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MoC Ultra-light This is the ultra-light version of the Masters of Creation role-playing game rules.

The game is played by player characters (players who create and control custom characters in the game world) and game masters (players who create non-player characters to challenge player characters with). If you are not familiar with pen and paper tabletop role-playing games, heres a link to help you understand the subject better: Role-Playing Games Defined.

Characters and NPCs are built by doing the following:

Descriptors Characters are described based upon three different areas of description. The areas of description are Psyche (mental attributes), Physique (physical attributes), and Persona (personality attributes). Assign a value within the set (+4, +2, 0, -2) to each descriptor within an area of description: Psyche - Education, Quick-Wittedness, Resolution, Focus Where education is book-learning, quick-wittedness is fast thinking, resolution is memory, and focus is the ability to block out distractions. Physique - Strength, Toughness, Coordination, Fitness Where strength is physical might, toughness is physical durability, coordination is physical dexterity, and fitness is physical endurance over time. Persona - Affability, Fearsomeness, Charm, Sophistication. Where affability is a measure of how likeable you are, fearsomeness a measure of how terrifying you are, charm a measure of how persuasive you are, and sophistication a measure of how socially aware you are. For Example, you might have a character look like this: Psyche Education+4, Quick-Wittedness+2, Resolution+0, Focus-2 Physique Strength-2, Toughness+4, Coordination+2, Fitness+0 Persona Affability+2, Fearsomeness+4, Charm-2, Sophistication+0 Then:

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Assign five points to your maximum and current health and will attributes. Health determines how much damage you can take before being defeated (killed or captured). Will determines how much energy you can exert to undertake strenuous actions (Learned Reactive Skills and Unlearned Active Skills). When damage is dealt to a character, it is dealt to the characters current health, reducing it by a like amount. Similarly, when will is spent by a character, it is lost from the characters current will. Written as: Health 5/5, Will- 5/5 Then: Select five skills from the list below. These skills are your learned skills. Some important notes on skill use: Learned Active Skills cost nothing to use, but may only be used once per turn on your turn in combat. Unlearned Active Skills and Reactive skills cost 2 current will to use. Unlearned Reactive Skills cannot be used. You may use any number of appropriate learned reactive skills on any turn, including those other than your own. Skills usually require a roll to use successfully. Rolls break down as follows: Severe Failure: 6 or less - lose a turn (no more than once per round, otherwise treat as a failure), Failure: 12 or less, Success: 13 or above, Critical Success: 18. Some skills do not do a set amount of damage but rather do DMG. DMG = the damage rating of the weapon you have equipped when using the skill.

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*** The skills you may select are:

Active Skills:

Melee Attack - Roll 3d6 + Strength to hit adjacent enemy, deal DMG to adjacent enemy. Deals x2 DMG on a critical success. Ranged Attack - Roll 3d6 + Coordination to hit enemy at a range of two or more paces, deals DMG to struck enemy. Deals x2 DMG on critical success. Dash - Roll 3d6 + Fitness to move three paces in any direction. Heal - Roll 3d6 + Education to restore 2d6+3 health to adjacent target. May not restore target to more than maximum health. Consumes bandage. Identify - Roll 3d6 + Education to determine the nature of an unidentified object. Encourage - Roll 3d6 + Affability to improve the morale of an NPC and convince it to keep fighting or stay by your side after it has been frightened. Frighten - Roll 3d6 + Fearsomeness to terrify an NPC and convince it to flee one pace away from you immediately. Persuade - Roll 3d6 + Charm to sway an NPC to see things from your point of view. Magic Blast - Roll 3d6 + Focus to fire a bolt of magic energy at a target up to seven paces away, dealing one magic damage per character level to target. Deals double damage on a critical success. Cant use if wearing armor. Magic Burst - Roll3d6 + Focus to create an explosion up to three paces away that deals 2d6+3 damage to all objects and persons in a one pace radius. Cant use if wearing armor. Teleport - Roll 3d6+Resolution to move to an open space three paces from your current location. Cant use if wearing armor.

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Reactive Skills: Dodge - Roll 3d6+Coordination to avoid the affects of Ranged Attack targeting you. You may immediately move one pace in any direction. Only succeeds if the total of the roll to Dodge is greater than the roll for the Ranged Attack targeting you. Blink - Roll 3d6+Focus to avoid the affects of an active skill, other than Frighten or Persuade, targeting you. Only succeeds if the total of the roll to Blink is greater than the roll for the active skill targeting you. Cant use if wearing armor. Disrupt - Roll 3d6+Quick-Wittedness to prevent an adjacent target's use of an active skill. Counter - Roll 3d6+Toughness to prevent a reactive skill from affecting you. Only succeeds if the total roll to Counter is greater than the roll for the reactive skill affecting you. Predict - Roll 3d6+Sophistication to prevent the affects of Frighten or Persuade. Only succeeds if the total of the roll to Predict is greater than the roll for the use of Frighten or Persuade targeting you. Block - Roll 3d6+Strength to prevent the affects of Melee Attack if you have a shield equipped. Only succeeds if the total of the roll to Block is greater than the roll for the Melee Attack targeting you. *** After you have selected the characters skills, then: Spend character points. You receive ten character points to start, and ten character points each time you level up. The max level for this ultra light presentation is 5. Your characters level up (i.e. improve their level by one) every three game sessions. There is no experience tracking. Character Points can be spent as follows: 1:1 (current and maximum) will, 1:1 (current and maximum) health, 1:100 coin, 2:1 new learned skill, 1:+1 to success roll of selected learned skill (written as Skill Name+X, where X is the bonus to roll). You cannot spend more than 4 character points per level to learn new skills. Buy Equipment: You begin play with an amount of equipment equal to or less than the amount of coin you have available. Reduce your coin amount by the cost of the equipment.

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Combat Combat is turn based. Each turn, each participant in combat rolls initiative, then takes their turn in order of highest to lowest roll. Initiative is determined by rolling 3d6 + Current Will. Types of actions you can take on your turn in combat: Use one active skill; and Use any number of simple actions, no more than once each; and Move one pace (standard unit of movement) in any direction; and Use a learned reactive skill (if appropriate). Types of actions you can take on anothers turn in combat: Use a learned reactive skill (if appropriate). Type of actions you can take outside of combat: Use skills, simple actions, movement and improvisational actions. Improvisational actions are actions that are not skills or simple actions, and which you wish to undertake outside of combat (examples include leaping across a chasm, walking a tightrope, counting cards, etc.). The success or failure of an improvisational action is determined by rolling 3d6 + the appropriate descriptor (use success rules as described in the skills section, above, except that severe failure results in injury or death depending on the situation and the severity). Simple actions are breathing, consuming an item (food, potion, poison, etc.), looking around, listening, speaking, and interacting with an object (e.g. pulling a lever, getting on a mount, equipping or unequipping a weapon). It is assumed that you are always breathing and paying attention to your environment (looking around and listening) unless you state otherwise.

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Equipment: Weapons: Melee Weapon Small (Dagger, Iron Knuckles): 10 coin. +1 to success roll. 1 DMG. 1-hand. Melee Weapon, Medium (Sword, Club): 50 coin. 2 DMG. 1-hand. Melee Weapon, Large (Halberd, Spear): 100 coin. -1 to success roll. 4 DMG. 2-hands. Ranged Weapon, Arrow (Requires Bow to Use): 20 coin/25 arrows. 3 DMG. Ranged Weapon, Shuriken: 10 coin/15 shuriken. 2 DMG. 1-hand. Ranged Weapon, Throwing Knife: 1 coin/knife. +1 to success roll. 1 DMG. 1-hand. Launcher, Bow: Used to Fire Arrows. Treat arrows as source of DMG while equipped. 2-hands. Shield: 50 coin. 0 DMG. 1-hand. Armor: Leather: 200 coin. +2 to current health at the start of combat. Must equip to use. Iron: 300 coin. +4 to current health at the start of combat. Must equip to use. Steel: 400 coin. +8 to current health at the start of combat. Must equip to use. Heavy: 500 coin. + 12 to current health at the start of combat. Must equip to use. (Armor improves current health even above max health at start of combat, acting as a damage buffer.) Miscellaneous: Bandage : 5 coin/bandage. Healing Potion: 50 coin. Drink to restore 2d6+3 health. May not restore drinker to more than maximum health. Will Potion: 100 coin. Drink to restore 2d6+3 will. May not restore drinker to more than maximum will. (You can always make up more! Other possibilities include food, drink or poison.) Equipment Rules: You have only two hands to equip items to. You can equip one armor at a time, and you cannot un-equip the armor in combat (an exception to ordinary rules regarding simple actions). You may not carry more equipment than seems reasonable to the game master.

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Thats it! What you play is up to you but you now have all the tools you need to get to gaming. But before you do: PLEASE KEEP IN MIND THAT THESE RULES DO NOT REFLECT THE ACTUAL GAME OF MASTERS OF CREATION. MoC uses a system similar to this one, but substantially different in many respects. For example, this game system uses attributes weighted to affect skill use, builds NPCs like PCs, does not account for racial modifiers, and is substantially simpler in its execution. Moreover, there are no rules for doing a lot of the little things that make MoC special, like using powerful enchantments, employing complex combat maneuvers, or summoning eldritch horrors. This is just a basic role-playing game system for those who want a taste of what MoC plays like (without getting the full game experience). Have fun!

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