Introduction

QUICK DEFINITION TABLE About Atomik Vortex Attribute: Any one of a character's primary defining qualities sometimes called The Atomik Vortex Add-Ons are a series of generic roleplaying game supplements that Stat, Ability, Characteristic, or enhance, modify, and expand upon any roleplaying game. Unlike other RPG supplements similar. There can be as few and rule books, which are specifically tailored for one RPG, Atomik Vortex Add-Ons can be as three or four main used with any game system. If you play "Wizards and Towers", but then decide to switch to Attributes, and some games "Knights and Castles", you don't have to discard any Atomik Vortex Add-On book that you may have twelve or more. have purchased. No matter what system your game is based on, the Atomik Vortex Add- Bruise Damage Level: Ons will never be obsolete. Same as Damage Level, but "non-lethal".

BL: See Bruise Damage. Using Atomik Add-Ons

Damage Level: Damage is subjective in the Atomik Add- The Atomik Add-Ons are designed to be interoperable with your game system of choice, Ons and DLs are used to without the need for conversion rules or system porting. The Atomik Add-Ons were created represent degrees of damage under the basic assumption that gaming is 90% imagination and 10% rules. All RPGs have or armor protection. How you treat Damage Levels three common, universal features: characters with attributes and skills, Success Checks of depends on your game. See one sort or another, and some means of resolving conflict. Knowing this, it is possible to the Atomik Add-On Notes. create game Add-Ons that appeal to these universal concepts and to design flexible rules

DL: See Damage Level. that do not rely on a particular game system, yet can be applied to all.

Margin of Failure: The number by which a Success However, in order to understand how to incorporate the Atomik Add-Ons and use them to Check failed. their full and intended effect, please refer to the notes in the back of this book. This short insert explains the terms used in this and all other Atomik Add-Ons (such as the meaning of Margin of Success: The number by which a Success VL, DL, ATT\/, and so forth) and offers advice on how to get the most from the Atomik Add- Check succeeded. Ons. The Atomik Add-On Notes are essential to using and understanding this and other Add-Ons. Sample file Modifier: Any sort of bonus or penalty applied to a Success Check. Atomik CyberTek Skill: An area of knowledge or ability that a character has access. Often rated in levels The dreams of yesteryear have become reality. Technology has made possible the lame to (though not necessarily). walk, the blind to see, and the deaf to hear. Cloning and genetic engineering are themes of

Special Trait: Any sort of science-fiction no longer and today makes headlines with every new discovery. And yet, we character advantage, are but children standing at the gates of Tomorrow's Playground. What wonders the new disadvantage, super-power, millennium shall bring we cannot hope to fathom. Yet, it is with inevitable certainty that the psychic power, or ability. fruits of the human genome project, advanced biotechnology, and development of molecular Success Check: A check (\/) engineering will open such realms of possibility that this new millennium will be more to see if a particular task was wondrous and terrifying than our greatest dreamers have dared to imagine. a success or failure. The Atomik Add-Ons utilize 8 And so it is that Atomik CyberTek is but a glimpse of the shape of things to come. This different Checks. See the Atomik Add-On Notes. book is designed to serve as a general reference and catalog of cybernetics and biotechnology which can be integrated into any roleplaying game setting - from the cutting- Value Level: The relative edge city-scapes of the dark , to galaxy-spanning campaigns of war and discovery, to value of a Special Trait. The GM must decide exactly how alternate realities where the Victorian science leapt the boundaries of the fantastic. With 250 this should be translated for cybernetic and biotech enhancements, Atomik CyberTek will let you expand any existing his game system (x3, x5, etc). sci-fi or dark future campaign, add cyber-heroes to your "supers" universe, or bring

VL: See Value Level. to life in your own home-brewed game system.

ATOMIK CYBERTEK 4

Cyborgs, Genies, and Beyond All the ills that flesh is heir to, need no more be our final due Metal Tech was most clearly defined by 's Tomorrow's Dawn masterpiece, Neuromancer, as well as the stories of , Philip K. Dick, , and many others. We have seen the dark future come alive in movies such as Whether your campaign is set in the gritty streets of Chiba , RoboCop, and Johnny Mnemonic. But most City or a bustling starport near Tannhäuser Gate, frightening of all, we have witnessed this reality unfolding cybernetics and biotechnology will permeate every facet of before us - information warfare, crippling viruses, cyber- future civilization. Some settings emphasize this as their terrorism, and super-cryptography are no longer fiction. central theme, while other mute such technology to They are fact. a mere watermark in the background. But no matter how overt or subdued the emphasis on cybertechnology may By definition, is a violent blending of two seem, it is always there. Cybertech is ever-present, infused opposing worlds - high-tech gadgetry with low-life angst. It is within the bodies and minds of the faceless masses; it this unhallowed marriage that brings about conflict, mingling glitters in the misty light of hovering billboards, echoes on 20th century anxieties with 21st century technology. the screens of a million holovids, and brews in the ebb and Similarly, there is an intrusive amalgamation of metal and flow of the electric-blue sea of binary information. flesh, man and machine, the natural and the artificial. As we mangle the Earth with machines, so too does humanity The following sections will describe a number of potential mangle itself. This is the central theme of a Metal Tech settings that have cybernetics and biotechnology as either setting. Cyberpunk without punk is just gadgetry, and central or peripheral themes. Though these are not the only without gadgetry it is nothing more than punk. settings where such technology may exist, the categories are broad and should not only cover the setting that you In a Metal Tech campaign hardwired cybernetics are desire for your campaign, but may lead you to discover new pervasive, even necessary, but biotechnology has lagged ideas and new possibilities beyond the limits of what has behind. In whatever Tech Level the campaign is set (see come before. Tech Levels on page 9) biotech should be one Tech Level behind, if it is available at all. What's more, because of its Samplewide file spread use and availability, the VL cost of cybernetics Metal Tech Settings is half (cost of biotech is as listed), but the Humanity Cost is at +1 level on the HC Table (see Humanity Cost).

Metal Tech is classic cyberpunk. Generally set in the mid- 21st century, this setting owes its popularity to our fear of Metal Tech Campaign Adjustments: unbridled technological growth. Industry and progress have Cybertech Level: TL 6 or 7 outstripped society's ability to adapt, drowning the world in Biotech Level: TL 6, if at all an ocean of information and rampant commercialization. VL Cost: Half listed cost for cybertech Polluted beyond all hope of repair, the ecosystem has Humanity Cost: +1 level on the HC Table for cybertech collapsed leaving nothing but the plague of Man to swarm and multiply like an infection upon the Earth. Global warming has melted the polar caps flooding coastal cities Bio Tech Settings and filling the skies with unceasing rain. Between the snaking tendrils of vast urban sprawls are sullen ghettos While Cyberpunk was one of the defining sci-fi genres of the growing into themselves like waste buried upon waste. 80s, was a defining of the 90s - and may Government and politics exist for the sole benefit of mega- continue to be into the 00s. Biopunk may or may not share corporations whose narcissistic executives live in the the same dark future as cyberpunk. The genre arose from opulent sanctuary of their towering arcologies. On the the basic theme that the human body is itself a machine - streets below, guns are cheap but life is cheaper. Anything DNA is the code and biology is the key to a new and more can be bought and everyone is on the take. What cannot be perfect form of molecular engineering. Instead of cyber- purchased is stolen, and what cannot be stolen is limbs, cyber-eyes, and neural interfaces, biotech is rife with counterfeited. This is world of technology gone mad. the latest biotech wonders, from cloning to genetic

ATOMIK CYBERTEK 5 engineering, from designer drugs to biological weapons and nanotechnology. As a result, biopunk fiction generally shies Noir Tech Settings away from "punk" and strives to create a world with a more organic feel. (from the term ) was best exemplified by May of the old school cyberpunk writers are also biopunk the movies Blade Runner, Dark City, and The City of Lost writers including Bruce Sterling and Neal Stephenson, in Children (which was actually a Steam Tech Noir). Tech Noir addition to Greg Bear and Paul Di Filippo. Paul Di Filippo's is cyberpunk in many respects, but lacks some defining short story collection, Ribofunk, is considered by many to be details. Unlike cyberpunk, Tech Noir rarely involves the Neuromancer of the biopunk genre. For the definitive hackers, computer networks, or AIs. If such things exist they work in nanotech fiction, Neal Stephenson's Diamond Age are just details in the background. By and large, Tech Noir, is without equal. Though his Zodiac is an eco-, it is like Film Noir, involves dark urban settings, hard-boiled very much biotech as well. Also, the movie eXistenZ has a detectives, surreal mystery, tragic romance, and endless significant biotech flavor, even though it actually takes place rainy nights. The heroes (or anti-heroes) are rarely cyber- in virtual reality. enhanced, but many of their antagonists and associates are practically cybernetic caricatures. Technology serves only to Unlike cyberpunk, which blends the natural with the artificial, set the mood, creating an atmosphere full of mystery, biotech only enhances the natural. Often there is a uncertainty, and overcrowded isolation. moralistic theme of "Playing God", or the story may take a more Frankenstein approach emphasizing the Just like Film Noir, Tech Noir should be dark, pessimistic, consequence of unleashing certain technologies. In some fatalistic, and gloomy. When indoors, light filters dimly settings, biotech serves as the backdrop to create the through dusty venetian blinds or slowly turning fans. general feel of the world. Ecological disasters, gengineered Outside, events take place at night, or during an overcast plagues, run-away bioroids, and gene-hacking are classic day. Heroes are scarcely better than villains, being corrupt biotech themes. and amoral low-lifes - cynical, brooding, and disillusioned. Tech Noir is pure Bogart with gritty cybertech thrown in for Whatever the case, biotech is generally "softer" than garnish. cyberpunk. "Hard" machines are looked down upon and are seen as primitive antiquities - cold, clunky, and heavy. Similar to Tech Noir is Cyber-Gothic, which may actually be Taken to TL 8 or 9, a biotech world may be filled with bio- the same genre wrapped in a more frightening package. computers, molecular engines, living metal, and machines Cyber-Gothic borrows from 19th century Gothic novels, than are grown rather than built. It is currently believed by having passionate yet tragic romance, dark and moody many futurologists that our early cybertech view of the 21st settings, and a perpetual feeling of bone-chilling suspense. century was utterly wrong. Instead of cybertechnology,Sample the Horror file is a central theme of Cyber-Gothic, replacing ghosts 21st century will be the Age of Biotechnology. On the and ghouls with spawned by the ills of technology. broader scale of science-fiction, biotech is often employed In way, 's Frankenstein was the first Cyber- by alien civilizations that may have living starships, organic Gothic novel. In like form, the horror of Cyber-Gothic comes weapons, and possess extraordinary control over genetic from the perversion of nature and technology, and the engineering. consequences of man's most advanced science gone mad. Supernatural and occult themes are also very common. In a biotech campaign, biotechnology will be quite advanced, probably TL 8. In some settings, cybertech may Both Tech Noir and Cyber-Gothic follow the same basic exist as well (usually limited to TL 6), but biotech will be so campaign adjustments as cyberpunk, emphasizing the far ahead the value of metal and silicon is questionable. dehumanizing effects of cybertech. If biotech exists, it is Hardware mods may even be a stigma. The VL and generally TL 6, with some exceptions. For example, Blade Humanity Cost of both biotech and cybertech is generally as Runner was clearly at TL 7 or 8 biotech since Replicates listed in this book, but the cost of biotech could be reduced if were highly advanced genetically engineered androids. it is very wide-spread. Cybertech is generally not pervasive, but if it is, then the VL cost of cybertech may be halved. Bio Tech Campaign Adjustments: Cybertech Level: TL 6 or 7 Noir Tech Campaign Adjustments: Biotech Level: TL 7 to 8 Cybertech Level: TL 6 (maybe 7) VL Cost: As listed, or @ 75% if wide-spread Biotech Level: TL 6 (with some exceptions) Humanity Cost: As listed VL Cost: As listed (or half cost if cybertech is pervasive) Humanity Cost: +1 level on the HC Table for cybertech

ATOMIK CYBERTEK 6 Chić Tech Settings Steam Tech Settings

Chić Tech abandons all the pessimism, cynicism, and fear Often referred to as , Steam Tech is set in a of Cyberpunk and Tech Noir. Technology is stylish and glorious past that never was, where the science and fashionable, flash and glitter is everywhere, and form is technology of the Victorian Age was taken to its most more important than function. Gucci now makes designer fantastic vision. The dreams and nightmares of Jules Verne eyes and the beau monde change their bodies as they and H.G. Wells were real events, Charles Babbage would change clothes. Cyber-limbs are sleek and sexy, completed his difference engine, and Nikola Tesla's eyes are made with intricate patters, glo-toos and neon hair marvelous electric machines changed the world forever. are the norm, and bodies are sculpted to suite any taste, no matter how sensual or exotic. The term steampunk is somewhat of a misnomer since there is little, if any, punk in steampunk. Steam fiction and Gone are the dilapidated tenements and decaying urban steam are more appropriate terms, as would be jungles of old-school cyberpunk. Cities like New York, L.A., , which is how Verne referred to his and Tokyo are opulent gems of towering silver, chromatic books ("romance" meaning "adventure" in the traditional blue, and radiant light. Ecological collapse is no longer an sense). Steam-age fiction is usually set in England or issue, and technology, along with new energy resources, France during the last two decades of the 19th century, or may have tamed nature's wrath. Colonization of the solar occasionally in the Edwardian Era of the 1900s. For a more system, or even other star systems, may be well underway. Wellsian slant, America may be the preferred setting. After Humanity has embarked upon a new golden age of science all, the classic TV show The Wild Wild West was set in the and discovery. American frontier (as was the recent movie).

However, Chić Tech is not utopian, or even dysotopian. As the term implies, Steam Tech fiction is about science Crime and corruption still exists, mega-corporations are and technology extrapolated from a 19th century point of generally in control, and beneath all the glitter and gold view. Steam engines power the world and have become humanity has become an empty shell of itself. Some quite small and compact. Electricity is a new wonder and settings present a dichotomy of two societies - a chić tech works like magic, able to power amazing devices and "Hollywood World" on the one hand and an oppressed weapons, reanimate the dead, heal the sick and injured, cyberpunk world on the other. Characters can be from and even generate earthquakes and storms. Babbage's either side of society, and which side they are from will engines serve as information archives and computational generally dictate the flavor of the campaign. juggernauts, able to do in days what a hundred mathematicians could do in a year. Great airships travel Due to the widespread popularity of Cyberpunk andSample Tech across file Europe and the Atlantic, ferrying cargo and Noir, there are only a few examples of Chić Tech. The Fifth passages to all corners of the British Empire. Adventurers Element best illustrates Chić Tech, though set in a TL 9 or explore the world from the icy poles to the darkest jungles of 10 time period. Another good example is Spielberg's A.I., Africa, lost worlds on forgotten islands, and hallow realms and to a lesser extent, Demolition Man and Strange Days. deep beneath the earth.

Chić Tech can be set at any Tech Level, but is usually TL 6 Classic works of Steam Tech literature include anything or 7 for both cybertech and biotechnology. The basic VL written by Jules Verne and H.G. Wells, as well as the works cost for cybertech and biotech is as listed, but brand name of Sir Arthur Conan Doyle, , and products can cost anywhere from double to x10 the listed Rudyard Kipling. Modern fictional treatments of Steam Tech value. Not having stylish, brand name cyberware can have was established by the novel the Difference Engine by adverse effects, including being shunned, ignored, or looked Bruce Sterling and William Gibson. Steam tech worlds can down upon. With the latest styles and accessories, you will also be seen in a number of films. Foremost are those receive good reactions (+3 to +5 SOC\/), as well as various based on the tales of Verne and Wells such as 20,000 favors and perks. Humanity cost is much lower since it is Leagues Under the Sea and The Time Machine. There are not a central theme, and HC may even be disregarded. only a few television series depicting Steam Tech - the original Wild Wild West (which was made into a movie) and Chić Tech Campaign Adjustments: more recently The Secret Adventures of Jules Verne. The Cybertech Level: TL 6 or 7 (8+ for 22nd century) French film, The City of Lost Children, is a true example of Biotech Level: TL 6 or 7 (8+ for 22nd century) steampunk with plenty of punk and steam-age cyberware. VL Cost: As listed, but from x2 to x10 for brand names. Some of the best examples of Steam Tech comes from Humanity Cost: -1 level on the HC Table, or just disregard Japan with the animated series Nadia: The Secret of Blue

ATOMIK CYBERTEK 7 Water (an excellent rehashing of 20,000 Leagues Under the natural" in many respects, being implausible by our modern Sea, with a twist) and the movie Laputa: Castle in the Sky understanding of science, or may extrapolate upon the limits (Miyazaki's loose extrapolation on Gulliver's Travels). of known science to a fantastical degree. Faster-than-light travel, matter transmitters, , anti-gravity, and In a similar vein is steam fantasy, which goes beyond the disintegration beams are all examples of Super Tech. plausible into the realm of the fantastical. Steam fantasy often assumes that aether physics is real, that life has an Super Tech does not truly being until TL 9 or 10 (around the energy force called the élan vital, that the dead can be 24th century). Beyond TL 10 we must depart from what we reanimated, and that life flourishes on Mars, Venus, and can be reasonably speculated in our naïve post-20th other worlds. Some steam fantasy also incorporates occult century point of view. In the ages to come, we will see magick and , lost prehistoric worlds, outer space miracles no one has thought possible and our fanciful adventures, and time travel. Edgar Rice Burroughs' various dreams of today will fade into obscurity. The future is never Mars books (The Princess of Mars, etc.), H.G. Wells' The what we expect, and progress always moves by leaps and Time Machine, and Verne's From the Earth to the Moon and bounds. Those great discoveries that are yet to come will Journey to the Center of the Earth are just a few examples change the way we view the universe, and open forth such of classic steam fantasy. staggering new vistas of possibility that we will wonder at our own petty ignorance asking ourselves how we could Steam Tech will differ from cybertech settings primarily in possibly have been so blind. the science of technology. Cyber-limbs and organs will be made of brass gears and clockwork mechanisms. Power Cybertech and biotechnology are not the central themes of will come from small steam motors or electric batteries. most far future Super Tech settings. Though it takes place Neurological implants will probably not exist, but may exist in the late 21st century, the movie Total Recall (based a in steam fantasy using magic crystals. There is no story by Philip K. Dick) is clearly TL 8 and maintains a "cybernet", though difference engines may be linked to each general cyberpunk feel. The Fifth Element (already other by telegraph wires and serve a similar purpose. mentioned under Chić Tech) is set in a TL 9 or 10 universe. Biotechnology also exists, but instead of genetic Similar, most science-fiction television is at TL 9 or 10, engineering and cloning, organs and body parts are including the Star Trektm, Farscape, Andromeda, and surgically and chemically modified. Babylon 5, all of which incorporate cybertech and biotechnology to some degree (Andromeda most of all). Steam Tech Campaign Adjustments: Cybertech Level: TL 6 (but limited) A Super Tech setting will not usually have pervasive Biotech Level: TL 6 (but limited) cybertech and biotech because that is not the central theme VL Cost: As listed, though it may be in Pounds or Franks of their stories. Characters may have such modifications, Humanity Cost: As listed Sampleperhaps file to compensate for battle wounds, or may themselves be the product of gengineering as part of their background. If the campaign is set in TL 8, 9, or 10, Super Tech Settings cybertech and biotech will general be available at that same level and at the listed cost (older tech should have appropriate cost adjustments as described under Any setting in the far future must have cybernetics and Technology Level). If the GM wishes to de-emphasis biotechnology, even if it resides in the background. If society cybertech and/or biotech, he could put such technology one ultimately shuns body modification, the technology will still or even two TLs under the overall Tech Level of the exist. In some far future settings, cybernetics, biotech, and campaign. Humanity Cost may or may not play a relevant nanotech will be pervasive and taken for granted, just as we factor since it is not typically an important theme. If there are today take television, computers, and electricity for granted. alien cultures and alien characters "Humanity Cost" may More often, cybernetics and biotechnology are just icing on actual have no meaning whatsoever. Thus, in a Super Tech the cake - more technological marvels to tantalite our sense campaign, Human Cost can be disregarded all together. of wonder. Super Tech Campaign Adjustments: Super Tech generally takes place in the 22nd century or Cybertech Level: TL 8+ later, and often involves the discovery or colonization of new Biotech Level: TL 8+ worlds in our solar system or other systems, contact with VL Cost: As listed alien civilizations, or interstellar war. Cybertech and biotech Humanity Cost: As listed, or just disregard exist as tools to aid characters in their exploration of these themes along with laser guns, hyperdrives, and sentient . Super Tech is called such because it is "super-

ATOMIK CYBERTEK 8 Tech setting may be largely TL 9 or 10, with FTL travel and Technology Levels energy weapons, but cybertechnology could be at TL 7 with TL 8 biotech. On the other hand, if humanity never strives to colonize the solar system, we may live on a nightmarish, Tech Level (or TL) is a measurement of the development of over-populated world with a collapsing eco-system in the a society. The range varies from game system to game 23rd century with TL 8 cybertech and biotech, but TL 7 for system, but in the Atomik Add-Ons the range goes from 0 to all other technologies. 10. Atomik Alienz takes a more comprehensive look at Tech Levels and goes beyond TL 10, but TL 10 is the limit for this The March of Progress purposes of this book. With the advancement of technology, old tech will remain available but at a reduced cost. If VL is translated to TL Technology Level Description monetary cost, then cost of any device or modification is half 0 Fire harnessed. Stone Age or earlier. for each TL after its introduction, but may never be any 1 Early civilization. Sumerian and Egyptian civilizations. more than ¼th the original cost or less than 0.5 VL. For 2 Well developed architecturally and militarily. Ancient example, a device which may cost 10 VL at TL 6 would cost Greece and the Roman Empire are examples. 5 VL at TL 7 and 2.5 VL at TL 8. However, at TL 9 it will still 3 Gunpowder. Middle Ages to Renaissance-era. Ocean cost 2.5 VL. If the item improves with each subsequent TL navigation and astronomy become well understood. cost should not be adjusted. Neither should the cost be 4 Steam power, analog computers, and world exploration. Has developed a solid scientific picture of the universe. adjusted if VL converts to character points.

5 Fission power. Early space travel, and digital computers. Firm understanding of basic physics. Humanity cost may be reduced at the GM's discretion 6 Developing fusion. Orbital colonization begins, developing resulting either from more refined engineering or greater cybernetics and biotechnology. social acceptance of the technology. Humanity cost is 7 Fusion power. Colonization of solar system begins. largely a function of its importance to the campaign setting. Primitive energy weapons and improved biotechnology. 8 Further colonization of solar system with at least 5% of the species' population living off their home world. Improved VL Cost and Money energy weapon technology. 9 At least 10% of the species is living off their home world. Terraformation of barren worlds may become possible. In Atomik CyberTek, no direct monetary value is associated Potentially on the cusp of interstellar travel. May with any devices or augmentations. Instead, a more accidentally discover FTL communications or FTL travel. subjective Value Level is used to compare the value of 10 Control over all of Earth's energy resources including devices and augmentations with each other. Depending on weather, tectonic activity, ocean currents, and the the year and setting of your campaign, inflation, new forms magnetic field. FTL travel could be discovered at this of currency, and socio-political changes may have radically point, and extra-solar colonization may begin. WideSample use of file antimatter or highly advanced fusion power. changed the value of money.

A good scale to use is the US Dollars value at mid-21st We are today on the cusp between TL 5 and TL 6. century (about the time for most cyberpunk settings), setting Everything after TL 5 is pure speculation. The exact 1 VL equal to $1000 or 1000 Euros (which is about $500 of timetables for TLs beyond TL 5 is up to the Gamemaster today's money). If Japanese Yen is the major currency, 1 and he can adjust it to suit his gameworld. It is possible that VL might equal ¥150,000 (assuming a 0 is not dropped to by 2100 we'll be at TL 8 (as seen in Total Recall), but that is adjust for inflation). In settings after the 22nd century, unlikely. It is also possible that we won't even reach TL 7 "credits" and other universal currencies may appear, the until 2300, but that is equally unlikely baring the catastrophic value of which must be determined by the GM. collapse of civilization. Character Points and VL A conservative timetable places each TL after TL 5 in In some games, cybernetic and biotech modifications cost subsequent centuries starting with TL 6 as the 21st century. character points or experience points rather than money TL 7 is thus the 22nd century, TL 8 the 23rd, TL 9 the 24th, because the modification is done directly to the character, and TL 10 the 25th. An optimistic, but still plausible thus increasing the value of the character. Typically, such timetable sets each TL at fifty-year intervals. In this way, TL points are charged when modifications are given during 7 begins around 2050, TL 8 around 2100, TL 9 at 2150, and character creation. During game play, if a character needs TL 10 at the turn of the 23rd century. Reality will probably be to buy a mod, he or she may have to pay both money and somewhere in-between. experience points. And don't forgot the cost of surgery!

It is also possible that certain technologies will reach As mentioned in the Atomik Add-On Notes, the GM must different stages of development at different times. A Super determine exactly how VL translates to character points or

ATOMIK CYBERTEK 9