Clay wrote:You could word Level 2 as “You cannot use this Ability again until you have had an opportunity to regain full Endurance” perhaps? Or if that seems too short, you can make it a 3-4 hour rest, or some such, while Level 3 is a 24 hour period.
Personally, I think it would be best to make the period of time a bit vague at best to allow some creative freedom on part of the Players.
Though, with that in mind, I've made some changes to the Prompt Use entry as follows:
At Level 1, it can only be utilized once per combat-related scene at best and is often the “Finisher” move that puts down the enemy for good (usually). At Level 2, it takes a noticeably measurable amount of time, typically measured in hours or a day or two at most but nowhere close to a full Act, in order for the ability to function and is largely a matter of strategy rather than tactics. At Level 3, it takes a prohibitable amount of time to prepare and usually spans at least an entire Act to prepare but no more than an Adventure/Session (that’s a plot hook), though in-game time frame is largely up to the GM with some creative Player input, and typically is the last ditch effort that requires the entire group to protect you in order to utilize this dramatic game changer, or something as mundane as mechanical overhaul.
Figured that I might as well add-in some in-game elements as examples to fully illustrate the levels, though they might not be the best descriptive. I just work with what I got.
Clay wrote:I probably wouldn’t bother with Endurance Reserve for mecha unless you are skipping the rule where Health and Endurance are not linked. One of Endurance Reserve’s main points is it cannot be used for Health in any fashion, and if your mecha are already not using their Endurance for Health, it’s sort of cheating in a way. Better to stick with renamed versions of Vigorous/Languid.
Well, since I'm keeping the rule about unlinked Health and Endurance when it comes to vehicles (if only to give the poor groundpounder sap some leverage against humungous robots ala
Titanfall), I guess I should drop the idea. When I read the entry on Endurance Reserve, it mentioned something about said Endurance Pool not being refreshed over a period of time and I got the brain fart of there being two different Endurance Pools: the standard which refreshes after a period of time (and obvious vulnerability), the other being a last ditch effort to power weapons, rockets, andwhatnots to survive an otherwise hopeless situation or at best a delaying tactic to reserve Endurance for when it is really needed the most with the catch being that it's finite and cannot be recovered until after a combat encounter and even then at one's home base/ship to recharge. But since the idea is countered by the above rule about unlinked Health and Endurance... *Boots Idea*
And to showcase the current design paradigm of the mobile suits, let's take a look at two iconic mobile suit designs: One classic and the other a more recent addition to the overall franchise.
GAT-X101 Gundam (36)
The first of the new GAT-X series of UESN Mobile Suits, the GAT-X101 Gundam featured many technologies that would be common place in its model successors such as the revolutionary Phase Shift Armor, the ability to support E-Cap Beam Weaponry such as Beam Rifles and Beam Saber and recharge both in the field if given enough time, and a Learning Computer to help increase the efficiency of combat and lower the mental strain upon the pilot, in addition standard armaments such as sensor suite turret mounted CIWS for anti-munitions and close quarter defense. The Gundam is also compatible with the Core Block System seen in both the CAT-X75 Guntank and CAT-X77 Guncannon, though is often omitted in later models due to the mechanical complexity and cost of maintenance to such a high performance platform.
The GAT-X101 Gundam is also the first of the GAT-X series, of which the initial weapons were codenamed “G-Weapons” after it and original CAT-X development team earned the moniker of “G Scientists”, featured an advanced Learning Computer after studying the operational limitations of the CAT-X78 Tallgeese. To boost the Learning Computer’s capabilities further compared to the Tallgeese due to the then primitive understanding of Metatron-based Quantum Computing, it was decided that the Metatron system would work in parallel to a biological CPU comprised of a Cloned Neural-Mass whose genetic donor was classified as “Top Secret”. This Biological CPU, in the minds of several individuals including the G-Scientists, made the Gundam and succeeding GAT-X models essentially giant cyborgs.
This Dual-Core Learning Computer would ultimately be used as the basis for the massed produced GAT series of mobile suits for the UESFN to allow ease of control for rookie pilots. The Gundam design itself would be refined for wartime mass production in the form of the GAT-101 GM.
Customization Notes: May only have one Environmental Configuration and two Tactical Packages at one time.
DEFENSE: 15
HEALTH: 60
ENDURANCE: 70
TV: 62
DX[END] - Attack
- 4[5] - “ES01 Beam Saber” (Armor Piercing x4; Effective. Ammunition x2, 5x Rounds/Actions; Requirement x2, Liquid/Humidity Free Environment; Weapon)
- 2[0] - “Unarmed Melee” (Affinity, Piloting. Low-Penetration)
- 2[0] - “50mm Autocannon” (Overwhelming; Ranged. Ammunition x2; Inaccurate x3)
- 1[0] - “Igelstellung 40mm CIWS” (Area Effect; Overwhelming; Ranged. Ammunition x2; Low Penetration)
Level - Ability
- +4 - Agile
- +4 - Armored “Luna Titanium Alloy”
- +2 - Armored “Luna Titanium-Composite Ceramic Phase Shift Armor System”
- +2 - Evasive
- +7 - Gear “Environmental Configuration”
- +4 - Gear “Optional Armaments”
- +11 - Gear “Tactical Package”
- +1 - Heightened Senses
- +2 - Perceptive “LADAR”
- +1 - Smart “Dual Use Cloned Neural-Mass and Metatron-based Learning Computer”
- +1 - Strong “Field Motors, Boosted”
- +2 - Tough
- +2 - Quick
- +2 - Quick “Field Motors, Boosted”
- +3 - Vigorous “Minovsky Ultracompact Fusion Reactor” , “Gas Turbine Sub Generator”
Level - Weakness
- -2 - Aided Use “Environmental Configuration”, “Optional Armaments”, “Tactical Package”
- -2 - Compulsion “Proper Cool-Down”
- -1 - Dependency “External Power Jumpstart” (86.4 Kiloseconds required to initiate nuclear fusion reaction self-sufficiency)
- -1 - Endurance Use “Field Motors, Boosted”, “Lunar Titanium-Composite Ceramic Phase Shift Armor System”
- -3 - Prerequisite “Core Fighter”
- -3 - Periodical Maintenance
- -3 - Precondition Use “Environmental Configuration”, “Optional Armaments”, “Tactical Package” (Hangar Bay)
- -3 - Prompt Use “Environmental Configuration”, “Tactical Package” (Refitting, 1x Month)
- -3 - Reduced Use “Luna Titanium Alloy”, “Luna Titanium-Composite Ceramic Phase Shift Armor System” (Half Level on Sides and Rear)
- -2 - Reduced Use “LADAR” (Refraction-Heavy Conditions)
- -3 - Reduced Use “Super Hard Steel Alloy”
- -2 - Restricted Freedom
- -2 - Servitude
GAT-X105 Strike (54)
A general purpose mobile suit, the GAT-X105 Strike is noticeably unremarkable at first glance compared to other G-Weapon model designs and is also noticeably lighter armed compared to even the Duel with the beam sabers replaced with a pair of Armor Schneide Combat Knives. However, this is an intentional design flaw in that its concept demands a high level of battlefield versatility in the form of the Striker Pack System. The Striker Packs allows the Strike to tactically adapt to any possible mission parameters and even allows for limited weapons and armor upgrades without major maintenance and overhaul by the hangar crew and technicians or even limited use Striker Pack designs to counter a specific threat.
Customization Notes: May only have one Environmental Configuration, two Tactical Packages, and one Striker Pack at one time.
DEFENSE: 18
HEALTH: 60
ENDURANCE: 70
TV: 76
DX[END] - Attack
- 2[0] - “Unarmed Melee” (Affinity, Piloting. Low-Penetration)
- 1[0] - “Igelstellung 40mm CIWS” (Area Effect; Overwhelming; Ranged. Ammunition x2; Low Penetration)
- 1[0] - Armor Schneide Combat Knife” (Weapon)
Level - Ability
- +3 - Agile
- +3 - Armored “Luna Titanium Alloy”
- +2 - Armored “Luna Titanium-Composite Ceramic Phase Shift Armor System”
- +3 - Evasive
- +7 - Gear “Environmental Configuration”
- +4 - Gear “Optional Armaments”
- +17 - Gear “Striker Pack System”
- +11 - Gear “Tactical Package”
- +1 - Heightened Senses
- +2 - Perceptive “LADAR”
- +1 - Smart “Dual Use Cloned Neural-Mass and Metatron-based Learning Computer”
- +1 - Strong “Field Motors, Boosted”
- +2 - Tough
- +3 - Quick
- +2 - Quick “Field Motors, Boosted”
- +3 - Vigorous “Minovsky Ultracompact Fusion Reactor” , “Gas Turbine Sub Generator”
Level - Weakness
- -2 - Aided Use “Environmental Configuration”, “Optional Armaments”, “Tactical Package”
- -2 - Compulsion “Proper Cool-Down”
- -1 - Dependency “External Power Jumpstart” (86.4 Kiloseconds required to initiate nuclear fusion reaction self-sufficiency)
- -1 - Endurance Use “Field Motors, Boosted”, “Lunar Titanium-Composite Ceramic Phase Shift Armor System”
- -3 - Periodical Maintenance
- -3 - Precondition Use “Environmental Configuration”, “Optional Armaments”, “Tactical Package” (Hangar Bay)
- -3 - Prompt Use “Environmental Configuration”, “Tactical Package” (Refitting, 1x Month)
- -3 - Reduced Use “Luna Titanium Alloy”, “Luna Titanium-Composite Ceramic Phase Shift Armor System” (Half Level on Sides and Rear)
- -2 - Reduced Use “LADAR” (Refraction-Heavy Conditions)
- -3 - Reduced Use “Super Hard Steel Alloy”
- -2 - Restricted Freedom
- -2 - Servitude
Though I'm sure there are a few members who are curious about the whole "Customization Notes" in both the current and previous mobile suit profiles by now. Well, it was largely a hangover from the BESM 3e designs to which largely because there was no equivalent gear ability that would have allowed the addition of optional weapons without it feeling like it was a munchkin tactic (so far, I haven't recieved any objections to it), so they were considered a separate cost to which, along with the Tactical Packages, were limited so that the design in question could only ferry so much and place heavy emphasis on tactical customizations.
Later on in said process, I added a little note stating that with the exclusion of one or both optional weapons, the mobile suit could ferry an extra magazine/E-Pac/whatever nomenclature of reload per extra weapon that is exempted from the process. This gives the player the option to decide if they prefer combat adaptability or longevity when it came to small arms. Now, with the addition of the Gear Ability to fulfill that function (again, no objections so far), I'm not really sure how to word it since the Environmental Packages and the Striker Pack System of the above profile have an Ability Limit which would have prohibited more than one such item being mounted upon the design. The Tactical Packages and Optional Armaments, not so much.
Still, it does leave the possibly inquiry of how I can translate the previously mentioned ammunition exchange since there's really no equal cost amongst the weapons I have generated to suggest that X amount of Gear Abilities equals 1x Reload. So far, my brain only farted the idea of 5/10x Levels not used in Gear to be replaced as Magazines/E-Pacs. Of course, I am open to suggestions.
And speaking of suggestions, I would like a few for the following templates. Note that I attempted to keep true to the Combined Effectiveness and to keep the costs of these templates below 10. Keyword being "attempted"
Lagrangian (8)
The Lagrangians are the space colonists who were relocated to the Sides by the United Earth Sphere Federation of Nations that orbited the Earth-Lunar Lagrange Points, hence their preferred name. Many Lagrangians have familiar roots of at least a generation long living in the various styles of Lagrange Space Settlements from the O’Niel “Open Type” to the Vivarian “Close Type” and the Glenn “PLANT Type” with a vast majority of them having a family history which occurred during the Migration Wars between the UESFN Armed Forces and the Anti-Relocation Cells.
Each type of Lagrange Space Settlement is an attempt at recreating the environment of the Earth before the Impact of Tartarus and the Ice Age it had spawned with varying degrees of success, even up to the generation of gravity via centrifugal force. However, only the oldest of O’Neil Lagrange Space Settlements residing Side 1 or Mua have a rotational rate which produces a gravity of 9.81 meters per second squared as seen upon the Earth. All others, save for a few ceremonial settlements, have a rotation rate to generate an even ten meters per second square. As a result of this and the corolis effect due to rotationally generated gravity of the Lagrange Space Settlement, the Lagrangian decedents have grown and developed a higher G-tolerance and sharper sense of balance than even their Earther counterparts which makes them ideal Spacers, Combat Pilots, and Espaciers in the UESFN Armed Forces.
As a culture raised in space and centered around its operations, many young Lagrangians were tutored, trained, and educated in high technology in preparation for occupations in relation to supporting a space-based infrastructure related to the orbital settlements or spacecraft. These fields of education range from electronics and computers, to spacecraft mechanics and engineering in addition to life support system studies essential to allow a human presence in space no matter the location. However, it is because of the relatively closed eco-system of the Lagrange Space Settlements and self-reliance do the Lagrangians gain a sense of national pride as a frontier society operating at the very fringes of civilized space to such a degree that they wholly embrace the idea that each Side should be recognized as a Member Nation of the UESFN and even warm up to the radical idea of universal suffrage regardless of whether or not they served in the Federal Service.
It is due to this radical political thinking that has earned the Lagrangians the ire of many of the Edenite Earthers of the UESFN, especially those in power or at least in debt to their corporate “sponsors” for such a station, who refer to them by the derogatory term of “Spacenoids”. It is also worth noting that the Lagrangians are also one of the few groups of people who embrace the term “Ender” as a badge of honor, to show that they were able to survive such extremes and thrive into a true culture.
Level - Ability
- +1 - Agile
- +1 - Knowledge “Computers”
- +1 - Knowledge “Electronics”
- +1 - Knowledge “Engineering”
- +1 - Knowledge “Mathematics”
- +1 - Knowledge “Navigation, Space”
- +1 - Knowledge “Physics”
- +1 - Pilot “Spacecraft”
- +2 - Resistance “G-Forces”
- +1 - Tough
Level - Weakness
Selenite (0)
Selenites are the space colonists who were relocated to settlements upon the Moon by the United Earth Sphere Federation of Nations as part of the labor force to mine the natural satellite’s resources for the construction effort of the Lagrangian Space Settlements. As a result, their bodies grew physically weak due to the Moon’s lower gravity compared to the Earth. The limitation of anti-radiation protection of these settlements has also affected the average Selenite’s overall health and made it extremely difficult for such individuals to adapt and survive in any environment that is not carefully controlled and sterilized.
Yet despite these drawbacks, the Selenites are a proud culture who see themselves as just as much a pioneer society as any other “Ender” though they take much offense to the term, even much more so than the Edenite derived derogatory term of “Lunarians”. The Selenites also have strong national pride around their respective lunar settlements and largely put the wellbeing of their settlement above all other concerns, especially in the realm of business in that they would enter into agreements with many different types of organizations beyond their community to such a degree that much of the Earth Sphere regards Selenites as shifty, mercenary people who would play both sides to any conflict to their own benefit. However, this stereotype is largely incorrect due to the ignorance of how well diverse Selenite society and culture is grouped despite the focus on the settlement community as a whole. In fact, it is only the Cosmopolitan Selenites whom occupy the various Lunar City Settlements have effective control over the lunar mass drivers whom have regular contact with those beyond the Moon’s gravity well. All other Selenite culture groups, the Pioneer, Lunatic, Outcasts, and Raiders generally occupy themselves with their own domestic concerns and rarely interact with non-Selenites even for business.
The Pioneer Selenites is largely populated by union miners and industrial laborers that are fairly self-reliant and “live off the land” not unlike explorers and scientific researchers of the earliest settlement period of the moon during the ages before the Advent of Tartarus, hence their preferred moniker. Lunatic Selenites are effectively cult-like community of boarders whom occupy the old and decrepit remains of first-generation lunar settlements of the Pre-Tartarus age largely to follow their individual social and political beliefs in peace and without interference with the Earth Sphere at large. The Outcasts are effectively the criminal underworld of Selenite society that are unique in that they are able to inhabit and make the lunar landscape their home as easily as they can in any Lunar Settlement though they primarily operate within the Lunar City Settlements due to the higher percentage of profit and anonymity compared to the smaller frontier lunar settlements. The Raider Selenites are effectively rogue communities that effectively plunder other settlements for their life-sustaining resources, striking out against those who are non-Raiders and communities not strong enough to oppose them from cleverly disguised hideouts that blend well with the surrounding landscape.
As a result, the education of the Selenite youth varies from the different Selenite cultures and even from lunar settlement to lunar settlement and only the Cosmopolitan Selenites have regular public education. All other culture groups hand down such knowledge from parent to child and from mentor to apprentice in large part to their isolationist policies.
Level - Ability
- +1 - Knowledge “Domestic Arts”
- +1 - Knowledge “Electronics”
- +1 - Knowledge “Local, Lunar Settlement/Urban Sector”
- +1 - Knowledge “Mechanics”
- +1 - Knowledge “Power Lifting”
- +1 - Pilot “Automobile/Lunar Rover”
Level - Weakness
- -2 - Frail
- -3 - Outcast “Lunarian”
- -1 - Vulnerability “Diseases”
- -1 - Vulnerability “G-Forces”
- -2 - Weak
Coordinator, Ultimate (20)
Coordinators as a whole have a dirty little secret: Despite the claims of complete genetic control over the traits a child gains, there is no complete control over which traits are inherited and which are suppressed or removed altogether. This is mainly caused by the fetus’ ability to ward off the immunity system of its mother and especially the uterus among other environmental variables of the organ which causes enough distortion that would radically alter any attempts at exact genetic engineering.
As a result of the chaotic uterus of the mother, the concept of the Ultimate Coordinator was created. Despite the misleading name, Ultimate Coordinators are just Coordinators whom are born with the exact traits they were engineered to gain and such a task is performed with an artificial uterus for the zygote and fetus develop until “birth”. From this, genetic material normally mutated as a result of self-defense against the mother’s immunity system is instead used to improve upon the fetus’ development and have made them noticeably more capable mentally and physically. Even the few failed Ultimate Coordinators are noticeably more superior to their more “mundane” Coordinator counterparts in such fields. However, the process to create an Ultimate Coordinator was a well hidden secret and only a few would have even heard of the attempt to create the desired Coordinator.
Lv-DX[END] - Attack
- 4-2[0] - Heal (Effective. Self-Only)
Level - Ability
- +2 - Agile
- +2 - Evasive
- +2 - Heightened Sense “Hearing”, “Sight”
- +2 - Perceptive
- +2 - Quick
- +2 - Resistance “Diseases”, “G-Forces”, “Poisons”
- +3 - Smart
- +2 - Strong
- +2 - Tough
- +2 - Vigorous
Level - Weakness
- -3 - Outcast “Coordinator”
Newtype (8)
The prophesized mutative adaptation of space by Zeon Zum Daikun, individuals known as newtypes have abnormally developed brains due to the fact that 30% of their mass and brain-activity produces a non-electromagnetic energy dubbed “Psycho-Waves”. These Psycho-Waves allow a mental resonance with human beings akin to telepathy or empathy across an appreciative distance from transmitter to receiver and vice versa, which also allows a soldier or combat pilot to sense hostile intent of adversaries and able to act accordingly, often with disastrous results to the attacker. However, though it allows for more “primal” sense of communication it does not always lead to mutual understanding and friendship. In fact, it has an equal chance of intensifying rivalries between Newtypes and other individuals who are able to utilize Quantum Brainwaves of at least C-class.
Level - Ability
- +4 - Evasive
- +1 - Iron-willed
- +2 - Perceptive “Spacial Sense”
- +2 - Psychic “Psycho-Wave Resonance”
- +1 - Sixth Sense “Psycho-Wave Resonance”
- +1 - Quick
Level - Weakness
The inquiry would be mostly "Would racial templates need a base Knowledge base?" in terms of the Knowledge Ability. Said Knowledge is largely a minimum requirement for said character to be a productive member of their respective environments. Largely due to how I made these characters, and also note that I didn't really use either the Base Zero nor the Power Ceiling and even the Combined Effectiveness is suspect largely to get a feel on how these two characters are built via OVA 2e:
Amuro Ray (46)
TEMPLATES: Lagrangian, Newtype
DEFENSE: 5
HEALTH: 50
ENDURANCE: 40
TV: 51
DX[END] - Attack
- 2[0] - “Handgun” (Effective; Ranged. Weapon)
Level - Ability
- +1 - Agile
- +4 - Evasive
- +5 - Gear “Deviser Suit”
- +4 - Inventor
- +1 - Iron-willed
- +2 - Knowledge “Computers”
- +2 - Knowledge “Electronics”
- +1 - Knowledge “Engineering”
- +1 - Knowledge “Mathematics”
- +2 - Knowledge “Mechanics, Robot”
- +1 - Knowledge “Navigation, Space”
- +1 - Knowledge “Physics”
- +2 - Passion “Electronics”, “Computers”
- +1 - Perceptive “Spacial Sense”
- +1 - Pilot “Spacecraft”
- +1 - Psychic “Psycho-Wave Resonance”
- +1 - Quick
- +2 - Resistance “G-Forces”
- +1 - Sixth Sense “Psycho-Wave Resonance”
- +2 - Smart
- +1 - Tough
- +18 - Vehicle “GAT-X101 Gundam” (Mecha)
- +7 - Vehicle “FF-X7 Core Fighter” (Mecha)
Level - Weakness
- -1 - Absent Minded
- -1 - Ageism
- -1 - Crybaby
- -1 - Easily Distracted “Electronics”, “Computers”
- -1 - Loner
- -1 - Nosebleeder
- -3 - Outcast “Newtype”
- -3 - Outcast “Spacenoid”
- -1 - Overconfident
- -3 - Rival “Char Azable”
- -1 - Rude
- -2 - Stubborn
- -1 - Weak
It should be noted that both the Gear "Devicer Suit" and Vehicle “FF-X7 Core Fighter” have yet to be constructed. Rather, their values were largely approximated from the ratio of the Mobile Suit cost compared to their own from the previous engine build.
Kira Yamato (70)
TEMPLATES: Ultimate Coordinator, Selenite, SEED Bearer
DEFENSE: 5
HEALTH: 40
ENDURANCE: 40
TV: 60
Lv-DX[END] - Attack
- 2[0] - “Handgun” (Effective; Ranged. Weapon)
- 4-2[0] - Heal (Effective. Self-Only)
Level - Ability
- +2 - Agile
- +2 - Beautiful
- +3 - Charismatic “SEED Burst”
- +2 - Combat Expert “SEED Burst”
- +6 - Companion “Birdie”
- +2 - Evasive
- +5 - Gear “Deviser Suit”
- +2 - Heightened Sense “Hearing”, “Sight”
- +2 - Intuitive “SEED Burst”
- +2 - Intuitive
- +2 - Knowledge “Computers, Programming”
- +2 - Knowledge “Domestic Arts”
- +1 - Knowledge “Electronics”
- +1 - Knowledge “Mechanics”
- +1 - Knowledge “Power Lifting”
- +2 - Perceptive “SEED Burst”
- +3 - Perceptive
- +1 - Pilot “Automobile”
- +1 - Pilot “Spacecraft”
- +2 - Quick
- +2 - Resistance “Poisons”
- +3 - Smart
- +2 - Time Freeze “SEED Burst”
- +27 - Vehicle “GAT-X105 Strike” (Mecha)
- +4 - Vigorous
Level - Weakness
- -1 - Ageism
- -2 - Endurance Use “SEED Burst”
- -1 - Kind-Hearted
- -1 - Naïve
- -1 - Nosebleeder
- -3 - Outcast “Coordinator”
- -3 - Outcast “Lunarian”
- -1 - Pacifist
- -3 - Rival “Athrun Zala”
- -1 - Trigger “SEED Burst” (Emotional, later on Determination)
As above, the Gear "Deviser Suit" and Companion "Birdie" were not constructed under OVA 2e rules, with the latter but a simple addition of Flight and Spaceflight abilities.
Anyway, the costs of each character is rather steep and I'm not really sure how to trim them down to more manageable sizes or even postulate a possible Power Ceiling for these characters if Players would construct them via the Templates that I have made examples of earlier.
And speaking of templates, due to a lack of proper abilities and weaknesses for certain templates that I have constructed, I had to create two customized ability/weakness.
First off is a weakness for the
Extended.
Berserker Rage – You have a certain psychological trigger, either conditioned or through some sort of trauma, that when met causes you to go into a state of unbridled rage so complete that you immediately attack not only enemies, but friends alike in equal measure regardless of the consequences to yourself or others and will continue to move from “threat” to “threat” until you are calmed down by another trigger. At Level 1, said trigger is difficult to encounter and you are easily calmed down. At Level 2, coming up and down from such rage is equally possible with the same amount of difficulty in between. At Level 3, your trigger is easily encountered and you’re extremely difficult to calm down.
Next is an ability for the
Inovades.
Reincarnation – You are just too stubborn to die. No matter how well your enemies think they have destroyed you, there is just a part of you that will be left and that is all that is needed to bring you back to life. Weather that is the essence of your soul, a backup of your memories, an offspring that was born upon your death, the fact of the matter is that you’ll be back and usually with a vengeance against those that have wronged. Add your Reincarnation dice to any dice roll to see if you return to the land of the living, barring any issue that might prevent that of course which is typically through some issue the GM has declared either as background or weaknesses to your character inherit to the form of reincarnation that you have either been blessed, or cursed.
I figured that I might as well put them up to see if they past mustard.
Anyway, thanks for any and all aid rendered.