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  Picking Sides 
   
  The Role Playing Game 
   
  by  
   
  Stacy Gossett 
   
   
  Please Note:  This free role-playing game is based on a novel called Picking 
  Sides:  The Seven Deadly Sins of Jonathan Sykes also written by Stacy 
  Gossett.  That novel can be read about and/or purchased at: 
  www.mynubook.com. 
   
   
       There was only ever the void and the universes.  The nearly empty 
  spaces between universes and the universes themselves had existed together 
  always.  Once, the universes were restricted to the smallest area of space (a 
  point) until the “Big Bang.”  The universes had been created out of the seven 
  elements that the Creator itself was made of  and had made the angels out of 
  before humanity existed.  There are seven orders of angels, just as there are 
  seven different kinds of angels.  And, there were seven different reasons for 
  them to go to war among themselves as well. 
       The angels were very surprised when they noticed the Creator creating 
  something new.  These human beings were endowed with a smaller spark of 
  
   
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  creation than were the angels; and, at first, they were ignored.  But, that was 
  not for long.  Human beings have all seven Elements present in their forms, 
  but one is always more prevalent than the other six.  Some human beings can 
  even focus the power of their spark to create miraculous feats.  This game is 
  mostly about them. 
   
  The Seven Elements 
  �ote: it is up to the GM if s/he wants to include this section in his/her 
  gaming or not. 
  Fire (related to Wrath) – This Element includes energy in all its forms.  
  While aggression and self interest are important to survival of the species, 
  too much of this Element in a person’s life can cause serious problems.  
  Physical abuse, verbal abuse, violent crimes, irrational rages, a need for 
  vengeance for (possibly) imagined wrongs, causing harm to the self (cutting, 
  for example), and just serious anger issues are signs that the subject’s soul is 
  infused with too much of the Fire Element.  Mental conditions mimic those 
  of a victim of paranoia in some cases.  Patience seems to be the only way to 
  combat these effects. 
       A lack of this Element in the soul, while not near as detrimental as an 
  overabundance of the Element, does make one more docile and easily 
  
   
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  swayed by others.  Moderation is generally suggested, as with all the 
  Elements. 
   
  Water (related to Envy) – This Element includes all minds and sentience 
  itself.  While it is natural to notice other people and their 
  possessions/advantages, it is not natural to wish ill will on another, simply 
  because of those advantages.  An excess of the Water Element in the soul 
  causes this jealous complex in the subject.  Those suffering from this 
  condition, especially in a group, can cause major problems.  While the 
  jealous one tries to make up the imagined difference, others in the group 
  must deal with the envious behavior. 
   
  Too little of the Element can cause people to be oblivious to details 
  about their fellow man, even to the point of being too apathetic about their 
  own advantages/advancement/condition. 
   
  Earth (related to Gluttony) – This includes the natural materials of the earth.  
  Those overcome by the Earth Element are generally suffering from an 
  addiction to smoking, alcoholic beverages, narcotics, prescription drugs, 
  food, etc.  Low amounts of the Element can cause a fixation on loss of 
  weight via anorexia or bulimia.  Moderation is generally the best idea. 
  
   
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  Air (related to Sloth) – This Element is made up of the space-time 
  continuum.  Too much of the Air Element causes one to be lethargic.  Too 
  little of the Element makes an individual seem like they are experiencing a 
  manic episode.  These people find that they just cannot stop themselves from 
  moving (much like ADHD).  The medium route tends to allow for a regular 
  mode of action and rest. 
   
  Wood (related to Lust) – This Element includes all life itself.  While lust is 
  good for propagation of the human race, too much lust and you crave sex . . . 
  all the time.  Too little lust and you can become a cold, frigid person, almost 
  never interested in sex.  A balance is generally good. 
   
  Metal (related to Greed) – This Element is made up of man-made materials, 
  tools, and technical acumen/creativity.  While a certain amount of 
  equipment/invention is important, those with too much of the Metal Element 
  crave physical objects.  They want the most money, the best cars, and the 
  latest palm pilot/technology, etc.  Those without enough of the Element; 
  however, are like a manic who tries to give everything away or, at least, does 
  not value technology enough for their own good. 
  
   
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  Spirit (related to Pride) – This Element includes the Spirit World and those 
  beings that exist there (primarily angels, ghosts, and daemons).  While Pride 
  is important to the human concept of self-worth, those with too much of this 
  Element devalue their fellow man on a massive scale.  Human beings are 
  peons or pawns who exist merely to serve the plans of this deluded person.  
  Too little of the Element, and the subject becomes a follower led by those 
  around him. 
   
   
  General Description of What Element 
  Manipulation Can Do 
       For the most part, characters in this game are very much human, except 
  that they have a certain predisposition for one of the Creator’s Seven 
  Elements (because a powerful spark of one of these Elements resides within 
  this character’s soul).  This spark allows the character to manipulate the 
  universe in ONE of seven ways: 
   
  Fire – sense/control/create energy 
  
   
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  Water – sense/control minds 
  Earth – sense/shape/create naturally-occurring matter 
  Air – sense/affect space-time 
  Wood – sense/change living shapes/people’s health (and bodies) 
  Metal – sense/affect man-made matter 
  Spirit – sense/ summon spirits; travel through the Spirit World 
   
  Character Creation 
  While you’re thinking about which Element is going to be your focus, there 
  are other things that need to be decided. 
   
  1. Name.  Come up with any appropriate-sounding name.   
  2. Job?  What does your character do? 
  3. Flaw?  What is the character’s worst flaw?  Choose between: wrath, 
  envy, gluttony, sloth, lust, greed, or pride.  This should really be 
  played out in the game for extra experience and fun. 
  Which Element would you as player want to play out?  Which Element 
  from those above (fire, water, earth, air, wood, metal, or spirit—
  Connected with the Flaw above) is most appealing to you to play out?  
  
   
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  Which can you play out the best?  See the paragraphs above again to 
  make a choice. 
  4. Choose height, weight, hair, eyes, race, and orientation as you see fit 
  (what makes the best sense for your character). 
  5. The character’s Level is most often set at 3rd for those just starting, but 
  do consult your game master to make sure. 
  6. Usually, players divide 280 points (though this could be more or less, 
  depending on your game master) between their characters’ seven 
  attributes: agility, strength, endurance, intelligence, belief, 
  manipulation, and technology. 
   
  Please note that 90% is the highest percentage a character can have in this 
  game without some supernatural aide of some kind in attributes and skills. 
   
  Agility – The attribute of the character that quantifies a character’s manual 
  dexterity, overall coordination, quickness to act, etc. 
   
  Strength – It measures the physical force that a character can apply to pick 
  up, carry, or simply attack another.  +1 damage, cumulatively (every 10% 
  
   
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  thereafter), starting at 50%.  For example, at 50% there is a +1, at 60% there 
  is a +2, at 70% there is a +3, at 80% there is a +4, and at 90% there is a +5.  
   
  Endurance – Relatively speaking, how durable the character is physically to 
  harm, disease, etc. 
   
  Intelligence – Measures the character’s general level of knowledge 
   
  Belief – Measures a character’s belief in his current system of beliefs 
  (choose one) and knowledge of a certain religion/world view 
   
  Manipulation – Measures the character’s ability to affect another through 
  beauty, charm, wit, or threats (generally the character picks only one) 
   
  Technical Aptitude – Measures the character’s general comfort/knowledge 
  with technology 
   
  If the GM (game master) calls for a roll on any of your seven basic 
  attributes, the player tries to roll under their score (the number of their 
  attribute) on a d100.  The GM may also modify the roll plus or minus thirty 
  
   
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  percent (in general), depending on the circumstances encountered.  A d100 
  roll is when the character, before rolling, determines which of two ten-sided 
  dice will be the higher one.  When rolled, the higher one is to be the first 
  number in the final number (from 1 to 100), and the second number is to be 
  second number in the final number.  For instance, Dave’s character Twyla is 
  trying to climb up a slippery embankment.  Dave looks at his sheet and sees 
  that Twyla has a 40% to climb with her Agility.  However, the game master 
  says that Twyla loses 10%, because the embankment is slippery.  That 
  means that Twyla temporarily has a 30% chance to scale the embankment.  
  Dave determines which die is first and rolls both at the same time.  The 
  higher die rolls a ‘1’.  The lower die rolls a ‘3’.  That means that Dave scores 
  a ‘13’, which is very good, sense it is below the 30% chance.  Twyla 
  succeeds, even though the embankment is very slippery.  A ‘01’ means one 
  percentile, an excellent roll.  And, a ‘00’ means a score of one hundred, 
  generally a bad thing. 
   
  Skills & Experience 
  Skills are attributes that may come into play instead of your basic attributes.  
  They are based on the D100 system, so they can range from 0-90.  No skill 
  ever goes above 90.  If the character has no relevant skill, the character can 
  
   
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  use an appropriate attribute (generally, minus 30%, depending on the game 
  master and the situation).  If the Attribute is higher than the skill, GMs may 
  add percentile to the roll, as s/he sees fit.  GMs will also have to decide 
  when a character reaches the next Level.  That’s completely up to the GM, 
  but more than a lifetime might not be too much.  The characters can be 
  reincarnated, if the players agree with the GM on that.   
   
  Game masters can modify the roll (generally plus or minus 30 
  percentiles).  Skills can be given a chance to go up through use by one point, 
  if the GM agrees that the character has used it enough within a game to 
  warrant a roll after each session.  Any number under the skill score and the 
  score goes up by one.  Otherwise, there is no change in the skill. 
   
  7. The player chooses appropriate skills for his character, dividing 280 
  percentiles (or more or less, according to the GM) among his 
  character’s skills.  None can be above 90, and the GM may decide to 
  put a further cap on how high initial skill scores can be.  GMs may 
  help players make up additional skills as he/she sees fit. 
   
  
   
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  Some possible skills include: athlete, hand-to-hand, evade, read 
  emotions, write, criminal knowledge, lying, repair, drive, shoot, sword 
  fighting, hide, sneak, woodsman, scholar, computers, money matters, 
  investigate, language, lawyer, doctor, parapsychology, library science, 
  sleuth, government, applied science, and theoretical science. 
   
  Many of these, the game master may ask the player to define further.  As 
  a character with the language skill, for example, would have to decide 
  which language it is that he knows. 
    
   
   
   
   
   
   
   
   
   
   
  
   
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  Possible Effects of the Elements in Use 
  Here are some (but by no means all) of the effects that can be accomplished 
  with these Elements:  
  All Elements 
  All Elements work similarly at each level. 
  Level 1 – Roll the d100.  If you roll under your Level score, you succeed.  If 
  not, it doesn’t work (but you can try again the next round, subject to your 
  game master’s approval).  Generally, the lower the number, the more 
  information gathered. 
   
  Level 2 – Roll d100.  Same as above, but you should be able to measure or 
  get more information than just a general knowledge. 
   
  
   
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  Levels 3 thru 6 – These are the levels in which the characters can start 
  actually affecting the environment in ways according to the Element they 
  manipulate.  At 3rd Level, the powers generally do not cause damage 
  directly.  At 4th Level, if the power works (with the d100 roll), then the game 
  master might allow you to roll a ten-sided die to determine damage or 
  measure of success (higher is better on this roll).  Fifth Level usually gets 
  two dice.  While Sixth Level generally gets three ten-sided dice for damage 
  or a measure of success.  However, for example, healing can be 
  accomplished by the Wood Element at 3rd Level (1d10+1d10/level after 3). 
   
  Fire Element 
  Level 1 - Detect the presence of visible light, sound, heat, electricity, 
  radiation, weather (general); Feel telekinetically 
  Level 2 – Quantify light, sound, heat, electricity; Detect weather (specific); 
  Direct electricity; Touch telekinetically 
  Level 3 - Shift light, sound, heat, electricity, weather, radiation; Weak 
  Movement telekinetically 
  Level 4 - General Control of visible light, sound; Intensify/Create heat, 
  weather; Increase/Decrease electricity; Move telekinetically 
  
   
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  Level 5 - Specific Control of visible light (AKA illusions), sound; Shape 
  heat; Shape weather; Lightning; Detailed movement telekinetically 
  Level 6 - Minute Control of visible light (AKA improved illusions), sound, 
  weather; Immolation; Ball Lightning; Move up to 500 lbs. telekinetically 
   
  Water Element 
  Level 1 – Detect brain activity, faint emanations 
  Level 2 – Detect lie, emanations 
  Level 3 – Read minds, Speak with other minds, Project illusive disguise, 
  Scry minor visions 
  Level 4 – Control emotions, Create advanced illusions, Scry visions 
  Level 5 – Purge memories, Scry major visions 
  Level 6 – Control mind, Precognition 
   
  Earth Element 
  Level 1 – Detect natural matter 
  Level 2 – Quantify natural matter 
  Level 3 - Create/Change/Destroy a hand full of natural matter 
  Level 4 – Create/Change/Destroy the mass of the caster in natural matter 
  
   
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  Level 5 – Create/Change/Destroy the mass of an automobile in natural 
  matter 
  Level 6 – Create/Change/Destroy the mass of a house in natural matter 
   
   
  Air Element 
  Level 1 – Visualize space or time around self or another 
  Level 2 - Visualize space or time around self or another more specifically 
  Level 3 – Commune with space or time in the local area (or cause 
  someone else to) 
  Level 4 – Affect the time or space of the self or another in a general area 
  or on one’s self 
  Level 5 – Move to specific area; Move another to a specific area; Affect 
  the time or space of an area or another’s area, specifically 
  Level 6 – Move/Remove/Shift the time or space in a partial way 
   
  Wood Element 
  Level 1 – Detect good/bad health; Detect shape shifting; Alter one minor 
  characteristic on self or another 
  
   
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  Level 2 – Analyze self or other minutely; Alter several minor 
  characteristics on self or another 
  Level 3 – Minor Healing of self or other; Shift certain features of self or 
  other 
  Level 4 – Shape self or another; Healing 
  Level 5 – Convert limbs to weapons; Cure diseases; Create 
  doppelgangers 
  Level 6 – Change into an animal form or cause another to; Totally 
  Regenerate health 
   
   
  Metal Element 
  Level 1 – Detect technology, manmade materials 
  Level 2 – Examine technology; Turn on/Turn off a machine 
  Level 3 – Create/Change/Destroy a hand full of manmade materials; 
  Control a machine 
  Level 4 – Control machines; Create/Change/Destroy manmade materials 
  the mass of the user 
  Level 5 – Manipulate complex machines (like computers); 
  Create/Change/Destroy manmade materials the size of a car 
  
   
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  Level 6 – Multitask (Controlling machines over the area of a house); 
  Create/Change/Destroy manmade materials the size of a house 
   
   
   
   
  Spirit (or the Ephemeral) Element 
  Level 1 – Detect supernatural entities (angels, ghosts, daemons) through 
  smell and possibly touch; Detect possession; Detect supernatural 
  influence on a human 
  Level 2 – See/Hear angels, ghosts, daemons; Detect strongest Element in 
  individual 
  Level 3 – Communicate with supernatural beings; Give dreams or visions 
  to a human 
  Level 4 – Summon/Banish a supernatural entity; Commune with mortal 
  soul (human) 
  Level 5 – Demand a task from a supernatural; Remove possessing being; 
  Protect human from possession; Cause possession to occur 
  
   
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  Level 6 – Enslave supernatural; Cause resurrection or death of human 
  being (not always granted) 
   
  Elemental Levels Open Only to the Spirits 
   
  The Elements can be manipulated at higher levels, but only the spirits 
  (angels, ghosts, daemons, the Adversary, and the Creator) can 
  accomplish these extreme feats.  One dice is added at each Level, so 
  Level 7 = 4 ten-sided dice for damage or success, while Level 10 = 7 ten-
  sided dice for damage or success. 
   
  Level 7 – cherubim, daemons, and ghosts can accomplish (worldwide 
  effects, generally) 
  Level 8 – seraphim, devils, and ghosts can accomplish (universal, 
  generally) 
  Level 9 – Archangels and arch devils (no ghost has attained this level—
  more than one universe at once) 
  Level 10 – the adversary (satan, the devil, Lucifer, etc.) (can accomplish 
  most anything, but the Creator must okay it); the Creator (decides if any 
  of these powers will work at all—able to affect reality at will) 
  
   
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  Much of this is, obviously, left up to the GM.  Would the Creator agree to 
  it?  Remember, the Creator has granted all spirits free will.  However, 
  that does not mean that the characters, the angels, the daemons, or the 
  ghosts will always be able to perform their Elemental manipulation.  
  Quite the contrary, the Creator decides on a case by case basis whether 
  these powers will even function or not.  Some atheists, for example, are 
  not allowed to experience miracles at all.  No power will function in his 
  or her presence.  This is ultimately up the GM to use as s/he sees best. 
   
  Character’s Element Level 
   
  A character’s level measures how much control he has over his spark 
  (his power over the universe around him).  Most game masters will want to 
  start the characters at 3rd level, as levels 1 and 2 generally limit the powers to 
  detection and sensing.  While this is interesting too, real power tends to 
  begin at the 3rd level.  For X-Files-ish games, levels 1 and 2 might be very 
  appropriate.  Average games will probably start at the 3rd level, as this is 
  where the characters begin to see incontrovertible proof of their own ability 
  to manipulate the stuff of the universe (at least over one Element of it).  
  Game masters can even start at even higher levels; but, this is not suggested, 
  as players may take for granted their character’s growth.  Above 6th level 
  
   
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  powers are possessed by angels, ghosts, and daemons.  The nigh ultimate 
  powers of the Creator and the Adversary can sometimes be witnessed or 
  even channeled by the actions of the characters, but characters always play 
  human beings.  And, this “channeling” would be extremely rare (totally up 
  to the GM here).  Characters’ powers can only possibly reach the 6th level.  
  However, deals with supernatural beings (angels, daemons, ghosts, the 
  adversary and the Creator) can produce effects above the 6th level, which are 
  caused by those spirits, assuming the Creator allows it at all. 
   
  Character Level works like this:  1st level is 50% likely to succeed, 
   
   
   
   
   
    2nd level is 60% likely to succeed, 
   
   
   
   
   
    3rd level is 70% likely to succeed, 
   
   
   
   
   
    4th level is 80% likely to succeed, 
   
   
   
   
               5th level is 90% likely to succeed, 
   
   
   
   
   
    6th level is 100% likely to succeed. 
   
  For example, if a 4th level character attempts to silence the sound around him 
  (Affect Sound #4, as this character can use first level, second level, third 
  level, and fourth level because of his level is four), the player controlling 
  that character would roll 1d100 (two 10-sided dice rolled together, with one 
  declared the tens column and one declared the ones column before rolling; 
  00 = 100, 01=one).  If the number rolled is 81 or above, the silence does not 
  work at all.  If the number rolled is 80 or less, the silence works.  The GM 
  can modify this roll or decide that the Creator has decided not to let the 
  power work at all, for whatever reason.  As there is even the chance that 
  unbelievers may be present (within sight range, usually), and Miracles may 
  not work at all (up to the game master).  The Game Master can also apply 
  basic modifiers to rolls (generally, plus or minus 30 percentiles), as 
  appropriate. 
   
   
  
   
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  Example of Combat 
   
  Twyla (a “crusader” who harnesses her power over the Wood 
  Element) is in a bar.  Twyla takes another sip of her tequila fizz.  Bored, she 
  glances around the room, employing her power to see if she detects any 
  shape shifters.  It doesn’t happen that often, but you never know.  Dave rolls 
  a 34 for Twyla; well under the 80% Twyla gets for being 4th Level.  
  Strangely enough, Twyla notices a greenish tinge to the aura around one of 
  the patrons, a handsome guy in a sport coat.  She suspects (with good 
  reason) that he or someone or something has changed his form somewhat. 
     
  Curious, Twyla crosses the smoky room towards him.  The dark-
  haired man seems nervous (as he just rolled 03 for his 2nd Level power over 
  the Spirit Element—he detects her as not being a normal human).  The GM 
  calls for Agility attribute roll.  Twyla misses her roll.  The stranger makes 
  his.  He produces a gun. 
  Another Agility roll (Twyla makes it.  Stranger does not).    Twyla 
  wills the stranger to have a sharp pain in his hand, so that he will drop the 
  gun.  She makes the roll.  The stranger drops the gun, as people start to flee. 
  Another Agility roll is made.  (Twyla makes it.  Stranger doesn’t.)  
  Twyla punches the stranger.  At the same time, she causes a semi-heart 
  attack in the stranger. (She succeeds at both, to hit and to activate her 
  
   
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  power).  Dave rolls two dice for the damage of the heart attack-like 
  maneuver.  The man drops like a sack of potatoes, twitching in pain until he 
  finally stops.  Twyla tells someone to call an ambulance, but she knows that 
  he’s probably dead.  She rushes away, not really wanting to explain why 
  someone pulled a gun on her to the police. 
   
   
  Damage and Health 
   
  Endurance divided by 10 (round down) = the number of health points 
  your character has.  So, 1-9 is pretty normal.  Flak jackets and armor can be 
  worn.  That provides its rating worth of damage before the damage makes it 
  through to the individual. 
  Damage can be caused by any number of things.  Typically, damage 
  done by a fist or kick is one point of health worth of damage.  A knife is 
  usually two points, but a sword does three.  Pistols generally do one ten-
  sided die worth of damage.  Rifles generally do two ten-sided die worth of 
  damage.  Submachine guns generally do three-ten-sided die worth of 
  damage (this weapon allows for multiple targets, but the skill must be 
  
   
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  divided evenly among them & rolled separately for each).  Damage of more 
  exotic weapons is up to the game master. 
  Damage can be healed one point per day.  The Wood Element is 
  extremely useful for healing, as a 3rd Level healer can heal 1d10 damage per 
  round to herself or to another. 
   
   
   
   
   
  The Spirit World Defined 
   
       The Spirit World is that place where angels, daemons, and ghosts actually 
  exist.  This locale exists synonymously with ours.  Generally, the frequency 
  with which these spirits reverberate also determines what they experience on 
  a day-to-day basis.  Spirits are completely immaterial beings.  Unless one 
  has chosen to materialize, possess a body, et cetera, these beings cannot be 
  affected physically. 
       Spirits can move through objects in the real world with no problem.  
  They also are able to fly, though the rate of speed could change from time to 
  time, according to the Game Master.  Angels, daemons, or ghosts can also 
  make use of the Element to which they are attuned.  Generally, these 
  function in the same way they do for “crusaders” (the characters), unless the 
  
   
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  Game Master deems otherwise.  Remember: any power used can be stopped, 
  if the Adversary or the Creator wishes it to be so.  The Adversary can be 
  overruled by the Creator, however, ALWAYS. 
       Both the angels and the daemons have a hierarchy of sorts.  Ghosts are, 
  generally, more independent.  Angels called cherubim (visualize as humans 
  with two white wings) generally oversee the earth.  Angels called seraphim 
  (visualize as scary human-like beings with three pairs of wings) act as 
  messengers and oversee other places besides the earth.  Archangels are the 
  leaders of the angels.  The Creator directs the angels sometimes, though they 
  do have free will.  Humans can become angels, daemons, or ghosts after 
  death, though there are original angels/daemons that are not human. 
       Daemons are given to ruling the earth.  They are ruled by the devils.  
  Arch devils act as the generals behind the enterprise.  The Adversary is 
  much more hands-on than the Creator, although occasionally he disappears 
  to work on personal projects. 
   
   
   
  Alternate Settings 
  
   
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  Picking Sides can be played in different places, time periods, other planets, 
  etc.  Those periods explored in my novel were: western times, 1800s, 1920s, 
  modern times, aboard an alien vessel, in a glorious future, and in a post-
  apocalyptic setting.  Other places between Heaven and hell are mentioned.  
  Feel free to explore the possibilities. 
  
SOURCE: textdata/thevault/Picking Sides/Picking Sides Corebook.pdf