Rules

# FaXions Rules

## Character Creation

Creating a character in FaXions is simple, first it is recommended you come up with a concept. There are so many options and paths to take to make any character you want. It is recommended you use the provided character sheet as this game relies on calculations, which is why it is intended to be kept digital.

**Choosing A Species**

Use the drop down menu on the character sheet (Next to the species box), this will give you 6 Species passive effects, and some bonuses to stat (This is auto calculated on the sheet). Your species offers you a look for your character, and what kinds of special abilities they have. Though these abilities vary it is not necessary to build around them. Each species receives 4 Factor Points for free, these can be distributed in any way, and a bonus to those factors between 2.5% and 10% based on how much of the static bonus they received. (These bonuses are calculated by the sheet.) You may also make a Hybrid of 2 Species, which will be explained in a later section.

*Terry chooses to be a Jaguan, and which gives him the provided 6 passives (found in the passives Tab.) The Jaguan species also offers 2 AF and 2 IF (plus a 5% boost to both of those factors, rounded down.) Placing the species in the sheet adds these bonuses.*

**Hybrid Species**

A character can choose to become a hybrid of two different species. You choose the species you want as your base, which is where you will still receive bonuses. The difference is with Species Talents, each species talent can have Docile, Pinned, or nothing. When creating a Hybrid, a character cannot pick the Docile effect for their sub species, and must have both species pinned talent. Then the character must choose at least one additional talent from the subspecies to gain. *(Note: A character must have at least 2 Species talents from each species, one pinned, and one of the character's choice.)*

*Hybrid Parts: The Hybrid Parts column is the parts that each ability adds to the character, and helps determine what the character looks like.*

*Note: Some species cannot hybrid and the only way to get their species talents is to use additive augmentation.*

**Choosing a Homeworld**

You may choose a homeworld outside of the specific species' homeworld, if the GM allows it. There is plenty of species who move to other planets, and start lives there. However, there could be limitations in the story. When to take a homeworld you will be given 2 Homeworld Passive Talents. Homeworlds offering Factor bonuses that scale with level. Additionally each home world provides a level scaling bonus to 3 different skills. A Homeworld also offers 2 Boosts based on their types. (All Homeworld Bonuses are calculated by the sheet.)

*Terry chooses the Melting pot Zezia as his homeworld granting his character the 2 Zezia bonuses. Terry also receives a scaling bonus to LF (2 plus 75% of his character's level). Then he receives a power boost and an inspiring boost. Zezia gives Terry's character a bonus to Life Science, Captivation Magic, and Business (This bonus is 5 plus 35% of the character's level). (Remember the sheet calculates these bonuses instantly.)*

**Choosing a Profession**

Professions are what your character does as a job, it could still be the case, or maybe you joined the adventure to find greater horizons. A profession offers you a passive bonus that deals with what it does. Professions offer a 6% increase to 3 different skills as well. With all three chosen you will be able to begin distributing your points.

*Terry chooses Diplomat as his Profession, and receives the Profession passive talent. Diplomat also gives Terry's character a 6% bonus to Interaction, Foreign Affairs, and Leadership.*

### Allocate Points

Characters get 245 Spendable Points (SP) to spend at first level and 85 more points at each additional level, and there is no maximum level. You can spend your points in many different places. You can purchase Talents, increase the scores for your skills and Factors, and Buy Boosts, Survival Points, and Magical Recoveries. Each of these have a different cost.

### Talents

Each talent has a cost which is how much it costs to take the talent. You place your talents on the passives tab, under your Profession talent. These are passive bonuses that allow you to do different actions beyond what the skills they effect allow. Some talents (Usually numbered ones) have prerequisites. There are some special talents like Template and Special power which use a different system. Which will be explained on a different page.

### Skills and Factors

Each skill cost one SP per point allocated. This will increase the score by 1 for each SP spent in this way. Factors effect all 10 skills associated with them, and cost 4 SP each. However you cannot dump all of your points into a single skill or factor, prior to level 5 each skill or factor may only have 37 SP allocated. This goes up by 7.5 for every level after 5. (You are reminded of this at the top of each factor's section of the character sheet.) On the sheet the green column is where you place SP for each skill, and the light blue column (next to the orange one) in the factor row is where to place SP for factors.

### Boosts

The boosts section of the character sheet includes all 6 types of Boosts, Survival Points, and Magical Recoveries (All explained later in the section). Each of these options cost 4 SP. You can buy half your level +4 (rounded up) in each entry in the boosts section.

### Scaling Points System

FaXions is recommended in its base version to have a 5 person party (Each member would theoretically take 1 Factor of skills) giving you only 1 weakness. However, I have installed a system that increases the points at level 1 and each level if there are less than 5 Players. (Lowering the number of players increases the points gained in the game by a certain percent. (This is factored into your SP once you select the # of Players tab.

 5+
 4
 3
 2
 1

This concludes making a character once you have spent all your points, and leveling up is the same. You can save points between levels, if you are looking to get some type of high costing Talent.

## Scores and Bonuses

### Score

A score is a number that represents your proficiency in a specific skill. This allows you to make checks in game, some checks are versus Checks and others are static checks. It is also possible to receive bonuses to these scores when performing an action: These Bonuses can come from help from another player, another skill buffs the chosen skill, a Piece of equipment improves your score, Some environmental or status effect changes your score, you used a boost, you are on a starship that gives you a bonus, or you have a talent that grants you a bonus. Below are some examples of each of these and what they are called in game.

### Temporary Factor (TF)

Temporary factor is 10% of your base score (before any bonuses), and effects many different parts of your character. The Different ways to gain a TF bonus is as follows:

* Use an Appropriate boost to increase your current skill, which adds your TF bonus to that skill. (On the sheet check the box next to the boost.)
* Get assistance from another Player or NPC with the same skill. This adds their TF to your Skill. (Place this bonus in the Assist Box.
* If another skill you have could assist you in the matter. For example you are punching a target using martial arts, but also have melee combat, you would receive a TF bonus equal to the TF of the second skills. There are cases where you could choose which skill you want to use as the main skill, if this is the case it is okay to choose the higher one, and let the weaker one buff your score. (Add this to any current assist bonuses you might have.)

### Equipment Factor (EF)

When equipment is made of a higher quality it may grant you an EF. only one piece of equipment can effect the EF of a skill once, so having multiple pieces of equipment effect the same skill will not increase the skill. However some equipment offers Conditional Factors to extra skills, this does not count against that skill's EF bonuses. (Place the EF bonus in the EF bonus of the skill, an implementation of a checkbox will be added to activate and deactivate EF bonuses.)

### Conditional Factor (CF)

Conditional Factors are added by specific Talents and Effects. These factors each have a type, which describes where they are coming from. If a character receives 2 conditional factors of the same type they must choose which one to keep. If a CF bonus does not have a type, use this chart below to determine what type it is. (Then Report that to us, so we can fix it.)

Conditional Factor Types

* Power: Any bonus to attack actions, or out of combat actions where PF plays a role.
* Defense: Defending or Resisting anything.
* Stealth: Sneaking and Infiltration.
* Science: When learning or understanding something.
* Magic: When Dealing with Magic
* Mystic: When Dealing with Mystics
* Social: For social Situations.
* Crafting: For Crafting situations.
* Insight: Insight is a placeholder, and is used when you want to stack this buff more fluidly with others.
* Support: Adding a bonus from Support effects

### Utility Factor (UF)

These bonuses are gained from Environmental Effects, Negative Status Effects, or a type of Affliction your character as gained. Once again these do not stack with them selves, but do stack with each other. Some ways of getting a UF are:

* Making a Surprise attack
* Attacking a Downed, Stunned, or Prone Target
* Having an Environmental Advantage, such as higher ground, or obscured vision
* The Target is wounded or in pain
* The Target is outnumbered
* A target who cannot fly is knocked airborne

In FaXions you should try to use these different factors to get an edge on a particularly strong target, or do some difficult feat. Though not all bonuses work for every check.

## Character Stats

In FaXions the six main stats have no in game use, you are never required to make a check with one of these 'Factors' they serve to increase all the skills that are in their skill tree. Each Factor has 10 skills in it. During Character creation and level up you may put points into these stats, which costs 4 Points each, but increase the score in each skill in the tree by one per. These Factor are:

### Power Factor (PF)

This is your general strength and has skills that use your characters strength. Examples of Skill Actions for Power factor are:

* Making A Melee Attack
* Using Kinetics to Lift or Throw objects with your mind.
* Lifting, caring heavy loads, or any sort of Physical Activity with Athletics.
* Making Counterattacks.
* Crafting a Weapon or Armor made of Metal.

### Agility Factor (AF)

This is your dexterity and accuracy skills. Some Example of Skill Actions for Agility Factor are:

* Dodging an attack with Reflex Training.
* Making a Ranged Attack.
* Making an Attack with a Precision based melee weapon, like a dagger or Rapier.
* Taking up the mannerisms of a character or doing a dexterous performing art (like Dancing), with Performance.
* Driving or Piloting.
* Crafting Clothes or Leather armor.

### Body Factor (BF)

This is your general defense and resistance skills. Examples of Skill Actions for Body Factor Are:

* Resisting the Damage of an Attack with Durability.
* Using Martial Arts to attack targets.
* Resisting negative attacks, or suggestions with Resistance
* Grappling a target with Wrestling
* Resisting Environmental or Field effects with Survival.
* Crafting foods or potions with Culinary Craft.

### Intellect Factor (IF)

This is your reasoning and intelligence skills, many of which are science based. Examples of Skill actions in Intellect Factor are:

* Assessing or designing a building with Architecture.
* Research or Understand ideas that are part of the Physical Sciences.
* Research or Understand ideas that are a part of the Life Sciences.
* Perform Medical Treatments.
* Code, Hack, or Perform maintenance on computers.
* Build Machines
* Telepathically Connect with others, with Telepathy.

### Spirit Factor (SF)

This is your magic skills, every skill in this tree is a magic skill. Examples of skill actions in Spirit Factor are:

* Allow people to breathe underwater, swim faster, or gain additional resistances to environmental effects, with Alteration Magic.
* Create temporary inorganic objects with Conjuration Magic.
* Magically Heal wounds, with Druidic Magic.
* Cast elemental Spells.
* Enchant crafted objects with crystals.
* Summon Allies to aid you in battle.
* Teleport or control space and time with Dimension Magic.

### Locale Factor (LF)

Your characters awareness and social skills. Examples of skill actions in Locale Factor are:

* Interact, Socialize, and Negotiate with others, with Interaction.
* Perform Music, Write, and Tell Stories, with Arts,
* Learn about cultures and planets with a combination of Language, History, and Foreign Affairs.
* See the visions of the Future with Seer.
* Haggle, Appraise, or start a business.

## Other stats

There are other stats that your character can get, such as Boosts, Survival Points, Magical Recoveries, and Speed.

### Boosts

Each of the main Stats have a boost associated with them, and all skills in the stat use that boost. Your homeworlds offers 2 Boosts when you take it. Boosts are always useful, each one costs 4 points. Used up Boosts restore after a Rest Day, unless that rest day was used to restore a Survival Point or Magical Recovery. Some Talents also as you to use boosts to perform effects. The boosts with their associated stats are: Power Boost (PF), Dexterity Boost (AF), Body Boost (BF), Mind Boost (IF), Spirit Boost (SF), Inspiring Boost (LF),

### Magical Recovery

Whenever you are hit with a negative effect you may use a magical recovery to remove the effect, even if you are unable to act. Magical Recoveries cost 4 Points each. When you use a Magical Recovery to remove an effect you are immune to all sources of the same negative effect until the end of the next round. You restore one Magical Recovery Rest Day where you did not heal a Survival Point.

### Survival Point

Survival Points exist to protect you from wounds or death, each one costs 7 points to take. Survival Points can help you resist death or damage from most attacks. This is how you can control if you survive an attack or effect that would otherwise, kill or maim you. A list of Survival Point uses can be found in the combat section. Restoring a Survival Point takes a Rest Day

## Making Checks

Whenever you perform an action you will be asked to check your skill score, (or sometimes your skill level.) There are two different kinds of skill checks, versus and static. Below there will be a description of each type of check and an example scenario.

### Skill Level

This is a more broad representation of your skill level in a specific skill, and gives you and the GM a good idea of how much your character knows about a certain subject and how easily it will be to perform an action. However, for GMs it is encouraged to use skill levels less than scores, as skill levels are only effected by using a boost. No other bonus will increase you to the skill level even if you would surpass the score requirement. (This is something the sheet tracks, so do not worry about calculating it yourself.)

### Static Check

This is a check that has a specific score to beat, sometimes for simplicity the GM may ask what your skill level is if they feel like it should require a specific skill level. Though it should usually be a score.

*Example: Terry wants to have his character learn about an Alien Planet his score in Foreign Affairs is 151 (an Intermediate Level), before he takes his action he asks for another player with the skill to help and gets a +8 Assist Bonus to his score. Then he asks if his History score can help him learn more, which in this case it does, giving him a +15 Assist on top of the bonus from the other player. Finally he uses an Inspiring boost to grant him a +15 TF bonus, this makes his final score 189 in Foreign affairs for this action. This passes the check. If the check fails the GM should give you a hint, or a bit of information, but let the player know 'they are not sure' about the answer, based on how much they failed by.*

*(He can at any time ask the GM if this is enough in this instance, the GM should take a stance on if they would want players to declare all bonuses first, or allow them to ask if they need to use more resources. Generally it is faster to allow the players to ask. )*

### Versus Check

This check is usually made when you attempt to attack another character or otherwise deal with another NPC. It is your score versus theirs. Most times when making a versus skill the opposing character will defend with another skills, like when making attacks, the opposing target can make Durability, Reflection, or Reflex Training Checks. Some Examples of when you would make a versus check.

* Trying to convince some one to do something for you. (Interaction > Resistance/Interaction)
* Attacking a target with magic. (Resistance defends against magic attacks.)
* Making a Melee or Ranged Attack. (Can be blocked with Counterattack, Reflex Training, Durability, or Reflection)
* Outsmarting a target using your knowledge in a field (this can be resisted by Perception or Resistance.)
* Defending an attack, which is the opposite of making an attack.

*Example: Terry makes a force crushing attack with his 151 Dimension Magic (Gravity Magic), against an enemy monster, in combat others cannot assist you like in out of combat instances, so he uses a boost to increase his Dimension magic by 15, he has a glove that enhances his skill as well, which gives him a +20 EF. These bonuses make him have a 186 in Dimension Magic. The creature has a 190 in Reflex training and dodges the spell, taking no wounds or effects from it.*

*(GM's only give boss and important characters boosts, it should not be to hard to fight monsters, and giving monsters and NPCs boosts will only slow the game down. It is advised to make a target have slightly higher scores instead of a boost.)*

## Combat

### Attack Action

Make an action that attacks an enemy, be descriptive, in battles where multiple people are fighting one enemy the attack actions of allies against an enemy should be dealt with all at the same time. You cannot hold your actions, but you can make an assisting attack, or a response attack.

### Defense Action

Defending against attacks coming at you, be descriptive. These should be performed at the end of a round, after all enemies have done an attack action. (GMs, its important to remember that if a player forgets where attacks come from you should encourage them to make a sensible move instead of reminding them, this will simulate battlefield chaos). You can use this action as an attack, but you cannot defend against the next attack made this round. (Which means you get hit.)

### Block Action

This is a special kind of Defense action, that can be used with armor or a shield. When being hit by a damaging attack, a character can use durability to block attacks with armor and shields. This grants a +10 Defense CF bonus to the defense action, and the item loses 1 Item Condition, 2 if the characters durability is not high enough to withstand the attack. If the characters durability is not high enough they still take a wound, but reduce its severity by 1. When using armor to block, the character will take 4 Additional Pain Stacks for each survival Point lost in the armor. When an items condition reaches zero, it becomes unusable.

### Special Action

Usually moving, this allows you to move a distance in feet equal to your movement speed. Other Talents and Abilities can offer you actions that use a special action.

### Movement Action

You can use an action on your turn to move a distance equal to your movement speed (or 2 Feet when making an attack.) Characters can take a full round to move, but doing so only adds 5 (or their movement speed which ever is slower) extra movement speed.

### Assist Action

The Assist action allows a character to add a combat skill, or support skill TF to attacks and defense actions this round. Assisting another player is an Attack Action. In Faxions characters cannot hold their action when in direct combat with an enemy. Characters can hold actions when out of combat, but may only do this if they have not been attacked or taken Pain Stacks in 1 Minute. In this way, a character may only take one action a round (and take no other actions.)

### Combat Round

A Combat round includes 3 Actions: Attack, Defense and Special. Each of these can be used in any order, or not at all. A round in FaXions is 1 Second. During fights where it is all the players against 1 boss, you should have all players take actions then have the creature defend, a well thought out round will make it so that a target even with high scores will get hit, by something.

### Making Attacks

When a character makes an attack the opposing character can defend, this is done by comparing the Attack and Defense Score. Since these scores do not change it is advised to use Conditional Factors, and Utility Factors to get an edge on the target. It is very important to describe the Attack, and the Chosen Defense (*GMs, you can encourage speed by giving players time to do something, and if a player says they do something and describes it poorly or messes up the description, take it literally. For Example: In a Fight with a Powerful Calvar the party has nearly pinned it down, it is now Anthony's turn to make an attack, and it is a tense situation. All he needs to do is shoot with his bow, instead he says "I throw an arrow at him" and in the chaos of battle, his character breaks under the pressure and flings the arrow at the Calvar. While it does hit the Calvar's Durability is much to high and he's able to break free from the grapple.)*

### Spells and Resistance

As an attack or Defense action a character can cast a spell, or a mysticism. The Character must have line of sight and be in range to cast the spell. Attack spells have two modes, Damage and Effect. Targets defend against each of these separately, which means they can block the damage but still take the effect, or the other way around. *(For example: Terry attacks Anthony with a Gravity spell intended to deal pressure damage, and slow Anthony. Terry's Dimension Magic is 93, and Anthony's Durability is 97, and his Resistance is 91. Anthony is able to block the pressure damage, but is still slowed.)*

Of course a character can also cast Support spells that attack allies. Such as casting Barriers, Buffing Skills, and Healing. These 'can' be resisted as well, however it is doubtful that this would happen, but they would be resisted in much the same way.

### Hey Wait! Where is my HP.

In FaXions your character does not have HP, getting hit will wound you or even kill you depending on the severity of the attack. You should be wary of large attacks which could mean death for your character. Also do not take wounds lightly, as when you are wounded you will get a penalty to checks depending on the wounds severity, and if your are bleeding you may die from blood loss.

You may be thinking, if I die when I get hit is there any way to stop this from happening. Yes. You can use a Survival Point, which allows your character to less the effects almost any attack. Remember though survival points are not easy to get back, it take a full day of rest to restore one, and during that time you do not Restore any other Resources. What do Survival Points do exactly.

* If you would take a mortal wound, like a shot to the head or heart, you can use a survival point to have it miss anything vital, still wounding you, but not fatally.
* To stop from passing out for 1 round due to blood loss, poison, or any other ticking effect.
* Make an attack that would wound you miss instead.
* Recover from Exhaustion for 1 second in combat or 10 Minutes out of combat. (This allows you to keep moving through a bad environment or fight on when you are feeling spent.)
* Extend the time by 1 second in combat or 10 seconds out of combat where you are unable to breathe, or unable to handle the effects of pressure.
* Not be knocked Prone or fall down due to a powerful attack.

### Durations

In FaXions whenever something is cast it has a duration attached to it, usually the used skill's TF. These effects are much shorter during combat, since rounds in combat are 1 second long, an d use the Combat TF (which can be generated by clicking the Combat TF check box above the Factor you are questioning about. It is 10% of the character's TF.) Effects cast outside of combat will last minutes equal to their TF and in combat second equal to their Combat TF. If you enter battle with an affect on you, it is reduced to your Highest Combat TF, and does not increase outside of combat, and will quickly be lost.

### Range

Skills that need range such as magic skills, and mystic skills have a range equal to the Skill's TF in Feet. Long Range attacks will have a range of the skills Combat TF in miles. Both of these can be augmented by the effects of crafted equipment. The range of skills may be increased by taking a -1 UF penalty to the skill for each additional foot. Area Attacks are much less effective, and while they are harder to dodge, they have less impact. (Wounds caused will not cause much more than a few pain stacks.)

Personal Space

A Characters Personal Space is a number of Feet equal to their size. Where ever a range begins, it begins on the edge of the characters personal space, but still can be used inside of it. (*So something with a 5 foot range, would actually have an 8 foot range from a medium sized creature, as their personal space bubble is 3 feet.)*

*Add 1 Additional foot for each level of colossal past the first.*

*Note that everything is measured in feet, you may instead use meters, and Kilometers. The distance is subjective in FaXions, really. Additionally if you want to make a map feel free to make it spaces (I.E. 5 feet is usually one space, but in this case just think of the feet in these rules as 1 Unit on a map.) The problem here is that 50 TF is 50 spaces, so map accordingly.*

Area Attacks

* Circles have a radius equal to the skills Combat TF
* Cones have a length equal to your Combat TF
* Lines or Connected spaces are equal to your TF

### Direct Damage

There are two types of Damage Direct Damage which can cause wounds and death and indirect damage which causes damage over time. Each type effects characters differently.

Direct Damage deals a Wound or Kills a target, causing a mass of Pain Stacks, which can be dodged or blocks (Using Defensive skills like Durability, Reflection, and Reflex Training).

### Indirect Damage

Indirect Damage deals damage over time, which can be resisted on the initial cast with Resistance. Otherwise it can be removed at any time with a Magical Recovery. However sometimes Environment al effects will cause indirect damage, but only if the character has no survival (For Example: Sheer cold, hail storms, etc.) in this case the effect happens each minute while out of combat (or round in combat). Generally this causes 1 Pain stack each time. (Characters can use alteration magic to protect against this damage.) Finally, Characters with Reflection cause indirect damage when defending attacks, this inflicts between 1 to 5 Pain stacks. (This can be resisted if a target has a shield or force screen, and does not lower the durability of the scree or forcefield.)

### Velocity Damage

If a Character hits an object moving faster than 30 feet per second they take 1 pain stack for each foot traveled, if that hit a solid object, but if that target took 10 or less pain from Velocity Damage it is resisted.(This is for when a character is moving themselves, not attacks done by enemies or traps.) This can be halved if the target is slowed down, or has their Fall (or Launch) broken. The three types of Velocity Damage are as follows. Characters can use any Defensive skills TF to prevent that many Pain stacks from Velocity damage.

Falling: When a target hits terminal Velocity that target takes pain stacks equal to their maximum allowed pain stacks +4. (Putting them on the brink of death.) This also causes a bleeding wound., this cannot be reduced. Otherwise the target takes 1 Pain stack for each 5 feet fallen, but only after 10 Pain Stacks.

Horizontal Velocity: When a target is launched at a wall or other hard surface. That target takes Pain Stacks for each foot traveled, this does not have the 10 Pain Stack limit.

Upward Launch: Target takes 1 Pain Stack for each foot they are launched upward if they hit a solid object.

### Sneak Attack

Whenever a character makes their first attack with using Precision Combat or Ranged Combat, and were unseen that attack deals 3 Pain Stacks for each Combat TF in their attack skill plus their Combat TF in Infiltration. Characters cannot deal sneak attack damage to a target more than one time per combat. Additionally, if combat ends the target cannot be sneak attacked for 6 Hours.

### **Add Poison**

During combat a character, as a special action, can put a vial of poison on their weapon. The next time a target would receive wounds from that weapon, that wound gets +5 Pain Stacks, (or more if the Poison states), and an addition bleeding wound from the attack. The poison effect lasts on the weapon until either a target hit by the weapon is wounded, or the combat ends.

## Healing and Wounds

Healing takes time weather that be magical or medical. Even Regeneration will not happen quickly enough in combat. The base amount of time it takes to heal a wound on a target is 10 minutes, and can increase with severity (Higher scores means that more Severe wounds can be healed in this time). This applies to Druidic Magic Healing, Medical Training, and Regeneration. However during combat you can cast healing on targets to stop bleeding and dull pain.

If a Healing skill is at Grandmaster the character may heal a target by using the Correct Boost, this is the only action that character can take this round. (This removes pain stacks based on the wound healed. and can only happen one time per character in combat.)

### Wound Severity

Time Scale: Add to 10 Minutes if you skill level in healing is not at the skill level. (At Beginner level a Fracture takes 35 minutes to heal.)

Note: If a target has pain stacks equal to the number in the pain stack column to heal the character outside of combat takes that much time (Fore example, an ally takes 80 Pain Stacks over the course of a battle it is consider a Fatal Wound and will take that much time out of combat to heal.)

Near death is when the target is incapacitated due to pain stacks, but is still alive.

#### Stop Bleeding

As an action, a character can take the Stop Bleeding Action, this can be done once per combat per target, and closes wounds based on the skill's Combat TF. Other skills outside of healing can perform this action as well, but with some glaring downsides. Some examples of ways to stop bleeding are:

* Close Wounds - This is the Traditional way to stop bleeding, this does not reduce pain, until healed.
* Cauterize - can be used when a char has a way of producing heat (Like Fire, or Lightning Control). This Removes Bleeding Wounds in the same way, but causes pain stacks equal to a severity 3 wound (15).
* Transmute Fix - Changing a targets cells to stop bleeding, but as long as target is changed they get a UF penalty equal to their level to all skills.

#### Dull Pain

As an Action, a character can take the Dull Pain Action removing pain stacks equal to their TF in the healing skill used. However, this action can only be performed a number of times in combat equal to the characters combat TF in the skills. Having Multiple healing skills can improve the number of times healed.

* Druidic Magic - Use Magic to Close Wounds.
* Elementalist (with Light Control Talent) - Use the power of Light Magic to heal a target.
* Regeneration - As a Special Action, and can only target self.
* Medical Training - Needs a Medical Tricoder to heal Dull Pain.
* Transmutation - Lessen Pain Stacks but offers the same amount of TF.
* Energy Projection (with the Altruist Talent) - Draw on Energy to heal the target, if you have no internal batteries or energy this cannot be used in combat.

#### Use a Survival Point

As you would take a Wound, a character can spend a Survival Point to lower the wounds Severity by 1 Level (A Tier 5 Severity Wound is Severity 4 and gives pain stacks accordingly.) You may spend as many survival points on a wound you desire. If anything killing a target it becomes a Severity 7 Wound instead, but you cannot spend additional survival points in this case.

### Pain Stacks

Every time a target takes damage they receive a Pain Stack. These stacks grant a -1 UF each, and when too many are gain the target will become incapacitated or even die. As noted above pain stacks can be removed by healing, and can be healing with time out of combat.

*The UF Penalty from Pain stacks will automatically calculated by the sheet as you take them.*

#### Increasing Pain Tolerance

Pain tolerance can be increased by a Characters highest Defensive skill's TF, and by taking the Pain Tolerance talents. Outside of these ways your base will already be 100.

#### Pain Relief

If a Character does not gain pain stacks for one hour, either from a wound or bleeding, one pain stack will be removed, for each hour. This is in case there is no healer available, or the character does not have regeneration. UF Penalty to all skills remains for each pain stack the character has.

### Exhaustion

After Rounds in Combat, equal to the highest Combat TF that character will become Exhausted, this can be increased by a number of different sources. Exhaustion causes the target to get pain stacks equal to the same Combat TF each hour, and when Exhausted the character cannot restore pain stacks even from healing. You may also become Exhausted if you have not had down time to sleep in 24 hours. This can also happen if some one does not eat or drink for 12 or more hours. Exhaustion also provides a condition when you have it. *GMs its okay not to make people eat something, this could be counted during downtime while traveling between planets. However the eating and drinking system can allow people who play Chefs have another viable in.*

**Ways to Remove Exhaustion**

* Eating a Meal. If this meal has any Quality it restores 10 Pain stacks, this can only happen when exhausted.
* Getting a good Nights sleep.
* Drinking a Potion that quells Exhaustion
* A Talent called: Keep On Pushing (this will actually only make exhaustion harder to get.)

## Out of Combat Actions

### Going Undercover and Acting

Characters can use Infiltration to disguise themselves and Larceny to deceive other targets. However, even with a character's ability to deceive, that will not be enough against targets who are familiar with the person the character is attempting to imitate. This is where Performance comes in. By studying a target a character can more easily become the target, by learning their mannerisms and body language. This is a very similar case to using Arts to act, without performance a character will always have their mannerisms. This does not make you a bad actor, just that you would not get parts that deviate from that specific personality type.

### Researching

Characters can research information about anything, which might help them when interacting with it. Research can only be performed with a science skill, and can take a long time. Each hour spent researching will grant a CF bonus, Less at higher ranks. Every 20 CF gained will give the researched character some vital peace of information. When dealing with the researched subject. If researching another person, characters will need to be close to that person, and cannot gain CF bonuses against them, and only learn information. Each Research has a cap of their skill level. Other party members who spend 5 Hours working with the Researchers can receive the bonus as well, but only for 1 Week. *(GMs it is suggested to have events for each 20 CF, and make sure to cap the amount of research targets can get.)*

Characters cannot research at a skill higher than the Science skill's skill level. However Research can be completed and move to the next difficulty, for extra CF. (For example a beginner research will be able to move to intermediate allowing for more CF bonus, but only if the Science score is Intermediate or higher. This research will also take much longer, 2 hours per CF instead.)

If a Character is a Grandmaster of skill being used, all Research takes 1 hour, and can produce a Maximum of 100 CF (after 100 Hours.) Players should write their Research down as an inventory slot, so that they can keep track of it.

Researching Chart
Number
 2
 3
 4
 5

\*Add the bonuses including the level that the research is at (An research starting at intermediate would need a +20, and only take 1 hour.

### Rest Day

Whenever characters have downtime they can have rest days. These are special days that restore Survival Points, Magical Recoveries, and Boosts. To take a rest day targets cannot perform strenuous activities, craft, or get into combat. In Rest days Research is limited to 4 Hours a day. Remember if a character has Survival Points or Magical Recoveries missing, they need to restore those first (at one a Rest Day, for each). Then that character can restore all boosts. *(GMs: During Rest days let characters get to know the world around them, as they can still do basic every day stuff like shopping, and cooking (meals they cook will not have effects during this time) so that it feels more like a life lived. It is a very important part of FaXions.)*

### Health Conditions

There are three types of Health Conditions characters can get, each one requires a specific kind of therapy to heal. Characters who take rest days may use those rest days to take therapy instead of healing survival points, boosts, or magical recoveries. Health Conditions have 2 counters, Severity counters, and Recovery Counters, which track the progress a Health Condition is to causing irreparable harm to the character.

**Severity:** When the effects of a health condition triggers, it gains +1 Severity, and for rounds equal to its severity (or Minutes out of combat), this wound causes a -10 UF of all the Effected characters skill. Additionally some Health Conditions may cause other unforetold issues to happen, like forgetting or misplacing something, or even lashing out at allies. Max stacks of Severity is 20, each Health Condition has an effect on your character whenever a health condition reaches 20.

**Recovery:** When receiving Therapy, a character will receive one recovery stack if the Health Condition has no Severity stacks. Once the Health Condition reaches 10 Recovery Stacks it can be fully removed from the character in most cases. Some Health Conditions have a certain condition that must me met in order to be removed. As stated above certain types of Therapy Can be administered, which helps the character heal much faster.

**Self Therapy:** A character can heal most conditions over time, each session a single condition (of the characters choice) loses 1 Severity Counter, or gains a Recovery Counter. You may not choose a Health Condition that gain a Severity Counter this session. A character must receive therapy from a another character with the require skill(s) in order to receive a 10th Recovery Counter, in order to remove the Health Condition.

**Physical Therapy Skills**

* Life Science
* Athletics
* Medical Training
* Druidic Magic

**Psychiatric Care**

* Social Science
* Captivation Magic
* Telepathy

**Mystics Therapy**

* Regeneration
* Telepathy
* Seer

**Magics Therapy**

* Druidic Magic
* Enchanting
* Conjuration Magic

*Note: There are some special cases that may recover certain other skills, which will be acknowledged. The Health Conditions will come soon, for now they are on the sheet until aggregated.*