thereafter. They can be purchased with Attribute points at 1 point per level until level 5, then 3 points per level thereafter.
Metaphysical Qualities are purchased at their listed price, which is tailored to the relative strength of the ability therein.
These can be purchased with any combination of Quality or Powers points.

Possessions
Possessions are purchased based on the moneys available through Resources (remember, Resources 0 does not mean
the character is flat broke). Use the market price of the item to gauge its cost. Use the raw materials cost if the character can
make the object himself, assuming he rolled a 5 on his Task.

Finishing Touches

42
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.

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