Flow

"Your mind is the greatest resource throughout the universe, being that it can see and control things that could never possibly exist ..." MIND OVER MATTER REVISED - B.S.M.

" ... and thus it is possible to fulfill ones desires just by having their imagination play out the desires." - MIND OVER MATTER REVISED - B.S.M

SECTION I: "What is FLOW?" FLOW is the mental ability to control one of the four elements. Characters of the flow are slightly beyond human. The setting is Feudal Japan and China in the early 11th century. Imagine, you stand alongside your house and a samurai rides by. A ninja clan invades a city. Dragons control the Earth which you walk on, and you pray to them to protect you. All of these aspects make up what is known as FLOW.

SECTION II: CREATING A FLOW CHARACTER STEP 1: The first requirement is that you choose which race you wish to be. In FLOW, only two races exist: Humans, and Hengoykai (Intelligent Animals). Humans have the ability to gather FLOW powers. These powers enable them to call upon one element for guidance, aid, or power. Hengoykai are truly animals that can morph into human form. The Hengoykai have several other abilities as well. Hengoykai do not get any elemental powers because they lack the psychic powers neccessary. However, due to the their natural link to their style, they can attack faster and stronger than any human, and thus get 1 extra attack per round and double all form bonuses while in biped form. While in animal form, they look exactly like the animal. It is impossible to distinguish a Hengoykai from the real thing. Also, while in animal form, they can communicate with their own species. In human form they can easily blend into human society.

STEP 2: Once you have chosen your race, you will need to roll 5d4 (5 four-sided dice). Add up the rolls and divide them among the ability scores below:

ABILITY SCORES: PHYSICAL IS HOW STRONG, FAST AND AGILE A CHARACTER IS. MENTAL IS HOW SMART AND FLOW FILLED YOUR CHARACTER IS. If you are Human, continue with step three. Hengoykai must skip to step six.

STEP 3: Once all points have been distributed, choose an element to follow. You have a choice of EARTH, AIR, WATER, or FIRE. When you make your choice, refer to the chart below to see the elmentals lower than, higher than, and opposite yours. TO do this, find your element on the chart. The element counter clockwise from yours is higher than you. The element clockwise from yours is lower than you. The element across from yours is opposite yours. It may be wise to make this somewhere on your character sheet. EARTH / AIR WATER   / FIRE STEP 4: Now that you chose an element, I suppose you want to know the strengths and weaknesses of the one you choose? With the selection of your element, you must also pick a color. This color will aid in identifying your character from others who may follow your path. Remember that you can choose any color simialar to the two colors listed. Make sure to list these somewhere on the character sheet, for they may be useful later on in the games.

AIR-YAKUZA(WHITE, GRAY) ARMOR: LEATHER AND SHIELD WEAPONS: NON-TWO HANDED POWERS: +2 D.V. +2 TO HIT WITH MISSILE WEAPONS DARKNESS VISION(+4 TO SEE IN DARKNESS/BLINDING)

EARTH-RONIN(BROWN, GOLD) ARMOR: ALL WEAPONS: ALL POWER: +4 WITH MELEE WEAPONS OF EARTH Hp=3*Phys

FIRE- WU-JEN(RED,ORANGE) ARMOR: SHIELD ONLY WEAPONS: DAMAGE TWO HANDED- 1D6 HANDED/MISSILE- 1D4 POWERS: DOUBLE POINTS FOR POWERS GET AIR POWERS* AT COST +1 GET EARTH POWERS* AT COST +2 GET WATER POWERS* AT COST +4 * NOT FREEBIE POWERS

WATER- SOHEI(BLUE, GREEN) ARMOR: NO CHAIN WEAPONS: ALL POWERS: CAN CURE MENx3 POINTS OF DAMAGE PER DAY DIVIDED HOWEVER HE WANTS

STEP 5: Now that you know how to run your character based on the element you chose, maybe you would like to see the spells aquainted with your element? Sure you do! But first, follow the subset of directions that follow.

Step 6A:  Multiply your MEN by 3 (by 6 if you follow FIRE).
Step 6B:  Mark down that you have that many FLOW POINTS (FP).
Step 6C:  With these points, buy powers listed under your element
Step 6D:  Make sure you mark if you have points left.

AIR FLOW POWERS: CLOUD LADDER(1) * Create Ladder from Smoke for (1d4+MEN) rounds, 1 m per MEN CONCUSSIVE BURST(Air Elemental Burst)(1) * Stun for 1d4 rounds WALL OF FOG(1) * Create Wall of Fog, limiting sight to 2 m , lasts 1d8+MEN rounds FOG CLOUD(2) * Similar to Wall of Fog, Movable INVISIBILITY(2) * Lasts until dispelled, canceled by user, or user attacks SMOKE SHAPE(2) * Shape any smoke for MEN rounds, after which it dissipates SMOKY FORM(2) * Turn into smoke, taking no damage to weapons less than +2, cannot attack STINKING CLOUD(2) * Lasts for MEN rounds, can stun for 1d6 rounds WIND BREATH(2) * Strength of Wind = 5MEN, GM determines damage, if any WHISPERING WIND(2) MEN of distance, message cannot be more than 12 words or 12 seconds CLOUDBURST(3) * can precipitate clouds, 1" per POINT, steam clouds do 1d3 damage FLY(3) * Ability to float in air and move for MEN/3 rounds STEAM BREATH(3) * Similar to wind breath, damage = 1d6MEN, save for half damage SCRY(3) ability to see and hear events behind obstruction, lasts 3MEN rounds EARTH/AIR ELEMENTAL TURNING(4) Dispel Earth Elemental, lasts 4+1d4 rounds CONJURE AIR ELEMENTAL(5) * summon the Air Elemental, must maintain control, lasts MENx10 Rounds CREEPING DARKNESS(5) * cast black cloud impairing all vision except magical, lasts 3MEN rounds AIR ELEMENTAL SERVANT(7) summon an Air Elemental to do one service for you, must stay in air. CLOUD TRAPEZE(8) * can carry caster + 1 passenger per 4 MEN in the air SUMMON WIND(8) * send message over great distances WHIRLWIND(8) * damaging wind, caster: save for control. does 6d10 Damage

EARTH FLOW POWERS: SLIVER OF STONE BLAST (Earth Elemental Burst)(1) * fire stone shards in all directions causing 1d8 damage, .5 for save HAIL OF STONE(1) * summon a stone rainstorm causing 1d3 if ATTACK roll is made MAGNETISM(3) * Mag. self/obj/enemy for d3MEN STATUE(3) can cause a person to morph into statue for length of spell, 6xMEN turns * can change back in 1 second SCRY(3) * see AIR POWERS (SAME SPELL) DIMENSIONAL DOOR(4) * minor teleport, distance is 3xMEN yards, stunned for six seconds WATER/EARTH ELEMENTAL TURNING(4) * dispel water elemental MELT METAL(4) * duration is MEN rounds CONJURE EARTH ELEMENTAL(5) * summon EARTH - must maintain control (save) - MENx10 Rounds MASS(5) * change mass of object 5xMEN percent up to 95% METAL SKIN(5) * change skin to metal, +3 ARMOR BONUS, last to attack, #ATT to 1 PASSWALL(5) * make an opening through wood/plaster/stone - 6+MEN turns STONE SHAPE(5) * similar to SMOKE SHAPE (AIR) - duration is permanent WALL OF IRON(5) * create iron wall for 1 turn+ MEN rounds, can topple 50%+1%xPHY pushing WALL OF STONE(5) * create stone wall for 20xMEN feet GALSSEE(6) * turn wood, metal, or stone to a one-way transparent solid for MEN rounds * does not effect lead, gold, platinum METAL TO RUST(6) * turn any metal item to a pile of rust - magical items save MOVE EARTH(6) * move any earthen form except solid rock - 4m = 1 turn casting STONE TO FLESH(6) * bring stone to life - 9cuft/MEN * restore former life * restore living stone to flesh WARP STONE(6) * bend natural stone EARTH ELEMENTAL SERVANT(7) * summon EARTH for one service - must stay on earth QUICKSAND(7) * turn ground into a quicksand pit MEN deep. Enemies sink for men/2 feet * and ground refreezes, traping them. Auto-hit with weapons. CRYSTALBRITTLE(9) * make object/person brittle, 95% chance to shatter, -5% for each Magic QUAKE * cause movable earthquake, save for control * enemies get save to stay balanced else they take 2d6 damage

FIRE FLOW POWERS: FIRE BURST (Fire Elemental Burst)(1) * Fire sparks for 1d4 - save for half FIERY EYES(1) * lasts 3xMEN rounds, no save = loss of initiative * light is equal to lantern - can ignite small objects MELT(1) * MEN rounds - raise temperature - causes 2xMEN damage to cold monsters * save for half damage FIRE SHURIKEN(2) * add flame to shuriken - 1 shuriken per 6 MEN - does 2d8 Damage on hit * monsters from fire take only 1d4 - causes a -2 to hit next round PYROTECHNICS(2) * cause fireworks 10x the source of fire * cause a choking smoke cloud 100x source ANIMATE FIRE(3) * MEN rounds - move fire - can raise heat, causing 2x damage (2d4) RAIN FIRE(3) * cause a shower of fire - 1d8 damage per 2xMEN - save for half * all fire creature immune - 50% to ignite objects FIRE WINGS(3) * add on phoenix wings to caster - 1d2xMEN damage to anyone in range(1 m) * minor light source - attacks with wings to 2d6 - lasts 1 turn SCRY(3) * see AIR POWERS (SAME SPELL) AIR/FIRE ELEMENTAL TURNING(4) * dispel Air Elemental FIRE ENCHANTMENT(4) * use of fire to charm people - save for no effect - give suggestion * cannot be self destructive MELT METAL(4) * See EARTH POWERS (SAME SPELL) WALL OF FIRE(4) * amber flames do 2d6+MEN damage - 2x to Anti-fire creatures * 1d6 damage to those just outside wall - 1d3 to those between 1-2" CONJURE FIRE ELEMENTAL(5) * summon FIRE - save for control - lasts MANx10 rounds FIRE BREATH(5) * 1d6xMEN damage - save for half - ignite flammable materials AURA(6) * detect aura, magic, alignment FIRE ELEMENTAL SERVANT(7) * summon FIRE for one service - must stay in fire INCENDIARY CLOUD(8) * heat cloud - does 3/2xMEN damage for every other round after the 3rd * lasts 1d6+4 rounds INTERNAL FIRE(9) * Effect Hit dice equal to MEN. Partial effect does not count. No save. * magic protect against fire will protect wearer against spell (no effect)

WATER FLOW POWERS: MINOR TIDAL WAVE (Water Elemental Burst) (1) * KNOCKS OVER SMALL BOATS AND PEOPLE IN WATER STILL WATER(1) * Calm any water except tsunami - calm water creatures SWIM(1) * increase ability to swim - able to carry more in water WATER PROTECTION(1) * protection from drowning - cannot get wet ANIMATE WATER(2) * control water for MEN rounds ICE KNIFE(2) * 2d4 on hit - when knife hit inanimate solid, shatters releasing cold * save against cold - cold does 1d4 damage numbs(-2 hit -1 dodge) CLOUDBURST(3) * forces the moisture to dump from the atmosphere puts out all fires FIRE/WATER ELEMENTAL TURNING(4) * dispel fire elemental CONE OF COLD(5) * create cone MEN m long that does 1d4+MEN damage CONJURE WATER ELEMENTAL(5) * summon WATER - save for control - lasts MANx10 rounds WATER TO POISON(5) * MENx1d4 damage per level if drunken LOWER WATER(6) * may lower water MENx5% 5xMEN rounds PART WATER(6) * create trench MEN20 m long for 10xMEN rounds WATER ELEMENTAL SERVANT(7) summon WATER for one service - must stay in fire ICE BLIGHT(7) * creates blizzard in MEN/2 mile radius for MEN days * causes 1d8 damage to unprepared characters every hour TSUNAMI(9) * lasts 2 turns - calls tsunami - destroys most small and medium buildings * chance to destroy large ships and housings * does damage equal to its height - save for half * height = 5 feet* MEN width = 10 feet* MEN

STEP 6: Next, you must pick a main philosophy. This philosophy will require a one in skills (which we will do later on in the creation process). You can choose from the following, each having their own abilities:

PHILOSOPHY: BUSHIDO SAMURAI (AWARENESS add to saves) TAOISM MONK (HEALING 1d6 per day at check vs. 20) NINJITSU NINJA (STEALTH backstab x2 damage +3 hit vs. save) When you choose, put under SKILLS (no quotes) "MAIN PHIL. (name) - 1". This signifies that you have chosen to follow this philosophy.

STEP 7: It is time you learn a specific fighting skill. Hengoykai, you will pick the animal you wish to become when you revert to your animal form. Also, Hengoykai list double bonuses, as per their racial bonus. Remember, all fighting styles have been balanced out (14 points). These bonuses will come into play if you ever become weaponless. Hengoykai will use these when fighting in animal form. Chart #1 - FIGHTING STYLES(HUMANS) / ANIMAL FORMS(HENGOYKAI): NAME FIST FOOT D.V. THROW HOLD TRIP #ATT BASE 1d6 1d4+2 --- 1d10 -3 -2 0 -------------------------------------------------------------------- APE +3 +3 +1 +2 +2 +2 1 BEAR +4 +2 +0 +2 +4 +1 1 CANARY +1 +1 +3 +1 +2 +2 3 CHAMELEON +1 +1 +3 +1 +1 +3 3 CRANE +1 +4 +4 +1 +1 +1 2 DRAKE +4 +1 +1 +4 +1 +1 2 EAGLE +3 +2 +2 +1 +3 +1 2 ELEPHANT +3 +4 +1 +1 +3 +1 1 LEOPARD +2 +2 +3 +2 +2 +1 2 MANTIS +3 +1 +3 +3 +1 +1 2 MONKEY +2 +2 +2 +2 +2 +2 2 SNAKE +1 +1 +3 +1 +2 +2 3 STEED +2 +3 +3 +2 +1 +1 2 TIGER +3 +3 +2 +1 +2 +1 2 WOLVERINE +2 +1 +3 +1 +2 +1 3

Chart #2 - POINT/ATT USE

ATT POINTS

1 1 2 2 3 4

STEP 8: Next, you can choose abilities that your character can use at any time. In order to get a skill, you must have to have skill points. Your starting skill points can be calculated from your MEN score. Follow the subset of directions below.

Step 8A: Multiply your MEN by 10.  This is your SKILL POINTS (SkP).
Step 8B: Record this number next to SkP on the character sheet.
Step 8C: Use these points in any of the skills below.
     A maximum of 10 points in any skill is allowed.

SKILLS( SKILLS POINTS = MENTALx10)(MAX. TEN PER SKILL): MEN: PHYS: BREWER BLACKSMITH CIVIL ENGINEEER CARPENTER HERBALIST POTTER JEWELER STONE MASON MASSEUR TANNER LEATHER NAVIGATOR RUNNING ALCHEMY POISON RESISTANCE PAPER MAKER HUNTING/SURVIVAL SEAMSTRESS/TAILOR AGRICULTURE SILK MAKER ANIMAL HERDING WEAVER DANCE CHANTING HORSEMANSHIP FIRE BUILDING JUGGLING SNARE BUILDING SEAMANSHIP COOKING LANDSCAPE GARDENING FISHING SEDUCTION GAMING INTIMIDATION HAIKU(POETRY) MUSIC TEA CEREMONY IAIJUSTU(FAST DRAW) READING/WRITING THUMB WRESTLING CALLIGRAPHY MARTIAL ART ETIQUETTE ONE HANDED WEAPON STYLE FALCONRY TWO HANDED WEAPON STYLE FLOWER ARRANGING TWO WEAPON COMBAT STYLE(AVG W/ APP STYLE) HERALDRY THE THROWN WEAPON STYLE ORIGAMI MY MISSILE WEAPON STYLE PAINTING SHIELD AS WEAPON STYLE PHILOSOPHY(FLOW COMBAT) DODGE

HONOR(OPTIONAL): STARTS 10+2D6 DESTROYING YOUR FIRST ELEMENTAL OF LOWER ORDER +1 DESTROYING YOUR FIRST ELEMENTAL OF HIGHER ORDER+5 " " OF OPPOSITE "" +3 SUCCESSFUL COMPLETION OF AN APPOINTED MISSION +3 TREASON -40 WINNING A TOURNAMENT +1 SAVING A VILLAGE +2 SAVING A TOWN +3 SAVING A CITY +4 SAVING A FEUDAL TERRITORY +8 SAVING A KINGDOM +10 SAVING A LORD +5 MURDER CLOSE FRIEND OR FAMILY -5 HEROIC DEATH +20 BEING DEFEATED BY A COMMONER -4 DEFEATING POWERFUL MONSTER +1-5 BUSHIDO- BEING GIVEN SAMURAI STATUS BY A NOBLE LORD +10 BEAT A STRONGER OPPONENT IN A DUEL +2 BEAT AN EQUAL OR WEAKER OPPONENT IN A DUEL +1 LOST A DUEL -3 REFUSED A DUEL -5 FLEEING A FIGHT -8 LEADING A LOSING FORCE IN BATTLE -3 LEADING A WINNING FORCE IN BATTLE +2 LOSS OF QUALITY WEAPON -5 REFUSING ONE LORD -5 TAOISM- BECOMING A MONK +9 PROMOTED JUSTICE/TRUTH +5 PRESERVED BALANCE +5 KILLED UNINVOLVED PERSONS -4 NINJITSU- BEING EXCEPTED INTO A NINJA GUILD +8 LETTING IT BE KNOWN THAT ONE IS A NINJA -20 FAILING A MISSION -6 UNNECESSARY DEATH ON MISSION -3

COMBAT: ATTACK VALUE = 1d10 + PHYSICAL +( MARTIAL ARTS OR WEAPONS SKILL) -OR- ATTACK VALUE = 1D10 + MENTAL + FLOW SKILL DEFENCE VALUE = 1d10 + PHYSICAL + DODGE SKILL/2 + ARMOR + MARTIAL ART BONUS DAMAGE BONUS(TWO,ONE,THROWN) = MARTIAL ARTS FIST BONUS HIT POINTS = PHYSICAL2 POWER POINTS = MENTAL 3 ROUND = 30 Seconds INTIMIDATION COMBAT VALUE=INTIMIDATION+PHYS+MENTAL+IAIJUSTU/2+1D10 VALUES WITHIN 5 OF EACHOTHER ARE CONSIDERED TIES(NO LOSER) LOSER CAN: FORFEIT CONSIDERED LOSS(NOT FLEEING A FIGHT OR RUFUSING DUEL) --OR- FIGHT AT -3 HIT, DODGE AND INITIATIVE, -1 TO HONOR FOR DUEL SAVES SAVE=MEN+PHYS+1D10 SPELLS = PPx3 TRAPS = 25 BACKSTAB = STEALTH ROLL SEDUCTION = SEDUCTION ROLL STARVATION = # OF DAY WITHOUT FOOD/2 DEHYDRATION = # OF DAYS WITHOUT WATERx6 FEAR= VARIES ROUNDS STUNNED = AMOUNT FAILED BY

INITIATIVE = PHYS + IAIJUSTU + 1d10 TABLE INIT ����3 ATT��Ŀ INIT 1 ATT 2 ATT 4 ATT 1 30 29,30 27,28,29,30 2 29 28,30 25,26,28,30 3 28 26,30 23,25,28,30 4 27 24,29 21,23,27,30 5 26 22,29 19,22,27,30 6 25 20,29 17,20,26,30 7 24 19,28 15,19,26,30 8 23 17,28 14,18,25,29 9 22 15,27 12,17,24,29 10 21 14,27 11,15,24,28 11 20 13,26 9,14,23,28 12 19 11,25 8,13,22,27 13 18 10,24 7,12,21,27 14 17 9,24 6,11,20,26 15 16 8,23 5,10,20,25 16 15 7,22 5,9,19,24 17 14 6,21 4,8,18,23 18 13 5,20 4,8,17,22 19 12 5,18 4,7,16,21 20 11 4,17 4,6,15,20 21 10 3,16 3,5,14,19 22 9 3,15 3,5,13,17 23 8 3,13 3,4,11,16 24 7 2,12 3,4,10,14 25 6 2,10 2,3,9,13 26 5 2,9 2,3,8,11 27 4 2,7 2,3,7,9 28 3 2,5 1,2,5,8 29 2 1,3 1,2,4,6 30+ 1 1,2 1,2,3,4

WEAPONS: ARMOR: TYPE DAMAGE #ATT NAME DODGE 1 HANDED 1d8 1 SHIELD +1 2 HANDED 1d10 /2 LEATHER +2 MISSILE 1d6 2 WOOD +3 OFF HAND 1d6 1 CHAIN +4 THROWN 1d4 2

ATTRIBUTE ADVANCEMENT: IP REQUIRED = 100 * ATTRIBUTE SCORE KILLING AN ENEMY - ip=5xENEMY'S ATTRIBUTE MODIFIERS TO ip - AT GM DISCRETION

MONSTERS: ELEMENTAL(1) PHYS 10D6 MEN 10D6 ATTS 2D4/2D4/2D6 ALL POWERS OF ELEMENT ARE ABLE TO BE USED BURN MENTAL ACCORDINGLY GET HALF DAMAGE FROM LOWER ELEMENT GET DOUBLE DAMAGE FROM HIGHER ELEMENT OPPOSITE ELEMENT DOES NORMAL DAMAGE OWN ELEMENT EITHER HEALS AT .5 DAMAGE OR DAMAGES BY USERS CHOICE

TROLL(1D4) PHYS 7D6 MEN 1D4 ATTS 1D8+4/1D8+4 NO ELEMENTAL POWERS

ONI(1D20) PHYS 5D6 MEN 1D6 ATTS 1D10/1D10 FLY, INVISIBLE, CLOUD TRAPEZE

MEN PHYS 1D4 MEN 1D6 ATTS 1D8 NO INHERENT POWERS

GOBLINS(5D20) PHYS 1D6 MEN 1D4 ATTS 1D6/1D6 NO FLOW POWERS

DRAGON(1) PHYS 8D6 MEN 8D6 ATTS 1D10/1D10/5D6 GET THE POWERS OF ONE ELEMENT( NOT FREEBIE POWERS)

FISH, GIANT(1D4) PHYS 7D6 MEN 0 ATTS 3D6/3D6 IF DAMAGE DONE IS GREATER THAN VICTIMS PHYS HE IS SWALLOWED WHOLE

HOBGOBLINS(4D8) PHYS 2D6 MEN 1D6 ATTS 1D8/1D8 NO POWERS

ANIMALS PHYS 2D6-1 MEN 0(1D4 FOR MORE INTELLIGENT CREATURE) animal attacks D.V. other canine/feline2d6/2d6/2d8 +6 improved senses alligator 1/1/2d10 +8 none ape 1d6/1d6/1d4 +4 can use simple tools/biped monkey 1d3/1d3/1d4 +4 biped/tail bat 1/1/1d4 +6 fly/biped bear 2d6/2d6/1d8 +4 improved senses/biped bird 1d6/1d6/1d8 +6 as bat parrot 1/1/1d4 +4 int/speech boar/pig 1d4/1d4/1d8tusks+4 int amphibian 1/1/1 +4 swim+ breath water rodent 1/1/1d4 +6 digging+ climbing

GLOSSARY OF ROLE-PLAYING TERMS

RPG - an acronymn for Role-Playing Game, the type of game in which you play out the actions on an imaginary character

GM - Game Master is the storyteller of your adventure. Your actions modify their story.

SESSION - The time that all players and GM sit down to play the game.

QUEST - A short Role-Playing sequence of events in which a minor goal is attained. Usually, many quests are strung together to form a campaign. A quest cycle lasts one game session.

CAMPAIGN - A series of quest linked together in some manner used to attain a certain goal. A campaign usually takes at least five quests to finish.

INITIATIVE - The ability in a RPG to modify who attacks at which time. Higher initiative usually means faster performance, as is the case in FLOW.

ROLL - Whenever it is neccessary to pick up a regular polygon and throw it

ATTACK - the use of any weapon or spell in an attempt to injure a character

SAVE - A roll required to see if your character can withstand the effects of many different ailments.

DEFEND - The use of any armor, shield, and sometimes weapon, to block, parry, or dodge a blow.

SKILLS - Abilities that are non-essential to quests, but can be used if the quest slows down.

FLOW POWERS - In FLOW, the ability of Humans to call on an Element for some form of guidance.

ROLL NOTATION - The roll notation consists of three parts. First is the roll number, which tells how many dice are to be rolled. The second part is the side number, which tells you which type of die is to be rolled. The third part is a modifier. This number can be positive or negative, and it modifies the total received from rolling the dice. The diagram below is an example of how to write this notation:

1  d6  +7
^   ^   ^      In this example, you would roll a six-sided die once,
|   |   |      and then add 7 to it.  An example of total would be:

of dice | Modifier Roll = 4 +7 = 11

 -------
 # of sides

RACE - A different species of sentient life. Just as intelligent as Humans, but have some pluses and minuses as well.

HENGOYKAI - Another race in FLOW. This race is really a race of animals that can shape-shift into human form. There are other abilities of Hengoykai as well.

IAIJUSTU - The Japanese art of Fast Draw. With this skill, warriors can draw a weapon and attack before their opponent could block.

MODIFIER - The third part of roll notation. It tells you how much to add or subtract from the total roll.