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Cyno's Role-Play: Rule Book

Advanced Rules

This section is on optional advanced gaming rules. Advanced rules here are more realistic and complicated. They will change, enhance, or append to the regular rules. Some advanced rules will slow down the game. We suggest that you become familiar with the regular rules before using these advanced rules. Not all advance rules have to be used at all times. Pick the ones that suit your game. The advanced rules are listed alphabetically.

Acquiring New skills

In the course of the game, or campaign, new skills may be acquired. The simplest way to do this is to spend 25 skill points on acquiring a new skill whenever skill points are awarded. This will give you one percent on the skill. Afterward, additional skill points may be spent to increase the percentage.

Following methods of acquiring skills are more realistic, and, of course, more complicated:

The quickest way to acquire a skill is being taught. On the first day (game time) of being taught, the skill is acquired at 0%. In another word, the character can not do anything with the skill. The second day on ward, the skill will increase by 3 percent per day until reaching 10% or higher. After ten percent, the skill may only increase by 1 percent when taught and increase based on the above chart when performed successfully. After reaching 25%, the skill percent will not increase when taught.

Second way to acquire a new skill is by reading a self-taught book. The first day, with at least two hours of reading will allow the character to have the skill at 0%. Everyday, for two hours each day the book is read, the skill will increase by 2%. The book will only allow the character to increase its skill to 10%. Anytime onward, the skill may only increase by performing the skill successfully.

Third way to acquire a skill is using trial and error. On the first day of trial and error, the skill is at 0%. Continue practice through the second day, and onward, will increase the skill percentage by one each day. After reaching 5%, the skill may no longer be learned by trial and error. To increase the skill percentage, the character must perform the skill successfully. Some skills cannot be acquired through this manner. Please consult with your GM to decide whether a skill may be learned through the trial and error method.

Decreasing Damage Points Capacity

Whenever a character gets seriously hurt or ill, its maximum damage points capacity may decrease. For every 15 points of damage done to your character, your character's maximum damage points capacity will decrease. When a character's damage point reaches zero, the maximum damage points capacity decreases by 3 additional points. The maximum damage points capacity never falls below 3.

Health below 9


Health between 9 and 12


Health above 12


Dodging and Parrying Projectile Weapons

It is impossible for a real person to dodge or parry projectile weapons. But people dodge and parry bullets and lasers all the time in movies and animations. So it will be up to the GM to decide whether it is possible to dodge or parry projectile weapons or not.

Fraction of an Action

A character can never receive negative number of actions. However, he may receive actions lower than one. It is represented by a fraction. The following is an example of valid actions:

. . ., 1/6, 1/5, 1/4, 1/3, 1/2, 1, 2, 3, 4, 5, 6, . . .

The notation, 1/2, simply means that the character receives one action every two turns. And 1/4 would mean one action every four turns.

Level Up Bonus

If you want to allow your players to factor in a level up bonus, then they can perform this calculation to subtract from the Level Experience when the players level up. Use the following steps exactly to calculate the bonus.

  1. Add the character's Intelligence and Wisdom attribute together.
  2. Divide the result by 3.
  3. Time the result by 100.
  4. Strip off the decimal. Do not round.
  5. Minus the result from the experience point listed in the race or profession section.


This is a more complicated rule for initiative and combat. As said before, each character may move or make all its action before another character if it has higher initiative. But if you really think about it, the character would take up 10 seconds (a turn) before another character. This also means that they are not making their actions at the same time.

The way to compensate for this is to use phases. Each turn there will be 10 phases (1 per second) for which the characters get to make their actions. Character with more than 10 actions may make more than one action per phase only when all the phases are filled up. For example, Joe with 11 actions will have two actions in any of the ten phases while 1 action is available for each of the rest of the phases.

Let us say that Tam has 5 actions, he could act in five of the ten phases. Tam has an initiative of 5 while Sally has an initiative of 2 (lowest goes first, in this case), then Sally is able to make an action in any one phase before Tam. For example, if Sally want to make a move in the first phase, she will be able to do it before Tam since she goes first. Remember that she has only 3 actions, thus could only move in three of the ten phases. She may wait till a later phase before making a move.

Another situation is when a character want to use a special weapon that requires two or more actions to operate. Tam, again, wants to use a weapon that requires two actions. The first phase, he used a weapon that only requires one action. On the second phase, he wishes to use the special weapon. To do so, he must declare this on the second phase. However, it will not take effect until the third phase (the weapon requires two actions to operate).

If the Tam waited on the second phase and did not do anything--not declaring the use of the weapon--he would not be able to fire the weapon on the third phase. Instead, he declares on the third turn and fires on the fourth. Waiting simply means that the character did absolutely nothing.

Range Modifier

This is an additional to the strike bonus/penalty chart to make your game more realistic. Of course, the following only applies to range weapons and not hand-to-hand weapons.


Within ...


10% of weapon range


20% of weapon range


30% of weapon range


40% of weapon range


50% of weapon range


60% of weapon range


70% of weapon range


80% of weapon range


90% of weapon range


100% of weapon range

Notice that they are deliberately divided at multiples of 10 for easy calculation. You can calculate the bonus/penalty by moving decimal positions. 10% is 0.10. If you think of 400 meters as 400.0 meters and move the decimal one position to the left you get 40.00 meters. For 20%, just move the decimal position left one and times the result by 2, which is 80 meters. For example, a weapon with a range of 400 meters has a +2 when the target is within 160 meters.

Shooting Down Missiles

In animations, the heroes would, many times, shoot down missiles with projectile weapons. To shoot down missiles, use the basic combat rules. The character gets only one chance to shoot each missile down per combat turn. If the character uses missiles to shoot down the incoming missile volley nad strikes, then there is an 80% chance that the whole incoming missile volley will be destroyed. Using any other weapon type to strike constitutes only a 40% chance.