Introducing: The Amplitude Engine

I've finally made something with Fudge, though it may not look like it.


Core Mechanics

The Amplitude Engine relies primarily on Fudge Dice (dF), a special six-sided die where two sides are '+', two are '-', and two are blank (0).

1. The Single Action Roll (SAR): 4dF

For any action resolution, a single roll of 4dF is made. This Single Action Roll (SAR) generates a sum ranging from -4 (four '-'s) to +4 (four '+'s), with 0 being the most statistically common outcome. The result of this SAR will be used in both the Player's Total Roll and the Amplitude calculations.

2. Player's Total Roll (Column Lookup)

The Player's Total Roll determines your position on the horizontal axis (the columns) of the Outcome Table. It represents the skill, precision, and immediate luck of your execution in the moment.

Calculation Steps:

  • 1. Start at the 0 Column: Begin your calculation from the '0' column of the Outcome Table.

  • 2. Apply Offensive Bonus (OB) - Defensive Bonus (DB): This step accounts for the relative advantages and disadvantages between the attacker and defender.

    • If OB - DB is positive, shift that many columns to the left (towards +1, +2, etc., representing a stronger offensive stance or weaker defense).

    • If OB - DB is negative, shift that many columns to the right (towards -1, -2, etc., representing a weaker offensive stance or stronger defense).

  • 3. Add Single Action Roll Result: Add the result of your Single Action Roll (4dF) to your current shifted position.

  • 4. Final Player's Total Roll: This sum (0 (base) + (OB - DB) + (SAR result)) gives you the final column to use on the table (ranging from +6 to -6).

3. Amplitude (Amp) (Row Lookup)

Amplitude (Amp) determines your position on the vertical axis (the rows) of the Outcome Table. It represents the inherent magnitude, power, or impact of your action itself. A higher Amp means a more potent or significant action.

Calculation Steps:

Your Amp score is derived from a combination of factors, including the Single Action Roll (SAR):

  • 1. Primary Impact Source: Start with the core magnitude provided by the action's primary instrument:

    • Weapon Quality/Power: In combat, use the inherent power and quality of your weapon.

    • Equipment Quality/Tools: For non-combat tasks, use the quality and appropriateness of your tools or resources. Lacking essential tools may impose a negative modifier, potentially reducing this starting value.

  • 2. Scale: This modifier is applied when the action or weapon is used against a target of a significantly different operational scale. This is crucial for weapons designed for specific scales.

  • 3. Spent Thematic Momentum: Players can spend Thematic Momentum (a powerful narrative resource, detailed in a later section) to strategically increase the Amp of their action.

  • 4. Single Action Roll Contribution: The result of your Single Action Roll (4dF) is added to the Amp calculation.

  • 5. Other Modifiers: Any other situational or inherent modifiers relevant to the action's inherent impact.

Final Amp: The sum of these factors gives you your final Amp score. This will place you on a row from 1 to 10 on the Outcome Table.

Handling Zero or Negative Amplitude

If, after all calculations, your final Amp score is 0 or negative, the action is considered to have insufficient inherent impact to have any effect. In such cases:

  • The action is an automatic, absolute failure with no effect.

  • You do not consult the Outcome Table.

  • This represents situations where the action fundamentally lacks the power, force, or means to achieve anything (e.g., trying to punch through a tank's armor with your bare fist, attempting to hack a quantum firewall with a 1980s computer).

4. The Amplitude Engine Outcome Table

Once you have determined your Amp (row) and Player's Total Roll (column), find the intersecting cell on the table below. This cell provides your Outcome Result.

Amp+6+5+4+3+2+10-1-2-3-4-5-6

1

7

6

5

4

3

2

1

0

0

0

0

0

0

2

8

7

6

5

4

3

2

1

0

0

0

0

0

3

9

8

7

6

5

4

3

2

1

0

0

0

0

4

10

9

8

7

6

5

4

3

2

1

0

0

0

5

U

10

9

8

7

6

5

4

3

2

1

0

0

6

U

U

10

9

8

7

6

5

4

3

2

1

0

7

K

U

U

10

9

8

7

6

5

4

3

2

1

8

K

K

U

U

10

9

8

7

6

5

4

3

2

9

K

K

K

U

U

10

9

8

7

6

5

4

3

10

K

K

K

K

U

U

10

9

8

7

6

5

4

5. Interpreting the Outcome Result

The value found in the table dictates the action's immediate outcome:

  • 'U' (Unconscious / Automatic Success):

    • The action is an Automatic Success that goes beyond mere effectiveness.

    • In combat, the target is immediately incapacitated, knocked unconscious, or removed from the fight in a decisive manner.

    • In non-combat, the task is completed with exceptional ease and efficiency, possibly yielding additional benefits or completely bypassing further complications. No further rolls are needed.

  • 'K' (Killed / Critical Success):

    • The action is a Critical Success of profound impact.

    • In combat, the target is immediately Killed, or suffers a devastating, often permanent, critical injury.

    • In non-combat, the task is completed with extraordinary, unforeseen success, potentially creating entirely new opportunities, resolving an entire major challenge in one stroke, or having a significant positive ripple effect on the narrative. No further rolls are needed.

  • '0' (Absolute Failure):

    • The action fails automatically and has no effect.

    • No further rolls or interpretation of "degree of failure" are needed for the immediate action. The attempt is futile.

    • The consequences of this failure would be determined by the GM, possibly consulting a Magnitude of Effect Quality (MEQ) Table for consequences of failure (detailed in a later section).

  • Numerical Value (1-10) - Quality of Outcome (QO):

    • The action succeeds, and the number (1 to 10) represents the Quality of Outcome (QO). A higher number indicates a more effective, successful, or decisive outcome.

    • This QO is then used as an input for the Wound System (for harm) or other narrative interpretations (for non-combat scenarios).

    • QO 1-3: A bare success, likely with significant complications, minimal impact, or at a high cost.

    • QO 4-7: A standard success, achieving the goal effectively but perhaps not flawlessly.

    • QO 8-10: A very strong success, highly effective and potentially leading to minor advantages or smoother outcomes.

Advanced Rules & Considerations

Understanding Action Amplitude Levels (GM Guidance)

The Amplitude (Amp) value is a numerical representation of an action's inherent power, magnitude, or effectiveness. It is calculated from the combination of the primary instrument of the action (weapon/equipment), scale, thematic momentum, a 4dF roll, and other modifiers. Higher Amp indicates a more potent or significant action.

This section provides guidance for GMs (or simulation designers) to understand what a given Amp value represents in terms of the action's overall inherent impact, and how to set the contributing factors (Weapon Quality/Power, Scale, etc.) to achieve desired Amp levels for different types of actions.

  • Amp 1: Trivial / Minimal Impact. Actions at this Amp level possess very little inherent power or effectiveness. They are fundamentally ill-suited to the task, lack essential tools, or face obstacles with overwhelming intrinsic resistance. Achieving a meaningful result with an Amp 1 action is exceptionally challenging for a character (QO 1 on average roll), often requiring extreme Player's Total Rolls to achieve even a bare success. This Amp indicates a situation where the character is significantly disadvantaged by their approach or resources. Example: Trying to crack a safe with a butter knife, attempting to reason with a berserker mid-rampage using polite suggestions, performing maintenance on alien tech with no knowledge or tools.

  • Amp 2-3: Simple / Low Impact. These actions possess a modest inherent impact. For a character with relevant skills and basic tools, these can represent routine actions where success is reasonably likely with an average Player's Total Roll. Example: Opening an unlatched door, tracking a clear footprint in soft earth, performing basic field-strip maintenance on a familiar weapon.

  • Amp 4-5: Standard / Moderate Impact. Actions at this level carry a typical degree of inherent force or significance. They demand competence and reasonable effort; a good Player's Total Roll significantly improves the potential for higher Quality of Outcome. Example: Climbing a challenging but well-equipped rock face, picking a standard lock, engaging a lightly armored foe with a standard weapon.

  • Amp 6-7: Significant / High Impact. These tasks possess substantial inherent power or significance. They represent formidable efforts that, when successfully executed, yield strong results. Reaching an 'U' outcome becomes more common with favorable Player's Total Rolls. Example: Scaling a treacherous ice cliff, hacking a secure corporate network, engaging a well-armored and highly skilled opponent.

  • Amp 8-9: Epic / Exceptional Impact. These are actions of immense inherent force or consequence. They represent major endeavors, where even an average Player's Total Roll yields a very high Quality of Outcome, and positive rolls frequently lead to 'U' or 'K' results. Example: Negotiating a volatile peace treaty between warring factions, performing complex emergency surgery under fire, facing a heavily armored and legendary enemy.

  • Amp 10: Legendary / Ultimate Impact. This Amp represents the absolute peak of an action's inherent power or destructive potential. Such actions are rare and often define major turning points, consistently yielding very high Quality of Outcome or immediate 'U'/'K' results, even with average execution. Example: Defeating a world-threatening beast in single combat, stabilizing a collapsing cosmic anomaly, designing a reality-altering technology.

Quality of Outcome (QO) Interpretation: Levels of Success

The numerical Quality of Outcome (QO) from the Amplitude Engine Outcome Table provides a direct measure of an action's effectiveness. This can be mapped to qualitative levels of success to guide narrative interpretation and the application of consequences.

  • QO 1-3: Glancing / Bare Success (Green Tier)

    • The action succeeds, but barely. Its impact is minimal, or it comes with significant complications, drawbacks, or costs. It might be a partial success, or a success achieved just in the nick of time before a worse outcome.

    • Example: A punch lands, but only leaves a bruise; a lock is picked, but the alarm is almost tripped; the code compiles, but runs slowly with minor bugs.

  • QO 4-7: Solid / Standard Success (Yellow Tier)

    • The action is competently executed and achieves its primary goal effectively. The impact is noticeable and as expected, with perhaps minor or manageable complications.

    • Example: A clean hit that wounds the target; a lock is picked smoothly; the code compiles and runs efficiently.

  • QO 8-10: Decisive / Exceptional Success (Red Tier)

    • The action is executed with mastery and achieves its goal with significant impact. The outcome is highly effective, efficient, and may result in additional advantages, bypassed obstacles, or unforeseen positive developments.

    • Example: A powerful blow that seriously wounds or incapacitates the target; a complex lock is picked silently and quickly; the code not only compiles but optimizes a process beyond expectation.

Weapon Quality/Power (Contributing to Amp)

Weapon Quality/Power defines a weapon's inherent capacity to inflict significant harm or achieve its destructive purpose. It is a numerical modifier that directly adds to your Amp score when calculating an attack's overall impact. This value is assigned by the GM, often based on the weapon's type, design, and rarity within the specific genre.

A general scale for Weapon Quality/Power typically ranges from +0 (for improvised or very weak weapons) to +5 (for truly devastating armaments). Values beyond +5 are reserved for increasingly unique or mythical weapons.

Important Note on Scale: While a weapon's base Quality/Power is crucial, its ultimate effectiveness can be significantly amplified by the Scale modifier when used against appropriate targets. This modifier is applied when the action or weapon is used against a target of a significantly different operational scale. It can provide a substantial bonus to Amp (e.g., +2 to +5 or more) when a weapon is designed for a much larger target (like an anti-tank missile against a tank, or an orbital strike against a building). Conversely, it can impose a significant penalty to Amp (e.g., -2 to -5 or more) when an action or weapon is used against a target that is vastly more resilient or much smaller than intended (like a pistol against a main battle tank, or trying to crush an ant with a battleship). This modifier is crucial for reflecting the true effectiveness of specialized weaponry.

Genre Examples for Weapon Quality/Power:

1. Fantasy / Medieval:

In this genre, Weapon Power often reflects craftsmanship, material, and inherent magical properties.

  • +0 (Improvised/Minor): Club, Dagger, Sling, Unarmed Strike, Small Hunting Bow. (Minimal inherent power beyond the user's force.)

  • +1 (Standard): Short Sword, Battle Axe, Spear, Crossbow, Longbow. (Common, effective weapons.)

  • +2 (Superior/Heavy): Long Sword (well-made), Great Axe, Mace, Heavy Crossbow, Elven Longbow. (Fine craftsmanship, heavier impact, or slightly magical.)

  • +3 (Exceptional/Masterwork): Masterwork weapons, Two-Handed Sword, Poleaxe, Light Magic Missile spell. (Peak craftsmanship, very heavy, or basic offensive magic.)

  • +4 (Epic/Legendary): Truly legendary sword (e.g., 'Dragonfang'), Powerful elemental spell (e.g., 'Fireball'), Early black powder firearm. (Weapons of great renown, significant magical effects.)

  • +5 (Mythic/Major Artifact): Ancient, impossibly sharp blades, devastating siege weapons, high-level destructive magic. (Capable of reshaping the battlefield.)

  • +6+ (Relic/World-Breaking): Weapons of divine power, artifacts capable of immense destruction. (Reserved for truly unique or setting-defining items.)

2. Modern / Tactical:

Weapon Power here reflects caliber, rate of fire, specialized ammunition, and inherent design for lethality.

  • +0 (Improvised/Low Caliber): Kitchen Knife, Small Pistol (e.g., .22 cal), Small Improvised Explosive Device. (Minimal inherent power.)

  • +1 (Light Firearms/Personal): 9mm Pistol, Basic Submachine Gun (MP5), Shotgun (buckshot). (Common personal defense and close-quarters weapons.)

  • +2 (Standard Firearms/Explosives): Assault Rifle (e.g., AK-47, M4), Standard Frag Grenade, Combat Shotgun (slug). (Standard military small arms and explosives.)

  • +3 (Heavy Firearms/Anti-Material): .50 Cal Sniper Rifle, Heavy Machine Gun (HMG), Portable Explosive Charge. (High raw kinetic or explosive output, effective against light cover/vehicles.)

  • +4 (Specialized Ordinance/Demolition): Anti-Tank Guided Missile (Javelin - base weapon power), Shoulder-fired Rocket Launcher (RPG), Heavy Flamethrower, Shaped Charges. (Weapons designed for focused high destruction, often against hard targets, before considering Scale advantage.)

  • +5 (Vehicle-Mounted/Area Denial): Vehicle-mounted auto-cannon (20-30mm), Artillery Strike (single shell), Anti-personnel Minefield, Cluster Grenade. (Large area impact or significant vehicle-based firepower.)

  • +6+ (Heavy Ordnance/Strategic): Main Battle Tank Cannon (120mm), Dedicated Aerial Bomb (e.g., 500lb bomb), Naval Gun Fire, Tactical Nuke (miniature). (Overwhelming destructive power.)

3. Sci-Fi / Futuristic:

This genre offers the most flexibility, incorporating advanced energy, plasma, or exotic weapon types.

  • +0 (Personal Defensive/Low Power): Stun Pistol, Energy Baton, Utility Laser. (Designed for non-lethal or light defense.)

  • +1 (Standard Blaster/Projectile): Common Energy Pistol (e.g., Blaster Pistol), Standard Projectile Rifle (e.g., Gauss Rifle), Personal Force Field Projector (as an offensive push).

  • +2 (Assault Blaster/Plasma Rifle): Heavy Blaster Rifle, Plasma Rifle, Basic Sonic Cannon, Grenade Launcher (futuristic equivalents). (Standard infantry weapons, higher destructive output.)

  • +3 (Heavy Energy/Specialized):: Ion Cannon (disabling effect), Fusion Rifle, Railgun (man-portable), Incendiary Flamethrower, Directed Energy Weapon. (High-yield, specialized anti-personnel or light vehicle weapons.)

  • +4 (Anti-Vehicle/Demolition): Anti-Vehicle Laser Cannon (man-portable), Plasma Accelerator, Miniature Missile Launcher, Particle Beam Rifle. (Capable of engaging armored targets.)

  • +5 (Starship Mounted/Super-Weapon): Starship-mounted Turbolasers, Mecha-scale weapons, Exotic matter disruptors. (Weapons of massive destructive capability.)

  • +6+ (Planetary Scale/Reality-Bending): Weapons capable of cracking planets, time-dilation devices (used offensively), black hole generators. (Existential threats or instruments of galactic power.)

GM Customization:

The specific values provided for each weapon type are merely suggestions. GMs should adjust these based on the desired tone and power level of their campaign.

  • For a grittier game: GMs might set common weapon values lower (e.g., +0 or +1), and keep even powerful weapons at the lower end of the +0 to +5 scale. This makes it harder to achieve high QOs, leading to more protracted fights, more frequent minor wounds, and fewer immediate incapacitations or kills. Every hit feels like a struggle for survival.

  • For a more heroic game: GMs might set common weapon values higher (e.g., +2 or +3), and allow powerful weapons to reach the +4 to +5 range more readily. This increases the likelihood of achieving high QOs, resulting in more decisive blows, more frequent incapacitations or kills, and characters feeling more impactful in combat.

Wound System: Resilience & Progressive Harm

The Amplitude Engine utilizes a Wound System that models progressive harm through discrete thresholds, applying increasing penalties as a character's condition worsens. This system ensures every significant hit has meaningful consequences, and is designed to work with both characters and vehicles.

1. The 3-Step Wound Track (Plus Incapacitated)

Each character and vehicle has a track representing their physical state:

  • Unwounded: No penalties. (The starting state)

  • 1. Minor Wound: The target is hurt, but primarily shaken or bruised.

    • Penalty: -1 to all Player's Total Rolls.

  • 2. Moderate Wound: The injury is more significant, affecting their performance.

    • Penalty: -2 to all Player's Total Rolls.

  • 3. Major Wound: The target is gravely injured and struggling to function.

    • Penalty: -4 to all Player's Total Rolls.

    • Action Check: To perform any significant action (GM's discretion), the character must first make an Amp 5 / QO 5 (Standard) check. If they fail this check, they can only take minor actions (e.g., move, speak, drop something).

  • Incapacitated: The target is no longer able to act. They are unconscious, dying, or otherwise out of the fight (for characters), or completely disabled/wrecked (for vehicles).

2. Resilience Thresholds (Per Target)

Every character and vehicle possesses Resilience Thresholds. These are specific numerical values that a Quality of Outcome (QO) from a successful attack must meet or exceed to inflict a particular level of wound. Think of these as "reference marks" on an audio meter, showing how "loud" the impact needs to be.

  • Individualized: Each character/vehicle will have their own set of thresholds, reflecting their unique toughness, armor, and physical attributes.

  • Default Example (for a "Standard" Human):

    • Minor Wound Threshold: QO of 1 or higher.

    • Moderate Wound Threshold: QO of 4 or higher.

    • Major Wound Threshold: QO of 8 or higher.

3. Defining Scale for Wound Infliction

To determine additional wound steps from powerful, specialized attacks, we first define Scale Values for both targets and weapons.

  • Target Scale: Represents the inherent resilience or "size class" of a target.

    • Scale 0: Small objects, human-sized characters, light structures (e.g., wooden door, flimsy wall).

    • Scale 1: Large creatures, unarmored vehicles (e.g., car, light aircraft), small buildings, reinforced walls.

    • Scale 2: Armored vehicles (e.g., APC, tank), medium buildings, hardened bunkers.

    • Scale 3: Heavy armored vehicles (e.g., main battle tank, super-heavy mech), large structures.

    • Scale 4+: Capital ships, fortresses, kaiju, city-sized objects. (GM discretion for values beyond 3).

  • Weapon Scale: Represents the operational scale a weapon is inherently designed to operate at or effectively target. This is distinct from its Weapon Quality/Power, which is its raw destructive potential.

    • Scale 0: Personal firearms (pistols, rifles), melee weapons, hand grenades.

    • Scale 1: Heavy machine guns, light anti-material rifles, RPGs, small demolition charges.

    • Scale 2: Dedicated anti-tank missiles, anti-tank guns, medium artillery shells.

    • Scale 3: Main battle tank cannons, heavy aerial bombs, naval gun turrets.

    • Scale 4+: Strategic bombers, orbital bombardment weapons, super-heavy siege engines. (GM discretion for values beyond 3).

4. Determining Wound Severity from QO (Unified & Scale-Based Cascading Rule)

When any attack or harmful action successfully results in a numerical Quality of Outcome (QO) from the Amplitude Engine Outcome Table, it inflicts wound steps based on the QO's power and the relative Scale of the weapon to the target. The target suffers all wound steps corresponding to the thresholds met or exceeded by the QO, plus any additional steps from Scale difference.

  1. QO is 0: Inflicts 0 wound steps. (Absolute failure, no wound).

  2. Base Wound Steps from QO:

    • QO 1-3: Inflicts 1 wound step (to Minor Wound from Unwounded, or one step down the track).

    • QO 4-7: Inflicts 2 wound steps (to Moderate Wound from Unwounded, or two steps down).

    • QO 8-10: Inflicts 3 wound steps (to Major Wound from Unwounded, or three steps down).

  3. Scale-Based Additional Wound Steps:

    • Calculate Scale Difference = Weapon Scale - Target Scale.

    • If the Scale Difference is positive, the attack inflicts additional wound steps equal to that positive difference.

    • If the Scale Difference is zero or negative, no additional wound steps are gained from Scale (the weapon is at its intended scale or below).

    • Example 1: Javelin Missile (Weapon Scale 2) hits a Tank (Target Scale 2)

      • Scale Difference = 2 - 2 = 0.

      • No additional wound steps from Scale. If the QO was 8, it inflicts 3 wound steps (to Major Wound). The weapon's inherent power and the target's resilience are well-matched.

    • Example 2: Javelin Missile (Weapon Scale 2) hits a Human (Target Scale 0)

      • Scale Difference = 2 - 0 = +2.

      • This attack gains +2 additional wound steps.

      • If the QO was 1 (Base 1 wound step): Total steps = 1 + 2 = 3 wound steps (direct to Major Wound).

      • If the QO was 4 (Base 2 wound steps): Total steps = 2 + 2 = 4 wound steps (direct to Incapacitated).

      • If the QO was 8 (Base 3 wound steps): Total steps = 3 + 2 = 5 wound steps (pushes one step beyond Incapacitated).

    This system ensures that weapons used at an advantageous scale are devastating, causing effects that cascade through the wound track.

5. Catastrophic Wounds & Overflow

When a single attack's total wound steps (Base Wound Steps + Scale-Based Additional Wound Steps) cause a target to move them beyond the Incapacitated state, these additional "overflow" steps are translated into increasingly severe catastrophic effects determined by the GM.

  • Beyond Incapacitated: If a character's wound track goes beyond the Incapacitated state, they are not just out of the fight but suffer irreversible harm. This could mean dismemberment, critical systems (for vehicles) being utterly destroyed beyond repair, or complete obliteration. The GM should narrate a dramatic and final consequence fitting the scale of the impact.

6. Special Outcome Mapping

  • 'U' (Unconscious / Automatic Success): The target immediately moves to the Incapacitated step, regardless of their current wound level.

  • 'K' (Killed / Critical Success): The target is immediately Killed (or Destroyed for vehicles), bypassing the Wound Track entirely.

7. Impact of Penalties on Gameplay

The penalties incurred from wound levels (e.g., -1, -2, -4 to Player's Total Rolls) create a "death spiral" effect, where accumulated injuries make subsequent actions progressively harder to succeed at. This reinforces the gritty and consequential nature of the Amplitude Engine.

8. Healing and Recovery

  • First Aid (Skill Check): A successful relevant skill check (e.g., "Medicine" or "First Aid," typically Amp 2-3) can move a character up 1 step on the Wound Track. This might have a usage limit per scene or day.

  • Rest and Recuperation: Extended rest (e.g., a full night's sleep) or professional medical care (e.g., "Doctor" skill, Amp 4-5) can move a character up multiple steps or fully heal them, depending on the QO of the recovery action.

Thematic Momentum

Thematic Momentum is a flexible, player-facing resource that allows players to influence the narrative and mechanics. A key use is to increase the Amp of an action, pushing a difficult task into a more favorable outcome zone. Its accumulation and expenditure mechanisms are detailed elsewhere but serve as a vital player tool to overcome adversity.

Compounding Misfortune Rule

The Amplitude Engine tracks streaks of poor performance:

  • The Rule: If a player makes a 4dF roll for their Player's Total Roll and the result of just the 4dF dice (before adding skill or OB-DB) is negative for two consecutive rolls, the player must choose or suffer one of the following consequences:

    1. Lose 1 Point of Thematic Momentum: A direct cost to their narrative influence.

    2. Suffer a Minor Mishap: A small, immediate, narrative setback (e.g., a tool breaks, they lose a tactical advantage, attract unwanted attention).

  • Reset Condition: The "consecutive" count resets if a 4dF roll yields a positive or zero result, the character successfully completes a different major action, or a scene/encounter ends.

This rule adds psychological tension and reinforces that persistent bad luck or poor execution has a cumulative toll.

Conclusion

The Amplitude Engine provides a robust and flexible core for a variety of gritty, narrative-focused games. By clearly defining the interplay between a character's execution (Player's Total Roll) and an action's inherent impact (Amp), combined with the intuitive Outcome Table, players and GMs can quickly resolve actions and dive into the rich narrative consequences. Further details on character creation, specific skills, and the Magnitude of Effect Quality (MEQ) Table would build upon this core foundation.

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