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The World of Synnibarr: INVICTA

The Ultimate Adventurers


Guide I
The Original Sci-Fi Fantasy Role-Playing Game.

PLAYTEST FINAL REV 1.0

The World of Synnibarr: Invicta

The Ultimate Adventurers Guide I


Raven c.s. McCracken
Copyright, 2012
(All Rights Reserved).
Author and game designer: Raven c.s. McCracken.
Assistant Development: Scott Owens, Craig Stykel, Dylan McKenzie
Cover illustration: ???
Interior illustrations:
Playtesting: Stephen Bretall, Chad Campbell, Scott Owens, Samantha Owens,
Craig Stykel, Raven c.s. McCracken, Dylan McKenzie, Robin Hunt, Cory Hatfield.
________________________________________________________________
The World of Synnibarr: Invicta, The Ultimate Adventurers Guide.
Copyright 2012 by Raven c.s. McCracken, Third edition
World of Synnibarr: 1980, 1985, 1987, 1989, 1991, 1993: First and second
editions. ISBN: 1-881171-00-0
All rights reserved. This material is protected under international copyright law
and the copyright laws of the United States of America. No part of this manual
may be reproduced or transmitted in any form by any means, electronic or
mechanical including photocopying, recording or any other information storage
and retrieval system without permission, in writing, from the author.
All charts and characters sheets may be reproduced for personal use only.
This is a work of fiction. All unique terms, characters, names and game
mechanics and story descriptions are the intellectual property of Raven c.s.
McCracken and may not be used in any form without written permission from the
author. All characters events portrayed in this manual are fictitious. Any similarity
within this book to fiction or non-fiction or any other science fiction/fantasy work is
purely coincidental and not intended by the author.
Published by: RAVASHEM STUDIOS by special arrangement with the author.

Foreword by DR. Richard Garfield.


He has confirmed and the foreword will be in the finished edition.
(Applause)
This playtest version has not been edited for release.
This manual is written as if the reader has never played these types of games.
The information presented in this volume shall be supplemented in future
editions.

From your feedback, we shall make the needed corrections and implement those
that are necessary; then we shall do editing and final graphic layout.
When submitting your suggestions:
1: please note the guidelines, page etc, and method of arriving at the suggestion.
2: If you have a difficulty understanding a guideline or math: please list the
suspect guidelines and your method for reaching this conclusion.
3: In regards to information organization, please be as specific as possible,
moving information around in the manual is very important.
4: Please remember we cannot cover every minor instance without this turning
into a ludicrously large pile of books detailing minutia.
We like the poweryet we have established a system that is very flexible and
can be played low powered.
We like to have outrageously formidable characters. That is Synnibarr!
So, whether it is over the top gaming or grit in your teeth role playing, the
Worldship awaits.
Lets tear this beast up!

This game is forever dedicated to the stifled adventurers within us all.


For we have the hearts and imaginations, but not the powers or the
frontiersyet
This game is rated PG: for Science fiction-fantasy depictions of
violence.
Parental guidance is suggested.
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Table of contents (sorta)


Foreword.. 3
Introduction: 9
Chapter 0, Basic character creation and combat:
............ 10
Sample basic characters and combat without
burning Constitution: .... 12
Combat with burning Constitution: . 13
Chapter 1, The Game, overview: ..................... 22
Chapter 2, Adventurer character creation
QUICKSTART: ..... 32
Chapter 4, Races: ....... 40
Chapter 5, Guilds and organizations: ... 54
Chapter 6, Auras astrology and religion: .. 64
Chapter 7, Skills and Stats: .... 69
Chapter 8, Locutious Cognomen: .. 79
Chapter 9, General abilities: ... 92
Chapter 10, Alchemy disciplines: ........ 102
Chapter 11, Chi disciplines: ......... 114
Chapter 12, Earthpower spells: ... 124
Chapter 13, Magic spells: .... 134
Chapter 14, Mutations: ..... 146
Wings: ..... 148
Chapter 15, Psionics: .... 166
Chapter 16, Provisions: starships ... 178
Chapter 17, Cybernetics: .... 228
Chapter 18, Basics of play: .... 234
Chapter 19, Gaming situations, how to play:
....... 238
Chapter 20, Adjustments, adjusting aspects of a
character: ........ 280
Adjusting aspects within an ability: .. 284
Chapter 21, Adventuring: ...... 288
Chapter 22, Character creation in detail,
Jimmy.Chicago....292
Character sheet: 306

Authors note: I thank the

The current state of


the Worldship

Synners around our Worldship.


With great appreciation, ever your
servant, Raven c.s. McCracken.

(Overview)
Built to save the human race from
destruction, the Worldship known as
Synnibarr was fashioned from the
planet Mars by the Avatar of Aridius
and the collective efforts of
humanity.

Synnibarr development timeline:


In 1977 Raven c.s. McCracken was
first introduced to a RPG called
Metamorphosis Alpha at a
convention in Seattle. This started
him on the path to creating his own
flavor of RPG in which the science
fiction was mixed with the fantasy.

The adventurers, created by the


avatar as defenders for the long
voyage, were taken from myth and
empowered to be legends.

In 1980 the first versions of


Synnibarr were photocopied and
spiral bound for local distribution
throughout the Seattle area.

Designed to be habitable inside and


out, Synnibarr now contains the
seeds of ancient Earth and for
millennia the Worldship has crossed
the stars in search of a home.

The first professionally published


edition was released in 1985.

It is now near the year 700 AD, after


the Dark Age, and the Worldship is
struggling to recover from an intellect
destroying plague that nearly erased
all traces of civilization.

And so once more into imaginations


fury I plunge thee

Following its recent discovery by the


intergalactic race known as the
BendraKatar, the Synnibarr fights to
remain free from subjugation by the
dreaded psionic alien slavers.
Dependent upon damaged
navigation protocols, The Worldship
travels during each Darkmonth to a
alternate planet every year; never
the same Altanant twice
Now it is your time amidst the
ultimate action adventure, make your
Fate.

Starting supplies: players need:

Manual contents
Basic character creation and
basic/tournament combat system:
introducing simple tournament gladiators.

1. A copy of the character sheet(s) found at the back of the book- or


reasonable duplication

Adventurer Character creation: Races


and Organizations.

2. A standard set of gaming dice.

The skill system and skills: The skills,


force skills and movement skills.

3. Pencil
4. A blank sheet of paper

Locutious Cognomen
The book of the mystic arts with over 125
general abilities, spells and mutations.

5. A calculator.

Provisions: Armor, basic provisions,


vehicles, weapons, power-armor, starships,
chemicals and cybernetics.

6. 5 tokens for constitution. These


can be any type of marker.

The advanced combat system: with


guidelines to help define a wide range of
gaming situations.

7. 2 will-power tokens.

Adjusting aspects of a character. From


skills to spells and abilities.

8. Players need a figurine or marker


to represent their character during
the game.

Sample characters: For tournaments, and


for play.

The metric system


Simple conversions:

Character sheets: Photocopy and use as


needed.

0.39 inches = 1 centimeter


3.2 feet = 1 meter (100 centimeters)
0.62 miles = 1 km kilometer (1,000 meters)
62 mph = 100 kph (kilometers per hour)
2.2 lbs = 1 kilo

The three primary dice rolls: There


are three dice rolls in this version of
Synnibarr. These dice rolls, detailed
in chapter 0, determine a wide range
of events.

Introduction: The World of


Synnibarr: Invicta is a science fiction
fantasy role playing game. This
system models EPIC play, from
mages on starships battling alien
armadas to winged grizzlys with
laser beams from their eyes.

The prime mechanic: In this type of


game, players need to know how a
character conceals itself, persuades
another agent or ties a knot. In
opposition, players need to know
how well characters detect
concealment, avoid persuasion or
untie the knot; for this we use what is
called the prime mechanic.

This game is a percentile based


system with flashback and dice light
guidelines to minimize roll-playing
and emphasize role-playing.

Game overview: This section is


only an introduction, details to follow.

Cogency: the power of an ability,


spell or skill.

The object of the game: In this type


of game nobody wins, instead the
adventurers struggle to live on for
another mission.

Missions or adventurer seeds:


These are the game itself.
Adventures are where the action is.
Missions are the part in which the
players experience the game
through their characters by
becoming a part of the story.

Players: As always, there are two


types of players in Synnibarr,
Adventurers and Fate.
Adventurers: It is through the
adventurer, or character, that a
player experiences the game. By
asking questions and interacting with
the situations as presented by Fate.
This involves rolling dice in some
cases. Adventurers are the stars of
the game.

Story descriptions: within the


abilities and spells are story
descriptions.
Example: 1st of Pardus, Enchanted Continent,
Emerald Downs 531 AD.
The commercial game network is art-imitating life. The
multiplayer environment features a commercial aspect
in which every important product is modeled within the
game, and when it is used, the manufacturer receives a
notification. This Holy Grail of marketing, has made
the system more expansive than any player ever
expected. Couple this with a referee routine that allows
seasoned players a chance to actually build adventures
and the game has started growing and evolving every
day.
I love it because it allows people without our special
powers to experience what its like to have a great
strength and not pay for it with your real life. For now
these powerful hands can crush and main with the
gentlest caress. Forever am I doomed to restraint with a
strength such as mine, so effective in battle, so useless
in life.
Glen Bowcamper
Freelance adventurer

Fate: The director and referee, the


player that orchestrates events into a
dynamic mlange of excitement,
intrigue and suspense. Every
Beggar, Villain, King or God is
played by, Fate.

Chapter 0, Basic

The Combat Stats.

character
creation and
combat: (overview)

Fate: This is the characters dodge, block


and general defense roll. All characters have
a 40(%) Base Fate.
Merit adjustment: 1 merit point
permanently adds 1 to this base 40.
Con adjustment: 1 Con adds 5, to a single
Fate roll.

This is an introduction to Invicta


characters and the combat system.

Shot: This is how well the character hits.

You will need: a set of percentile


dice and a d10; paper and pencil
plus a calculator.

There is no starting bonus for Shot.


Merit adjustment: 1 merit point
permanently adds 1 to the Shot.
Con adjustment: 1 Con adds 5, to a single
Shot roll.

Before we get to create an


adventuring character, we start out
with a basic character otherwise
known as a tournament character or
gladiator. Thru this tournament
character, the combat system and
the basics of play can easily be
learned.

Force: This is how strong the character is


and how much additional damage is added
to the damage of the weapon used. 1 point
of force adds 1 point of damage.
Merit adjustment: 1 merit permanently
adds 1 point of force damage.
Con adjustment: 1 Con adds 5 points of
force, to a single hit.

In basic combat, the following two


combat stats may only be adjusted
by burning Constitution.

The Core Stats: For simplicities


sake all tournament gladiators begin
with the same core stats.

Advantage: This is who attacks first. The

Life points: 200

players attack in order of advantage starting


with the winner.
Con adjustment: 1 Con adds +1/2, to a
single advantage roll.

Weapon: Does 20 points of damage.

Action (attacks per second): This is how

Constitution: 20

often a character can act/hit in a second of


combat.
Con adjustment: 5 Constitution equals +1
action a second.

Combat stats: Every player is


awarded 50 merit. This merit is to be
split between three Combat Stats:
Fate, Shot and Force.
The most merit a player can put into
any one combat stat TO START is
30 merit points.

10

Damage: In the following example,


both combatants have the same
weapon a sword: 20 Dam, and force
of: +10. 20 + 10 = 30 points of
damage. Damage is not rolled
randomly.

Sample gladiators
Table 1, Combat stats: Carc
Fate +10 merit
Shot +30 merit
Force +10 merit
Advantage
Act per sec
CORE STATS
Life points
Constitution
Weapon

50%
+30
+10 Dam
+0
1

The three basic combat dice rolls.


The three dice rolls for combat are
Shot and Fate and Advantage.

200
20
20 Dam

1. Shot roll: use percentile dice; roll


high: To hit an opponent subjects
must roll on or above a 5 target
number on percentile dice with
bonuses.
Special conditions: a natural roll of
01 is always a miss!

Table 2, Combat stats: Soontodie


Fate +30 merit
Shot +10 merit
Force +10 merit
Advantage
Act per sec.
CORE STATS
Life points
Constitution
Weapon

70%
+10
+10 Dam
+0
1
200
20
20 Dam

Prime mechanic: any shot roll


above 100 always reduces the
opponent's Fate roll by 1 per point
above 100.

From looking at the templates above,


you may have an idea of how to
divide the 50 merit for a starting
character.

2. Fate roll: use percentile dice; roll


low: In basic combat, to make a Fate
roll and defend successfully,
subjects must roll on or below 40
target number.

If this is the case, take a moment to


build your own character and then
follow along with the combat
sequence. No more than 30 Merit
can be allocated to any one combat
stat to start.

3. Advantage: In this combat


system Advantage is rolled every
three seconds of combat using a
d10.
Note: action segments are not fixed
units of time.

In the instance above, the


combatants differ in one main
aspect: Carcs 30 merit went into
Shot and Soontodies in Fate.

Advantage ties are rolled off, keep


the original advantage and re-roll ties
for precise advantage order within
the tie.
Players take action, on any given
segment, in order of advantage from
highest to lowest.

11

The winner of advantage gets a free


action and acts first on what we call
the starting segment, whatever it
may be.

Basic combat, example,


There are two gladiators; the main
differences: the max merit that can be
allocated to one of the three combat stats. In
this example: Carc has a +30 on shot
Soontodie has +30 on Fate, for a 70 Fate.
Remember Fates have a base 40.

Advantage, determining how


many segments are in a second:
The number of segments in a
second is a fluid concept or
analogue if you will, and based on
the character in the combat with the
most actions in the second.

Advantage: Carc rolls an 8 on the d10 and


Soontodie rolls a 6. The character with the
highest advantage is the winner.
Both characters have 1 action a second. So
combat starts on segment 1.
As the winner with an 8 on advantage, Carc
gets the free additional action in the FIRST
second of combat and goes first.

Detail: 2 actions would mean 2


action segments in that second of
combat; 5 actions in a second would
mean five segments and so forth.
In the first instance, the starting
segment would be 2 and in the
second instance, the starting
segment would be a 5 and you
would have 5 segments for every
one of the three seconds of combat.

Advantage
Carc: 8
Soontodie: 6

Second 1
Starting
Seg 1
(X free), X
X

Sec 2
Seg 1

Sec 3
Seg 1

X
X

X
X

Carc rolls the percentile dice (90 + 30) shot


bonus for 120 on the shot roll; taking 20 off
of the opponents Fate roll as per the prime
mechanic. The damage is 30 points.

Once we know how many segments


are in any given second, we start the
action at the highest numbered
segment and begin counting
downwards to action segment 1, with
the winner of advantage acting first
on the starting segment, whatever it
may be.

Soontodie's Fate roll of 70 is now reduced to


50 by Carc's shot roll. Soontodie rolls a 45
and makes the Fate and takes no damage
from the attack.
Re-Cap: that was Shot (percentile dice) and
a Fate roll (percentile dice) to determine the
defense.
Next we start the action on segment 1
properly after the advantage winners free
action. And as the winner of advantage,
Carc goes first, rolling a 01 on the shot;
even with a +30 to shot roll, Carc misses.

In some cases, a winner of


advantage takes two simultaneous
actions on the starting segment this
occurs if the winner of advantage
has the most actions in the combat
or when the combatants only take 1
action a second.

Now it is Soontodie's turn, and the player


rolls a 98 on shot. Soontodie has a + 10 on
the shot roll for a total of 108 and 8 off of
Carc's Fate.
Carc's Fate is 50, subtract 8 from 50 for 42.
Carc must roll the percentile dice on or
below 42 to successfully defend. Carc rolls
45 which is barely above 42 and as a result,
fails the Fate and subsequently takes 30
points of damage.

12

That is the end of the first second next we


move on to the next second, with Carc going
first.

Basic combat, with burning


Constitution.

Carc rolls a (94 + 10) for 104 and a hit,


reducing Soontodies Fate by 4 points as per
the prime mechanic with a damage of 30
points.

The dice rolls remain the same and are


adjusted by use of Constitution for this
example to demonstrate the dynamic
change once this guideline is used.

In defense Soontodie rolls a 65 and narrowly


makes the Fate.

Power up for advantage: All combatants


place 5 Con tokens on the table ready for
use in the second. At no time can a player
have more than 5 Constitution available for
use; this is the characters Constitution
Gate. Burned Constitution is removed from
the game

Next Soontodie takes action: rolling an (87 +


10) for 97 it is a hit for 30 points of damage.
Carc rolls a 51 barely failing the Fate roll;
the player subtracts another 30 life points.

All players power up for each second of


combat replacing any burned Constitution,
until the 20 Constitution are exhausted.

nd

That is the end of the 2 second and we


move on to the third and final second of this
turn.

Refresher Note: 1 Con add 5 to any dice roll


or target number. 3 Constitution adds +1/2
on an advantage roll and 5 Constitution
adds an additional action a second.

As the winner, Carc takes action first:


Rolling an (85 + 30) for 115 and per the
Prime Mechanic we take 15 off of
Soontodies Fate.

Advantage: Players elect to not burn any


Constitution for advantage and Carc rolls an
8 and Soontodie rolls a 6.
As before, Carc is the winner.

Soontodie needs to roll a (70 15) or 55 or


lower. The player rolls a 51 and succeeds
despite the prime mechanic reduction.

Example, Constitution Burn for actions:


Soontodie burns 5 Constitution and gets 2
actions this second: the player removes the
5 tokens and has 15 left for the following
seconds of combat.

And the players roll Advantage again.

Combat now starts on segment 2, as


opposed to 1, since a combatant has 2
actions this second.
Carc, having won advantage as before,
goes first on the starting segment taking the
free action; this time on segment 2.
Adv

Carc: 8
S.todie: 6

13

1st
sec
Start
seg 2
(X free)
X

1st
sec
Seg
1
X
X

2nd
sec
Seg
1
X
X

3rd
sec
Seg
2
X

3rd
sec
Seg
1
X
X

st

Carc elects to burn 2 Constitution for +10


shot and rolls the percentile dice for a (90 +
30) shot + 10 Con bonus for 130 total. Con
burns to adjust shot or force must ALWAYS
be done BEFORE the dice are rolled for
shot or damage.

And that is the end of the 1 second.


nd
Next we move on to the 2 second, with
both combatants powering up with 5
Constitution for the second. Now Carc goes
first.
Carc burns 2 Constitution into Force and 1
into shot and then rolls a (94 + 10 + 5) for
109 and a hit, reducing Soontodies Fate by
4 points as per the prime mechanic. Carcs
adjusted damage of (30 + 10) additional
points of Force equal a total of 40 points.

Carc's shot takes 30 off of the opponent's


Fate roll as per the prime mechanic for 30
points of damage.
Soontodie's Fate roll is 70% -30 by Carc's
shot roll for 40%; as Soontodie burned all of
his Constitution for an extra action this
second of combat and cannot adjust the
Fate roll. Note: The player cannot adjust the
outcome with Constitution.

In defense, Soontodie saves the


Constitution for his action and rolls a 65 and
he fails the Fate; taking 40 points of
damage. (30 + 40) = 70 points from 200 for
130.

Soontodie rolls a 45 as before and this time,


due to the lack Constitution, he fails the Fate
and loses 30 life points from 200.

Next Soontodie takes action: Burning 2


Constitution for shot and 3 for additional
force. Rolling an (87 + 10 + 10) for 107 it is a
hit with a damage of (30 +15) = 45 points of
damage.

Next Soontodie gets the benefit of the extra


action and now takes action on segment 2
and rolls a 60 on shot with the percentile
dice, which is above 5 and a hit for 30 points
of damage.

Carc burns the last Con into Fate for a 55


and rolls a 51, barely making the Fate roll;
that is the end of the second and we move
on to the third and final second of this turn.

Carc still has another action first on segment


1. Carc does not burn any of the 3 remaining
Constitution to add to the Fate and rolls a
67; this fails the Fate and Carc takes 30
points of damage.

Both players power-up with 5 Constitution.


Carc chooses to burn 5 Constitution for an
additional action on this final second.

Now we move down to the segment for


characters with 1 action a second aptly
called segment 1. As per advantage order:
Carc goes first followed by Soontodie.

Now this third and final second of the turn


has been stretched and is now two action
segments in length and according to the
order of advantage by default, Carc takes
action first on segment 2.

Carc rolls a 01; even with a +30 to shot, this


roll always misses.

Carc has no Constitution and so rolls an (80


+30) for a solid hit of 110 and 30 points of
damage. We subtract 10 on Soontodies
Fate.

Now it is Soontodie's turn, and the player


rolls a 98 on shot. Soontodie has a + 10 on
the shot roll for a total of 108 for 8 off of
Carc's Fate as per the prime mechanic.

Soontodie, decides to Sacrifice as he has an


action later in the second and, if successful,
this sacrifice will use up the action. In this
instance the Fate roll is (70 10) for a 60 or
lower for success.

Carc's Fate is 50%, (subtract 8 from 50 =42)


So, for this Fate, Carc must roll on or below
42 on the percentile dice to successfully
defend. Carc elects to burn the 3 remaining
Constitution and push the Fate roll up +15
points; a 42+15% equals a 57% Fate.
Carc rolls 45, which is below 57, and takes
no damage.

Soontodie rolls a 43 and makes the Fate


roll, although in a Fate, Sacrifice, there is
one additional dice roll called a Flat
Advantage. Carc rolls a 4 on Flat
Advantage.

14

Soontodie rolls a 7 on Flat Advantage and


wins. In this instance, Soontodie evades the
action and now has an action.
Soontodie burns 5 Constitution for an
additional 25 on force and rolls the shot of
(17 + 10); This means: (30 + 25) = 55 points
of damage.
Carc has no Constitution to burn and rolls
Fate of 89 and fails, taking all 55 points of
damage.
Now we move to Segment 1 and Carc has
to take action first: Rolling an (85 + 30) for
115 and per the Prime Mechanic we take 15
off of Soontodies Fate and 30 points of
damage.
Soontodie needs to roll a (70 15) or 55%
or less. The player rolls a 51 and succeeds
despite the prime mechanic reduction.
And the players power-up and roll
advantage again.
From the two examples we can see the
importance of burning Constitution to adjust
dice rolls in combat.

Create sample gladiators and play


out combat.

15

Tarlan, startled by the weary tone in his


fathers voice, remained silent and simply
ran from the hut, his special day breakfast
forgotten.
As Tarlan fled into the jungle, his
fathers voice trailed behind him, slowly
soaking into the trees, as if they, too,
understood the frustration.
You can run now, but, to ever be a
man-let alone a warrior- you must face this,
son!
The statement mixed amongst the
emotions ranting in Tarlans chest; the pain
driving his bare feet into the thick forest.
Once fully out of sight, yet not
completely within the jungles embrace,
Tarlan stopped and prayed for safe
passage. He finished with a protection
gesture plus a few words to the Spirit of the
Cat for guidance. Feet flying along the path,
the boy then proceeded to his favorite secret
place: a thick root that hung out over a deep
spring. The small thought of the hidden well
lightened his mood.
Throughout the years, Tarlan had seen
the village warriors use their spirit powers of
adulthood to transform into the tribes totem
creature, the panther. The powerful and
unimaginably beautiful beasts would roam
amongst the children, eliciting laughter with
their deep-throated growls.
Now, as he ran, Tarlan imagined the cat
agility was his to revel in with each leap.
Tarlan hoped to pass the test of adulthood,
and become a warrioras his sister Kantara
hadbut he knew now that his father would
never permit it. Perhaps even the village
itself might bar his way, for they so prized
the rich sweet treasure from the cliffs, and
out of taboo, no one but a male family
member could tend the cursed hives.
If he chose not to take his expected
place, the cliff would fall to another family
forever.
The thought stopped him in mid-leap.
Tarlan sagged against a stone, his mind
awhirl. It appeared that he was to learn the
work of the stinging bees, never to roam the
jungle, a shadow of swift power. His dismal
future choked him and suddenly heedless of
the dangers, Tarlan trudged on through the
vibrant jungle with his head down.

The day dawned fresh and crisp, as if the


sky had been scraped clean by the sparse
clouds. The Prehina village, set on short
thick stilts, terraced down the side of a small
hillock at the base of the beekeeping cliffs,
as if it had grown there naturally. Most of
the huts were spacious, interconnected
three-walled affairs with a single living area
open to the elements. In times of extremely
bad weather, a large sheet of oiled hides
could be drawn to keep the monsoon rains
at bay. Now, at this time of year, the curtain
was rolled up to invite the day.
Tarlan smiled at the morning for
rewarding him. He was ten years old, today,
the age of pre-manhood for his people. He
heard the sound of the cook fire as he
happily rolled from his hammock to find his
father feeding small twigs into the hungry
blaze while his mother busily worked melia
root into a fine mush. The noise of the
mortar and pestle rasped lovingly across
Tarlans ears. The thick tubers, found only
on the misty plateau, above the cursed
hives, were his favorite.
Tarlan managed to slip a finger into the
mortar, sneaking a small sample; the sweet
flavors made his eyes widen with delight,
and he spun wildly with joy. In mid-turn, his
father snapped Tarlan out of his rapture.
So, today is the day already, chuckled
Longnan pointedly, as he carefully tended
the growing flame. Shall we start on your
ropes?
Longnan knew his question drove a
spike into his only sons heart; and though it
hurt him, he ignored the boys crestfallen
look, and continued, determination painting
over his tone.
If not today, son; then tomorrow, and if
not tomorrow when? In his frustration,
Tarlans father toppled the blazing pile of
twigs. The kindling collapsed in a heap
along with last of the boys hopes.
Tarlan felt a flash of anger, Father, I hate
the bees! he said with unexpected emphatic
severity for a child, I will be a warrior!
My son, I have been patient, but the
seasons have no such concerns. Tarlans
father thrust a bunch of twigs into the
wreckage of the flames as if they would
consume his mounting anxiety. Shaking his
head sadly with a deep sigh, he turned back
for another handful.

16

The suns light speared down through the


trees in shafts of gold and blue, painting the
surface of the spring as it splashed across
moss-covered rocks. Crawling out onto a
steaming root, Tarlan took a long drink. The
cold water made his head ache. The feeling
matched the weight in his chest, the twin
sensations forming a bittersweet harmony of
misery.
The deep clear water of the spring
vanished into shadow as it curved beneath
the tree where the darkness plunged
downward in a mad rush. Tarlan had tried
once to swim down to explore against the
strong current, but the frigid water had
driven him out after only a few feet, frozen
and breathless.
After that, whenever he came here,
Tarlan imagined what lay down the dark
tunnel. Sometimes it was a monster, but
more often than not it was a vast
underground playground of adventurethe
type filled with escapes and secret places,
and most importantly, treasures. Today,
however, the spring called out to him with
nothing so much as a promise of freedom.
As Tarlan daydreamed, he caught sight
of a movement deep within the watery
darkness amidst an unusual cascade of
bubbles. Tarlan let out a shout of surprise
and quickly jumped behind a nearby bush,
the foliage swallowing him like a shadow.
Breathless, he watched as three strange
figures emerged from the cold water and
into the sultry jungle morning.
The first was a white-skinned man with
grey hair bound by a leather cord. He had
scrupulous eyes that told of his alertness
and attention to the possible dangers of the
forest. He wore a long wet robe, the red and
gold fabric practically strangling the figure as
he emerged from the water with a large
splash. When he stood, a posture about him
spoke of command. His lean figure was tall,
perhaps seven heads altogether, and while
he appeared to be somewhat old, he carried
himself with the sure agility of a warrior,
though he held no weapons.
The second to surface was a thin girl
with pale skin and white hair- and to Tarlans
utter amazement- coal black wings! She
took a deep breath and started to flutter like
a bird in a bath as she shook her long hair,
the droplets sparkling in the morning light.
Upon close inspection, he noted that
attached to her strange clothing were all

Along the way, a cluster of young


shock vinesa close relative of the strangle
vinesnapped out at Tarlans ankles in an
attempt to electrocute its dinner. The plant
was not evil, so his protection gesture did
not defend him, and too small to be any real
danger. He barely felt a tiny tingling where
the weak strands lightly gripped his calves.
Tarlan paused a moment as the spring
green vines expended last of their charge
before he pulled the plant/animal from the
ground.
Since this was only a sapling, the shock
vine, or SalKava as it was known to his
people, had not had the chance to grow its
single massive taproot deep into the soil and
so the bulb came free of the earth easily
with only a minor crackling of static
electricity.
The pale rhizome resembled a tiny brain
with veins of deep green, and like an
octopus, the creature writhed and gripped
his arms with all of its metal-tipped tentacle
vines. If left alone, by this time next year,
the SalKava would have grown to be lethal
with a reach the length of three grown men.
Tarlan felt no remorse killing the
creature as he smashed the bulb apart with
a rock and tossed the body deep into the
forest. It was dangerous and could harm a
member of the village; it needed to die.
A small cloudburst found him, relieving
much of the heat from his exertions. Chilled,
Tarlan was unable to contain the tears of
frustration as he trudged the rest of the way
to his favorite place.
Always without warning, the Sacred
Wind caressed the treetops, and the abrupt
absence of magic was a palpable sensation.
Tarlan had asked his grandma about the
Sacred Wind as a boy. She had explained
that it was created to make all the people
thankful for magic and the spirits. When the
people take magic for granted, the winds
come and steal it. In this way, we are taught
to be respectful, dependent upon ourselves,
and mistrustful of power.
Following tradition, Tarlan found a quiet
place to hide, waiting for the absence to
subside. When he felt the powers come
alive again, he carefully remade his
protection gesture and continued on the rest
of the way.

17

sorts of deadly looking objects. The winged


girl looked just a bit older than Tarlan and
maybe two heads taller, but she comported
herself with the surety of an adult. These
first two carried large sacks, sagging and
wet as they drained spring water.
When a particular glint of sunlight
reflected off the girls dark wings, Tarlan
looked closely; each of her fore-feathers
flashed as if they were made of metal. The
sight amplified Tarlans fear over his
surprise.
Although, however strange these two
seemed to the young boy, it was the last
figure to emerge from the spring that shook
the fibers of his heart. It was perhaps a head
smaller than himself and covered in a thick
golden fur, its muscular frame topped by a
panthers face, its eyes sparkling with the
colors of jade and fire.
Gripping the still-steaming root with one
hand, it easily levered its golden form from
the spring with a diminutive splash. It was
wearing a leather harness fitted with many
pouches and a wide, armored belt.
Once free of the water, it then magically
grew to be at least five times Tarlans height
amidst a swirling of blue neon energy.
Tarlans jaw dropped as the spirit cat
enlarged itself, and the earth groaned
beneath its restored weight in testimony to
the creatures reality.
For a moment, Tarlan forgot where he
was. Paying no attention to his footing, he
snapped a twig noisily; the tiny sound
exploded in his ears.
He had broken silence! The import of
the act stunned him beyond what he saw,
centuries of tradition shattered in an instant.
Before he could recover, the girl dropped in
front of Tarlan with a flash of her wings. The
act threw him back into the bush, a jumble of
brown arms and legs.
Unexpectedly, in a splash of light, both
of the others appeared by her side as if by
magic.
Terror clogged his motions. All Tarlan
could do was shiver and dart his gaze from
one figure to another, the beginnings of
tears in his dark eyes once more.
The winged girl gave a warm smile of
relief at the sight of the frightened native
boy. Holding the reassuring expression in
her unusual brown eyes, she tried to soothe
Tarlan with a soft voice. Despite the fact that

the words were strange, her sweet tone was


unmistakable.
After a few seconds, Tarlan started to
relax, yet he was far from calm, the sight of
the fierce wing blades and the gigantic
sword-like feathers eliciting nothing but
caution.
Tasting fear, Tarlan tried to swallow and
regain some of his composure.
What are you? he asked, awe catching
in his throat. Spirit beings? His words
flowed into the wind like so much music to
the trio.
As if on some unbidden signal, the
woman looked at the man in the wet cloak,
her glance birdlike in manner. The man
sighed and cast a wary glance at the spring
before he mumbled and made a few
gestures, his damp face a mask of practiced
concentration. In his expression, Tarlan read
tenderness, stern attention to detail and,
above all, compassion. Nevertheless, when
the mans hands began to glow and a faint
energy danced over the man, Tarlan fell into
a renewed panic.
Fear strangled him despite his
observations and he made as if to run.
Before the boy could move, the giant
spiritcat reached out with a single massive
hand and deftly grabbed Tarlan about the
chest. The great paw was callused, strong
as iron, and smelled strongly of wet cat.
Struggling in vain, Tarlan was surprised
when the cloaked man spoke in a powerful
voice, his words clear and unmistakable.
In a perfect Prehina accent the figure
said, I can talk to you now. There is no
need to be frightened.
What are you? stammered Tarlan,
certain that they were spirits at the very
least. He pummeled at the furred creatures
hand and wrist.
The cat being noted that with each
strike, the little boys fists dug, albeit futilely,
into every nerve center available, with
vicious intent.
The robed man chuckled warmly as he
wrung water from the fabric. Were just
passing through, little one; we are nothing to
be afraid of. The words did little to ease the
boys fear.
But what are you? repeated Tarlan. I
have never seen anyone like you. His eyes
drifted across the trio with a wonder that
threatened to blind him. Are you, gods?

18

Tarlan, is it? replied the mage


companionably. Well, then ... Tarlan
since you are undoubtedly from around
here, would you be so kind as to show us
the neighborhood? We need a place to rest
for the
The mages request was cut off just as
the air shook and the spring erupted. This
time it disgorged a magical force of swirling
black energy. With its appearance, a cold
chill smashed the heat from the forest.
In the energys depths, Tarlan could
read everything his grandmother had ever
warned him about, and the realization of its
origins hit him like a hammer. This was a
spirit of pure evil.
The golden giant threw a measuring
glance at the mage, a look of mild
annoyance appearing on his feline features,
where Tarlan had expected fear.
Thought he was out of it? observed
Balgar casually, his massive voice rolling to
the subsonic.
It, ahem appears that I was
mistaken, replied Blackforge, as his hands
quickly painted a magical pattern in the air,
the neon forces diminishing the daylight.
Here goes the last easy one.
With a flick, the brilliance vanished from
Blackforges fingertips to appear beneath
the swirling mass of diseased shadow. The
irresistible whirlpool, its grip unshakable,
held the being, the event accompanied by
an entropic roar. Without hesitation the trio
opened fire, releasing a devastating barrage
of light and force at the trapped being.
The fury of their assault concluded and
with a silent scream of rage, felt by all as a
rushing wind of sorrow, the blackness
subsided.
Tarlan pressed his hands to the sides of
his head as if the action would block out the
psychic echoes of the beings dark
emotions.
The telepathic cry, not only laced by
outrage, had tasted of ashes wet with tears.
The salty mixture, a recipe of bitter despair
and hopelessness, reminded him of his
earlier feelings about his own dismal future.
As if sensing the void above, the spring
suddenly erupted again, the water
disgorging a series of smoldering grayskinned forms into the morning. The stocky,
muscular human-like creatures scrambled
outward from the tiny spring like so many
ashen spiders. Each was as tall as the

At first, Tarlan thought he saw the giant


cat-man nod his head yes. The action halted
when the cloaked figure cast him a warning
glance that said, dont-you-dare, the comical
exchange unmistakable.
By the fates, no, little one, he
chuckled, We are adventurers, and weary
ones at that, added the robed man.
His voice held a serious tone when he
said the word, adventurers, a tone that- in
his language- made it sound as if it was a
job of mysterious danger.
I am a mage, and my companions here
are a winged warrior and a neosapien.
With care, the giant cat being hesitantly
released his gigantic grip. His warning look
telling Tarlan to stay put.
The sudden absence of the warm hand
made the sultry jungle air feel like a cool
breeze. He could still feel where the
powerful being had gripped his bare skin.
The mage continued politely as if
nothing were amiss. We have just come
from an adventure that required us to
make uh an escape through that
spring. Quite refreshing, actually. He
ended his statement with a regal flick of
water from his brow.
Astonished, Tarlan watched as the lean
figure continued to wring out his attire, with
an austere dignity as if he were a great
chief. A million questions came into his
mind, though all he could manage was a
small, oh.
The mage, as he had called himself,
had eyes that were as dark as Tarlans, to
the point of almost being black, set in a kind
face.
My name is Ribaltus Oberten, although
I am called Blackforge- or Blackie- by my
friends, said the man with a short, wet bow.
She is Alorius Peregrine, and that is Balgar
Tecton, he added, pointing to the gigantic
cat-man as if in dismissal. The gesture was
almost contemptuous, but entirely goodnatured.
It is a goodness to meet you, said
Tarlan with the traditional wrists-together,
palms up greeting of his people. A slow
smile crept across his face as he shook off
the grasp of the panther.
Blackforge returned the smile as well as
the gesture. It is a goodness to meet you
as well ah ?
Tarlan, said the boy. Tarlan Prehina

19

mage, and twice as wide. Their powerful


arms, and granite-textured skin, bulged with
muscles as if they delved in the rock with
their own claws their strength making tools
unnecessary
Cave demons! shouted Alorius, a
sword appearing in her hand. Shock troops!
Dive for cover and beware of the eye
beamsthey cover you in stone!
Blackforge cast two Hex Bolts. To his
satisfaction, like mystic lasers the mages
hexes seared through his opponents. He
smiled darkly as the attack sent the demons
scurrying for defilade.
Balgar, would you be as kind as to
block that spring?
On my way! growled the feline giant,
deftly dodging two gray shafts of power in a
display of surprising agility for such a large
creature. Behind him, the trees were
covered in dead stone and they crashed to
the forest floor.
Balgar sought out the last demolition
concoction he had in his pouches, a mass of
clear gel called terminate the size of his fist.
Concentrating on the big root as his target,
he snapped a pitch-coated tesseract twig
between his fingersjust in time to avoid
being petrified.
With a flash, and a gut-wrenching
sensation of movement, the twigs
enchantment transported him precisely to
his intended destination.
He appeared next to the spring and
shouted, Fire in the hole! as he slammed
the explosive into the water. Snapping his
last twig, Balgar then appeared 10 meters
above the spring, and with a lazy smile,
thumbed the detonator. Enjoying the
concussion against his back, the massive
Neosapien rode the shock wave upwards for
all it was worth with a gigantic whoop of
delight.
Alorius heard Balgars warning and
started for Tarlan when her path was
suddenly blocked by a slobbering cave
demon, its slate skin smoldering in the
daylight.
With a dark smile, she dropped to her
knees just as the blast went off. The
concussion knocked the creature toward her
outstretched wing blades. With a quick
scissoring action, and a ring of metal across
stone, now it was a cave demonshort a
head.

The cave demons are a race of animate


stone creatures that live, breed, and die in
the lightless shell of the Worldship.
Fashioned by a great servant of the evil
god Bireel as fodder for an army, they now
roam Synnibarr, seeking the fruition of their
own plans. Since their nature is evil, they
often fall under the control of stronger wills
with same intent.
Once bested, they make loyal servants,
their ability to mold any stone and petrify
flesh far outweighing their severe allergy to
sunlight. Clever and vicious, they have
endured, always harrowing the inhabitants
of the Worldship, just as they were doing
now.
Balgar, dropping through the smoke
cloud, located something resembling a
demon and with a massive blow, it quickly
resembled a pile of broken stone. Without
missing a stride, he was onto another with
similar results.
The force of the explosion threw Tarlan
back into a tree, his ears ringing and waves
of pain threatening to swallow his
perceptions. As he shrugged down the
trunk, its bark harsh against his skin, a gray
figure flashed from the jungle toward him.
Death roared in its every step.
Unable to reach the boy in time, Alorius
felt her heart drop as the cave demons
claws descended.
Just as the blow fell, the cave demon
halted as if it had slammed into an invisible
wall. The impact threw it backwards,
stunned and near broken. Before the
monster could regain its feet, the searing
force from Blackforges final Hex Bolt put it
down for good.
Within a few short moments, the last of
their attackers fell to Balgar and Alorius:
their deaths swift and irrefutable.
Malice and afterthoughts twisted
Balgars face. As he searched the body of
one of his victims he growled, his voice
heavy with death, We should have sealed
the tunnel in the first place.
The mage warrior nodded his head in
agreement, his expression bleak. I thought
the binding would hold them, he admitted,
exhaustion painted across his every word
and then he added almost under his breath.
It appears I misjudged the old beast.
Alorius helped Tarlan to his wobbly feet
with a bright smile and added casually as if

20

blithely unaware of how close she had been


to death, Who cares? We won!
Her glib reaction caused Blackforge to
take a step back mentally for the hundredth
time since meeting the girl.
Alorius, chided Blackforge in a tone of
well-worn exasperation, just because we
survived does not mean you need be so
disrespectful of the situation. These
monsters are dead, yes. However, it could
just as well have been us.
Youre right, Blackie, Im sorry.
Although her apology sounded sincere,
Tarlan could see that the winged girls bright
brown eyes did not believe what she had
just said.
When it was all over, Tarlan could
hardly believe it. Wait until he told this to the
folks back home. A real adventure!

21

NOTE: Players, in general, take


action when Fate asks, What do you
do?

Chapter 1,

The Game
(overview)

The three primary dice rolls

This type of game uses what are


called percentile dice or dice that roll
between 1 and 100 and game
mechanics to minimize the random
factor.
[INSERT GRAPHIC OF THE DICE]

1. Advantage: who goes first and


when? Rolled on 1d10; always try to
roll high.
2. Aims/Shot: am I successful or do
I hit? Rolled on percentile dice;
always try to roll high.

Basic Guidelines and

Introductory terms
Rounding

3. Deeds/Fate: Do I succeed or do I
defend? Rolled on percentile dice;
always try to roll low.

Do not round damage or advantage.

Merit: Merit is used in many


aspects of the game; here are a few
primary examples.

Unless otherwise stated: In the


general descriptions found within this
manual: the statement above
clarifies that if detailed within a
specific guideline of the game, the
specific detail is the rule.

1. For character creation: allocate merit to


acquire a race, guild and skills. This is a
characters merit value.
2. For the characters life points.

Contests:

3. To adjust aspects of a character: Merit


may be allocated to permanently adjust
combat stats, dice rolls and increase core
stats such as Constitution; merit awarded
after character creation is allocated to
aspects of the character in the same manner
and adds to the characters merit value.

1. In contests of power or skill, the


highest cogency wins.
2. In contests of force: the highest
force wins.

4. To adjust the effects of a skill: Merit


may be allocated to permanently increase
the chance to accomplish the dice roll for the
use of a skill.

3. Decide ties with flat advantage


roll.
Players guideline: Players, during
the game should answer any
questions about the game, put to
them by the referee. Players make
all dice rolls in view of Fate.

5. To adjust the effects of abilities: Merit


may be allocated to permanently decrease
the casting time, increase the range,
duration or other effects within an ability
separately on a case by case basis this
allows a great deal of character
customization.
7. Merit is used to determine the cogency of
an ability.

22

8. Cogency Mass: 10% of the merit value of


the character is the cogency mass of a
character. This is what determines if a
character can be affected by some spells or
abilities.

Cogency: The power of a skill or

All merit rewarded is added to the


characters merit value; the merit value of
resources is added to the merit value of the
character for a Total Merit Value of the
character.

The core calculation to


determine cogency:

Constitution: The power source

The cogency mass:

ability. The cogency of a skill or


ability is used in many aspects of the
game.

Constitution x Merit = Cogency.

for the character. A full meal and 8


hours of sleep refills the burned
Constitution. The starting burnable
Constitution for each second are
replenished as spent at the
beginning of every second until
exhausted. In general, once the
Constitution runs dry, the character
is out of usable energy until they eat
and sleep. Constitution is used in
many aspects of play; here are a few
primary examples.

10% of the merit value = Cogency


mass.

The primary game mechanic


The interplay between dice rolls sets
the basis for all future interactions.
Aims and Shots: In both cases, the
player must roll equal to or greater
than a Target Number on the
percentile dice for success. In the
case of skill-Aims, unless otherwise
stated, the base target number for
an Aim is 60 or greater.
Bonuses to Aim skills push up the
dice roll; making it easier to roll on
or above the target number.

1. Dice rolls: To adjust the outcome of


combat dice rolls.
2. To adjust aspects of a character:
Constitution is burned to temporarily adjust
combat stats, dice rolls: plus 5 per Con.
3. To adjust the effects of a skill:
Constitution is burned to temporarily
increase the chance to accomplish the dice
roll for the use of a skill: plus 5 per Con.
Unless burned during combat or within one
second, Constitution is burned slowly.

Deed Skills: Are where the player


must roll on or below a target
number. Unless otherwise stated,
the base target number for a Deed
or normal Fate is 40 or lower.
Bonuses to Fate or Deed skills push
up the target number; and make it
easier to roll on or below.

4. To adjust the effects of abilities:


Constitution is burned to temporarily
decrease the casting time, increase the
range, duration or other effects within an
ability separately on a case by case basis
allowing a great deal of customization. In
general, Constitution burned into abilities are
burned quickly. Constitution is used to
determine the Cogency of an ability.

23

Example, Prime Mechanic- basic


interplay: The skill of concealment: this is

Example, Prime Mechanic: skill


interplay, with merit and
constitution.

an Aim skill and the subject has a target


number of 60% or better to succeed. The
player must roll on or above the Target
Number on the percentile dice, to be
successfully concealed.

Interplay: The subject has a plus 25 to the


Aim or Shot roll with merit and adds another
plus 25% to the bonus with 5 Constitution for
a total of +50%. This is the benefit of
burning Constitution quickly and adding
merit.

In opposition: Once successfully concealed,


should another player/agent wish to detect
concealment, a player must also roll the
percentile dice; although in this case, they
must roll on or below 40% established as
the Deed or Fates target number, to
successfully detect the concealment.

In this instance, the dice roll a 59. Normally


this would be below the base target number
required for success and the player would
fail the Aim or Shot; however, with the merit
and Con bonus of +50 the total rolled on the
dice is 109. Since this is above 100, in this
instance, the opponent subtracts 9 from the
Deed or Fates target number. So normally
an opponent would have a 40% now they
have a 31% chance to succeed. This
interplay is used for Aims vs Deeds and
Shots vs Fates.

Interplay: The subject has a plus 20 to the


Aim or Shot roll. The dice roll a 99, for a total
of 119 with the +20 bonus. Since this total is
above 100, the opponent now subtracts 19
from the Deed or Fates target number for
that one roll. So normally an opponent would
have a 40% now they have a 21% chance to
succeed.

Cogency NOTE: cogency = Constitution


burned xs merit of the ability/skill. In the
above example the cogency of the skill,
whatever it may be in this instance, was
adjusted by two factors. Merit and
Constitution; in the above example: 25 merit
was added to the skill. And 5 Constitution
were burned into the skill. This increased the
chance of success and it also increased the
skills cogency. 5 Con x 25 merit is 125
cogency. Burning Constitution limited by the
Con Gate. See Con gate.

Skill Adjustments Constitution


and Merit: All bonuses may be
pressed up with Merit and
Constitution; the bonuses apply
equally to the Deed instance or the
Aim instance: unless otherwise
stated one Con adds +5 to a dice roll
or a target number. In this way the
player adjusts the random chance
through effort, or the burning of
Constitution. In some cases, it is
possible to press the chance to
accomplish a skill high enough so
that no roll for success is
necessary!!!

24

Dice-lite gaming and


Cogency: Under most conditions,
every aspect of the use of a skill or
ability can be simply calculated to
find its cogency value. In most
cases, Cogency may be used to
determine which subject is
essentially better at a skill without
any mucking about with tedious dice
rolls.

Flashbacks, storytelling
bonus: during any aspect of the
game that requires a random dice
roll and that roll has been failed, Fate
may allow what is called a
characterization bonus. To receive
this bonus, the player must tell a
short flashback about the particular
skill or ability being employed at the
time, revealing a bit of the
characters history. The flashback, if
entertaining, adds just enough of a
bonus for a roll to succeed or fail as
the case may need to be.

Fate may ask for a cogency of


whatever aspect is being employed
and can then compare it to the
cogency of the opposing agent for a
quick summation of who would win.
With this in mind, the situation may
be role-played as opposed to rollplayed.

Example: Wetstone Aganti the gnome


ninja is climbing down a long deep decrepit
mine shaft in the dark without a safely line.
The walls are crumbling and wet. ClimbingDeed target number: -69%. This number
was set by Fate 1d20 +-50%, see book of
Fate. The subject chooses to burn 4
Constitution to push the adjustment down 20
points for a total of -49%. The agility Deed
roll is failed with a roll of 92. It is at this point
that Fate chooses to
a- Have the character take damage.
b- Fall a bit and allow another climbing
Deed.
c- Have the character tell a flashback.

Example, cogency test: Two


swordsmen meet on a tightrope over a
valley-with a creek- on a dark and stormy
night; in the pouring rain. One unfortunate
kilt wearing swordsmen has an agility
cogency of 1 con times 35 merit; for 35
cogency. The opponent, an elf with very
sure footing, has a cogency of 1 con times
50 merit; for 50 cogency.
Fate then states the situation and allows the
first combatant the option of burning more
Constitution which would be a good idea
since the elf is sure footed- once done, Fate
then allows the other opponent to do the
same; Fate then re-determines cogency.
Once this final adjustment is complete, Fate
then secretly compares the cogency
numbers. With the result in mind, Fate -if
portraying the role of one of the combatantsshould then begin the banter taunting and
detailing the scene, or simply inform the
player who is the winner.
In this case, the contest is determined by
which character has more merit in the skill
and energy to burn on the action.

Flashback example: This reminds me


of that time when I was climbing Mt Aphelion
on the Lost Continent, did I even mention
that I used to be a tour guide for a summer
back when I was in school..? Anyway the
rock is 5,913 meters above sea level and I
used to take the weekend climbers to the
top on a regular basis. Things like this little
slip happen all the timethere was this one
time when one ill-tempered battle llama took
a fancy to

25

General
guidelines for
play: (overview)

A 2: If the surprise reaction is


successful, Fate calls for a PilotingDeed, with a random reduction of 1
to 20 (1d20). These randomly
determined target numbers are
Fates bread and butter.

Scene or situation set-up: the


factors of the scene.

A 3: If Sight is successful, Fate then


calls, Roll a piloting-Deed

Example Scene set-up: Fate might


say: You turn the corner at maybe 20 km

Target Numbers define the difficulty


of an action and this difficulty can
make the adventure a cake-walk or a
serious endeavor.

per hour, the vehicles wheels sliding on the


muddy roadway, when standing in the road
is something big blocking your path, a welltimed flash of lightning illuminates the
monster briefly and you see a hungry
looking para-drake. What do you do?

So, if the player succeeds in these


dice rolls, they stop in time, if they
fail the Sight-Deed, Surprise
reaction, or the Piloting- Deed, they
do not.

Once Fate has given a situation set


up, it is up to the players to ask
questions and/or tell Fate any action
statements.

In the event of a failed dice roll, Fate


can call for a flashback- Flashback
and dice-lite gaming, or inform those
involved the effects of the failed roll.

NOTE: at this point questions like,


How long does it take us to stop on the
muddy roadway? might come up. In

these instances, when detailed


information about real physics is
required, Fate does not have to
become a mathematician to define
the answer; instead, Fate will have
preset random target numbers for a
SightDeed, Surprise reaction-Deed
and for a Piloting-Deed; if Fate has
not done so ahead of time it should
be done at this point.
Once these target numbers are
listed, Fate calls: Roll Sight-Deed.

Fate: You slide towards the para-drake

A. If the Deed is unsuccessful, Fate


calls for a surprise reaction.

The only exception is if Fate makes


a determination that he/she has not
accurately detailed a bit of
information. Under this lack of
disclosure instance, Fate informs the
player that they should, or may,
change the action statement.

unable to brake in time; what do you do?

Action Statements; player


commitment
A player interacts in the game by
telling Fate what their character
does.
Once a player makes the action
statement, they cannot take it back.

A.1: If the surprise reaction-Deed


unsuccessful, then Fate must
describe the actions of the drake or
the crash.

26

Example of an action statement:


Player, I dive from the car
You state ityour character does it!

Fates Call: The referee interprets


the guidelines. The referee for any
reason, at any time, may alter the
guidelines. Fate calls for a player to
roll the dice.

Fate, Make your Agility-Aim to hit and roll


and not get hurt!

Example, Fates Call: Diving from the

Example, poor action statement:


After Fate instructs the player that
they have to make an aim roll. Some
players will try and make this
statement: Well if thats the way it is, my

car. The normal course of action is to have


the player roll the AgilityAim of 60 or better;
however, Fate could state that the player
hits and rolls successfully without the need
for a dice roll. In all instances Fate will be
consistent in the call, meaning that in such
situations Fate simply rules allowing for the
action without a dic roll or calls for the dice
roll first and failing that, then a flashback.

character wouldnt do that, thats stupid; my


character is smarter than that!

The player may then attempt to


restate their action; arguing
vehemently that they didnt know
what was going to happen and that
their character would not make that
action.

Refereeing the referee: these are


the instances when players second
guess or interject their own
interpretation of events, before, after
or during Fates ruling, as if they -the
player- are running the game, and
not the referee. This is not to be
allowed and is stopped by Fates
Call.

This is a poor game statement. The


circumstance was clearly defined;
Fate must override the players
statement and follow through with
their initial statement.

Our rules: Every game has their


interpretation of the guidelines as
agreed upon by the gaming group,
these are called, Our rules.
Our rules take precedence over
any guideline as written.
Now with all that said, lets move on
to quickstart character creation,
orif you are still feeling unsure,
there is a very detailed character
creation section in the end of the
book. In all instances at this point it
is best to have a copy of the
character sheet ready or a blank
piece of paper upon which to make
one as you construct the character.

27

Tarlans head, the action for the


childs comfort and not Balgars.
Sell him indeed, scoffed Alorius
inwardly.

Watching the thin brown boy nod


off to sleep, Alorius let go a very
adult sigh; without a pause, she
quietly blurted out, Well, then, which
guild is it to be?
Shrugging, Balgar could only
shake his feline head in feigned
disgust as he sucked his teeth. I
still cant see why you two care. He
then added half-heatedly, I say we
sell em.
You cant be serious, scoffed
the mage: He moves better than
you.
Besides, added Alorius
sympathetically, should anyone be
forced to live like that? You saw the
poverty?
Unmoved, the large gold furred
Neosapien just shook his head,
dismissing himself from the subject
altogether with a crossing of his
arms. Poverty indeed, he thought
sourly. The natives live in a
paradise.
Alorius searched for something
else on her plate to pick at as she
said, I say we should give him to the
adventurers guild; he is, after
all just a human. As she
mouthed the words, Alorius felt her
face blush with embarrassment.
Stammering, she tried to apologize
to the mage.
Blackforge waved her down,
easily dismissing her racist
comment. I agree, so lets get there
before it gets too late.
Balgar stood happily and gently
picked up the sleeping boy. Ever
one for action, he whispered.
Finally, we do something.
Blackforge and Alorius both
noted Balgars careful adjustment of

-Tarlan was still fast asleep when a


guildkeeper answered the door and
with a nod of understanding the old
man quietly admitted the quartet with
little fuss.
The guilds were established to
train adventurers for the defense of
the Worldship Synnibarr, or any of
her inhabitants. Since the
eradication of the millennia-old minddevouring plague some six hundred
years ago, the guilds had brought
prosperity and protection, when all
else had failed, the generally
benevolent institutions are not only
dedicated to the Worldships
defense, but to uncovering
Synnibarrs lost history as well. As a
whole, the guilds for a loose
organization called the Mensamantic
University.
Typically, young recruits, those
given to exacting dispositions, are
sought out by a particular guild and
given the tests of eligibility. In some
cases, an organization took the
unruly as a means of trying to instill
order into the young mind, and sadly
there were instances where the child
was an orphan, and the need was
clear. There were other special
circumstances as well.
Taking note of the sleeping child
high up in Balgars arms, the guilder,
a thin paper skinned man of perhaps
seventy, quietly admitted the trio.
The elderly mans bright eyes
crawled up to the neosapiens catlike
face; with a slight hesitation he

28

offered a smile as he politely pointed


the way through the open door.
The giant neosapien took one
look at the relatively diminutive
threshold of the guildhall and amidst
a swirling of orange light, became
small enough to fit through the
doorway.
Following the group with a
fluttering of his black and red silk
smoking jacket, the old man took a
position behind his heavy mahogany
lecturn. Almost ceremoniously the
guilders manicured hand waved
over an austere lamp with a crystal
shade. In response to the gesture,
several magical candle-flames
sprouted from the rune inscriptions
beneath the glass. The simple
arrangement cast a warm light onto
the polished wood.
Balgar found a comfortable
couch was set against the wall and
with as much care as he could
manage arranged Tarlans sleeping
form on the soft red cushions.
The clean desk of polished mage
wood contained only a simple ledger.
Blackforge noted the absence of one
of the new alchemical computers
and a wave of nostalgia struck the
mage as he remembered his
induction to the guild, so long ago.
Opening his book, the keeper
donned a set of archaic eye ware,
before he posed in the runelight to
write the information with an air of
detached professionalism, his light
blue eyes twinkling from behind the
ornate glasses.
What proficiencies has the boy
shown? he requested in a rather
nasally whispered voice.
The mage began the list, ticking
the skills off on his fingers he
whispered in return. Wilderness

survival, stealth, climbing, and


balancing. And what else ?
Alorius raised her ebony wing
reflexively as if she were in school.
Maybe concealment she added
quietly. I didnt know he was there,
till he broke the twig.
Okay. Concealment agreed
Blackforge with a smile.
Found him in the woods I dare
say, put in the keeper off handedly.
Does he speak Barr, and what is he
called?
No, and Tarlan Prehina,
replied the mage warrior formally.
He is from a jungle on the
Forbidden Continent near a small
settlement called, Riveralia.
Alorius, the best navigator in the
group, neatly wrote down the exact
coordinates, handing them to the
guildkeeper, who copied them and
kept the hand written note, glancing
up, the guilder twisted his face into a
grin; the expression of interest
obviously forced as he asked.
Any family?
Yes, full family living in the
village, when we were last there a
few hours ago replied Blackforge.
The keeper gave a pleasantly
surprised harrumph, before he then
asked, Payment? This was always
the stickiest part.
This should do, replied the
mage, casually reaching into one of
the still slightly damp sacks to
withdraw a small chest overfilled with
gold coins. And add the fee for a
Shadowmaster to give him telepathic
speed lessons in Barr.
Snorting with surprise, the
keeper agreed quickly. At the least,
my good sir.

29

The use of a respectful tone quieted


Alorius growing dislike of the man
somewhat.
Know that we would like be here
on his maiming, said Balgar in a
manner that was more than insistent.
Of course, responded the thin
guilder quickly, the lines in his face
highlighted by the runelight, Now, if
you will be so kind as to sign the
book, listing any contact
information.
Alorius took up the quill first and
as she inscribed her name, the
guilders eyes went wide with sudden
recognition.
I will send the invitations myself
when the time arrives, he added
somewhat shakily.
Within a few moments, the
keeper had distributed the funds with
a sizable pile left over.
When the man was finished,
Blackforge withdrew a colorful pouch
and carefully counted the coins into
it.
Alorius unclasped a sword, the
magnificent weapon easily worth a
fortune, and placed it on the table
alongside the mages red pouch.
When she finished, Alorius
looked at Balgar pointedly. The big
neosapien rolled his eyes comically
grumbling something about karma
and how his friends only lived to
torture himas he began to
petulantly dig around in his pack.
After a few moments of what
was obviously a painful endeavor, he
pulled out a battered rusty old
throwing star, the sad little weapon
missing a point on one end.
At this, all of them, including the
guildkeeper, gave him a look of
disgust, their combined expressions
prompting another grumbling search.

Eventually, his feline ears flat


against his skull in annoyance,
Balgar sighed in defeat and withdrew
a delicate necklacea tiny shield on
a small golden chain.
The act drew an astonished gasp
from Blackforge.
Before Balgar could lay it on the
table, Alorius gently placed a blue
black-colored wing on his arm.
Balgar, she asked gently, that
was from your first adventure, are
you sure?
The little runt will need it, said
the giant, sincerely. Saved my
carcass on more than one occasion
and Ive little use for it now, he
added with a glance down his
massive body, long ago transformed
by something in the caves on a far
off world.
Balgar gave a sheepish grin as he
dropped the necklace on the
polished desk, Give it to him after
graduation, along with this. He said
as he used surprisingly nimble
fingers, for a 3 meter Neosapien,
and snatched up the quill to quickly
pen the items instructions for use.
With an official nod, the
Guildkeeper sealed the note in a
brown envelope, along with the
necklace, and taking back the pen,
he wrote the delivery instructions
with Tarlans name in big print on the
outside.
Collecting all of the items, the
keeper left. When he returned, it was
with another guilder.
Alorius stepped over to the couch
and with her wingtip neatly sliced off
a large lock of the boys black hair.
When she was through, the
attendant quietly carried Tarlan
away.

30

The Guildkeeper turned to the trio


with a final question, his everpresent book poised and at the
ready, gripped like a symbol of his
duty.Do you have any preferences
for the boys training?
The Mage Guild, Pure
Practitioner, announced Blackforge
formally.
Excellent, the mages it is: we
always need more sorcerers. Feel
free to check up on him any time you
like. Make note, Tarlan Prehina was
admitted to the guilds for evaluations
on the seventh of Ursus, year 615
A.D. With the closing the book,
Tarlans life was irrevocably altered.
From the journals of
Tarlan Prehina

31

random height/weight; the other for


racial bonuses to the combat stats
and the last table lists the bonuses to
the skills and abilities.

Chapter 3,

Quickstart
Adventurer
creation

It is at this point that some of the


characters physical appearance is
determined by the nature of their
race, along with dietary
requirements, and/or special
sensitivities. The height and weight
of the character must be listed on the
character sheet along with Life
points. The examples are in the
beginning of the race section on
table 3: go there now; determine this
information and then return here and
continue.

I learn, plan and make choices


that become actions; I accept
what fate brings and adapt to
overcome, though all odds may
be against me.
The Adventurers Mantra
Step 1: Make a copy or reasonable
facsimile and begin.

1.2.2 List any adjustment to any


specific Combat Stat or Skill
awarded by the race -if any- on the
character sheet. In some instances,
the bonuses are only available on a
temporary basis.

1.1 List your characters name. It


can be any name you choose.
1.2 Players are awarded a
suggested 100 Merit points to
allocate, or spend, on a race, guild,
general abilities and cybernetics.

1.2.3 See the Race description for


details: List any racial abilities, if
any, awarded with the race- if any. It
is important to mention that there are
adjustments within the special ability
that may be made with the additional
allocation of merit at this point. You
may choose to allocate a portion of
the remaining merit within the ability
instead of spending it on a guild,
cybernetics and/or spells/racial
abilities. If you do so, list any of the
changes in the appropriate rows on
the sheet.

NOTE: Unlike the merit 50


specifically for combat stats and
skills, this 100 merit may be spent on
all aspects of character creation.
Total merit: List 200 -unless Fate
has decided otherwise- in the total
merit section for now; this will be a
place where all of the starting merit
and all merit awarded throughout the
characters career is listed.
1.2.1 Purchase a Race, at this point.
See Table 3, races; once you have
chosen-or randomly rolled-the race,
subtract the Merit cost for the race
from the 100 to start. By turning to
the race chapter the player finds
three important tables. One for
32

All abilities/spells require AUs after


they are purchased with merit.

1.3 Core Stats: List these scores on


your character sheet.
Ability units: 100
Constitution: 50
Con Gate: 5
Will-power: 2

Step 3: Determining Combat Stats


This adjustment should only be
made after the race/organization,
and/or cybernetics have been listed
as these aspects drastically change
the combat stats of the character.

Note: In the case of some of the


smaller races Con Gate is reduced
to start.
Metabolic shock: based on
constitution. See Stun. Do not worry
about this at this point.

Allocating the 50 starting merit:


Merit adjustments: 1 merit equals 1
points of adjustment when creating a
character only.

Step 2: selecting an organization


cybernetics or abilities: It is at this
point that the player has some of the
specifics of the race. Some general
outlines of the character have been
defined. And now comes the fun
part: selecting an organization.

Once allocated, ALL merit


adjustments are permanent and
cannot be nullified.
NOTE: No more than 30 points may
be put into any one combat stat to
start.

NOTE: Players must select a


practitioner of the art or enter a guild
to have access to any of the abilities
within the powerbases.

This part should all be familiar to you


from the tournament characters
although, as you may have noted
from the character sheet, the role of
Fate has been expanded.

All organizations award a great deal


to the character for very little actual
merit cost at the start, this is the
appeal. Just as you did with the
racial bonuses, add the
organizations bonuses.

It is important to mention at this point


that AFTER character creation the
merit costs for adjusting combat
stats is increased by 10. See
Chapter 20, adjusting aspects of a
character.

Ability units: All characters start


with 100 ability units and every
powerbased ability requires that the
player use a portion of these so
called ability units to be able to
USE the ability after it has been
acquired with merit. I AU per merit
point of the ability: a 10 merit ability
requires 10 AUs to use.

Action adjustments to start: merit


may not be allocated to increases
actions per second at character
creation.

Note: the skills Intelligence +


memory = Bonus AUs.

33

Fate, B.A Sacrifice: 20% + 0 = 20% B.A.


Sacrifice.

Advantage: this can be adjusted with


merit at the start. See advantage adjustment
table???.

In the normal and nulled column, the player


lists sacrifice as 40% and B.A, sacrifice as
20%.

Fate rolls: In the basic version of


combat there are two Fate rolls, Fate
and Fate, Sacrifice. In advanced
combat there are 5 Fate rolls and
each designed for a particular
instance in combat.

That takes care of all of the Fate,


rolls for this stage; next we move on
to Shot rolls. The following is an
example of how shot rolls are listed.

Fate(s): Each type of Fate Roll must be


adjusted separately and is considered a
separate combat stat.

Shot: 5 Merit on Shot means +5% on the


Shot roll. shot rolls, like aims for skills, have
no starting bonus. If the player allocates 15
merit they have a +15 on shot rolls.

Note: all Fate rolls are adjusted by the skill,


Agility.

Keep in mind that there may be bonuses


awarded by the race/organization etc and
that racial or organization bonuses are, like
merit, a permanent adjustment and, unless
otherwise stated, cannot be nullified.

Some examples of adjusting fates


Fate, Block: 40 +15 merit for normal base
of 55%.
Fate, B.A. Block: of 55 is 27.5 or 28%
B.A. Block.

In this example, the player lists the Shot


bonus of +15% in the normal and nulled
columns.

In the normal and nulled column, the player


lists block as 55% and B.A, block as 28%.
That takes care of nulled Fate, Block rolls.
Fate, Disarm: 40 +0 for 40%.
Fate, B.A. Disarm: 20 + 0 for 20%

That takes care of Shot rolls.


Next: The player should remember
to purchase weapons such as knife,
sword and handgun and list them in
the notes. See weapons. Money is
the main limiter here.

In the normal and nulled column, the player


lists disarm as 40% and B.A disarm as 20%.
That takes care of nulled Fate, disarm rolls.

Now we deal with Force and skip to


the Force skills. These skills are
based on the characters force score.

Fate, Dodge: 40 +15 merit for 55%.


Fate, B.A. Dodge: 28% B.A. Dodge
In the nulled column, the player lists dodge
as 55% and B.A, dodge as 28%. That takes
care of Fate, dodge rolls.

Force: 5 Merit on Force means with every


physical attack add 5 points to the damage
done with a weapon. This is called the force
damage adjustment or Fda.

Fate, Grapple: 40 +0 for 40%.


Fate, B.A Grapple: 20 + 0 = 20% B.A.
Grapple.
In the normal and nulled column, the player
lists grapple as 40% and B.A, grapple as
20%; that takes care of Fate, grapple rolls.

Force: in this example the player allocated


10 points to Force. This permanently
increases the force of the character and
increases a host of things they do from
damage to any physical activity that relies
on strength.

Fate, Sacrifice: 40 +0 for normal base of


40%.

In the nulled section list +10. That takes


care of force.

34

Step 4: Force Skills: This section


covers. Force Damage adjustments
and lifting force. 1 point of force
damage equals 10 kilograms (22 lbs)
of lifting force.

Max climb ceilings AND swim


speed: 10% max run.
Example: Jimmys max run is 8.9 m/s; 8.9 x
0.10 = 89 cm/second.

Jumping distances, standing:


Vertical: based normal carry

4.1 Determine a characters max


lifting force, add the characters
weight and the combat stat force
(x10) together.

Example: normal carry is 49kg: for 49


centimeters of vertical height; triple this
distance for running vertical leaps,
(minimum of 3 steps.)

If your character weighs 100kg and


has a 10 force. You add 100kg + (10
x10 = 100) so, 100kg weight +100 kg
lift = 200 kg of max lift.

Jump, horizontal: based on normal


carry.
Example: normal carry 49kg: 49 divided by
10 is 4.9 meters. This is the running vertical
leap distance, minimum of three steps. For
the standing vertical leap: 49 x 0.33 = 1.61
meters.

From the max lift, the rest of the


force skills are determined. See
force skills.
4.2 Figure all the force skills: lifting,
running Jumping, climbing,
swimming. For flight see flight ability.
Max lift: (Force x10) + characters
weight in Kg = max lift.
Normal Carry (Payload): 25% of
max lift.
Example: if a characters max carry is
196kg: due to weight and force.196 x 0.25 =
49kg. The character may carry up to 49kg,
with no adjustments to movement.

Lift-Press: = 50% of max lift


Push Pull = Max lift
Max run (Sprint): 4 +1 meter per
second per 10 kg of Normal Carry.
Example: normal carry is 49kg: 49 / 10 =
4.9 meters per second + 4 = 8.9 m/s.

Max climb speed: 25% of max run


Example: Jimmys max run is 8.9 m/s; 8.9 x
0.25 = 2.2 m/s.

35

Wings, Max flight speed with: 5m/s


+ 1 meter per second per kg of
normal carry = Max flight speed.

your particular character. Keep in


mind that some of the skills have at
least one specific racial adjustment if
not more.

Example: the characters normal carry is:


49kg. 49 kg = 49+5 for 54m/s (120 mph)

As you can see by the layout of the


character sheet the general skills are
clearly listed, you add up the racial
bonuses, the merit bonuses this
space should also include any
Organization adjustment, and any
temporary bonuses, to the normal
base. Then in the nulled section add
up all of the bonuses that cannot be
nullified and list them. The player
must use the appropriate score,
dependent upon the situation.

4.3 Movement Rate: The Movement


Rate is 25% of the ALL maximum
speeds, for each of the movement
categories.
Example: characters max run is 2.2 meters
per second. 2.2 x 0.25 = 55 centimeters per
second. So the player can move the
character a little less than a full meter every
second to start at normal movement.

Like all force skills, burning


Constitution or an increase in the
characters force score, changes
everything.

The range of the senses: See table 17, for


the general bonus for the sense score. In
the skill details, are find the tables for the
ranges of each of the categories listed: for
hearing, scent/taste, sight/touch. Use the
tables to determine the range bonus to the
three skills and list the adjustments to these
ranges on the character sheet. Each of the
three tables lists the base ranges for the
different conditions such as for sight at night;
these base ranges are multiplied by the
Sight range bonus. For a total of how far the
characters senses extend.

It is best to have the base movement


rate worked out and listed on the
sheet and then, when the player has
the time, they might work out just
how fast they can run with the
addition of force from a special ability
or simple Constitution.

Example: In the sense ranges row, the


player lists their best bonus of x2. This only
applies when the character is transformed.
Dark: 2 meters, Night: 10 meters, low lt: 30
meters. Next we move on to hearing.
Stealth: 2 meters, Quiet: 6 meters, and low
volume: 20 meters.

Step 5: General skills, example of


merit allocation.
5.1 move back to the general skills
section and begin by allocating
another 50 Merit after the
adjustments awarded by the Race
and Organization (if any).

That takes care of senses and ranges. Note:


with enhanced senses, subjects may push
the bonus past the limit of +50, to a bonus of
+90.

NOTE: no more than 30 merit points


may be allocated to any one general
skill at character creation.

Starting with agility and moving down


add up all of the adjustments and list
the bonus. This bonus is added to
the Target number for a deed and
added to the dice roll for an aim.

The additional 50 merit mentioned


above is used to acquire and /or fine
tune the general skills and
individually customize them to suit

36

this number AFTER adding the


Force Damage adjustment.

Step 6: Special Protections


6.1: Immunity: The immunity is only
to a single powerbase. List the
powerbase and the percentage in
the column on the immunity row; see
general abilities, immunity

Example: Character -with a 10 force- is


wielding a sword weighing 1.5 kg. The
weapons weight does 15 damage +
wielders (Fda) force damage adjustment of
+ 10, times 2: for a total of 50 points of
damage.

6.3: Protection Factors (PF):


Protection Factors come from Armor
and abilities. Typically armor cannot
be nullified as can a powerbased
ability; this is the reason for the
distinction.

Wt + FDA x DM = damage.
6.4: Physical Shield Fate bonus:
Add 5 to Fate, block rolls.
6.5: Physical Shields Shield points:
all physical shields have shield
points. When damaged beyond the
shield points, the remaining damage
is passed along to the holder; if the
shields life points are not exceeded,
the shield still provides protection.

List any special ability protection


factors in the temporary columns.
Protection Factors are added
together to reduce the damage taken
by a character. See bypassing
protection factors.

Example: the character has a titanium


shield. In this case the special substance

Clarification: A protection factor of


0.5 +1.5 = 2/1; This means that the
character divides damage taken by
2.

titanium doubles the points of a steel shield


without increasing its weight. A normal
shield has 150 shield points; raise that to
300 for the titanium as listed in the table in
the provisions section.

Example: In this instance, the character


Shield, Titanium:
shield points: 300.
Fate, Block: +5

has a 1.5 protection factor from the race and


is in armor which also adds +1.5; for a total
of 3. Now, the player divides all damage
taken by three.

Step 7: Aura, astrological sign and


religion.

A note about physical armors:


they typically reduce Fates and sight
for the wearer; this reduction is listed
with the armor.

7.1 Choose the aura for your


character. This reflects how your
character should react in particular
situations vs. those of specific aura
types: see Auras.

6.3.1 Damage multiplier (DM): a


damage multiplier of x2 is awarded
to any weapon that is sharp. In the
case of special materials, the
weapon may now bypass protection
factors. In all cases, multiply the
damage the sharp weapon does by

7.2 Choose your characters


astrological sign and birthday.
Astrological signs, unlike auras are
not binding.

37

7.3 There are two types of religion,


spiritual and theistic for details see
Religion.
Step 8: Equipping the character
8.1 Starting Money: $5,000 silver
tiers ($1 per silver tier) to start
8.2 Purchase and list provisions on
the character sheet. Include weight
of the equipment and merit value.
Example: Purchasing special bullets..
In the provision section in ranged weapons,
under special ammunition: the player finds
the description for Pelleum tipped
ammunition. At $30 per round the player
spends $300 and buys 1 clip of 10 rounds.
In this instance the Pelleum bullets Bpf: 7,
ignores 7 protections factors. As this is not a
durable asset do not add the merit for the
Pelleum.

Step 9: Congratulations! It is at
this point that you have finished the
character!
Move on to the basics of play!
Adjusting aspects of a character:
Chapter 20, adjustments or adjusting
aspects of a character: is for
advancing the character AFTER
character creation. This merit costs
and adjustments procedures change
after character creation.

38

Left blank

39

Chapter 4,

Natural weapon base damage: Bite


Claws, horns, hooves, and stingers:
3 Damage; all are considered to be
sharp weapons.

Races

The following tables are to assist in


character creation. Some of the
races have families or slight variants
used in role-playing; all necessary
facts are mentioned.

Sharp weapons: The natural


weapons cannot be coated with
special substances, although they
can be replaced.

Height and weight: These aspects


must be rolled in the presence of
Fate only if they are used to
determine the characters bonus life
points.

Racial abilities and Merit cost: The


merit cost for all racial abilities are
included in the merit cost for the race
itself. The player need only allocate
the AUs to be able to use the ability
once acquired.

Life points: The simplest method it


to use the merit value of the
character, slightly adjusted by the
size of the character.

Special dietary requirements: Any


damage done bypasses protection
factors. Unless otherwise stated, the
races are omnivores. The subjects
have specific reactions to the
absence or ingestion of the detailed
food type or group. These reactions
include death.
Requirement: The subjects of
this restraint must consume a
particular type of food within a time
limit. Failure to do so results in the
development of specific effects.
Allergy: Any exposure to these
types of foods has specific results
within specific time limits.

Ex small = 50% of the merit value


Small = 75% of the merit value
Med= 100% of the merit value

Bonus Life Points: based on Fates


selection of the difficulty of play:
beginner, easy, normal or extreme.
Difficulty
Extreme
Normal
Easy
Beginner

Life points
10% merit value
Normal merit value
2xs the merit value
3xs the merit value

Average life span of a character:


up to 100 years, unless otherwise
stated.

The detailed descriptions of the


races, shall be detailed in the UAG
II.

Natural weapon base damage:


Hand/Elbow: 1 Dam; /Kick/knee: 2
Dam. Blunt weapons.

40

Table 3, Races and starting physical stats


Bonusmale
01: Alentien
45
150 M
1d100(-35)
02-03: Alorian
25
150 M
1d100 (-30)
04-06: Amazon
55
180 M
N/A
07: Anadae
20/55
Spc
spc
08-11: Aquarians
40
150 M
1d100 (-30)
12: Arackmen*
45
100 M
1d100 (-30)
13: Armored Mantis*
45
100 M
N/A
14-15: Batmen (Heska)
25
150 M
1d100 (-30)
16: Beravan
100
150 M
1d100 (-30)
17: Bio Syntha Cyborg
50
150 M
1d100 (-35)
18: Biogladite
35
150 M
1d100 (-30)
19-21: Cattar*
25
100 M
1d100 (-30)
22: Chameleon Drake
60
150 M
1d100 (-30)
23-29: Dwarves
50
70 S
1d100 (-30)
30-35: Elves
25
70 S
1d100 (-30)
36-37: Flymen
70
10 Es
1d10 (-3)
38-42: Giant
40
200 L
1d100
43-47: Gnome
55
70 S
1d100 (-30)
48-49: Haliathean
50
200 L
1d100
50-69: Human
0
150 M
1d100 (-30)
70-71: Loter
45
70 S
1d100 (-30)
72-73: Neosapien
25
150 M
1d100 (-30)
74: Pantherian (Jann)
60
150 M
1d100 (-20)
75-79: Ravashem
25
150 M
1d100 (-30)
80-83: Scarrok
15
180 M
1d100 (-30)
84-85: Tenjohussan
35
75 S
1d100 (-30)
86-88: Vanguardian
40
150 M
1d100 (-30)
89-93: Vladd
20
150 M
1d100 (-30)
94: Warchild
80
65 S
1d100 (-30)
95-100: Weremen
30
150 M
1d100 (-30)
Spc: special, see specific race type for details.

Races

Merit

Min ht

Centimeters

BonusFemale
1d100 (-35)
1d100 (-40)
1d100 (-30)
spc
1d100 (-40)
1d100 (-40)
1d100 (-30)
1d100 (-40)
1d100 (-40)
1d100 (-35)
1d100 (-40)
1d100 (-40)
1d100 (-40)
1d100 (-40)
1d100 (-30)
1d10 (-4)
1d100 (-10)
1d100 (-40)
1d100 (-10)
1d100 (-40)
1d100 (-40)
1d100 (-40)
1d100 (-30)
1d100 (-40)
1d100 (-40)
1d100 (-40)
1d100 (-40)
1d100 (-40)
1d100 (-40)
1d100 (-40)

Wt-light:
1-2
0.5 kg per cm
0.5 kg per cm
0.45 kg per cm
spc
0.5 kg per cm
0.55 kg per cm
0.55 kg per cm
0.51 kg per cm
0.49 kg per cm
0.5 kg per cm
0.6 kg per cm
0.55 kg per cm
0.52 kg per cm
0.6 kg per cm
0.4 kg per cm
0.5 g per cm
0.5 kg per cm
0.5 kg per cm
0.56 kg per cm
0.5 kg per cm
0.5 kg per cm
0.5 kg per cm
0.53 kg per cm
0.5 kg per cm
0.55 kg per cm
0.55 kg per cm
0.53 kg per cm
0.5 kg per cm
0.3 kg per cm
0.5 kg per cm

Wt-med:
3-4
0.55 kg per cm
0.55 kg per cm
0.5 kg per cm
spc
0.55 kg per cm
0.6 kg per cm
0.6 kg per cm
0.56 kg per cm
0.54 kg per cm
0.55 kg per cm
0.65 kg per cm
0.6 kg per cm
0.57 kg per cm
0.65 kg per cm
0.42 kg per cm
0.55 g per cm
0.55 kg per cm
0.55 kg per cm
0.61 kg per cm
0.55 kg per cm
0.55 kg per cm
0.55 kg per cm
0.58 kg per cm
0.55 kg per cm
0.6 kg per cm
0.65 kg per cm
0.58 kg per cm
0.55 kg per cm
0.32 kg per cm
0.55 kg per cm

Wt-heavy
5-6
0.6 kg per cm
0.6 kg per cm
0.55 kg per cm
spc
0.6 kg per cm
0.65 kg per cm
0.65 kg per cm
0.61 kg per cm
0.59 kg per cm
0.6 kg per cm
0.75 kg per cm
0.65 kg per cm
0.62 kg per cm
0.75 kg per cm
0.44 kg per cm
0.6 g per cm
0.6 kg per cm
0.6 kg per cm
0.66 kg per cm
0.6 kg per cm
0.6 kg per cm
0.6 kg per cm
0.63 kg per cm
0.6 kg per cm
0.7 kg per cm
0.75 kg per cm
0.63 kg per cm
0.6 kg per cm
0.34 kg per cm
0.6 kg per cm

*These beings are centaur type quadrupeds; the reduction in height is adjusted by an increase in
mass per centimeter. Sizes: Es= Extra small, S= Small, M= Medium, L= Large

Height: The number in the minimum


Example, determining a characters

column is the lowest height in centimeters of


the particular race at adulthood. Roll the
dice listed in the row and subtract the
adjustment. Take this total and add it, if the
amount rolled is in the positive, to the
minimum height. Never reduce the minimum
height set for each race.

weight and height: Jimmy is a Weremen.


On the race table we see that the minimum
height is 150 centimeters. As the player has
elected to make the character a male, we
note in the adjacent column is the listing
1d100 (-30); were the player to have chosen
to be a female, the player would reduce the
height by (-40) centimeters.
In this instance the number rolled is 72.
To determine height: Subtract 30 from the
number rolled on the percentile dice of 72
for 42; add 42 to 150 for 192 centimeters.
Next we roll Biomass: roll 1d6. This is the
same for both genders. In this instance, the
number rolled is 2; for a light build
To determine weight: multiply 192 by 0.5 for
96 kilograms (62: 211.2 lbs).

Mass/Weight: next roll 1d6 for the random


bodymass of the character. Multiply the
number listed in the body mass column by
the characters height in centimeters for the
characters weight.
Weight Fate adjustment: Subtract 1 from
Fate rolls per every 100kg above 1,000kg.
Actions per second adjustment: Subtract
1 action per second per every 1,000kg
above 10,000kg. Minimum: 1 action per
second.

41

Table 4, Races and starting combat stat bonuses


Races
Alentien
Alorian
Amazon
Anadae
Aquarians
Arackmen
Armored Mantis
Batmen (Heska)
Beravan
Bio Syntha Cyborg
Biogladite
Cattar
Chameleon Drake
Dwarves
Elves
Flymen (Repus)
Giant
Gnome
Haliathean
Human
Loter
Neosapien
Pantherian (Jhan)
Ravashem
Scarrok
Tenjohussan
Vanguardian
Vladd
Warchild
Weremen

Fate,
Blk
+5
+5
+5
+5
+5

Fate,
Disa
+5
+5
+5
-

Fate,
Dg
+10
+5*
+5
+5*
+5
+5
-

Fate,
Grap
+5
+5
-

Fate,
Sac
+5
+5
-

Shot

Force

Adv

+5
+10
+10
-

+1
-

+5
+2
+5
-5
+5
-5
+5
+5
+5
+5
-

+5
+8
+5/10*
-5
+5
-5
+5
+5
+5
-

+5
+10
+5
-5
+5
-5
+5
+5
+5
+5
+5
-

+2
-

+10
+5
Spc
+10
+5
+10
+5
+10
+5
+15
+5
+5
+5
+40
+40
+3
+10
+15
+5
+5
+5
Spc

Act

+1
+1
-

+1/2
+1/2
+1
+1/2
+1
-

+1
+1
-

Pf
Spc
Spc
+0.5
+0.5
+0.5
+0.5
+1
+0.5
+0.5
+0.5
+0.5
Spc

*This Fate adjustment is only while the character is in flight.


Anadae note: +10 to Fate, dodges; while in flight only.
Character creation, racial bonuses to the combat stats, part 1: List the bonuses for the race
selected on the character sheet in the combat stats section BEFORE you adjust the stats with the
any allotted character creation merit.
Once finished here then move on to the next table and follow the guidelines and add the bonuses
for the skills for the selected race.

42

Table 5, Races and starting skill bonuses


Races

Ag

Conc

Cred

ConCent

Dist

*Hear

Intel

Mdev

Mtool

M
Mat

Mem

Pers

*Sight
Touch

*Smell
Taste

Stealth

Sup
Act

Alentien
Alorian
Amazon
Anadae
Aquarians
Arackmen
Armored
Mantis
Batmen
Beravan
Bio Syntha
Cyborg
Biogladite
Cattar
Chameleon
Drake
Dwarves
Elves
Flymen
Giant
Gnome
Haliathean
Human
Loter
Neosapien
Pantherian
(Jhan)
Ravashem
Scarrok
Tenjohussan
Vanguardian
Vladd
Warchild
Weremen***

+5
+10
+10
-

+10
-

+10

+5
+5

+5
-

+5
+5
+5
+5
-

+5
+5
+10

+10
-

+5
+10

+10
-

+10
+10
+5
-

+5
+5
+5
+5
-

+5
+10
-

+10
-

+5
-

+5

+5
+1

+10

+5
+10

+5
+1

+1

+5
-

+5
-

+10
-

+5
+5

+5
-

+5

+5
+5

+5
-

+5
-

+5
+5
+5
+5
+10

+5
+20
+5
+5
+3

+10
-

+2
+5
+5
+5

+5
+10

+5
+4
+3
+10

+5
+4
+3
-

+6
+4
+5
+5
+3
-

+10
+5
+10
+10

+5
+5
+5
-

+5
+5
+5
-

+20**
+5
-

+5
+5
-

-10
-

+10
+5
-

+15
+5
+10
+5

-10
+5
-

+5
-

+10
-

-10
-

+10

+5
+5
+5

+5
+5

+5
-

+10
+5
+5
-

*Any adjustment in this category indicates the subject has an enhanced sense. Enhanced senses
may go beyond the +50 bonus limitation up to +90.
** Reduce the subjects Stealth-Aim by 50 when in flight.
*** The bonuses to enhanced senses are only awarded while in animal form. The +10 to
persuasion is only awarded while in human form.
The Scarrok race has negative modifiers to some skills.
Giants and Haliatheans may have negative modifiers to combat stats.
Character creation, racial bonuses to the skills, part 2: List the bonuses for the race selected
on the character sheet in the skills section BEFORE you adjust the skills with the any allotted
character creation merit.
The races details, such as special abilities awarded are found within the following section.

43

Racial ability: Tracking:


Tracking/location, skill augmentation.
Powerbase: psionics.
Constitution: 1 per hour. Merit Cost: 20.
Casting Time: 1 action. Range: 1 kilometer.
Duration: permanent, no concentration
required once attached. To affect a subject
against their will, the effects cogency must
exceed 10% of the target(s) merit value
(Cogency mass).
Effect: Sense enhancement. This is an
invisible effect; the user need only see the
subject and make the cogency surpass the
cogency mass of the target and from that
point on the user may track the selected
target individual/object/place and find it, if it
is within the range. The subject can attach to
one item/target to start. Plus 1 item per 50
additional Merit.

Alentien, Sentient dreams of the


Worldship. Human variant with golden skin,
Hair: white, Eyes: gold.
Merit Cost: 45.
Special diet: vegan
Special sensitivity: Black titanium may
damage Alentiens in any form.
Racial ability: Insubstantiality:
Transformation-insubstantial.
Powerbase: psionics.
Constitution: 3. Merit Cost: 30
Casting Time: To become insubstantial: 1
uncomplicated action; may be used as a
Normal Fate, dodge to avoid BA attacks.
To become solid: 1 second, from the time
started.
Range: Self/Touch. Affects only 1 kilo of
additional payload, besides Alentien, per
cogency point.
Duration: Concentration, up to 1 minute.
This counts as two duration effects.
Effect: The Alentiens transformation effect
is invisible. The insubstantial form has
normal sight/hearing skills and is seen as an
illusion the general size of any appearance
the Alentien desires.
While insubstantial the subject flies at 9 m/s
through solid substances, + 1m/s per 10
cogency points above 90.
While insubstantial the Alentien cannot pass
through powerbased defenses, black
titanium or physically touch any other type of
solid matter.
While insubstantial the Alentien is only
harmed by powerbased effects/dam and
black titanium.

Amazon, Human females only. Within


the Amazons there are several distinct
families: Ann, Angelica, Gabrial, Lynn,
Michelle and the Morganna.
Merit Cost: 55
Racial ability: Astral projection.
Special consideration: Amazons may enter
any of these two guilds for 45 merit: TANC
marines.
Repo guilds note: the subject must purchase
the practitioner skills later as they are not
awarded to amazons upon entry.
Special equipment: Enchanted chainmail
and boots. Powerbase: Earthpower.
Constitution: Shield: 1+ per use. Merit
Cost: 5.
Range: self. Duration: always on.
Effect: The chainmail burns Constitution
every time the special protection is used.
Protection factor: +0.5. The chainmail armor
and boots, individually customized by each
Amazon, are charmed so that neither they nor the wearer- ever gets dirty.

Alorian, any human race w/ specialized


wings. Wing feathers can be of any color.
Wingspan: twice height.
Merit Cost: 25
Special sensitivity, severe: Alorians
cannot remain enclosed or within captivity
for more than 120 consecutive hours. If an
Alorian is denied freedom beyond this length
of time, the Alorian begins to lose life points
at a rate of: 5 points each 24 hrs after the
first 120. This continues after the subject is
freed for 1d4 days: the subject rolls this as
trauma.
Enhanced senses
Bonus ability: Wings: metal tipped flight
feathers: (10 Dam + Fda) x 2; = Dam; Bpf: 2

44

NOTE: Smaller creatures have a limited


force, Con gate and less energy at their
disposal to start. These adjustments are
coupled with significantly less life points.
This is counterbalanced by the bonus to
Fates and actions in a second. Treat larger
Anadae like normal characters.

Anadae, Anthropomorphosized natural


species no less than 10 grams; of any
species. To make an Anadae character, the
player is encouraged to look up the weight
and movement specs such as jump, run etc
of any species type they choose, on the
internet. All Anadae are intelligent, bi-pedal,
speak and have opposable thumbs on the
upper appendages. Winged creatures
develop hands mid wing. Snakes stand
upright and grow arms with normal hands.
Merit cost: 20 for an animal 20.1kg and
above.
Special Merit Cost: 55 for an animal 20kg
and below.
Natural weapons: The various natural
weapons of the different Anadae, such as
the skunks spray or a snakes venom are
absent in the Anadae race. Presumably, as
with humans, the evolution of intelligence
has reduced the necessity for such
advanced natural weapons. Smaller
Anadae: Bite/claw etc: 1 Damage:
See table below for a general array of
species choices.
Special Size Adjustment: As per species
weight. NOTE: the low weight means the
characters have low life points.
Special Con Adjustment: See Table 7.
Enhanced senses
Special Note: Reduce all provisions details
by table 7 limits on average; really small
anadae, such a mouse, are still allowed to
wield the following weapons: average
Anadae dagger weighs: 100 grams = 1 point
of damage; DM: x2 and the average sword,
500 grams = 5 Dam; DM: x2.

Table 7, Anadae adjustments


Mass Acts Constitution Con Fates
Gate

*Force

25.1- N/A 50
5
N/A N/A
20.1- N/A 50
4
N/A 5
25kg
20kg +1
50
3
+5
2
15kg +1
40
3
+10 1.5
10kg +1
30
2
+15 1
5kg
+2
20
2
+20 .5
50g
+2
10
1
+25 .10
*This is the highest the characters force can
be adjusted by merit or cybernetics. By
default, powerbased abilities can surpass
this limitation.
Anadae score adjustment example:
Armand the armadillo from Arimii, weighs
13kg; on the table above we note that this
falls between 10 and 15 kg; However, the
chart above -while divided in groups of 5- is
based on each kilogram of mass. Using the
table above 13kg would be: 1.3 force; +13
on Fates, 36 Constitution, the weight is
above Con gate 2; so it is a 3 and lastly we
add +1 action. At the lower portion of the
table the last percentage drop falls below 1
kg. all other adjustments below 50 grams in
mass are rounded up to the lowest limits on
the table.

Table 6, Anadae species


1d20 Species
Species
1
Arachnid
11 Lemur/platypus
2
Armadillo**
12 Monkey/wallaby
3
Badger/wolverine
13 Mouse/mole
4
Bat/Bird
14 Porcupine**
5
Beaver/Otter/Koala 15 Rabbit
6
Cat/bobcat/ocelot
16 Rat/hamster
7
Coyote/fox/hyena
17 Snake*/lizard
8
Crab/Crustation**
18 Squirrel/
9
Ferret/weasel
19 Toad/frog
10
Insect/iguana
20 Tortuous**/turtle*
*These Anadae can hear.
**Natural armoring: +0.5 protection factor:
Anadae stat adjustments: Based on the
weight of the species selected. Increase or
decrease the listed scores.

45

Aquarian, Human variants with light

Arackmen, Spider lower half complete

blue cast to the skin and darker blue


markings across the shoulders and down
the torso. Hair, white or green. Eyes, black,
green or yellow.
Merit Cost: 40.
Special dietary requirements, mild:
Aquarians must eat a minimum of 10 grams
of fish or shellfish every 24 hours. If the
particular food is not consumed, the
Aquarians Sight begins to diminish at a rate
of: 5 life points points every 24 hrs after the
first. When the sight bonus drops below 0,
the Aquarian becomes blind due to Ithicodetoxification. This blindness remains until
the subject consumes the proper food;
returning within 1d4 hours: subject rolls this
as trauma.
Swim speed: Bonus 5xs swim speed. It
requires 3 meters to reach max swim speed.
Vertical leap from water: 1 meter per kph.
Underwater: Normal Combat Stats, and
Skills. See advanced gaming situation,
underwater.
Enhanced senses
Racial ability: Aquatic respiration: Skill
augmentation.
Max depth: 10 meters per Force point.
Powerbase: none.
Effect: The subject breathes normally in salt
or fresh water- without handicap- for an
indefinite period of time.
Racial ability: Manipulate oxygen: Skill
augmentation.
Powerbase: mutations.
Constitution: 1 minimum
Merit Cost: 10.
Range: Other: 10 meters.
Duration: Concentration, up to 1 hour.
Effect: The cogency of this ability must be
enough to affect the combined mass of the
subjects. The ability affects 10 kg per
cogency point as normal. The mutation
allows others to breathe normally in salt or
fresh water for the duration. While under the
graces of this effect the target has no
penalties for being underwater: Normal
Combat Stats, and Skills.

with a scorpions tail. The upperhalf


resembles a human of any race.
Merit Cost: 70.
Racial ability: Scorpion Tail-stinger:
(3 Dam + Fda) + (DM x2) + Venom: user
controls the dosage.
Venom reservoir: holds 5 ml max;
regenerates 1 ml per hour.
Time to take effect: 1d4 seconds
Venom duration: 1 minute per dose.
Chemical cogency: 1: the venom inflicts 1
life point of damage to a subject per ml per
second. See adjusting aspects within
abilities, chemical cogency, venom.
Powerbase: chemicals.
Constitution: None
Merit Cost: 10.
Casting Time: 1 action. Range: Touch.
Duration: permanent, no concentration
required once administered.
Effect: The stinger need only inflict a single
life point of damage to a target, for the
venom to take effect. Sharp weapon
Racial ability: Spider silk-line. Shot.
Powerbase: none.
Constitution: 1 per 100m. Merit Cost: 10
Casting Time: 1 action. Range: can be
projected up to 10m. Duration: permanent,
no concentration required once created.
Effect: The silk supports ten times the
weight of the creator.
Entangling: A failed B.A Fate indicates the
target is entangled until they free
themselves with a Manipulate material- Aim:
-20 on the targets Aim.

Armored Mantis (Manididae),


human sized preying mantis females only,
green wings and body with various normal
markings. Wingspan: 75% of the subjects
height.
Merit Cost: 80.
Racial Abilities: Wings, protection factor.

46

Batmen (Heska), human sized bats.

Beravans, human only-Tibetan; all

Wingspan: twice height.


Merit Cost: 25.
Within the batmen are several races:
Bakka: Tiny bat pets (1d4)
Skills: Edu: Carpentry; wood carving.
Megachi:
Skills: Edu: music (two instruments)
Natbakka: +$1,000 and a sailboat: 5 meters
+1d6 meters in length.
Chiro or vampire bats; The Chiro Heska,
feed off of any type of blood.
Special sensitivity, mild: Heska must
remain in darkness for 10 hours every 120
hours. If a heska is denied darkness, the
heskas enhanced sight begins to diminish
at a rate of: 5 points each 24 hrs after the
first 120. This reduction remains until the
subject remains in the darkness for 10
consecutive hours; the enhanced sight
returns within 1d4 hours after this time:
subject rolls this as trauma.
Ability/skill bonus: Wings; Piloting boats.
Enhanced senses
Racial ability: Sonar: Skill augmentation.
Powerbase: none.
Constitution: 1.
Merit Cost: 10.
Casting Time: 1 action.
Range: 100m.
Duration: concentration, up to 1 minute.
Effect: Sense enhancement: +50 on SightDeeds; while in effect the subject may
navigate in darkness for the duration.
This ability detects targets concealed by
invisibility or illusion type powerbased
effects; remove blind attack reductions.

Beravans have black stained eyes from the


Tam sung ong petal addiction.
Merit Cost: 100.
Special skill: Beravans +10 Beam Attack
Fates.
Special Skill: empty hands and feet or hand
held weapons are considered beam attacks.
Special Skill: all Beravans have normal
target numbers to hit close ranged blind
attacks. No Fate roll adjustments.
Special limitation: Beravans cannot wear
any type of armor that has a Fate
adjustment.
Special Age: 100 years to start; normal life
span from this point on.
Special dietary requirements, severe: To
remain alive, all Beravans are dependent
upon the petals of the tam-sung-ong flower.
Should a Beravan be denied a petal for
more than 120 consecutive hours; the
unlucky Beravan perishes of advanced old
age within the following 1d20 hours (subject
rolls the d20 as trauma). Tam-sung-ong
plants are native to the Beravan plateau.
Beravans have 4 flowers to start. Each
large daisy like flower produces 1d100 +50
thin white petals which maintain their
potency when dried. Used widely as a
flavoring in all Beravan food.
Cost: $1 per petal, in stock: 65%.

47

3 etc. This merit is NOT added to the merit


of the Bazooka for calculating cogency.
Merit value: 30.
Casting Time: 1 action. Range: 100 m.
Duration, beneficial effect: concentration,
up to 1 minute.
Special Duration: the user may only have
one bazooka active at a time.
Effect: Creates a weapon out of cogency
that fires a beam of midnight-sunstone
energy or Venderant Nalaberong psionics.
3 Dam per cogency point. The pure
powerbase damage multiplier is
incorporated. Typical damage to start: 90.
The beams pure powerbase is only be
nullified by another Pure powerbase such as
Venderant Nalaberong- See Locutious
Cognomen-Pure powerbases.

Bio-syntha-cyborg (B.S.C.)
organic electronic human. This is the most
complex of the character classes to play.
May be of any human race; B.S.Cs may
switch gender: requires 24 hrs.
Merit Cost: 50.
Special dietary requirements, severe: To
remain alive, all BSCs are dependent upon
the metal Palladium.
Should a BSC be denied a minimum of 1
milligram of palladium for more than 120
consecutive hours; the unlucky BSC shuts
down permanently within the following 1d20
hours (subject rolls the d20 as trauma).
See Special substances, palladium.
Special magnetic sensitivity: EMP: BSCs
are shut down for 1d6 seconds when hit by
an emp of greater than their merit x tech
level of 30. 200 x 30 (tech level) = 6,000
cogency however the magnetic sensitivity
increases the effect of the emp by 10. So a
600 cogency emp would hit organic
electronics at 6,000 cogency.
Special condition: BSCs may hold their
breath and function normally for up to 1 hour
every 24.
Special chem effects: Not affected by most
poisons or chemicals.
Exceptions: Truth Serum: effective on
BSC.s; Sense enhancer: acts as a poison.
Special disease effects: BSCs are not
affected by most diseases. Exception:
Hemorrhagic maladies and Kuru have
normal effects.
Special Substances: powerbased
substances all have the normal effects.
Special skill: No need to sleep. See Golden
Tiger Guild.
Enhanced senses
Racial ability: Techkinetic
Powerbase: energy.
See Alchemy disciplines.
Racial ability: Midnight Sunstone
Bazooka: Beam attack, damage.
Powerbase: Pure psionics.
Constitution: 2 to create the weapon and 1
for the first Shot; then 1 every Shot
thereafter for the duration.
Special Con Gate: no more than 1
Constitution can be burned into the weapon
in a single shot to start.
Special Merit adjustment: 200 merit for 2
con per shot, and another 300 for 3 con per
shot for a total of 500 merit for a con gate of

Biogladite, extraterrestrial -humanoid.


Heavy set humanoids with gray skin white
hair and white eyes.
Merit Cost: 35.
Racial ability: See Auras: Skill
augmentation.
Powerbase: Psionics.
Constitution: 1. Merit Cost: 10.
Casting Time: 1 action. Range: 10 meters.
Duration: concentration, up to 1 minute.
Effect: The subject can see the Auras of a
selected target if visible to the user. This can
be used to see through invisibility if higher in
cogency.

Cattar, human feline- centaur.


Merit Cost: 25.
There are several distinct families of cattars
all based on the lower feline half: Add the
following bonuses to those listed on the
character creation chart.
Felidae- Snow leopard: +5 stealth.
Pardis- Leopard: + 5 concealment.
Jubatis- Cheetah: + 5 m/s to running speed.
Leo- Lion: +100 life points.
Shae- Cougar: x3 the jump distance.
Tigris- Bengal tiger. +5 force
Special diet: Carnivore.
Enhanced senses
Force skill bonus: Add 5 m/s to run speed.
Natural weapon- Claws: 3 Dam.

48

Chameleon Drake, human/drake

Dwarves, smaller stature humans, fair

hybrid. The chameleon drakes normally


have blue green scales with a light blue
under bellies and wings.
Tail length = height
Wingspan = twice height.
Eyes: green or golden.
Special diet: Carnivore.
Merit Cost: 70.
Special sensitivity: Hadrathium is
poisonous to chameleon drakes.
Natural weapon- Bite: 5 Dam; Claws: 3
Dam. Tail spikes: 2 Dam each; number 6.
Tail spikes may be thrown and regrow within
10 days.
Enhanced senses
Special ability: Wings.
Racial ability: Camouflage: Skill
augmentation.
Powerbase: mutations.
Constitution: 1. Merit Cost: 20.
Casting Time: 1 action. Range: self.
Duration: Concentration, up to 1 minute.
Effect: plus 75 on concealment for the
duration.
Racial ability: Breath weapon: fire. Shot,
Beam attack.
Powerbase: none.
Constitution: 1. Merit Cost: 10.
Casting Time: 1 action. Range: 10m.
Duration: 1 attack.
Effect: 1 point of damage per cogency
point.

skinned, hair: red or gray, eyes: blue or


gray.
Merit Cost: 50.
Special sensitivity, mild: Dwarves must
drink a minimum of 5 liters of Ale every 120
hours. If the particular food is not consumed,
the dwarfs enhanced sight begins to
diminish at a rate of: 5 points every 24 hrs
after the first. This remains until the subject
consumes the proper beverage; returning
within 1d4 hours: subject rolls this as
trauma.
Enhanced sight: twice normal sight range
bonuses in dark, night or low light.
Racial ability: Protection factors: +1 for 2/1

Elves, smaller stature humans, the elves


are of any human race and are primarily
distinguished by the pointy tipped ears.
Merit Cost: 25.
Special diet: Vegetarian.
Special sensitivity, mild: elves must eat a
minimum of 10 grams of mushrooms every
120 hours. If the particular food is not
consumed, the elves enhanced hearing
begins to diminish at a rate of: 5 points
every 24 hrs after the first. This remains until
the subject consumes the proper food;
returning within 1d4 hours: subject rolls this
as trauma.
Ability/skill bonus: double the range of the
jumps.
Enhanced senses
Racial ability: Adhere to any surface: skill
augmentation.
Powerbase: none.
Constitution: 1. Merit Cost: 10.
Casting Time: N/A. Range: Self.
Duration: concentration, up to 1 minute.
Effect: The subject has a +100 on all agility
Aim climb rolls and normal run movement
rate on walls and ceilings for the duration.

49

Flymen (Repus), Ex-small stature

Gnomes, smaller and rounder versions

humans of any race with translucent fly


wings. Wingspan: 50% the subjects height.
Merit Cost: 70.
Special Con Adjustment: Flymen only
have access to 25 Constitution, a Con Gate
of 3 per second and 1 willpower to start.
Special Note: Reduce all provisions details
by 90%: size, weight, damage etc. One note
about weapons: average Repus dagger
weighs: 100 grams = 1 point of damage,
DM: x2 and the average sword, 500 grams =
5 Dam, DM: x2.
Enhanced senses.
Racial ability: Sting: Shot, Beam attack.
Powerbase: Alchemy.
Constitution: 1. Merit Cost: 10.
Casting Time: 1 action. Range: 10m.
Duration: 1 attack.
Effect: 1 point of damage per cogency
point.

of humans in any race. Eyes are of any


normal color.
Merit Cost: 55.
Special diet: Vegan.
Enhanced senses
Ability/skill bonus: Double the range of the
jumps.
Racial ability: Immunity to a powerbase.
See, General abilities, Immunity. Pick one
powerbase.
Special dietary requirements, severe: To
remain alive, all gnomes are dependent
upon the leaves of the Earthroot tree.
Should a gnome be denied a leaf for more
than 120 consecutive hours; the unlucky
gnome loses 5 life points within the following
1d20 hours (subject rolls the d20 as trauma)
plus 5 additional life points per 24 hours
thereafter, until death. Earthroot trees are
found throughout the Worldship. Each tree
produces 1d100 +50 leaves which maintain
their potency when dried. Used widely as a
flavoring in all gnomish food.
Cost: $0.10 per 28 grams of leaf (10
leaves), in stock: 95%.

Giant, increased stature humaniod.


Giants are fair skinned with and black, blond
or red hair. Eyes are blue or gray.
Merit Cost: 40.
Special consideration: TANC marines
admit giants for 30 Merit. TANC marine
note: the organization supplies a uniform to
the giant: the marines do not supply the
giant with powerarmor.
Special Size Adjustment: While the stature
of a giant is increased, their size is not such
that any weapon or equipment adjustments
are required to start.
Special dietary requirements, mild: To
change size, all giants are dependent upon
the spice Thyme.
Should a giant be denied a minimum of 1
gram of thyme for more than 120
consecutive hours; the unlucky giant loses
the ability to control their size. Used widely
as a flavoring in all giantish food.

Haliatheans, bipedal crocodile


humanoid, with crocodile tail, head and
snout. The tail is long and very sturdy with
the classic ridges. Haliatheans are
conceived within the females then
transferred to the male for 8 month
incubation.
Merit Cost: 50.
Special diet: Carnivore
Special Size Adjustment: While the stature
of a Haliathean is increased their size is not
such that any weapon or equipment
adjustments are required.
Special natural weapon: Bite: 5 Dam; Tail:
3 Dam.

Racial Ability: Control Mass. See


mutations. Only increase Mass.

Human, any race or mix of human races.


Merit Cost: 0.
Skill bonus: Pick one: construction, history,
runecraft, repair provision, survival.

50

Loter, Raccoon- humanoid.

Scarrok, increased stature human with

The loter are bipedal raccoons with standard


facial markings and a ringed tail. Eyes are
black or deep brown.
Merit Cost: 45.
Enhanced senses

fair skin, hair: red or blond, eyes: blue. All


scarrok ritualistically scar their bodies.
Merit Cost: 15.
Special consideration: Minimum of a +1 on
skill: intelligence to be a mystic or
practitioner of the art.
Special equipment: Scarrok are fond of
long claymore like swords, 5.5kg damage:
55 Dam.

Neosapien, mutant humans of any


race or mix of human races.
Merit Cost: 25.
NOTE: All neosapiens receive one of the
altered appearance characteristics- see
general abilities: choose or roll randomly,
this is free. Neosapiens do not have to
enter the Neosapien guild.

Tenjohussan, (Rani) Frog humanoid;


Skin: red, blue green or golden; black dots.
Eyes: gold.
Merit Cost: 35.
Ability/skill bonus: Triple the range of
jumps and swimming speed. It requires 3
meters to reach max swim speed. Vertical
leap from water: 1meter per kph
Special Natural weapon: Prehensile
tongue: 1 Dam.
Range: twice the Ranis height.
Enhanced senses
Underwater: Normal Combat Stats, and
Skills.
Max depth: 10 meters per subjects Force
score.
Racial ability: Hold breath: force skill
augmentation.
Powerbase: Mutations.
Constitution: 2. Merit Cost: 10.
Duration: Concentration, up to 1 hour.
Effect: The subject can hold their breathwithout handicap- and combat underwater
for the duration.

Pantherian (Jhan) extraterrestrial


feline humanoid. Jhan have a feline head
and human body with black fur with red
chests and varied red markings on the face.
Eyes: blue or green
Merit Cost: 60.
Special diet: Carnivore.
Ability/skill bonus: Pick one: repair
provision, Survival, Piloting: aircraft,
Runecraft.

Ravashem, human variant. Ravashem


have pale white skin and transparent teeth,
hair: black, eyes: black.
Merit Cost: 25.
Racial ability: Extract:
Powerbase: none.
Constitution: N/A. Merit Cost: 10.
Casting Time: 1 action. Range: Self/touch.
Duration: N/A.
Effect: Ravashem extract double the
Constitution from themselves, or another,
via the shedding of blood. The wound heals
during the process and the Constitution may
used to power abilities/spells. Use of this
ability adds one action to the casting time of
any effect this additional time may not be
decreased.

Vanguardian, (Shadow warriors)


Human variant, Asian cast, hair: black, eyes:
white.
Merit Cost: 40.
Enhanced senses
Racial ability: Extra sensory perception:
skill augmentation.
Powerbase: Psionics.
Constitution: None. Merit Cost: 20.
Casting Time: None.
Range: 10 meters.
Duration: Always on; this does not count as
a duration effect.
Effect: Sight: +60 to the Deeds base target
number of 40; for a total of 100. This ability
detects spell traps, danger with a successful
Sight-Deed.

51

Details: Manifests as a glowing blade the


color of the Warchilds aura; once active, the
Godpower blade is projected from the
wooden handle as long as it is in the users
hand/manipulator. The blade does: 3 Dam
per cogency point; the pure powerbase
damage multiplier is incorporated.
Special detail: the subject must have a
piece of wood to project the blade;
(minimum 10 grams).
Concealement and stealth note: The
blade glows (3 runelight); subtract 5 from
Concealment-Aims while activated.

Vladd, Mutant-Vampire, Human variant


any human race.
Merit Cost: 20.
Special dietary requirements, mild: A
member of the Vladd race must have at
least 1 Con in fresh blood, from a living
being, other than themselves, once every
120 hours. If denied for more than 120 hours
a vladd no longer has access to any
Constitution for use with special abilities
within the following 1d20 hours; access to
the Constitution begins in 1d4 seconds after
feeding, the vampire rolls.
Enhanced senses
Racial ability: Vampiric bite: Shot,
chiromancy, transfer.
Powerbase: Mutations.
Constitution: None. Merit Cost: 10.
Casting Time: 1 action. Range: Touch.
Duration: special. Draining blood is a
duration ability and requires contact; once in
contact, Fate, grapple to evade.
Effect: Bite: 4 Dam + fda. Gain 1 Con from
target plus 1 Con per second of contact.
Draining a target of all Constitution reduces
he/she/it to 0 life points. At 0 and below the
target is unconscious.
Healing: The user can heal 1 life point per
10 cogency point while this ability is effect.
Given enough time a Vladd may drain all of
a targets Constitution however they can
only replenish what they have lost.

Weremen, Lycanthrope human of any


race.
Merit Cost: 30.
Special sensitivity: Titanium is poisonous
to Weremen. Treat as Hadrathium.
Racial ability: Transform: transformation.
Powerbase: Alchemy.
Constitution: 2, Merit Cost: 20.
Casting time: Requires 2 actions to shift
form.
Range: Self.
Duration: Up to 1 hr; does not count as a
duration effect while active.
Effect: The subject quickly transforms into a
half/animal hybrid of the selected Weremen
race.
Special Merit adjustment: Duration. To
increase the duration to 2 hours costs an
additional 20 merit, and to 3 hours another
30 merit for a total of 50 merit to adjust the
duration up to 3 hours.
Special augmentations while transformed
only: Subjects can speak and manipulate,
devices, tools, materials normally. Fate may
allow interspecies communication.
Enhanced senses
Natural weapon adjustment: Claws/Bite:
+2 Dam to natural weapon damage.

Warchild, appears as a human child,


any race, no more than aged 11.
Merit Cost: 80.
Ability/skill bonus: Triple the range of all
jumps.
Racial ability: Godpower Glaive
Powerbase: Godpower
Constitution: 1. Merit Cost: 10.
Casting time: 1 action
Range: 50 centimeters from handle.
Duration: Concentration, until cogency is
exhausted, up to 1 minute.
Special Duration: the user may only have
one blade active at a time.
Special block: This may be used to block
force of equal or lesser cogency.
Special Con limit: no more than 1 Con may
be used to charge the ability.
Special Merit adjustment: 200 merit for 2
con per second, and another 300 for 3 con
per second for a total of 500 merit for a con
gate of 3 etc.

Table 8, Weremen races and bonuses


Rand
Agil PF
Species Force
1d10
1-2
3-4
5-6
7-8
9-10

Lion, tiger,
panther
Wolf/dog
Great ape
See
Anadae
Bear

+5

+5

+0.5

+5
+10
+5

+5
+5

+0.5
+0.5
+0.5

+10

+0.5

These bonuses are temporary and only


available when in lycanthrope form.

52

Halfbreeds
This may only be done at character creation.
Fates call. Only two races may be combined
add the merit costs to purchase both races.
Should half breeds mate with another half
breed the offspring carries the genetics of
only two races divided evenly, Fate
chooses.
Limitations: Alentiens may not be
halfbreeds.
Centaurs: Mixing with any quadruped race
results in the centaur variant, the lowerhalf
carries the quadruped appearance.
Halfbreeds: special limitations, the
adjustments to the combat stats are added
together for the total bonus of the mixed
race.
To determine the height: take the base
heights from both races and average them;
then add the percentile roll.
Halfbreeds: in this instance, aside from the
aforementioned exceptions, the character
has all of both of the races traits/abilities.
This includes dietary requirements and/or
special sensitivities.

Immortal Born: these characters start


with 500 merit for character creation and
only will-power-constitution, is tainted with
Godpower.

53

demeanor and thought casually to the


gatekeepers: You have stepped up
security. My thought-print is no longer
adequate?
The telepathy from the Master with the
weapon held the taste of bile. This contract
is unusual. We have all communed on it; this
prospective employer remains somewhat of
an enigma, hidden from the powerful eyes of
the guild.
Renyon gasped and thought, Hidden,
but thats not
Never the less, he is, and this is not
something that rests well with Those-who
see.
Renyon felt a buzzing sensation before
the scanner beeped green and confirmed
his identity, prompting the other gatekeeper
to add, The oracles are still attempting to
divine any information; up till now, they dont
have a workable plan for dealing with this,
Lilem Cross.
The master retrieved the scanner; the
glow on his head subsiding along with his
partners, tucked the device into his robes
and politely gestured for him to pass through
the gate. Renyon nodded and allowed a
tight smile to appear on his lips as he
stepped between them.
The open courtyard was completely
bare; the stones cobbled into a series of
concentric rings like ripples. At the center of
the courtyard sat a narrow pillar of what
appeared to be a solid piece of transparent
amber, precisely like the tower in Terra
nearly three hundred meters in height.
Renyon noted that, from his perspective the
tower appeared to divide this years,
Altanant a strange dark world with wide
blood red rings, that dominated the horizon
for this year.
Lights lanced upward to illuminate the
crystal at regular intervals, beating back the
darkness and adding grandeur to the place.
The night air was moist and tasted of the
sea, thought the Shadowmaster.
Renyons silk muffled footsteps echoed
softly amidst the swish of his robes as he
approached the tower.
Without any hesitation or a break in his
stride, Renyon confidently walked directly at
the side of the tower and passed through the
wall. There was a flash of absolute
blackness and then he was met by several
other Masters, hoods up and heads glowing.

Guilds &
Organizations
Chapter 5,

In the distance the brightly lit city of


Adreamus dominated the edge of the
mushroom spire. Renyon glided toward it,
taking in the view, his purple Shadowmaster
robe fluttering in the cool Pandinus breeze
artfully.
The Shadowmaster spread his arms
slightly in an effort to give his new robes
more of a billowing effect as he glided
toward the city. He looked at his sleeves,
they were both immaculately embroidered
with a yellow and gold thread, the colors
perfect against the woven purple. Renyon
held his bald head up proudly and cut
through the night air with his chin. Amidst
the tall delicate towers, buzzing with activity
and life were all manners of airborne traffic.
Imperiously he made his way above it all,
levitating towards the center of town, and
disobeying every air traffic law, he dropped
directly toward the crystal tower of the
Shadowmaster guild, Mensiea.
As previously directed, Renyon
reluctantly touched down outside the tower
wall on a small patch of dew-covered lawn.
The gates already open for him. The
Shadowmaster picked up the hem of his
robe- his mood darkening immediately- and
distastefully walked across the grass, ruining
his new silk slippers in the process.
Two Master gatekeepers appeared via a
tesseract the abruptly displaced night air
quietly popping as Renyon stepped up to the
gates. They were dour faced, and like
Renyon, each with a bald, tattooed-covered
skull: one held a retina and DNA scanner,
the other a wicked blaster of some sort; both
their heads were glowing in preparation for
telepathy.
Without a thought of introduction, the
master placed the scanner on Renyons
chest. The alchemical device, fashioned in
the semblance of a fist sized spider, was
cast of silver and gold. The moment the
scanner touched his flesh it came to life.
Tiny lights sparkling in all of its eight eyes, it
quickly crawled up onto Renyons face to
begin the examination.
Ignoring the mechanical artifice, Renyon
went through the process with a stoic

54

His brothers and sisters stood in a


horseshoe formation, as if ready for battle.
The darkened chamber was lit only by low
burning braziers filled with scented oils and
the rich thick smoke made the expansive
chamber seem close.
The thought that followed did not
originate from any in this group, You will
step free of your robe so that they may
examine you.
Well, said Renyon aloud, proudly
putting his hands on his hips and rising
slightly on his toes, I didnt know it was
going to be that type of party!
Despite his light hearted comment, as
he removed his clothing, Renyons mood
darkened even furtherthis was uncalled
for, he thought petulantly.
Your thoughts betray you,
brotherwhy is this uncalled for?
Renyon allowed his contempt to flow
along the telepathy and loaded it with the
taste of ashes.
I subjected myself to additional scrutiny
before entering; were I not a Master, the
tower would not have admitted me, and now
you have felt my thought-print. So how can
there be any doubt as to my identity?
It is not your identity we are concerned
about in truthits your time.
Renyon scoffed aloud, the sound
invading the silence of the chamber like a
blasphemy. My what?
Your time, as the telepathic voice
finished, a portal opened in the chamber
floor, sparkling and swirling with orange
light. Arising from within was the top portion
of some enormous elaborate machine,
housed someplace far from here. Its domecovered top opened and hundreds of
mechanical probes extended.
Each device appeared to have a specific
purpose: some exuded fields of multicolored energy and others held wiggling
arthroscopic invaders. A shaft of light
encased him, and for a few moments, the
tendrils hung in the air about his body,
tasting.
A trio of airbrush devices spray-painted
cool anesthetic all across his exposed form
and then as one, the arthroscopic probes
dove into his flesh.

Renyon tried not to scream as his


awareness was transformed into heartbeats
of agony. Pain upon pain stoked furnace of
his senses, until in a white hot flare, all was
darkness.
Renyon awoke on a soft couch, in the
Guildmasters private study. He searched
himself and found no trace of discomfort;
only the memory. The Shadowmaster
thought back to the experience and tried to
judge if this honor was worth it.
From the journals of
Master Renyon North

If the Races provide special abilities


and innate skills, the guilds and
organizations provide unique training
that enhances those stats and skills.
Guild training and contacts are how
adventurers get jobs, and when in
trouble, where they seek assistance.
The skills and resources listed with
each of the guilds and organizationsas with the races- only a small list of
what can be available. The list of
guilds has likewise been shortened.
One important note: Guilds are NOT
exclusive characters can belong to
more than one. Most guilds demand
a minimum service of some sort,
primarily dependent upon situational
needs. The missions serve as such
service.
Starting abilities: See General
abilities, Practitioner of the Art.
Money, from Orgs: The first guild a
character selects is the characters
primary guild. The primary guild
provides employment and payment.
In compensation for this employment
is training and a stipend of 1 tier per
month per the characters total merit
value.

55

Table 9, Organization starting combat stat bonuses


Organization
1. Alchemist Guild
2. Earthwarden Guild
3. Mage-Tiger Guild
4. Magewarrior Guild
5. Ninja Guild
6. Shadowmaster Guild
7. TANC, Mantis
8. TANC, Marine
9. Golden Tiger Guild
10. Scarlet Tiger Guild
1. Mensavanguard Guild*
2. Neosapien Guild*
3. Psielf Guild*
1. Assassins Guild**
2. Barrean Pirates**
3. Bloodmage Guild**
4. Repossession Guild**

Merit
cost
60
50
80
50
70
50
70
60
70
70
50
60/90
60
45
10
60/90
45

Fate,
Blk
+2
+10
+3
+3
-

Fate,
Disa
+2
+4
+10
+10
+5
+5
-

Fate,
Dg
+5
+4
+5
+5
+5
+5

Fate,
Grap
+3
+5
+4
+5
+5
-

Fate,
Sac
+5
-

Shot

Force

+1
+3
+3
+3
+5
+3
+5
+7
+5
+5
+5
+5
+5
+10
+3
+5

+2
+5
+3
+3
+5
+5
+2
+4
-

*Racially exclusive guilds.


**Alternative Organizations.
Character creation, the organization adjustments part 1: List the bonuses for the organization
selected on the character sheet in the combat stats section BEFORE you adjust the stats with
any of the allotted character creation merit.

Table 10, Organization starting skill bonuses


Organization

Ag

Conceal

Cred

Concent
trat

Dist

1. Alchemist
2. Earthwarden
3. Mage-Tiger
4. Magewarrior
5. Ninja
6. Shadowmaster
7. TANC, Mantis
8. TANC, Marine
9. Golden Tiger
10. Scarlet Tiger
1. Mensavanguard
2. Neosapien
3. Psielf
1. Assassins
2. Barr Pirates
3. Bloodmage
4. Repossession

+10
+15
+10
+5
+20
+15
+10
+10
+15
+10
+10

+12
+15
+13
+15
+15
-

+12
+12
+13
+12
+15
+10
+13
+15
+5
+15
+15
-

+20
+20
+15
+20
+15
+15
+15
-

+11
+11
+11
+15
+15
+10

*Hear

Intel

Mdev

Mtool

M
Mat

Mem

Pers

*Sight
touch

*Smell
Taste

Stealth

Sup
Act

+5

+20
+20
+14
+20
+21
+10
+12
+15
+15
+10
-

+5
+14
+5
+10

+5
+14
+10

+5
+10

+20
+20
+15
+20
+21
+5
+15
+5
-

+5
+20
-

+5
+5
+5
+5
-

+5
+3
-

+20
+15
+5
+5
+5
+15
+20
+15
+13
+14

+5
+12
+15
+5
+10
+15
+16
+20
+12
+15
+10

+5
-

*Training sharpens a subjects senses. This is not Enhanced Senses and cannot be pressed up
above +50 with merit.
Character creation, the organization bonuses part 2: List the bonuses for the organization
selected on the character sheet in the skills section BEFORE you adjust the skills with any of the
allotted character creation merit.
The organization details, such as special abilities awarded are found within the following section.

56

Alchemist Guild

Earthwarden Guild

Merit cost: 60.


Guild Principles: To maintain the sanctity
and preserve the secrecy of science and
protect the Worldships inhabitants from
harm.
Special skill: Constitution storage in an
item. See general abilities.
Special skill: Pure practitioner, Alchemy.
The subject may purchase any alchemical
discipline with merit.
Special equipment:
Omni: standard apps: locator, taser, emp.
Skill: Repair, Basic-tech.
Repair tools: 3 kg.
Special ability: Alchemist bag
Merit Cost: 10.
Item life points: 1 per cogency point.
Powerbase: Alchemy.
Constitution: 5 every 24 hours. Merit: 10.
Item Cogency: 50.
Casting Time: 1 hour.
Duration: Up to 24 hours; the enchantment
may be maintained by the addition of 5
Constitution once every 24 hours: requires 1
minute to fully charge once created. This
does not count as a duration effect while
active.
Limitation: A subject may only have one
active alchemist bag at a time.
Effect: Placed on an ordinary small bag,
diameter 20 centimeters, holds up to 50
kilos of payload. The weight/mass of the
payload within the Alchemist Bag is not
transferred to the holder. Objects placed
within the bag may be withdrawn by the
holder in any order regardless of what order
that were stored within the bag. Nothing
living can be placed within the bag for more
than 3 minutes or else it suffocates. Items
within the bag count toward the carriers
merit limits.
Special effect: An alchemist bag does not
hold another alchemist bag.
Special Merit: for an additional 50 merit, the
subject may make the bag permanently
intangible upon their person. The mouth of
the bag may be attached or moved to
anywhere on the subjects body for ease of
access. The bag is naturally cloaked and is
only detected/nullified by powerbased
acuities/security wards of greater cogency.
Nullifications return the bag to normal for the
duration of the nullification. If nullified, the
contents appear within 1 meter of the bag.

Merit cost: 50.


Principles: To protect the Worldships
inhabitants from harm.
Special skill: Constitution storage in an
item. See general abilities.
Special skill: Pure, practitioner,
Earthpower. The subject may purchase any
Earthpower spell with merit.
Special equipment: Guild ring, forgotten
steel. Amplifies cogency by 30%.

Mage-Tiger Guild
Merit cost: 80.
Principles: To protect the Worldships
inhabitants from harm.
Special skill: Constitution storage in an
item. See general abilities.
Special skill: Mixed mystic art practitioner,
partial: the subject may only purchase any
abilities in the 30 merit categories and below
in magic and chi powerbases only.
Special skill: No need to sleep. See Guild,
Tigers, golden or scarlet.
Special skill: unarmed combat. All attacks
from a tigers empty hands/feet are
considered B.A. Attacks. Special hand and
feet: 10 Dam +Fda.
Special limitation: The tigers cannot wear
armor that has a Fate reduction and have
the unarmed combat skill adjustment.

Magewarrior Guild
Merit cost: 50.
Principles: To protect the Worldships
inhabitants from harm.
Special skill: Constitution storage in an
item. See general abilities.
Special skill: Pure practitioner, magic. The
subject may purchase any magic spell with
merit.
Special equipment: Guild ring, forgotten
steel. Amplifies cogency by 30%.

57

Ninja Guild

Terran Allied Naval


Corporation: T.A.N.C.

Merit cost: 70.


Principles: To protect the Worldships
inhabitants from harm.
Special Skill: +10 Fates vs blind attacks:
unless surprised.
Special skill: armed combat. All attacks
from a ninjas hand held weapons are
considered beam attacks.
Special limitation: The ninja cannot wear
armor that has a Fate reduction of more
than -5% and use the unarmed combat or
blind attack evasion skills.
Special skill: Pure practitioner, chi. The
subject may purchase any chi ability with
merit.
Special equipment: Sword, Sai, Knife.
Special details: There are several schools
of ninjitsu: Hayes, Takasumi, Takahashi,
Duxru, and a group called the Thorn that
only accepts elves.

Principles: To serve the Terra Council.


Equipment allocation: TANC is the only
org that distributes equipment from the
provision list with the allocation of merit.
Mantis: The subject may allocate merit on
any provisions 10 merit and below. This may
be used for cybernetic alterations at any
time.
Marine: The subject may allocate merit on
any provisions 25 merit and below. This may
be used for cybernetic alterations at any
time.
Piloting or operation skills: When a TANC
operative requisitions a vehicle they are
trained in the piloting skill.
Ammunition allocation: The subject
allocates merit for the ammunition as one
would abilities or spells: when the
ammunition is depleted, TANC refills the
ammunition up to the allocation amount free
of cost. This is only for commodities such as
special substances, ammunition and the
recharging of power or fuel.
Upgrading equipment: all technology may
be upgraded by spending money. See
adjustments. In the case of TANC, the
members have the luxury of adjusting
technology with merit as well. One of the
main benefits of this is when the equipment
is damaged or lost it will be replaced by the
Org at the same merit value.

Shadowmaster Guild
Merit cost: 50.
Principles: To protect the Worldships
inhabitants from harm.
Special skill: The subject may purchase
any psionic ability with merit.
Special equipment: Guild ring, forgotten
steel. Amplifies cogency by 30%.
Special Skill: Telepathy, basic
Area effect, communication, sensing.
Powerbase: Psionics.
Constitution: 1. Merit value: 10.
Casting time: None.
Range: 100 meter diameter around the
caster.
Duration: Concentration, up to 1 hour.
Effect: the user communicates with another
willing mind as if in conversation. The target
must be willing. See telepathy,
communication.

58

TANC-Mantis

Golden Tiger Guild

Merit cost: 70.


Special Ability: Tesseract.
Constitution: 3, Merit Cost: 30.
Casting time: 1 uncomplicated action.
Range: 10 meters. Duration: instant.
Powerbase: Chi. Effect: can be used with a
normal Fate roll in place of a B.A. Fate roll to
avoid any type of attack. The subject, and
an additional payload of 1 kilo per cogency
point, instantly teleports from one location to
another- within the range. The destination
must be within sight or the effect does not
function.
Special equipment: Omni, all applications.
Special equipment: Handgun 30 cal
w/suppressor. (3 clips)
Special equipment: Nova Quartz Badge:
Small Star shaped badge made of quartz
and gold. Powerbase: Mutations.
Constitution: 5, Merit Cost: 5. Casting
time: 1 uncomplicated action. Range: Self.
Duration: 5 minutes per charge.
Effect: The badge once activated, gives the
wearer temporary bonuses to combat and
defense. +20 Force, +5 Fate(s) and + 10
Shot, +0.5 Protection Factor.
The mantis badges are small and easily
hidden: Concealment-Aim +30.
Value: Not for sale.

Merit cost: 70.


Principles: To defend and if necessary,
avenge the inhabitants of the Worldship.
Special skill: No need to sleep. Constitution
returns at a rate of 13% per hour of
meditation, will-power 1 per four hours of
meditation. The subjects senses and
surprise reactions are not affected while
meditating.
Special limitation: The tigers cannot wear
armor that has a Fate reduction and use the
unarmed combat or beam attack evasion
skills.
Special skill: Pure practitioner, chi.
The subject may purchase any chi ability
with merit.
Special Skill, beam attack evasion: +10 on
beam attack Fates.
Special Skill, unarmed combat: all attacks
from a tigers natural weapons are
considered B.A. Attacks. Special hand and
feet: 10 Dam +Fda.

Scarlet Tiger Guild


Merit cost: 70.
Principles: To amass wealth, power and
influence. Loosely associated with the
Morganna Amazons.
Special skill: No need to sleep. Constitution
returnsl at a rate of 13% per hour of
meditation, will-power 1 per four hours of
meditation. The subjects senses or surprise
reactions are not affected while meditating.
Special limitation: The tigers cannot wear
armor that has a Fate reduction and use the
unarmed combat or beam attack evasion
skills.
Special skill: Pure practitioner, chi.
The subject may purchase any chi ability
with merit.
Special Skill, beam attack evasion: +10 on
beam attack Fates.
Special Skill, unarmed combat: all attacks
from a tigers natural weapons are
considered B.A. Attacks. Special hand and
feet: 10 Dam +Fda.

TANC-Marines
Merit cost: 60.
Special skill: Piloting: Powerarmor. At
character creation the member may allocate
the 50 starting combat stats to the armor as
if it were a character. See skills, piloting
powerarmor.
Special equipment: awarded to every
marine.
Omni: all applications.
Automatic rifle w/suppressor: see
provisions. 40 rounds ammunition (1clip).
May be carried and used while in
powerarmor.
Power-Armor: see special provisions, Mace
class. The armor is a Marines uniform. The
also have a set of dress blues.

59

Racially exclusive guilds:

Neosapien Guild

These organizations only accept


members of a particular pure race no
halfbreeds unless otherwise stated.

Merit cost: 60
Special racial exception: 90 for humans or
halfbreeds.
Principles: To protect the Worldships
inhabitants from harm.
Special skill: Constitution storage in an
item. See general abilities.
Special skill: The subject may purchase
any mutation with merit.
Special equipment: Guild ring, forgotten
steel. Amplifies cogency by 30%.

Mensavanguard (Shadowknights)
Merit cost: 50.
Principles: To defend the Worldships
inhabitants from harm; failing that: to avenge
the harm.
Special skill: Practitioner, partial: psionics.
The subject may purchase any psionic
ability 30 merit and below.
Special ability: Psi steed. Intelligent
agent, communication, clairvoyance.
Powerbase: psionics.
Constitution: 1, Merit Cost: 10.
Casting time: 1 action. Range: appears
beneath caster; remote manipulation: 1
kilometer.
Duration: up to 1 hour. Once created, the
steed does not require concentration to
maintain for the duration.
Special limitation: 1 intelligent agent may
be summoned at a time. See adjusting
aspects within abilities, intelligent agents.
Effect: The ability creates a perfect
representation of a horse or motorcycle that
may carry the caster + 10kg per cogency
point of additional payload. Max run: 10 kph
per cogency point per hour, max 200 kph.
Treat as an intelligent agent: hooves/wheels:
10 Dam +10 Fda. If within range of remote
manipulation, the caster can see speak and
hear through the steed via a telepathic
effect. Beyond the range of remote
manipulation the steed functions as an
intelligent agent and is completely loyal to
the caster for the remainder of the steeds
duration.
Life points: Equal to the Merit Cost of the
ability: 10 to start. If damaged beyond the
life points, the psi-steed is nullified.
Special equipment: Plasma/sonic saber
See provisions, with the symbol of the guard
on the pommel.

Psielves
Merit cost: 60.
Principles: to monitor and control any
activities.
Special skill: Pure practitioner: psionics.
The subject may purchase any psionic
ability.
Special equipment: Black titanium dagger:
50 Dam, small skull on handle.
Value: $1,000.

60

Additional Guilds and


Organizations: the following list is

Barriean Pirates
Merit cost: 10.
Principles: To amass wealth. The Barriean
pirates are a rogue band of bandits and
thieves that operate in and out of the
Worldship. Utilizing a wide range of
watercraft, including several submarines, the
group is one of TANCs most hated
adversaries. The pirates operate in a loose
traditional naval manner. Members join a
crew and are assigned to away-teams. The
undisputed leader of the Barriean is a
secretive being known as the Admiral.
Rumored to have once been a priest, the
Giant rules his fleet with an iron fist.
Skill Bonus: Piloting: Boats and Water
navigation.

of the other groups that operate on


and within the Worldship.
The ever-changing stars shined like the
eyes of the gods, while the light of this
years altanant, a bright world like Synnibarr,
transformed the thick clouds into an endless
silver sea. Coalax reached into his black
armor and withdrew an Omni. On the
holographic display, the tracer signal
bleeped, marking the client far below.
The assassins pale skin appeared
almost translucent in the altanlight, his
bluish eyes topped by a short length of jet
black hair whipped by the cold wind. With a
grunt of approval, the rider snapped the
device shut and gave slack on the reins,
whispering into his mounts ear, Shiva,
dive.
The small storm-drake thrummed with
pleasure and folded a pair of emerald
colored wings around the missile launchers;
in seconds, they were through the solid
cloud cover.
Suddenly, the Forbidden City stretched
out below them, a brilliant sea of lights, the
massive scrapers, buildings over a
thousand stories in height, dangerously
close. Amidst the towers, at regularly
spaced intervals, congested air traffic flowed
incessantly. Shiva avoided a scraper and
its above the level connection tube filled
with the wealthy, weaved around the
computer-controlled air traffic, and continued
downward toward tonights client in the
Underwarrens.

Bloodmages
Merit cost: 60/90.
Special Merit cost: If not pure ravashem
the cost to train as a bloodmage: 90 merit.
Principles: To conquer and rule Worldships
inhabitants.
Special skill: Constitution storage in an
item See general abilities. The Bloodmages
use a special dagger for this purpose.
Special skill: Mixed Mystic Art practitioner,
Partial. See general abilities. Special
ability: Ravashem Curse. Shot, target
number required 80 or above, wide beam
attack.
Constitution: 1
Merit Cost: 10.
Powerbase: Magic.
Casting time: 1 action.
Range: 10 meters.
Duration: Concentration, up to 1d4
seconds.
Effect: The bloodmage can make a target
suffer severe cramps: -1 on all Aim/Shot,
Fate/Deed rolls for the duration of the
cramps per cogency point; max adjustment:
-50. Targets reduce the duration of the
cramps as they would the duration of a stun
effect. See stun: metabolic shock.
Special equipment: Ravashem
Hadrathium Dagger: (10 Dam + Fda) DM:
x2; Bpf: 6.
Value: $1,500.

Assassins Guild
Merit cost: 45.
Principles: To provide a quality service for
the contractor willing to pay. Rates: $100 per
Merit Point value of the, client.
Special skill: Practitioner, partial: Chi. The
subject may purchase up to 30 merit chi
abilities.
Special skill: Disguise.
Special equipment: Guild Dagger, Black
Titanium: (10 Dam + Fda) DM: x2; Bpf: 5
Value: $1,000

61

Repossessions Guild
Merit cost: 45.
Principles: To provide a quality service for
the contractor willing to pay. Rates: $10%
the value of the items recovered.
Special skill: Mystic: The subject may
purchase any one ability in the 10 merit
categories and below in any of the six
powerbases.
Special skill: Pick Locks.
Special skill: Disarm Traps.
Special skill: Pick Pocket
Special equipment: Guild locksmith tools; if
lost: reduce the users manipulate device
and tool rolls by -10.

62

. left blank

63

unless it does no harm to break


them, avoids harm, typically kills only
in self-defense.

Chapter 6, Auras

Astrology and
Religion

Green: narcissist, ethical, generally


law abiding: follows laws unless it
does no harm to break them, causes
harm for great benefit, kills only in
self defense.

Auras: Select a nature; auras are a


reflection of the beings inner
personality in regards to their
benevolent or malevolent nature. It
is primarily based on the willingness
to cause harm. The scale goes from
Scarlet upwards. In this instance,
the word harm, means stealing,
lying, cheating, physically and
mentally assaulting etc.

Violet: narcissist-severe, generally


ethical, marginally law abiding:
follows laws unless it is for their
benefit, causes harm for benefit, kills
only if threatened.
Amber: sociopath-mild, seldom
ethical, follows laws only when its
for their benefit, causes harm for
slight benefit, kills in self-defense.
Exceptions: harms psychopaths or
puritans.

Aura flux: A person can shift up to


one color in any direction, from their
base aura, without chance of a
personality crisis.

Grey: sociopath, not moral, seldom


ethical, follows laws only when
convenient, causes harm for slight
benefit, typically kills if threatened.
Exception: prefers to harm puritans.

Platinum: puritanical-severe,
fanatically law abiding, does not kill.
Exception: does not obey laws that
kill.
Gold: puritanical, law abiding, only
harms in self-defense. Exception:
kills psychopaths, harms sociopaths.
Does not follow laws that do not
harm psychopaths, sociopaths or
narcissists.

Red: sociopath- severe/psychopathmild, not moral or occasionally


ethical, follows laws only when
beneficial, causes harm for no
benefit, typically kills for benefit.
Exceptions: prefers to imprison and
subdue puritans and moralists.

Silver: moral- severe, law abiding,


avoids harm, kills only in self
defense. Exception: kills
psychopaths, harms sociopaths.

Scarlet: psychopath, never moral or


ethical, follows laws only when
extremely beneficial, causes harm
for no benefit, kills with no reason.
Exception: prefers to kill puritans and
moralists.

Bronze: moral, law abiding, avoids


any harm, kills only in self-defense.
Exception: harms psychopaths.
Blue: narcissist-mild, moralist-mild,
generally law abiding: follows laws

64

Optional: personality crisis: each


and every time a character acts out
of their Aura they gain a stress point;
every ten stress points and the
character must roll Fate Vs insanity,
(40%) or change their base aura
permanently- no Constitution may be
used to augment the Fate roll in this
instance. A character may only
change their aura once every five
years without a chance of insanity.

Astrology The astrological sign is


based on the effects of the
Worldship has on the inhabitants. If
employed correctly, education:
astrology, can be very useful in
plotting the possible future of a
specific individual. A successful
astrology-Aim roll gives the subject a
bonus on advantage: +1/2, and a
plus 10 on the persuasion- Aim,
against the target whenever
encountered.

In the case of aura fluxs and


insanity: once insane, the subject is
unable to maintain an aura for
extended periods of time and the
color shifts randomly dependent
upon Fates discretion and stimulus
to the subject.

Table 11, Astrological sign


Roll
Sign
Element
(1d100)
01-08
Tigra
Air
09-17
Ursus
Air
18-25
Conos
Air
26-33
Aquilas
Water
34-41
Chiropa
Water
42-52
Delphi
Water
53-59
Pandinus Fire
60-66
Damacies Fire
67-73
Pardus
Fire
74-80
Theria
Earth
81-87
Charius
Earth
89-95
Civet
Earth
94-00
Lupanii
Ether

NOTE: In some cases, the Aura of a


character will be used by spells, and
other abilities, for targeting purposes.
In some instances, a character will
be denied entry to an area based
upon their Aura. Auras can be
detected through various mystic
means.

65

Month 1- Tigra, the tiger


Symbol: Tiger, or anything associated.
Balancer: All
Opposite: none
Positive Traits: Creative, adaptable and
fierce. Persons with the disposition of the
tiger are volatile and only happy when there
is constant change. Persons of this
disposition will tend to despise red tape and
have little tolerance for bureaucracy,
preferring instead quick orderly decisions.
Persons with this disposition are excellent
leaders. The nature of tiger is balanced by
all of the other natures and has no opposite.
Negative Traits: Impatient, arrogant. The
arrogance can sometimes lead the tiger into
dangerous situations, while the impatience
can be taken as bullying.
Guidance: Avoid Ursus; seek Conos.

Month 3- Conos, the dragon (Spring


begins)
Symbol: Dragon, or anything associated.
Balancer: Tigra, Pandinus
Opposite: Charius
Positive Traits: The nature of the dragon is
the realm of imagination. Those with this
nature are artists and dreamers with a love
of ascetics and beauty. Those with this
nature are restless with a need to explore
new places and experiences. Brash and
unafraid, sometimes foolhardy and careless,
those of Conoss add poetry and culture to
our everyday lives. Quick to rain, or fall to
overcast, the nature of a Conosiean is one
of the most capricious.
Negative Traits: Dragons can be conceited
and disrespectful. Deeply passionate those
of this disposition can be seen as bi-polar,
as they shift from sunny to cloudy
dispositions. .
Guidance: Avoid Charius; seek the
Pandinus.

Month 2- Ursus, the bear


Symbol: Bear, or anything associated.
Balancer: Tigra, Delphini
Opposite: Theria
Positive Traits: Persons of this nature are
calm and restrained with a quiet inner
strength. They are happiest with
consistency and tradition, as well as a slow
progress toward a goal. Methodical and
concise, those of Ursus nature are
organized to the extreme loving nothing
more than bureaucracy, and despising
anarchy and chaos. Ursuss are strong
willed and steadfast, consistent they have
slow tempers and a tendency to brood.
They make excellent scientist, and
professionals of all types.
Negative Traits: Prideful, Ursus can be selfrighteous regardless of their actions and
arrogant to the point of narcissism, though it
will be quietly kept to themselves.
Guidance: Avoid Theria; seek Delphini.

Month 4- Aquilas, the eagle


Symbol: Eagle, or anything associated.
Balancer: Tigra, Damacies
Opposite: Civet
Positive Traits: The nature of Aquilas is
inquisitive, strength and clarity of thought.
Many of this nature tend to be investigators,
reporters and journalists, with an eye on the
story, before the truth. Many Aquilans are
entertainers and comedians. Politicians, TV
evangelists and public speakers the nature
of Aquilas is to spread itself as far as
possible.
Negative Traits: Easily aggravated by
simple events and given to prejudice.
Diligence and discipline is not one of the
strong suits of the nature of Aquilass and
many are seen as dilatants. Aquilans can be
braggarts and untruthful and quickly
enraged for short periods of time.
Avoid the Civet; seek the Damacies.

66

Month 5- Chiropa, the bat (Summer


begins)
Symbol: Tree, or anything associated.
Balancer: Tigra, Pardus
Opposite: Lupani
Positive Traits: The nature of Chiropa is
one of aloof intelligent observation. Those
of this disposition are deep thinkers with
quiet contemplative natures and a love of far
reaching thought. Seldom are they
concerned with day to day organization and
seek order within the chaos they create of
their lives. Many of this nature are
adventurous with a wanderlust that leads
them across the world or across the depths
of whatever profession they select. Leaders
of industry through innovation, when they
can discipline themselves, Chiropains often
reach as far as is possible.
Negative Traits: Chiropaians burn bright but
seldom illuminate, seeking instead to satisfy
their own appetites as cynics and critics.
Chiropaians can be arrogant and
untrustworthy if put in the proper situation.
Guidance: Avoid the Lupani, seek the
Pardus.

Month 7- Pandinus: the scorpion month


of Harvest
Symbol: Sun, or Scorpion image.
Balancer: Tigra, Conos
Opposite: Pardus
Positive Traits: bursting with energy,
Pandinans are about progress and
achievement, taking action with the
swiftness of a scorpions sting. Those of this
nature are great planners with the necessary
follow through and attention to detail that
earn them respect and success in whatever
field they choose. Excellent managers and
first class developers, those of Pandinus
disposition are pleasant to be around and
tend to have many friends and associates.
Seldom quiet, Pandinans are bursting with
enthusiasm and self-confidence and are
sometimes gregarious.
Negative Traits: Poor team players,
anxious and distracted with a lack of focus,
undisciplined with a spiteful streak and a
long memory. Pandinans can have the
tendency to procrastinate and a selfish
nature that can make them untrustworthy.
Guidance: avoid the Pardus; seek the
Conos.

Month 6- Delphi: the fish


Symbol: Fish, or anything associated.
Balancer: Tigra, Ursus
Opposite: Damacies
Positive Traits: Delphinians are about
renewal, perpetuation and perfection. Those
of this nature are ambitious and seldom
excitable with tendencies toward great
endurance. Delphinians are likely to have an
eye toward positive growth in any endeavor,
however critical.
Negative Traits: Perfectionists,
compulsive, argumentative, stubborn overcritical. Delphinians tend to believe that
their ideas or precepts of life are the only
way things should be perceived.
Guidance: Avoid the Damacies, seek the
Ursus.

Month 8- Damacies, the stag (Fall begins)


Symbol: Antlers, or a Leaf
Balancer: Tigra, Aquilas
Opposite: Delphini
Positive Traits: relaxed and confident, quiet
and peaceful. Those with the nature of
Damacies are wise and sympathetic as well
as cautious and pragmatic. Practical to the
extreme with casual disarray, that has an
underlying organization. Damacieans are
appreciative of art and collectors.
Surrounding themselves with possessions
and baggage, Damacieans are almost
always carrying some sort of bag, or
additional containers for the needs of life.
Negative Traits: Damacieans tend to be
passive aggressive, many are gluttonous
and greedy which make them prime
candidates to become thieves. Damacieans
can often see a dark humor regardless of
the situation, and may point it out despite
good taste.
Guidance: Avoid the Delphinine; seek the
Aquilas.

67

Month 9- Pardus, the leopard


Symbol: Snowflake
Balancer: Tigra, Chiropa
Opposite: Pandinus
Positive Traits: strong willed, steady and
persistent. Those with the nature of Pardus
are relentless in whatever they pursue.
Explorers, builders and developers, Pardans
are among the most powerful of the natures.
Pardans are given to solitude and the lonely
coat of duty. Many are volunteers for the
less fortunate and selfless members of
charities.
Negative Traits: Cold, unemotional and
cruel, Pardans can be given to fits of
depression and melancholy. Often in
severely dark moods, they can be seen as
hostile.
Guidance: Avoid the Pandinus; seek the
Chiropa

Month 11- Charius, the shark (winter


begins)
Symbol: Shark fin, tooth or a Wave
Balancer: Tigra, Pandinus
Opposite: Conos
Positive Traits: calm and passive, very
difficult to anger, composed of serenity.
Those with the nature are powerful with a
consistency of purpose. Dedicated to
whatever they undertake those with the
nature of Charius resist defeat at all costs
and will not go against their beliefs no matter
what the costs.
Negative Traits: Ruthless and unforgiving,
with the tendency to do as they choose
without regard to the feeling of others.
Chariuans can be one of single mindedness,
sometimes bordering on cowardice, and a
very suspicious streak with little room for
imagination.
Guidance: Avoid the Conos; seek
Pandinus.

Month 10- Theria, the lion


Symbol: Lions head, silhouette, or a Candle
Balancer: Tigra, Delphini
Opposite: Ursus
Positive Traits: Passionate, anxious and
determined. Persons with the nature of
Therias are hot blooded in all matters.
Therias crave companionship and often are
found in groups with friends to whom they
are unfailingly loyal. With large and
generous hearts, Therias are fond of all
things involving celebration. Forcefull and
dominating with tenacity and energy that is
paralleled, the nature of Theria is to
consume anything that it encounters, and
make it part of its goals.
Negative Traits: sadistic, narcissistic and
uncaring. Persons with this nature can be
jealous or envious.
Guidance: Avoid the Ursus; seek the
Delphinine.

Month 12- Civet, the cat


Symbol: Cats eye or a Sword
Balancer: Tigreio, Damacies
Opposite: Aquilas
Positive Traits: Curiosity, mystery. Those
of this nature are seekers of truth and
justice. Self assured calm and confident,
Civets are great detectives, scholars and
attorneys. Ethical, inquisitive and devoted,
those of this nature are given to extremes in
whatever endeavors they undertake.
Negative Traits: Bloodthirsty and vengeful,
those with the nature of Civet can become
self-possessed to the point of being
maniacal. Civets can be cold blooded and
without mercy, preferring to torment their
enemies and sometimes friends.
Guidance: Avoid the Aquilas; seek the
Damacies.

68

Month 13- Lupanii, the wolf (Darkmonth)


Symbol: Wolfs silhouette, paw print or the
twin crescent moons
Balancer: Tigra, Pardus
Opposite: Chiropa
Positive Traits: dreamers and introverted
hearts. Those with the nature of the Lupanii
are mysterious lovers and remote friends.
Serious and solitary with a love of drama,
those of this nature crave of puzzles and
complexities in all things.
Negative Traits: Lupanii can be moody,
depressed, argumentative and quick
tempered and slothful.
Guidance: Avoid the Chiropa, seek the
Pardus.

The character as a whole: mind, body


and soul.
There are generally three aspects to a
being. Together they comprise every living
thing. And even some who for the most part
could be considered, un-living. The
metaphysical question of what makes up a
being is answered by mystically dissecting
and analyzing the basic components.
Early engineers noted that the astral form,
related to the spirit, and the spirit to the soul.
These two energies created by the flesh, or
body. They noted that while the astral form
was absent from the body, the soul could
still be detected within the body. However,
unlike with the absence of the astral form, if
the soul were made to vacate: the body fails
and dies within a short period of time. It was
also noted that if the astral form was killed
the body would likewise perish, and the soul
would pass on. The final bit of evidence was
that if the astral form was absent from the
flesh, and the body was killed, there was a
chance that the soul would merge with the
astral and the coupled energies would
become what are called Spirits: ghosts
phantoms, poltergeists and technigeists.
This applies to beings that exist without
flesh, mental energy beings as well as other
special creatures, all fall under this trinity of
existence.
Every time a being is born, becomes aware,
and then dies. The energy used to initially
create the soul is transformed by the beings
existence and unique experiences. This
transformed energy is then released where
its information merges back into the well it
sprang from, enriching the centiverse or the
particular deity worshipped by the being.
Deities fashion divine planes to house the
souls of their worshippers and are enriched
by them nearly as much as they were while
the worshipper was alive.
The three aspects of a being are all subject
to mystic effects. The soul can be tampered
with as easily as the flesh by the
powerbases. The spirit imprisoned and
even destroyed as well.
Flesh is the body, the physical aspect of the
being, spirit, is the astral or the mental
energy, the soul is energy transformed by
experience gained from both.

69

Shamans. A player must receive The

Religion

Hoananarr: (Old female) Seasons.

Spirit Call, for their character to become a


shaman.
Principles: To protect the Worldships
inhabitants from harm.
Skill Bonus: +1 will-power + 5 Constitution.
Special skill: Venderant Nalaberong tainted
Constitution. The subject does not have to
taint their Constitution with Venderant
Nalaberong.
Effect: all powerbased abilities may become
Venderant Nalaberong when used by a
shaman.
All powerbased abilities from all guilds are
available to shamans.
Special equipment: Spirit totem or symbol.
Without this symbol in hand, a shamans
Constitution are not tainted by Venderant
Nalaberong.

Nukk: (Young female). Water

Shamans devotion: A player must

Totem: Stylized female face.

receive The Call, for their character to


become a shaman. The Call is only awarded
by Fate, for what ever reason Fate chooses.

This aspect of a character is strictly optional.


There are two types of religions: theistic and
spiritual.

Spiritual religions: The spiritual or


Manitou religions have faith in the spirit
world and this selection, unlike worshipping
a particular deity, seldom follows an
organized pattern or the characters aura.
The souls of the characters that select to
be spiritual as opposed to religious
transform into an aspect of the spirit they
followed upon the onset of morbidity.
The five primary spirit forces

Tnanarokk: (Old male) Earth.


Totem: Squatting overweight male statue.

A Shamans Guide: Choose one


normal animal weighing 15kg or less:
Guides cannot have any powerbased
abilities to start. Once selected, the owner
also takes any damage the guide receives;
this damage bypasses the Fate and special
defenses of the owner.
The small non venomous creature has 10
merit for combat stats: Life points: 2 per kg;
Concealment and Stealth: +50.
Max Damage with a Natural weapon: 1 Dam
The guide becomes an intelligent agent and
speaks with owner only: awarding Enhanced
senses: +5 to all of the owners senseDeeds. For 10 additional Merit, a shaman
may communicate, see and hear through
the guide, if it is within 1 km, 1 Con per hour.
10 cogency communication effect.
Powerbase: Venderant Nalaberong.

Aruhua: (Thunderbird): Air.


Totem: stylized image of an eagle.

Lahnuh: Young male) Fire


Totem: Stylized male face.
Worship of these spirits and others is done
as an active part of everyday life while the
characters explore the wonders around
them. The follower may always commune
and ask guidance from the spirits and unlike
the gods, the spirits do not have a defined
set of guidelines for dealing with the
followers.
The only limiting factor in regards to this
communication is that the follower, just as a
shaman, must have the spirit totem or
symbol in hand/appendage.

70

Theistic religions: The Gods: The

Priests: A player must receive The Call,

worshipper selects a primary deity from this


list. This deity should reflect the characters
aura. As with auras, in times of stress a
character may call on a god that reflects the
aura they have shifted towards. Upon the
onset of morbidity, the souls of the
characters that did not select a deity
automatically go to Shamas divine plane.
The following is a list of the primary gods,
one for each aura type. Worship of these
deities is done as an active part of everyday
life. The follower may always commune and
ask guidance. The gods have a defined set
of guidelines for dealing with the worshipers.
See the Worldship Atlas I.

for their character to enter the priesthood.


The Call is only awarded by Fate, for
whatever reason Fate chooses.
Principles: The churches principles are
varied; with one for each deity.
Skill Bonus: +1 will-power + 5 Constitution.
Special skill: Godpower tainted
Constitution. The subject does not have to
taint their Constitution with godpower.
Effect: all powerbased abilities may become
godpower when used by a priest.
All powerbased abilities from all guilds are
available to priests.
Special equipment: Holy symbol of the
order: Without this symbol in hand a priests
Constitution are not tainted by godpower.

Tycen Dimere

A Priests Devotion: Priests are called

The Goddess of Creation.


Aura: Platinum

by the gods and seldom is a priests agenda


their own.
The gods guide the priest to have an effect
in the world. What this effect is may only be
determined by Fate.

Aridius: The God of hope


Aura: Gold

Karma

A Priests Pet: Choose one normal

God/Goddess of wisdom
Aura: Silver

animal weighing 15kg or less. Pets cannot


have any powerbased abilities to start. Once
selected, the owner also takes any damage
the pet receives; this damage bypasses the
Fate and special defenses of the owner.
The small non venomous creature has 10
merit for combat stats: Life points: 2 per kg;
Concealment and Stealth: +50.
Max Damage with a Natural weapon: 1 Dam
The guide becomes an intelligent agent and
speaks with owner only: awarding Enhanced
Senses: +5 to all of the owners SenseDeeds. For 10 additional Merit, a priest may
communicate, see and hear through the pet,
if it is within 1 km, 1 Con per hour: 100
cogency communication ability.
Powerbase: Godpower.

Sheila: Goddess of love and passion


Aura: Bronze

Shell
Goddess of luck
Aura: Blue

Sapell: Father of the Gods.


Aura: Green

Shama: The God of death


Aura: Violet

Hadrathius: God war


Aura: Amber

Lieel: The God of deception.


Aura: Grey

Taset: The God of grief


Aura: Red

Bireel: The God of evil


Aura: Scarlet

71

Target numbers, Deed and Aims:

Chapter 7,

Skills and Stats:

Fate reduces the target number to


make a DEED more difficult to
accomplish.

Combat, force, general and


movement.

Fate increases the target number to


make the AIM more challenging.

These skills and stats may be used


in a variety of ways all dependent
upon Fates approval. This section
details how to determine the skills
their usage is listed in chapter 19

Constitution, skills: Constitution


burned in to a skill out of combat or
over more than a second are burned
slowly and are not subject to the Con
gate. The burn can be split between
characters if they act with a
combined effort see basics of play,

Using Abilities/skills: unless


otherwise stated: all Deed
skills/abilities start out with a target
number of 40 or less and Aim skills
have a target number of 60 or
greater.

Gestating skills. This combined


effort is done for a single dice roll.

When adjusting any skills base with


Constitution: use the race
adjustments and allocated merit
bonuses, plus temp bonuses from
spells/abilities and cybernetics,
before any Con bonuses. Fate does
not need to require the use of
Constitution for skills.

Cogency of a skill: all skills have a


merit value of 10 unless otherwise
stated. Constitution burned into
these skills may be used to
determine the cogency of the skill.
Data Storage, Skills: written in a
tome, book or scroll, may be learned
by any character with enough
available merit to allocate. The
subject must allocate the merit to
first acquire the skill before it can be
used.

The Prime Mechanic


Aim skills: Players must meet or
exceed the Target Number of 60. If
the Aim roll exceeds 100%, subtract
1% from an opposing Deeds target
number for every point above 100.
Deed skills: Players must roll on or
below the Deeds Target Number to
be successful in using the skill.
Example, Prime Mechanic:
Manipulate materials- Aim: the player rolls
88 + 20% bonus from 4 Constitution, for a
total of 118 when tying a knot. In this case,
the manipulate materials- Deeds 40% target
number is reduced is by 18%, for 22%,
making it more difficult to untie the knot.

72

Memorization of skills:
It requires 10 minutes per 1 merit
cost/value of the ability in question to
successfully memorize.
Decrease this time by the memory of
the subject as follows:

Unskilled attempts: Any


unskilled use of a skill, if allowed by
Fate:
Deeds: Target number: base 1 or
below.
Aims: Target number 99 or above.
Do not decrease a counter skills
Target number.

Table 12, Memory retention adjustment,


skills
Memory
Decrease in time
deed bonus
+10
-1 minute
+15
-1.5 minutes
+20
-2 minutes
+30
-3 minutes
+40
-4 minutes
+50
-5 minutes

Writing a skill: To successfully


duplicate or write any skill requires 1
hour per 10 merit cost of the skill in
question.
Technological duplication: Scanning,
photocopying or photographing the
information does not function.

Comprehension of Skills
The higher the intelligence bonus the
greater the comprehension of the
character and thus the more merit
per the time can be memorized.

Table 14, Concentration


Writing/duplication adjustment, skills
Concentration
Decrease in time
deed bonus
+10
-10 minutes per merit
point
+15
-15 minutes per merit
point
+20
-20 minutes per merit
point
+30
-30 minutes per merit
point
+40
-40 minutes per merit
point
+50
-50 minutes per merit
point

Table 13, Intelligence comprehension


adjustment, skills
Intelligence deed
Increase in merit
bonus
+10
No adjustment
+15
X 1.5 the merit per
minute
+20
X 2 the merit per minute
+25
X 2.5 the merit per
minute
+30
X 3 the merit per minute
+40
X 4 the merit per minute
+50
X 5 the merit per minute

73

General Skills:

Distraction. Details: Aim. Used in

details.

the event when a subject -or event- wishes


to diminish sense skills or break someone or
somethings concentration. Counter skill:
Concentration.

These skills are the ones listed on


the character sheet.

The senses: Note: for ease of

Agility: Balance/climb. Details:

reference these skills have been listed


together out of alphabetical order.

Deed/Aim. +1 to Fate dodges, grapple and


sacrifice per 5 agility points. The ability to
remain balanced or climb. The Deed skill is
also used to determine the success of an
acrobatic move. In opposition, the Aim is
used to push/trip an opponent off balance or
make them fall while climbing. Counter skillitself.

Enhanced Senses: characters with


Enhanced senses can exceed the +50
limitation with merit and have a bonus of up
to +90 in any enhanced sense.
Table 15, Sense range bonuses
Sense
Bonus to the
bonus
Range listed
+10
None
+15
X1.5 (dark, slight 1.5 m)
+20
X2 (dark, slight 2 m)
+25
X2.5(dark, slight 2.5 m)
+30
X3 (dark, slight 3 m)
+35
X3.5 (dark, slight 3.5 m)
+40
X4 (dark, slight 4 m)
+45
X4.5 (dark, slight 4.5 m)
+50
X5 (dark, slight 5 m)
Table 15 is for all the senses.
Extrapolate for enhanced senses above 50.

Concealment. Details: Aim. The


ability to conceal themselves, objects
including doors, from normal vision. Should
the terrain allow it the subject can move
from location to location under concealment.
Duration: the subject can burn 1 Con per
hour and move under concealment at the
normal movement rate.
Combination Duration: The subject can burn
1 Con per minute and move at a normal
movement rate and remain concealed and
quiet. Counter Skill: Vision.

Concentration. Details: Deed. +1


to all Shots per 5 concentration points. This
is the skill of maintaining concentration on a
duration effect under duress. If a player fails
the Deed roll, their characters concentration
is disrupted and the effect(s) it is
concentrating on is cancelled in this order:
first started, last disrupted. Counter Skill:
Distraction.

Hearing. Details: Deed. Used in the


event when a subject wishes to hear
something. Counter skill: Stealth.
Table 16, Hearing range:
Volume
Range
Stealth
1 meter
Quiet (whispers)
2 meters
Low vol (conversation)
3 meters
Norm. vol (conversation)
10 meters
Loud
50 meters
Ex loud
100 meters
The sound volumes are for creatures
weighing more than 10 grams.

Credulity. Details: Deed. The ability


to see through persuasion, disguise and
resist the effect of fear. This may also be
used to see through prestidigitation. Counter
Skill: Persuasion.

Suspicion: In response to any


Persuasion-Aim, a subject rolls a suspicion
Credulity-Deed first; if successful; add +25
to the following Credulity-Deeds target
number.

74

Table 17, Hearing


Interference
Door
Wall
Low vol
Norm. vol
Loud
Ex loud

Intelligence: Details: Deed/Aim. The

Range reduction
-10% per cm thickness
-20% per cm thickness
-5%
-10%
-50%
-90%

ability to solve complex problems such as


logic puzzles or decipher/decode or in
intellectual contests such as chess.
In opposition, treat like a Deed.
AUs, bonus: Intelligence + memory = Bonus
AUs to start.

Sight/touch. Details: Deed. Used in

Manipulate, devices: Details:

the event when a subject wishes to see or


fell something. Counter skills: misdirection,
concealment.

Deed/Aim. +1 to Fate, block per 5


manipulate-device points. The basic ability
to open/sabotage door/windows quickly and
or use/sabotage articulating tools,
machinery.

Table 18, Sight range:


Visibility*
Range
Dark (0 RL)
None
Night (5 RLs)
5m
Low light (15 RLs) 15 m
Med (50 RLs)
50 m
Norm (300 RLs)
300 m
Bright (500 RLs)
500 m
*Rated in runelight power required to read
printing on a contrasting surface at a range
of 1 meter per runelight, see runecraft.
These visual ranges are for objects 10
centimeters in area or larger.

Manipulate, tools: Details:


Deed/Aim. +1 to Fate, disarm per 5
manipulate tool points. The ability to
use/sabotage non-articulating tools, saw,
hammer, etc.

Manipulate, materials:
Details: Deed/Aim. The ability to handle
materials such as cumbersome loads,
chains, cloth, when moving large objects
safely, to tie knots, prestidigitation or quickly
picking a material up. In opposition the Deed
is used to untie knots, escape bondage etc.
Counter Skill: Itself.

Smell/taste. Details: Deed. Used in


the event when a subject wishes to smell or
taste something. Counter skills: misdirection.

Memory: Details: Deed. This is the

Table 19, Scent range:


Scent
Range
Slight
1 cm
Minor
10 cm
Light
20 cm
Med
50 cm
Norm
1 meters
Strong
5 meters

ability of the character to remember


information precisely. Counter Skill:
Distraction, misdirection.
Concentration note, memory: A
successful Concentration Aim increases a
memory skills target number by 10 + the
amount over 100.

These scent ranges are for any odors. The


intensity of the scent is ambiguous and
varies over time and camouflage by other
odors. Tracking by scent is considered
searching for a minor scent. The subject
must make the Scent-Deed to detect the
scent at any range.

Persuasion: Details: Aim. The ability


to make another believe something. This
can be used for intimidation, disguise,
acting, bluffing, etc. Counter Skill: Credulity.

75

Piloting Vehicle: Details: Deed.

Surprise Action: Details: Aim.

The ability to pilot vehicle types under most


conditions.
Players select one type of vehicle to start:
watercraft, aircraft, VTOL aircraft, animals,
animals-flying, bikes, land vehicles,
submersible watercraft. Pilots roll on or
below the Target Number established by
Fate, to pilot in difficult or challenging
situations. The addition of a new vehicle
type requires that the player allocate the
merit value of the item in question, from their
own merit. With this skill a pilot may allocate
Merit to the various combat systems of the
vehicle, if any, as they would their own
combat stats. Allocating 5 merit on the
vehicles Fate, dodge would increase the
pilots Fate chance by 5 as it would a
character. Allocating merit toward the shot,
reduces the negative modifier (-25). Note
the adjustments are increased after
character creation by 10. See vehicle
combat.

The ability to surprise opponents and take


action. See chapter 19: Surprise and
everything associated with it.

Piloting, mounted
combat: Mounted combat includes
any time a subject is in a moving vehicle.
This adjustment: only applies when the user
is within range of the attack they wish to
use. This includes animals. Mounted
opponents have a +1 advantage vs non
mounted opponents lacking in ranged
actions. This may surpass the limitations. If
the subject is actively piloting the vehicle in
question, subtract 25 from all shots rolls
while actively piloting. This reduction can be
reduced with the allocation of merit into the
shot aspect of the piloting ability for the
specific vehicle type.

Stealth: Details: Aim. The ability to


move quietly. Should the terrain allow it the
subject can move from location to location
under stealth. Duration: the subject can burn
1 Con per hour and move at the
movement rate and remain quiet.
Combination Duration: The subject can burn
1 Con per minute and move at a normal
movement rate and remain concealed and
quiet. Counter Skill: hearing.

76

Specialty Skill: Astrology-Aim/Deed.


Merit value: 5.
Details: The subject creates an accurate
astrological chart with a duration of 1d20+8
days with a successful Aim and gains a +1
on advantage against the target.
The successful-Deed nullifies this advantage
bonus
Combined general skills:
Concentration and Memory
206 782 3230

Specialty skills
These skills must be acquired to be used in
any fashion unless otherwise determined by
Fate. See unskilled attempts. These
specialty skills combine the general skills for
specific uses.
How to use specialty skills, the
Combined general skills: These two
general skills are added together for the
specialty skills starting bonus and that
bonus is then added to the deeds target
number or the Aims dice roll as normal. Max
permanent bonus: +100.

Specialty Skill: Construction,

advanced-Aim/Deed.
Merit Cost: 5.
Details: If successful, the subject is able to
build advanced structures such as houses,
bridges, fences etc. A construction-Deed, is
used to demolish a structure.
Combined general skills:
Intelligence and Manipulate Tool

Adjustments to the specialty skills may be


done thru the general skills they combine; or
made directly to the specialty skill itself.
Cogency of specialty skills: unless
otherwise stated within a skill, the cogency
of a skill may be determined by treating the
bonus as merit. In this instance Con must be
burned for effort. Con x this merit is the
cogency of the specialty skill.

Specialty Skill: CryptographyAim/Deed.


Merit Cost: 5.
Details: If successful, the subject is able to
encrypt the information in the storage
medium and a successful Crypto-Deed must
be used to decode the information:
Combined general skills:
Concentration and Intelligence

Table 20, specialty skills


S Skill
S Skill
Astrology
Piloting, Starships
Construction, advanced
Piloting, evasion
specialist
Cryptography
Piloting, Tactical systems
Demolitions
Programming
Disguise
Repair, Basic-tech
Estimation/Prospector
Repair, Low-tech
Foreign Language
Repair, High-tech
Repair, Starship
components.
Lock picking
Smithing
Lip reading
Survival
Manipulate, enchanted
Teaching
item
Medical Aid
Tracking
Navigation
Traps, Detect
Pickpocketing
Traps, Disarm
Piloting, Powerarmor
Zoology

Specialty Skill: DemolitionsAim/Deed.


Merit Cost: 5.
Details: If successful, the subject is able to
safely construct/place an explosive device
and a successful Demolition-Deed must be
used to safely locate/defuse an explosive
device.
Combined general skills:
Concentration and Manipulate tool.
Specialty Skill: Disguise-Aim.
Merit Cost: 5.
Details: If successful, the subject is able to
become un-recognizable to a Sight-Deed.
Combined general skills:
Manipulate material and Persuasion

77

Specialty Skill: Estimation,

Specialty Skill: Medical-Aid-Aim.


Merit Cost: 10.
Details: If successful, medical aid increases
the amount of life points a character heals a
day. With a successful medical aid -Aim: +1
life point per amount above 100 per day.
Special: Illness/poisons:
Constitution: 1 minimum.
The cogency of the skill removes the
cogency of the poison, illness, disease.
Combined general skills:
Intelligence, Memory, Manipulate, tools

Prospector-Aim/Deed.
Merit Cost: 5.
Details: With a successful Aim, the user
accurately judges the value of a substance,
especially precious metals and gems. A
successful Prospecting-Deed locates a Find
of precious substance if there is one.
Combined general skills:
Credulity, Sight and Smell.
Specialty Skill: Foreign languageDeed.
Merit Cost: 5.
Details: The subject learns a foreign
language. Time: 1d4 + 6 months.
Subtract 1 month per 10 intelligence.
Combined general skills:
Intelligence and Memory.

Specialty Skill: Navigation-Aim.


Merit Cost: 5.
Details: If successful, the user navigates
across any terrain to a desired set of
coordinates.
Combined general skills:
Concentration and Intelligence.

Specialty Skill: Lip Reading-Deed.


Merit Cost: 5.
Details: If successful, the subject is able to
understand a targets words from seeing the
mouth.
Combined general skills:
Memory and Sight.

Specialty Skill: Pick pocketing-Aim.


Merit Cost: 5.
Details: If successful, the subject is able to
take objects from a targets pockets or bags
and conceal the item on or near their person
without the targets knowledge. The skill of
pick-pocketing is based on the Targets
Sight/touch-deed. If the Touch-Deed is
failed, the target is unaware of the event and
the pickpocket succeeds. If the deed is
successful: the target is aware of the event
and may take action. (Advantage)
Distraction decreases the targets touchdeed.
Combined general skills:
Surprise Action and Manipulate material.

Specialty Skill: Lock pick-Deed.


Merit Cost: 5.
Details: If successful, the subject is able to
open a lock. Unless the lock is a mechanical
combination lock, the user must have lock
picks.
Combined general skills:
Hearing and Manipulate tool.
Specialty Skill: Manipulate,

enchanted item-Deed
Merit Cost: 5.
Details: If successful, the user can decipher
how to operate the item.
Combined general skills:
Concentration and intelligence.

78

Specialty Skill: Piloting,

Specialty Skill: Programming. Merit


cost: 10.
Details: subject can write code in one
language.
Most popular computer languages on the
Worldship:
For application development: Barrnone.
For the omninet: Nalaberong.
For databases: Gemini
Assembly code: Algebra II*
Time to develop the app: This is highly
ambiguous; Fate must make the call.
Exceptions: Algebra II is most powerful of
the coding languages and therefore is able
to communicate with all the others equally.
The downside is that it requires 4 times the
decided amount of time to create the
application.
Combined general skills:
Concentration and Intelligence,
*Intell required to use algebra II is 10.

Powerarmor.
Merit cost: 5.
Details: The subject may pilot powerarmors.
With this skill the subject allocates 50 merit
to the Combat stats: Shot, Force and Fates
for the armor. After character creation, Merit
is added to the armors systems as if it were
a character, see Chapter 20, adjusting
aspects of a character. The armors EGs are
used to boost the Combat stats as well, the
combination enabling a pilot to function very
effectively. Typically no piloting rolls are
made only normal skill rolls for various
activities such as combat.
Combined general skills:
Concentration and Manipulate device.
Specialty Skill: Piloting, Starships.
Merit cost: 10.
Details: The subject may pilot starships.
Combined general skills:
Intelligence and Manipulate device
Specialty Skill: Piloting:

Specialty Skill: Repair provisionsDeed.


Merit Cost: 5.
Details: The subject may repair up to tech
level 5 provisions to start. Plus 1 tech level
per 10 merit thereafter. At tech level 30, the
user can repair starship components. Time
to repair item is decided by Fate.
Combined general skills:
Memory and Manipulate tool.

Starship

evasion specialist. Merit cost: 10.


Details: Treat as Fate for starship evasion.
Combined general skills:
Intelligence, Manipulate, device.
Specialty Skill: Piloting:

Starship

tactical systems. Merit cost: 10.

Specialty Skill: Smithing-Aim.


Merit value: 10.
Details: The subject repairs and fabricates
tools, weapons, and simple mechanical
devices such as locks, bear traps or
projectile weapon traps, etc. up to tech level
9. The subject can only do this with the
proper blacksmith equipment and a facility
or smithy.
Repairing weapons: typically costs 25% of
the original value of the shield/armor in
question. The metalsmith may charge an
additional percentage for the effort.
Time required: 1 minute per percentage
point of damage. Typically 100 minutes.
Details, Trap: use the weapons listed in
provisions and add force damage
adjustment (fda) from springs if employed in
the trap construction.
Max spring force (Fda): Steel +15;
Titanium: +20, Bk Ti: +25; Hadrathium; +30

Details: subject receives special


adjustments to Shot with starship weapons
systems.
Combined skills:
Manipulate, device and Concentration.

79

and pelleum +35; Pellum requires access to


an Earth elemental.
Trap Damage: sword blade: 20 Dam,
Hadrathium spring Fda: +30; Bpf: 7, for 50
points of dam through 7 protection factors.
Special Material guideline: materials other
than steel can be smithed and used to coat
weapons at the following merit values:
Titanium at 200 merit, Black Titanium at 300
merit. Hadrathium: at 400 merit.
Pelleum: 500 merit. Sunstone: 600 merit
M. Sunstone: 700 merit
Titanite: 1,000
Combined general skills:
Intelligence and Manipulate material.

Specialty Skill: Tracking-Aim/Deed.


Merit Cost: 5.
Details: To mix up the trail: treat like an Aim
skill; if successful, the subject is able to
obscure their tracks and scent.
This ability may be used to follow a specific
targets tracks with a successful -Deed. This
is often dependent upon the conditions of
the ground.
Combined general skills:
Sight and Credulity.
Specialty Skill: Trap, detect -Deed.
Merit Cost: 5.
Details: If successful, the subject is able to
disarm a metalsmith trap.
Combined general skills:
Concentration and Sight.

Specialty Skill: Survival-Aim.


Merit Cost: 5.
Details: If successful, the subject is able to
locate food, shelter in wilderness
environments
Combined general skills:
Intelligence and Manipulate tool

Specialty Skill: Trap, disarm -Deed.


Merit Cost: 5.
Details: If successful, the subject is able to
disarm a metalsmith trap.
Combined general skills:
Manipulate device, Sight/touch

Specialty Skill: Teaching-Aim.


Merit Cost: 50.
Details: With this skill, any character can
teach a skill they possess to another.
Treat like an Aim to give the instruction, treat
like an intelligence Deed to learn. In this
instance, the Aim bonus above 100 ADDs to
the students intelligence-Deeds target
numbers rather than reduces it.
Practitioner of the art: The teacher must
have the skill education teaching. The target
number to successfully teach a subject
these skills is 180.
Minimum time required: 4 +1d4 years.
Reduce the time by 1 month per intelligence
point above 5. If the subject is already
acquainted with another mystic art cut the
time in half. The minimum time to learn: 1
year.
Combined general skills:
Intelligence and Memory.

Specialty Skill: Zoology-Aim/Deed.


Merit Cost: 5.
Details: If successful, the subject is able to
identify, train and breed in captivity, a
specific animal or creature
Special merit adjustment: User picks one
additional animal type, per 5 merit.
Combined general skills:
Memory and Persuasion.
Fate may find it necessary to create more
skills for the game. This is encouraged and
applauded.

80

Spontaneous Skills:
In the event a character uses a
combination of two general or
combat skills, for a particular
situation repeatedly, this usage
creates a spontaneous skill.
Spontaneous skill, creation of: the
character must state the intention of
developing the spontaneous skill.
The new skill is then awarded once
the subject succeeds in the standard
usage 3 times in a row.
Example: an example is quick
drawing in combination with the dual
usage of weapons. This requires two
manipulate aims and a shot.
If the skill is used with a shot its an
Aim; if used with a Fate, its a deed
skill.
Once established, Spontaneous
Deed skills have a target number of
40 and below and Aims have a
target number of 60 and above by
default. Adjustments are made as
normal. See Chapter 20, adjusting
aspects of a character.

81

It is important to point out that the


physics behind some of these
activities can be complex to play out
and Fate may wish to simplify any or
all of these skills.

Force skills: lift and carry,


run, jump and swim: this detailed
information may be calculated when, and if,
it is ever necessary. This may slow down
game play and hasten character generation.

Details: Force Skills. Brace


yourselvesthis is the math
intensive aspect of a character.
Every force skill is determined by the
subjects weight and force stat.
Everytime the force stat changes so
do all force skills. This is
manageable if the player precalculates and lists the information
somewhere on the character sheet.
In some instances, the adjustments
gained form powerbased abilities are
constantly in flux and therefore the
force skills are likewise changing.
This aspect of the game is incredibly
complex; the payoff only found in the
effect of the adjustment in game
play.

Lifting skills: this detailed


information may be calculated when, and if,
it is ever necessary. This may slow down
game play and hasten character generation.

Con burn, range: The subjects can


lift, carry, or push, pull, the max lift:
10 meters per Con.
Duration: In the case of anchor,
block, hold, or lift the duration is: 10
seconds. See grappling.

Lifting, maximum: Determine a


characters maximum lifting force,
by adding the characters weight in
kg and the combat stat Force
damage bonus together. NOTE:
unless otherwise stated 1 point of
force (Damage) ALWAYS equals
10kg of lifting force.

When dealing with the skills, there


are two types of force definitions:
force damage and lifting force, or
Dam and Force.

Once you have this number you


have the characters MAXIMUM
lifting force that they can apply. This
maximum lifting force is also called
max lift and carry.

The Force score in the combat stats


is basically a characters strength; it
provides a Force Damage
Adjustment, (Fda) which is a bonus
to any physical attack damage. It
also equates to how much lifting
force a character generates.1 force =
10 Kg of lifting force.

Lift, normal carry, turn, twist or


grip (AKA: payload hindrance
limit): 25% of Max lifting force.

Constitution burns: Adding more


con into the combat stat force
temporarily increases lifting capacity
and/or Force Damage adjustment. 1
Con point adds 5 points of force for
lifting.

82

Table 21, Payload hindrance


Percentage of
Fate, dodge, Grap
MAX carry
Sacrifice reduction
25%* payload limit of
-0
normal carry
30%
-10
40%
-30
50%
-50
60%
-70
70%
-90
80%
-100
90%
-120
100%
-140

Starting maximum running long


jump: triple standing long jump: now
divide this result by three. The first
step = normal long jump, in the
second step twice the distance and
in the third the full distance.

Movement skills: based on


the subjects combat stat: force
damage adjustment. NOTE,
Constitution burn: the Constitution
can be burned into the force of the
skill. If no Con is burned, the subject
must subtract a minimum of at least
1 Con every minute of continued
use.

Lift, press, catch and bend: 50%


of max force. This is the max
payload a character may catch
and/or max force a character has to
bend objects.

Normal movement rate is 25% of


Max speed in whatever activity.

Jumping skill, distances:


based on the subjects normal carry
score.

Constitution burn, Movement rate:


1 Con point per hour.
Constitution burn, max speed:
Run/climb/fly/swim at max speed for
1 Con point per 1 min.

Starting maximum standing


vertical jump range (centimeters):
1cm per kilo normal carry force.

Run, max speed: 1 meter per

Starting maximum running


vertical jump range: triple the
standing vertical jump height and
treat this total as follows: 1st step =
normal vert jump, two steps = 2
times vert jump and of course the
third step equals all three times the
height.

second per force point = Max Run.

Climb skill: Treat as below with


25% of run speed.
Climbing, walls and ceilings: 10%
max run speed.

Swim skill: 10% max run speed.

Long or horizontal jump example:


50cm x 3 = 150cm (4ft), the first step the
subject can reach 50cm over their heads,
with two steps the subjects can reach
100cm over their heads and with three steps
they can reach all 150cm.

Wings, flight with: 5m/s + 1


meter per second per force point =
Max flight speed.

Starting maximum standing Long


jump (meters): 1 meter per 10 kg of
force
Example: 125kg = 2.5meters (8.2 ft).
83

laden drakes and their riders as if the


fortress were a hive.
After a few minutes the constant
barrage from overhead ceased. The
member of the Fasyreen Enchante
glanced at Quhior and the commander
barked the order.
With the signal each person in the group
of twenty grabbed hands and the closest to
the spell caster rested their free hands on
her back. With the touch, the Fasyreen
mage instantly felt the energy contained in
her comrades as if it were a roaring fire. Her
companions matching her step for step, she
started moving her feet in the patterns of the
magical geometry that channeled the
energies for the spell.
As she began, the roaring power flowed
through her like a flashflood in an eternal
instant. The mage used her gate to
shepherd the Constitution of the assembled
Fasyreen, pouring it into the mounting
energies of the art with careful precision.
With the spell established, the vector
stepped away from her companions as they
began the conjoined invocation moving
together in the form as one.
At first, her delicate gestures stirred a
slight breeze. The gentle movement of her
long brown hair and the rustle of her
companions clothing, the only signs she was
not simply dancing.
With the Enchantes assistance, the
spell grew quickly and the breeze took on a
blue glow. After several passes, the hue
melted to red; the shifting of color continuing
into invisibility. Then abruptly, the wind
exploded outward, in a rush of scarlet light.
The old commander felt an unexpected
jolt of sardonic amusement when the
teleportation swept out to engulf not only the
entire platoon, but himself as well. Quhior
could taste the spell it was metallic and
seasoned with a dash of ozone, the flavor of
a storm.
Quhior heard the Fasyreen Enchantes
invisible voice apologize as they were
vanishing, Sorry, commander orders.

Chapter 8, Locutious
Cognomen-(Part 1):
Quhior watched the smooth precision as the
immortal Bonelords enchanted warriors, the
Fasyreen, paraded into the gigantic
chamber their new boot heels echoing on
the damp stone floor that was the main level
of Stormhold. These were the final handful
of the demon-kissed troops ordered for the
teleportation assault. The brave men and
women all destined for the heart of enemy
territory and almost certain death. The war
was not going well and the old commander
was very grateful for being spared the
militaristic suicide.
With dark eyes chiseled beneath a wide
forehead Quhiors took in the Fasryeens
sharply disciplined power as each step
nearly cracked the stone beneath it. He
gave the signal in his war-worn voice and
amidst a thunderous sound the parade
came to a halt. As the echoes faded away
into the shadowy distance a silence draped
the chamber and into it there came the
ominous thunder of the enemy
bombardment. Muffled explosions shook
the chamber with infinitesimal whisperers
that drummed up deep instinctive terror.
Stationed at the head of the parade a
mage-wood staff like a baton was the
remaining member of the Enchante. She
was short, slightly overweight and wearing
glasses on a plain round face that looked
about mid thirties. Her long brown hair
flowed like a shadowy waterfall from
beneath the darkened metal skull cap
helmet the mages wore. With an expression
of calm professional detachment in her soft
blue eyes she awaited the signal to invoke
the teleportation spell. Unfortunately, the
enemy above might have mages able to
sense the use of the mystic arts; as a result,
military prudence demanded that all
powered transportation be carefully staged.
Quhior adjusted his uniform, a simple
arrangement of comfortable black titanium
chain-mail under light plate armor, while he
waited for the aerial assault to pass.
In his minds eye Quhior could see the
stormy wing darkened skyline. The gigantic
boulder that housed Stormhold leaning from
the shore over the deep waters of frigid Lake
Candorlith surrounded by a swarm of bomb

84

completely affect the character requires that


at least 20 cogency points strike the target.

Understanding abilities: For


the clarification within this section the
word ability (abilities) refers to any
special ability, racial ability or spell
that has a powerbase.

Cogencys effect, all or nothing:


The Cogency of the effect must be
sufficient to affect the ENTIRE
mass/cogency mass of the
subject/target or the effect does not
function. In the case of multiple
targets, start with the smallest mass,
unless the user chooses otherwise.

This section contains the majority of


the guidelines for the use of
powerbased abilities.
These abilities may be used in a
variety of ways, all dependent upon
Fates approval.

Ability name: specifically the name


of the individual ability in some cases
the Guild name precedes the familiar
name.

Acquiring abilities, at start: This is


done at a 1 to 1 merit cost ratio. See
Chapter 20, adjusting aspects of a
character.

Protomantic dominions: The


ability name is followed by a broad
category titled the Protomantic
Dominions which are affected by
continental effects and other aspects
of the game and or abilities. The
protomantic dominion frames the
engineering aspects of the ability
and its primary usages.

Cogency: The higher cogency score


wins in all contests.
How to determine cogency: The
cogency of the ability is determined
by simply multiplying the Constitution
required to use it by the merit cost or
value. Constitution xs merit =
cogency.

Alter probabilities: these effects change


the outcome of random events.

Cogencys effects: are blocked by


shields, fields, immunities and
protection factors; cogency affects a
target in one of three ways:

Area effects: indicates the effect appears in


a large area and reduces the opponents
fate rolls; unless otherwise stated, the user
controls what is affected; if the user cant
see the targets, the spell affects all within
the radius beginning with the smallest to the
largest in life points, mass or cogency mass.

Life points: 1 point of cogency equals 1


point of POWERBASED force damage, or
defense, unless otherwise stated.

Armor effects: only one armor effect can be


active on a subject at a time. Treat like a
shield without the need to concentrate.

The mass of the target: 1 point of cogency


equals 1 kilo of lifting force or it affects 1 kilo
of a targets mass, unless otherwise stated.

Beam attack and Blind attack: when the


ability affects a target, said target gets what
is listed as a B.A. Fate roll -see Fates.

The cogency mass of the target: use 10%


the characters merit value for the cogency
mass. Powerbased constructs and forces of
nature are based entirely on cogency mass;
details of affect within the abilities. A 200
merit character has a 20 cogency mass. To

Wide beam attacks: indicates the attack


reduces the opponents beam attack Fate
rolls and follow the same guidelines as area
effects. Wide beam attacks are a 5 meter
cone.

85

Chiromancy: this is manipulation of soul


energy and the forces of life and death.
Combat stat augmentation: this is an
instance where the subjects combat stats
are temporarily changed.

up being damaged, doing work or fighting


nullification, the agent fades.
Intelligent agents cogency gate: None.
The agent may burn all of its cogency in a
single usage.
Intelligent agents may burn cogency to add
damage to each strike.
Intelligent agents Life points: 1 life point
per cogency point.
See, Adjusting aspects within abilities,
intelligent agent.

Communication: This is specific to an


ability that allows any type of
communication, especially telepathic or
mental communication.
Constants: These effects manipulate: Time,
Space and Gravity. They are very difficult to
block and difficult to escape.

Nullification: see powerbases and


nullification.

Containment: the effect binds or holds


powerbased effects or matter. Once affected
by a restraint the character must exceed the
cogency of the restraint to escape with a
tesseract/teleport or transformation type
ability.

Powerbased construct: the cogency of the


effect is the cogency mass of the
powerbased construct. This is an object that,
while it may appear to be real, is a fabric of
the powerbase that created it, and is not real
matter. Powerbased intelligent agents do not
need to breathe and are not living creatures
in any respect. Spell traps may not be
placed on powerbased constructs, even if
made into intelligent agents.

Clairvoyance: remote viewing abilities,


information gathering abilities. All
clairvoyance may be interrupted by a
designated effect of greater cogency.

Restoration: heals a target. In all instances


when an effect of this type is used it restores
the target to its normal state of repair.
Restoration effects restore memories and
the like and providing 1% of the remains are
available the target can be returned to a
normal state. Restorations only affect a
broken enchanted item if the caster can
push the cogency value of effect to twice
that of the enchanted item.

Enchantment: this defines that the ability


has an extended duration in most cases.
Flight: this indicates that the ability levitates
the subject in some manner.
Intelligent agent: This means that the
ability has creates a powerbased construct
that thinks and acts as if it were alive. All
intelligent agents obey the creators mental
communication, if within range, and may
take ownership of abilities; fight
independently and concentrate on up to
three duration effects as normal. The
intelligent agent may speak and convey
messages.
Intelligent agents combat stats and force
skills: Unless otherwise stated, intelligent
agents have the same NULLED combat
stats and force skills as the creator and a
cogency mass equal to the cogency of the
effect.

Sensing: These effects are blocked by a


designated effect of greater cogency. They
relay information to the user.
Shield: Only one shield can be active at a
time; the success of casting a shield for a
defense is rolled with a +5 on Fate, block
against Beam/blind Attacks, wide beams or
area effects. The user moves the shield
around by thought to defend as required.
Shields only block force one direction, the
user can attack out, and are flat and round 1
meter in diameter; unless otherwise stated.
As the cogency of any defense is depleted,
the subject must reinforce the shields
cogency by adding more Constitution. In all
cases, an active shield or powerbased
defense takes the needed Constitution, up

Intelligent agents and cogency usage:


The Constitution x merit determine the
intelligent agents cogency and cogency
mass. All of an intelligent agents abilities
are powered by the agents cogency mass.
As the cogency mass of the agent is used

86

to the users Con Gate, unless the caster


does not wish it.
All Shield spells may be used to create light
(5 Runelight or 5m in dark) remaining lit until
released or until the cogency is removed.
See Chapter 19, advanced combat,
powerbased defenses.

Transformation-insubstantial: This means


that the subject is unable to touch or be
touched by physical objects/force.
Transformations of this type are considered
two duration effects while active.
Intersecting matter: If within a solid
substance, and the effect is stopped for any
reason, the subject is ejected from the
substance.
Transformed provisions: The users
provisions are still solid to the user and
function as normal in the insubstantial state.
Armors still act as armors vs powerbased
force as well as protections factors.
Ranged effects/provisions: The ranged
effect or projectile is insubstantial until the
projectile/effect leaves the minimum field
range of the transformation effect (10
centimeters as always) whereupon, by
default, the projectile/effect is no longer
considered to be insubstantial.

Skill augmentation: This means that the


ability adjusts a specific aspect of the
character for the duration. In some instances
the specific skill is listed for clarification.
Unless otherwise stated, powerbased
adjustments to base Deed target numbers
of 40 do not exceed +60, for a total of 100%.
Unless otherwise stated, powerbased
adjustments to Aim dice rolls do not exceed
+100.
Should the subject wish to increase this
percentage further they must allocate the
merit or burn the Constitution.

Willforce: this is an ability that affects the


targets mind. Typically such abilities require
an additional Fate roll to have effect. See
Advanced gaming situations, willforce.

Special protections: these effects


manipulate immunities and protection
factors.
Stun: See stun and metabolic shock.

The primary aspects of


abilities

Summoning: this is an ability that calls an


agent of some type to the location of the
caster.

Ability units: in order to use any


ability a character must not only
acquire it, they must also be able to
use it: that is where Ability Units
come into play. To start all
characters have 100 AUs and may
only use up to 100 merit worth of
abilities regardless of how many
have been acquired. The AU cost to
be able to use an ability is based on
the initial merit cost or value to
acquire said ability. When a new
aspect within an ability is acquired it
also requires additional AUs.

Teleportation: this manipulates constants


and transports matter instantly from one
location to another. This category also
manipulates talaplanic or inter dimensional
travel.
Telekinesis: moving something at a
distance with a powerbased effect.
Tracking/location: Indicates a specific link
is established with the target. This link can
be severed by a powerbased shield of
greater cogency.
Transfer: This is the act of power
transferring a facet of a subject, targets
abilities, knowledge or the act of possession.

The usable abilities may be


changed, out of combat, as needed,
unless otherwise stated. This allows
a character to switch out and select
other usable abilities.

Transformation: This indicates that the


ability changes material in question.
Transformed beings are always sensed as a
life form.

87

Constitution, the power source:


Unless otherwise stated, ALL
abilities require Constitution to use.
Additional Constitution can be
allocated to temporary adjust
aspects of its functionality. When
abilities affect others, the
Constitution for each target must be
provided by either the subject or the
beneficiary. See range and
ownership.

Data Storage: Abilities/spells:


written in a tome, book or scroll, may
be learned by any character with the
corresponding skill and enough
available merit to allocate. The
subject must allocate the merit to
first acquire the ability before it can
be used. The subject must be able
to use the powerbase.
Duration, concentration effects
limit of: This is how long an effect
lasts once cast. Note: a subject may
only concentrate on three
powerbased abilities at the same
time to start. The act of casting is
considered one of these three. See
concentration.

Casting Time: This is how long it


takes to use the ability. The act of
casting a spell or using an ability is
called the casting time. Casting
times can be reduced through the
allocation of merit. The ability may
also be cast at the normal rate.
If the user wishes to add more than
the normal amount required to the
effect. The maximum amount of con
would by default be the users con
gate for each second at a minimum
of 1 action per second.

Duration, Always on: these


abilities must be active for the
duration limit to be in effect, once
activated, these types of abilities
have a duration unless otherwise
stated; treat as a beneficial effect
and only three of beneficial effects
can be active simultaneously; see
below for more details.

Concentration: If at any time the


caster suffers a distraction while
they have active abilities, they lose
concentration on the ability activated,
cast, or are casting, last. Last in, first
out (L.I.F.O.). The exceptions to this
are: the Mutation, Regenerator,
General abilities: Protection Factors:
Immunities these do not require
concentration to maintain.

Duration, limit of beneficial


effects: these types of effects are
good for a character and do not
require concentration for their
duration. Up to three of these can be
active on a subject simultaneously
these count as concentration.
A user MAY NOT cast a beneficial
effect and maintain it strictly through
concentration.

Example: a character can cast and hold


three abilities / spells at once. These
abilities such as a shield, a sensing ability
and say hyperflight must be actively
concentrated upon and are not beneficial
duration effects. Of the three abilities, ability
number 3 the hyperflight, would be the first
lost in the event of the users concentration
were to be disrupted. From this example, It
might be wise to invoke hyperflight first.

Example: the character can have Spell


Haste, Luck and Reliance. All running at the
same time, these are beneficial duration
rd
effects. If they are nullified: the 3 duration
effect (Reliance) would be the first spell to
be nullified. Were the subject to cast another
beneficial duration effect such as Alchemist
st
Armor, the 1 effect (Spell Haste) would be

88

Table 22, Memory retention adjustment,


Abilities
Memory
Decrease in time
deed bonus
+10
-1 minute
+15
-1.5 minutes
+20
-2 minutes
+30
-3 minutes
+40
-4 minutes
+50
-5 minutes

nullified. That is only in the instance that the


user did not will one of the other duration
effects to stop. The user always has control
over what spell they dismiss by default.

Duration, limit of negative effects:


this is the instance when an effect is
in some way bad for the receiving
target. Up to three of these can be
active on a subject simultaneously
unless otherwise stated. Note, the
act of casting a fourth negative effect
on a target results in that effect being
nullified. Negative duration effects
are nullified in the same order they
were placed on a target. The acster
of a negative effect can ALWAYS
elect to dismiss the spell at any time
once cast.

Comprehension of abilities or
spells: The higher the intelligence
bonus the greater the
comprehension of the character and
thus the more merit per the time can
be memorized.
Table 23, Intelligence comprehension
adjustment, abilities
Intelligence
Increase in merit
deed bonus
+10
No adjustment
+15
X 1.5 the merit per minute
+20
X 2 the merit per minute
+25
X 2.5 the merit per minute
+30
X 3 the merit per minute
+40
X 4 the merit per minute
+50
X 5 the merit per minute

Effect: This is the meat of the ability


in regards to what it can do. There
are instances where a single ability
may have several effects within it. In
this instance, the effects will be
detailed and described.
Physical objects, including physical
shields, block all types of force,
unless otherwise stated.

Ownership: When abilities are


temporarily cast on others for a
benefit the target gains ownership
over the ability for the duration.
Owners always provide
concentration for the duration and
additional Constitution to maintain
the effect. The target can supply the
initial Constitution if necessary via
vectoring, see gestalt.

Merit: this is the amount of merit that


must be allocated for the character
to be able to memorize the ability.
Merit can also be allocated within an
ability to permanently adjust aspects
of its functionality.
Memorization of abilities or spells:
It requires 10 minutes per 1 merit
cost/value of the ability in question to
successfully memorize. Decrease
this time by the memory of the
subject as follows:

89

Range: All ranges are in meters, or


kilometers. The range categories
are: self: meaning that the ability
only works on the caster. Touch:
meaning that the subject must touch
the target for the ability to work.
Other: meaning that the effect is
beneficial and works on others, if
within range in meters, without a
Shot roll.

Understanding Abilities(Details)

Writing an ability/spell: To
successfully duplicate or write any
ability or spell requires 1 hour per
merit cost of the ability in question.
Technological duplication: Scanning,
photocopying or photographing the
information does not function.

Powerbases and Nullification:


These are the types of mystic arts of
the World of Synnibarr. Each
powerbase has spells and abilities
that rely on them. These abilities
only work if the powerbase they rely
on is functioning normally. In
particular areas, and when under the
effects of the Werewinds, there are
nullification effects that cancel the
powers. Every ability/spell with a
powerbase can be nullified. There
are two types of powerbases:
Normal and Pure.

Manifestations: Unless otherwise


stated all powerbased effects have
some type of special effect
associated with usage. The
illumination is always equivalent to
the cogency of the effect at a rate of
1 runelight per 10 cogency.

Table 24, Concentration


Writing/duplication adjustment, abilities.
Concentration Decrease in time
deed bonus
+10
-10 minutes per merit point
+15
-15 minutes per merit point
+20
-20 minutes per merit point
+30
-30 minutes per merit point
+40
-40 minutes per merit point
+50
-50 minutes per merit point

The normal powerbases are as


follows: Alchemy, Chi, Earthpower,
Energy, Magic, Mutations, and
Psionics.

Memorization, Invocation of
abilities without: done with
allocation, memorization or AU
allocation. This may not be used

The cogency of the nullification is


contested against the cogency of the
event it is trying to nullify, the greater
cogency between the two wins.

with mutations. This type of usage


requires 10 times the listed casting
time and the subject must be a
practitioner in the art of the
powerbase being used from the
storage medium. All other aspects of
the ability are as normal; although,
the subject may never permanently
adjust any aspect within the ability
with merit, until properly memorized.

Surpassing nullifications: In some


instances the subject must put a
great deal of energy into an effect to
surpass the nullifications cogency.
Only the remaining cogency of the
spell or ability has any effect when
nullified; if one cogency point
manages to prevail, the effect is
manifested with the one cogency
point as force.

90

Cogency required for surpassing


the Continental effects: Subtract
5,000 cogency points from the effect
when used on the particular
continent. Continents each have
particular nullifications, see
Worldship Atlas.

The pure powerbases:


Godpower and Venderant
Nalaberong, the introduction.
The primary reason for this
designation is the potency of the
pure powers vs the normal. If the
designation does not specify Pure
powerbase then the definition is for
normal powerbases only.

Cogency to surpass the


Werewinds*: Subtract 5,000
cogency points from all effects if
used during the Werewinds duration.

Pure cogency force: A pure


powerbase triples the cogency of the
powerbased ability. 1 con into a 10
merit ability has 30 cogency instead
of ten.

Werewind duration: 10 +1d10


minutes: Werewinds nullify every
powerbase and any item that
requires a powersource.

Pure power interaction: Pure


powers do not interact with each
other. Shields of godpower do not
block V.N cogency and vice versa.

Continental and werewind effects


on low merit powerbased abilities:
The Werewinds/storms and
Continental effects only nullify
powerbased abilities if they are
above 15 merit value or cost to
acquire; this includes powerbased
racial abilities and all enchanted
items that rely on spelltraps.

Tainting the powerbases with the


pure powers: in all instances the act
of tainting any ability changes it to
that pure powerbase; a Chi ability,
tainted with either godpower or
Venderant Nalaberong, becomes VN
Chi or GP Chi. If one taints Psionics
with Venderant Nalaberong it
becomes pure psionics (midnight
sunstone energy) or Venderant
Nalaberong psionics.

*Werewinds: Previously only


encountered on the Forbidden
continent, and around the Terra
isles, the phenomenon has spread to
the interior and occasionally to the
entire Worldship.

Tainting, Immunities: Unless the


immunity is tainted into a pure
powerbase, it does not stop the
effects of pure cogency.
Venderant Nalaberong gestures:
these shall be detailed in the UAG II.

91

Chapter 9,

General
abilities

51-52

Fiery Auras

General abilities and skills are open to any


character and do not require entry into an
organization or guild. Pure practitioner is
only available through an organization.

53-55

Fin(s)

56-60

Fur

61-66
67-70

Gills
Merit Cost:
9
Hands

71-73

Hairless

74-75

Horn/hoves

76-77

Mouthless
Additional
mouth

Table 25, General ability, Altered


appearance
1d100

Characteristic

01-02

Body
carapace
Merit Cost: 5

03-04

Body
steams
Merit Cost: 5

05-06

Blood,
unusual
Merit Cost: 5

07-08

Skin,
control
pigment
Merit Cost: 10

09-10

Claws,
extendable
Merit Cost: 3

11

Claws,
extendable,
venom

Details: general
Covers the body in a hard shell or
tough calluses. +0.5 protection
factor and subtract 5 from all Fate
and Shot rolls.
The body of the subject gives off
water vapor in the form of steam in
any ambient temperature. This
ability can be controlled.
The types of blood:
Acid: mild corrosive. Acid: Cogency:
1 per minute of contact for 1d6
minutes.
Fiery: Catches fire when
exposed to air for more than 1
minute; Force: 1 Dam per second of
contact per life lost by the subject.
Light: any color the subject wishes.
The light dims as if coagulating.
Sand: any color the subject wishes,
sand: if wounded sand coagulates
like blood
Strange color: any color the subject
wishes.
The subject can temporarily change
the color of their skin or even have it
be translucent. Drain: 1 Con.
Requires 1 second to change the
color; duration: concentration, up to
1 minute. Powerbase: none.
Concealment: +10
The claws, similar to
a cats, can be retracted into the
fingertips. +3 damage to attacks
with the hands.
Same damage as above.
See venom

Cyclopean
optics
Extra eye

15-16

Eyes on
prehensile
stalks

Merit Cost: 5

Eye,
glowing

Merit Cost: 5

Merit Cost: 1
Merit Cost: 5

Noseless
Additional
nose
Monochrom
atic

The subject can breathe under


water normally. Salt or fresh.

Hands can be grown on the end of


legs. The hand can also be placed
on the end of a tail. If placed on the
end of the legs this decreases the
running velocity by 10% but
increases Climbing-Skill and velocity
by 10%.
Removes the hair from the subjects
body completely.
Any shape: 3 damage
+1 damage per 10 cm; up to +5
damage
Subject is mute. Add Special skill,
sign language. User must eat
through a nasal tube.

Subject has no sense of smell or


taste 5 on smell.

Subject is color blind. Sight: +5 to


see camouflage or concealment.

Merit Cost: 5

The subject has only a single large


eye.
This can be in two locations:
Palm or forehead

82-85

Polydactyl

86-87

Scales

88-89

Spines

90-91

Tail

92-93

Taller

94-95

Tentacles

96

Venom

97-98

Webbed feet
or hands

Up to one meter in length.

Merit Cost: 5

17-18

Merit Cost: 5

Merit Cost: +5

80-81

Merit Cost: 5

14

Merit Cost: 5

Visible to normal sight: the subject


can elect to have the flames reflect
their aura or simply be a bright
color. This ability can be controlled;
and be localized to a particular body
section such as the head. Can
illuminate the area well enough to
see and read. Does no damage.
Any size and shape. Can be placed
anywhere on the body the subject
wishes. Adds 2 meters per second
to the subjects swimming velocity
Any color or texture; can be located
anywhere on the subjects body.

Merit Cost: +5

78-79

Merit Cost 13

12-13

Merit Cost: 5

Any color, can be controlled. Eyes


do not have to be the same color.

Merit Cost: 5

Additional fingers or toes. This can


also be used to reduce the number
of digits. +5 on manipulation skills.
Any color and location

Merit Cost: 5
Merit Cost: 5

Merit Cost: 5

Merit Cost: 5
Merit Cost: 5
Merit Cost: 10
Venom
reservoir: holds
5 ml max;
regenerates 1 ml
per hour.
Time to take
effect: 1d4
seconds

Any location and number. Like


finger nails, the spines require up to
one month to regrow if broken. 2
Dam each. Sharp weapon. May be
venomed.
Up to the subjects entire body
length; the tail can be prehensile
with normal grip strength.
Up to 10 centimeters in height. Roll
1d6+4.
Replaces arms, or can be the extra
arms.
Venom duration: 1 minute per
dose.
Chemical cogency: The venom
inflicts 1 life point of damage to a
subject per ml per second. See
adjusting aspects within abilities,
chemical cogency, venom.
Powerbase: chemicals.

Merit Cost: 5

19-20

21-45

Eye Roving
Merit Cost: 5
If located in the
back, the subject
sees behind them
normally.

Enlarged
body part(s)
Merit Cost: 5

46-49

Fangs Merit

50

Fangs
extendable,
venom

A functioning eye that can be moved


about the subjects body. Requires
up to one hour (1d6 10-60 min) to
move the eye from one location to
another.

Adds to the subjects ability to swim:


increase swim velocity by 10%

Merit Cost: 5

99-00

Subject chooses the body part: up


to 50% increase in size.
The character can modify their
bodies includes centaur addition.
Fates call.
+3 points of damage with bite.

Cost 3
Same damage as above.
See venom

Merit Cost 13

92

Wings
Merit Cost 10

See mutation

be turned on and off once established, and


is not considered a duration effect.

General ability, Astral projection


Transformation-insubstantial.
Powerbase: Psionics.
Constitution: 2. Merit Cost: 20.
Casting Time: 10 - 60 seconds: 1d6.
Range: Up to 1 kilometer from body.
Duration beneficial effect: up to 1 minute.
Effect: If the subjects body is disturbed
during the projection, the effect is nullified
and the subject returns to the body instantly.
Combat on the astral plane: All combat is
performed under the nulled conditions as the
subject is not in their bodies.
The merit value of the user is the astral
forms life points.
Special limitations: The subject may
bypass powerbased shields/wards of lesser
cogency; however, this drains the cogency
of the astral form by the amount of the
shield.
Cogency of the astral form: The astral
form has a cogency of 2 x 20 merit to start
for 40 cogency. While projected onto the
astral plane this cogency is all the subject
has for powering special abilities.
Casting a spell or ability: Every spell is
cast as normal and the spells effect uses
some of the astral forms cogency. A 50
merit ability could be done at a cogency of 1
if necessary and a 10 merit ability could be
empowered with all 40.
NOTE: Once the astral forms cogency or
life points is reduced to 0, or the duration
expires which ever come first, the subject
returns to their physical bodies.
Movement: The subjects astral form leaves
the subjects body and flies (11 m/s) through
solid substances; plus 1 m/s for 1 cogency
point used per second.
Astral adjustment clarification: As the
astral projector is functioning under the
nulled combat conditions. The subject does
not have access to any enhanced senses,
cybernetics, mutations, physical skills or
abilities of their bodies in the astral form.
The subject, while in astral form, has senses
of the astral and physical environment and is
invisible to those in the physical
environment.
Interacting with the physical plane:
Subjects cannot bypass through black
titanium obstructions. The subject may, for
10 cogency points, become visible and be
heard by those on the physical plane for the
duration of the projection. This visibility can

General ability, Constitution

Storage in an Item:
Containment, enchantment.
Powerbase: None. The item can be
detected as cogency.
Constitution: Special. Merit cost: 15.
Charging Time: Concentration for 1 minute
per constitution point.
Range: N/A; the subject must touch the item
in question for the effect to function.
Duration: The constitution charge is
Permanent until used. Then the item can be
recharged.
Effect: The subject charges any item with
constitution, 1 con point per ten merit of the
general ability: 2 to start; once charged at
the subjects limit, the item does not take
any more constitution. This stored con can
then later be added to any powerbased
effect.
The subject chooses how much con is
added to any effect. The user can draw this
additional constitution up to the limit of the
con gate each second in addition to the
normal con per second.
Minimum object weight: 100 grams.
Special limitation: Only one of these types
of items may be created and used per
subject at a time. If for some reason the item
is destroyed, or lost, the subject may create
another. Upon which the old item loses its
con no matter where it may be. This
connection is attributed to the spooky
quantum effect. The subject CANNOT
create multiple con storage items and have
them function simultaneously.
The item may be used by another with a
successful manipulate enchanted item deed.

93

Practitioner limitation: To be a

General ability, Mixed

practitioner of the art in any form, with the


exceptions of Chi and Mutations, requires a
minimum of: +5 intelligence.
Bonus ability: Gaining any form of
practitioner comes with one bonus 10 merit
ability/spell in the powerbase of that Art.

mystic art
practitioner, partial
Merit cost: 50.
Once purchased, the subject may acquire
with merit any abilities in the 30 merit
categories and below in any of the six
powerbases.

Sensing powerbases: A character

General ability,

may always sense the presence of any


powerbase they use. Effective on spelltraps.
Range: 1 meter; cannot be increased.

Strength Combat stat augmentation.


Powerbase: Chi.
Constitution: None. Merit cost: 10.
Casting Time: None.
Range: Self.
Duration: Always on; this does not count as
a beneficial effect.
Effect: + 10 on combat stat force
permanently. Once this ability is gained, the
subject may continue to increase the Force
score with merit: at a ratio of 5 merit (as
opposed to 10) per 1 force point past the
limit of +100. The adjustment above +100 is
powerbased and temporary, and by default,
may be nullified.

General abilities, Mystic


Merit cost: 10. The subject may select and
use ONE 15 merit ability or less, from the
general abilities, alchemy, chi, earthpower,
magic, mutations or psionics.
This is NOT a practitioner of the Art.
Special limitation: This may only be
acquired twice.
General ability, Practitioner

of the

art, Minor:
Merit cost: 20. Once purchased, the subject
may acquire with merit any abilities in the 20
merit and lower categories in any one
powerbase.
General ability, Practitioner

General ability,

Protection

Factors: Special protection.


Powerbase: none.
Constitution: none. Merit cost: 15.
Casting Time: None. Range: Self.
Duration: Always on; this does not count as
a beneficial effect.
Effect: The subject gains +0.5 to the
protection factors for 1.5/1. Divide force
damage taken by the protection factor, for
the total amount of damage taken through
the protection factors.

of the

art, Partial:
Merit cost: 30. Once purchased, the subject
may acquire with merit any abilities 30 merit
categories and below in any one powerbase.
General ability, Practitioner

Enhanced

of the

art, Full: Merit cost: 40. Once

Table 26, Merit adjustments for


protection factors.
Adj
Merit
Total Adj
Merit
Total
cost
cost
1.5/1 +15
15
3.5/1 +35
125
2/1
+20
35
4/1
+40
165
2.5/1 +25
60
4.5/1 +45
210
3/1
+30
90
5/1
+50
260
EtcThe maximum this can be adjusted in
this manner is up to +9 for 10/1. Fate may
suspend this limitation.

purchased, the subject may acquire with


merit any abilities 40 merit categories and
below in any one powerbase.
General ability, Mixed

mystic art
practitioner, minor
Merit cost: 40. Once purchased, the subject
may acquire with merit any abilities in the 10
merit categories in any of the six
powerbases.

Example: 1 +0.5 is 1.5. Divide any damage


taken by 1.5. 50 points of damage divided
by 1.5 = 33.3 points of damage.

94

General ability, Immunity: Special


protection against powerbases.
Powerbase: None
Constitution: None plus special.
Merit cost: 75.
Casting Time: None.
Range: Self, the immunity creates a field
around the target that extends 10
centimeters from the subjects body.
Duration: Always on; this does not count as
a beneficial effect.
Special usage notes: The subject receives
and additional Fate roll (10% to start) to be
100% IMMUNE to the effects of ONE
powerbase. If this immunity Fate roll is
successful, the immunity blocks all
effect/damage from the specific powerbase.
Chemical agent immunity: Treat the
chemical as a powerbase, protects the
subject for up to 1 minute- from the effects
of chemical agents.
Disease immunity: Treat the illness as a
powerbase, protects the subject for 1 hour as opposed to 1 minute- from exposure: no
Trauma rolls.
Environmental immunity: Treat the
conditions as a powerbase, protects the
subject for 1 hour -as opposed to 1 minutefrom the extremes of weather on habitable
or H class planets.
Special Note: List the specific powerbase in
the Immunity section of the character sheet.
Special Limitation: A character may have
two immunities.
Special Con drain: +5% to the immunity
FATE ROLL per 1 added Con. This is a
temporary bonus for the one immunity use
only.
Special Merit adjustment: To increase the
immunity percentage permanently, it costs
an added 11 merit for 11% and another 12
merit for 12%, etc; for a total of 23 additional
merit to increase the immunity percentage to
12%. Max merit adjustment 75% Immunity.
Immunities cannot be enforced augmented
or amplified.

Skill, Create Distillations:


augmentation.
Powerbase: as per substance distilled.
Constitution: none
Merit: 20.
Time to create: six days.
Duration: until drank.
Effect: the process distills a natural
substance enabling it to be consumed and
used within 5 seconds. The amount of the
substance determines the potency of the
distillation.
Note: This cannot be done with psisheen
mushrooms.

27th of Civet, 571 AD, Altanant: Ice world, sub


artic along the equator.
My apparatus steamed and boiled its braziers and
glass tubes alight as the final stage of the potion
making process was finally complete. Setting the
sparkling glass container that would hold my concoction
beneath the aperture I noticed the stained woodgrain of
my desk was scorched and scratched as should be any
decent alchemists. With a deft twist, I drained six days
worth of effort into a small blue glass vial. I felt a smile
climb up on my face as I caught a whiff of the warm
apple scented liquid. Now just a sip and my will-power
would be restored in seconds.
Luke Dorsey, Neosapien

3rd of Charius, Terra Isles, 339 AD, Altanant:


Shalom.
Mendon the Shadowmaster caught me in his
storehouse today, like a brazen fox with the hens. The
old sage was not amused, especially when the spell he
cast upon me splashed. Ill not count on my immunity
against one such as he a second time.
Bushrunner Daggerrose
Gnome Earthwarden.

95

Binding, lesser: Transformation.

Skill, Runecraft.
Merit cost: 10.
One of the lesser arts that has gained
popularity, useful and easy to learn,
Runecraft is all about the little effects. Once
purchased, the subject gets the light rune
and may acquire any of the runes for
additional merit; the light rune comes with
the purchase of this skill.
AU note: This skill does not require AUs.
Usage notes: Unless otherwise stated all
runes are activated and deactivated with a
gesture at a range of 10 meters.
Runesize: Unless otherwise stated each
rune is 2 cm in diameter.
Powerbase of all runes: Magic.

Constitution: 1. Merit cost: 3.


Inscription time: 4 actions
Duration: until broken
Range: hold with 10 kilos of force per
cogency point.
Effect: When inscribed on two adjoining
surfaces the rune binds the surfaces
together. This can be used as glue, to mend
broken objects or hold something in place,
etc. The effect is removed by a simple
gesture done within 1 meter of the rune.

Cleaning: Transformation
Constitution: 1. Merit cost: 1.
Inscription time: 6 actions
Duration: 1 hour per cogency point
Range: 3 centimeters from Rune.
Effect: When inscribed on a small piece of
material, or the subjects hand, the rune
cleans as if it were a soapy scrub brush for
the duration.

Table 27, Runecraft runes.


Rune
Merit
Alarm
Armor
Binding, lesser
Cleaning
Codex
Communication
Invisibility
Light
Location
Preservation
Telekinesis
Temperature
Rune of Rammok, Binding
Rune of Rammok, Nullification
Rune of Rammok, Obfuscation

5
5
3
1
4
3
5
1
4
3
5
2
10
30
20

Codex: Transformation.
Constitution: 1. Merit cost: 4.
Inscription time: 20 actions
Duration: until unlocked. The locking rune
opens with the creators touch. The inscriber
creates the code rune.
Range: Special
Effect: When inscribed on a piece of bees
wax and the wax is used to seal a
document; the contents of the document
become mystically encrypted. If the seal is
broken, without the code rune being traced
within the confines of the locking rune, the
contents become gibberish: CryptographyAim, target number: 100 to decipher.

Alarm: Skill augmentation.


Constitution: 1. Merit cost: 5.
Inscription time: 15 actions.
Duration: until set off once
Range: 100 meters per cogency point.
Effect: When crossed, within 3 meter range,
the rune is set off and the creator alone
hears a chime.

Communication: Communication.
Constitution: 1. Merit cost: 3.
Inscription time: 5 actions.
Duration: up to 1 hour per cogency point.
Range: up to 1 kilometer per cogency point.
Effect: When inscribed, and a matching
rune is inscribed, the subject can speak
through one rune and their voice emerges
from the other: this is a secure
communication. The subject makes a small
code marking in the rune for precise
connection. Scribbling on the rune or
damaging it in any way also nullifies the
connection.

Armor: Combat stat augmentation.


Constitution: 0. Merit cost: 5.
Inscription time: 20 actions
Duration: permanent, if tattooed, cost: $500
Until removed, if drawn.
Range: N/A.
Effect: Only one rune per subject. When
inscribed, or tattooed, the rune adds 100 life
points to the subject.

96

Invisibility: Skill augmentation, Illusion.

Preservation: Transformation.

Constitution: 1. Merit cost: 5.


Inscription time: 10 actions per meter in
diameter.
Duration: Up to 1 hour per cogency point.
Range: up to 3 meters diameter.
Effect: This rune is only activated or
deactivated by the creator from outside the
diameter. This is the largest rune as it only
renders invisible, Sight-Deed: -90, to locate
what is within its confines. Once activated,
like all forms of invisibility the effect is
fragile. The invisibility is nullified if any
cogency, or physical object, passes through
it from within. The invisibility is not nullified if
breached by external cogency or physical
objects.
Moving the rune, once inscribed, nullifies the
effect.

Constitution: 1. Merit cost: 3.


Inscription time: 4 actions
Duration: until broken
Range: 10 kilos per cogency point.
Effect: When inscribed in a wax pellet used
to seal the wrappings of a perishable item.
The wrapped item does not spoil for as long
as the wax and wrappings remain intact.

Telekinesis: Telekinesis
Constitution: 1. Merit cost: 5.
Inscription time: 5 actions.
Duration beneficial effect: up to 1 minute
plus special.
Range: 1 meter per cogency point.
Effect: When inscribed the rune has two
functions. The subject can draw the rune
large enough to stand within; in this case,
the subject may wield one telekinesis effect:
lift and manipulate, while within the runesee Psionics- telekinesis. The rune can also
be drawn in compact form and made to
support minor weight: 1 kilo per cogency
point (5 to start). The weight is supported,
up to 15 cm above the rune, for up to 10
hours per Con.

Light: illusion.
Constitution: 0. Merit cost: 1.
Inscription time: 3 actions
Duration: Until extinguished.
Illumination range: within 1 meter per
Runelight is considered normal light.
Effect: When inscribed, with a gesture, a
small (2 cm) candle like light appears within
the rune. This rune is inscribed multiple
times on an object for an effective mobile
light source. Blinding runelight is over 1,000

Temperature: Transformation
Constitution: 0. Merit cost: 2.
Inscription time: 5 actions.
Duration: up to 1 hour.
Duration: special, unless carved into a
surface, the rune fades after the duration.
Range: 1 meter per cogency point.
Effect: When inscribed on a container, the
cold rune chills up to 1 liter of liquid or 1 kilo
of matter, down to 1 degree Celsius for 1.
When inscribed on a surface for heat, the
rune generates up to 110 degrees Celsius
for 1 minute. The subject controls the
temperature via the inscription. The heat
duration can be extended to 1 hour for 1
Con. The heat rune can be used to start
fires or cook.

Location: Location.
Constitution: 1. Merit cost: 4.
Inscription time: 5 actions.
Duration: until used.
Range: 1 kilometer per cogency point.
Effect: When inscribed, along with a
subjects name, on an object: the object can
be located at a range. The subject must
make a Memory-Deed and burn 1 Con. If
the Deed is successful, and the object is not
cloaked, the subject develops a small red
dot in their vision. This dot leads the way to
the rune in question if it is within range; if the
deed is unsuccessful, or the target out of
range, the Constitution is not burned.

97

Rune of Rammok, Nullification.

Runes of Rammok: The user must

Constitution: 3. Merit cost: 30.


Inscription time: 30 actions.
Duration: until used and then the duration is
as per the Alchemy discipline, Werewind.
Range: up to 2 meters. This diameter may
not be increased.
Effect: When inscribed, treat the runes
effect as a spelltrap. The rune emits the
Nullification effect upon whatever enters the
perimeter and triggers the effect.

have the study runecraft to inscribe these.


The most powerful aspect of runecraft, these
are useful in many ways.
The method of inscription can be as simple
as scratching them in the sand.
Etching the nullification rune within 1 meter
of any other rune nullifies it IF the creators
nullification rune is higher in cogency.
Inscription time limitations: The minimum
time a rune can be inscribed is the listed
amount.
Minimum diameter: 10 cm
Range note: The runes effects are
spherical, 360 degrees in the range of the
diameter.
Powerbase: All the runes effects are
powerbased in magic.

Rune of Rammok, Binding.


Area effect, containment.
Constitution: 1. Merit cost: 10.
Inscription time: 10 actions.
Duration: until used and then the duration is
as per the magic spell, Binding.
Range: up to 2 meters. This diameter may
not be increased.
Effect: When inscribed, treat as a spelltrap.
The rune creates a binding spell upon
whatever enters the perimeter and triggers
the effect.

Rune of Rammok, Obfuscation


Cloaking, skill augmentation.
Constitution: 2. Merit cost: 20.
Inscription time: 20 actions.
Duration: until used and then the duration is
as per the Cloak of mist.
Range: up to 2 meters. This diameter may
not be increased.
Effect: When inscribed, treat as a spelltrap.
The rune emits the, Psispell, Cloak of mist
effect upon whatever enters the perimeter
and triggers the effect.

98

There were runes that gave health or


luck to the wearer; runes that made light and
controlled temperature. There was a rune
that kept blades sharp and one that made
wood stronger. Preservation runes kept food
from spoiling; the Telekinesis rune, one of
the few that drew cogency from the user,
gave one the ability to move small objects a
few meters away, and the Invisibility rune
could be used to hide, or make hidden,
anything placed within its confines.
Some runes could be turned on and off
from a distance. Occasionally the activation
gesture contained a subtle bit of fine control
over the effect, such as in the Temperature
rune. It was that gesture that caught
Tarlans attention.
Tarlan drew the cold rune in the sweat
on his mug, nudged Keth, and pointed to the
container. His friend glanced at the symbol,
made the gesture, and carelessly turned the
temperature to the minimum. Watching as
the thick frost began to form; Tarlan shook
his head with amazement. What is the
sympathetic connection between the gesture
and the rune? How did it detect the gesture?
Tarlan thought about the Venderant
Nalaberong protection gestures, so unlike
the activation gestures for the runes, and yet
both werein essenceonly hand
movements. It was as if they were words, or
phrases, in different languages. If Tarlan
could find a way to translate ordinary rune
gestures into V.N. he let the thoughts trail
off in frustration.
His most closely guarded secret, the
protection gestures, gave Tarlan an
unexpected defensive edge, providing he
knew the nature, or aura, of the attacker.
Tarlan thought back to all of the times
the gestures had saved his life and smiled
inwardly at the warm feeling of security. So
far, his judgment had proven spot-on.
A misjudgment on that point could be
disastrous, as the gestures protect on a
good, neutral, or evil basis and only one at
any given time. Were he to protect himself
from evil and the attack originated from
someone of neutral aura, the gesture would
be negated, and that would be bad. Tarlan
suppressed an involuntary shiver at the
thought.
The oldest of the instructors, a balding
man named Lonrowe Tobias, called
attention to the warding runes inscribed on
the Crucible and explained how they related

By now the cadets, dressed no longer


in the white robes of a beginning acolyte but
now graduated to the black robe, spent the
last part of their day in group discussions
and lecture. Their insight had finally
reached the point of being considered
somewhat worthwhileas some of the
instructors would put it.
This afternoons open forum was on the
discipline entitled Shinpuri, a broad category
of what was often referred to as hedge
wizardry. The term derived from the
practices of the self-taught rural magicians
that began to appear after Synnibarrs
Darkage.
Shinpuri encompassed the skills of
Runecraft; along with the art of harvesting
and using natural substances as well as
enchanting objects, such a gemstones and
items. The discipline was one that was so
widely practiced, by so many different
beings on the Worldship, that it was always
in a state of flux as new discoveries, and
usages for old standard effects, evolved.
The late Pardus afternoon was warm,
and windows of the cozy discussion room
were wide open to let the air circulate. Three
of the instructors, those most interested in
the topic, sat amongst the apprentices to
exchange ideas, hypothesizeand in some
casestest new combinations. The
instructors had ordered food and drink, and
the informal discussion, with an Omni tuned
to some light background music, had turned
into a party.
Tarlan traced the temperature rune for
cold on his mug and invoked it with the
proper gesture. Part of the invocation
determined just how cold the rune would
become. Tarlan twisted his wrist to just
above freezing.
A light frost originated from the oily
smear and crawled across the mug in the
beautiful pattern of a spider web. In
moments, the minor magic had chilled the
Crystalberry wine within.
Following a long drink, Tarlan stared at
the mug and tried to think outside the normal
paradigms. He knew the runes were similar
to spells in that they drew on magic to
change the state of reality, but unlike spells,
most of them did it on a very small scale and
therefore did not require cogency.

99

to the telekinesis rune. He had said that the


selective telekinesis fields pressure was
employed as a passable barrier. Passable
that is, if one knew the right password
gesture. And once more, Tarlans mind had
circled back to gestures and their connection
to mystic effects.
He knew he shouldnt draw attention or
ask question about his V.N. gestures. The
remembered string of events that occurred
after his first encounter with Danale was a
perfect example that had only been enforced
by the Guildmasters simple advice about
knowledge and power.
Tarlan waited for the appropriate lull in
the discussion and said into the pause,
Excuse me, Mentor Tobias, but I have a
question concerning this whole magic thing.
Tarlan reinforced the quotes with his
fingers, and continued nonchalantly amidst
scattered laughter. What exactly is the
difference between the runecraft runes and
the runes of say, oh, I dont know, a scroll or
a book?
They, began Mage Tobias, are similar
to two different types of mathematics or
languages.
One, in the case of a spell in a book or
on a scroll, is more sophisticated, and
therefore has a wider scope of affectivity
than the other.
The fact that he had already guessed
this surprised Tarlan.
Mage Samenthius interjected in a
nasally bored tone, Although it must be
pointed out that the symbols on a scroll, as
opposed to those within a book, are
analogous to a shorthand version of the
more sophisticated language. Compressed,
and yet still containing all the necessary
information for the art to function.
The youngest instructors deep voice
reached every corner of the cozy room.
Runes, like those found in the art of
Runecraft, are much simpler and more
straightforward, said Dallafigin. They
teach us some of the basic metaphysics of
how magic works, and from this strong
foundation, we have been able to relearn a
fraction of what the ancients must have
known before the plague and subsequent
Darkages.
As her father was an alchemist, Bessica
hid her guilty expression at the mention of
the Darkages. What no one in the room
knew was that the intellect-devouring

plague; the one that had ravaged the


Worldship for thousands of years and
caused the fall of civilization, was created by
a deranged scientist.
Fortunately for humanity, just over five
hundred years ago by modern records,
civilization had somehow risen from the
ashes once more. As a result, and in a
sincere effort to avoid a repeat of history, the
Alchemists guild now claimed all science as
their sole dominion, where none, but those
of the order, shall trespass under pain of
death.
Mentor Samenthius. Bessica raised
her hand. How come the plague ended so
suddenly after thousands of years?
No one is really certain, young lady, but
there are a lot of theories, such as divine
intervention. But its my belief that the
disease simply ran its course, and we
regained our intelligence naturally.
Some of us anyway! teased Dalfigin.
Youve yet to remember my birthday!
The entire group laughed at this,
including Samenthius.
A small movement appeared in the
corner of Tarlans eye as the buzz reached
his ears. Keth noticed the bee at the same
time and moved before Tarlan could grab
him. Twice, just this summer alone, Tarlan
had actually used him to smash bees in a
panic. Sliding just out of his friends frantic
grasp, Tarlan was forced to confront the
monster on his own.
Time slowed down for the apprentice as
the bee seemed to sense his anxiety and
revel in it. Tarlan was about to leap from his
seat, when Bessica calmly swatted the
insect out of the window.
With a look of exasperation, she sat
back down and shook her head. Honestly,
Tar. She said, You and bees!
Gods, I love you! Sighed Tarlan, as he
slid back into his seat
From the journals of Tarlan Prehina

100

this page left blank

101

caught on one of the many roots and I used it to pull


myself to safety, praising every centimeter. As I worked
my way up the Hoananarr sent lifeline, the thick
bloodsoaked mud never touched my hands.
Still to this day I wonder if any has found the Black
Blade of Hadrathius hidden in the ruins beneath that
quite little valley on the Enchanted Continent.
Archibald, Grimhart, Alchemist adventurer

Chapter 10,

Alchemy
Disciplines
Based on alchemical mysteries.
Table 28, Alchemy disciplines
Alchemy disciplines
Alchemist armor
Alchemist eyes
Ball Lightning
Language Arts
M to Mist Crystals

Con
1
1
1
1
1

Merit
10
10
10
10
10

Binding
Blur
Provision
Spelltrap*
Techkinetic

2
2
2
Spc
2

20
20
20
20
20

Elemental Poss
Enforcement
Philosophers sphere-minor
Starbolts
Werewind

3
3
3
3
3

30
30
30
30
30

Summ air elemental


Summ earth elemental
Summ ether elemental
Summ fire elemental
Summ water elemental

4
4
4
4
4

40
40
40
40
40

Alchemist Ambrosia
Displacement Sphere
Create creature
Philosophers Sphere
Singularity string

50
5
spc
5
5

50
50
50
50
50

Alchemist Eyes: Clairvoyance,


communication, skill augmentation,
enchantment, transformation-insubstantial.
Powerbase: Alchemy.
Constitution: 1. Merit: 10.
Casting Time: 2 actions.
Range: 1 kilometer.
Duration: concentration.
Effect: Manifests as a bright flash of blue
light in the palm of the subjects cupped
hands. The ability temporarily enchants a
pair of glass marbles and transforms them
into a nearly invisible normal sized pair of
eyes anywhere within the range. Once the
duration is complete the eyes vanish. The
alchemist eyes are insubstantial and
penetrate matter. The eyes do not
penetrate powerbased shields or security
wards unless the cogency of the effect
exceeds the cogency of the powerbased
defense. There is a Sight Deed: -90 required
to see the effect in normal light. The subject
uses he/she/its own sight and hearing, plus
any sense augmentations, to see and hear
through the effect. The subject may make
their thoughts heard aloud by those in the
presence of the eyes and selects the sound
of the voice heard. The eyes may be made
to move at up to 20m/s for the duration
otherwise they hover in place.

1st of Damacies, uncharted isle off the coast of the


Lost Continent, 531 AD, Altanant: cloud covered
waterworld. Colony Established-Optaviea: Aquarians,
Tenjohussan, Haliatheans, Batmen and Alorians.
There is a vast ocean locked world in the sky and
the tall stone tower finally feels like home. The azure
skinned Leeche natives of the island have been easy
to keep watch on, thanks to my Alchemist Eyes. Now,
on whim, I can look in on them- in what they believe is
their secret warren- and see what they are about day or
night: such interesting colors.
Saffron McBaine, Alchemist, painter.

Alchemist Armor: Armor.


Powerbase: Alchemy.
Constitution: 1. Merit: 10.
Casting Time: 1 uncomplicated action.
Range: self.
Duration, beneficial effect: up to 1 minute.
Effect: The starlight armor surrounds the
caster and the field blocks 1 point of force
per cogency point. While active, the user
does not require air.

10th of Chiropa, Enchanted Continent, 531AD,


Altanant: tropical world dotted with islands.
The twisted roots of the trees tripped me and I
cursed them with all my might as the arrows bounced
off of my armor, chipping away at my strength. I kept
the defense up while frantically scrambling up the steep
rain drenched slope on my hands and knees
desperately searching for someplace to hide from the
enemy fire. Slipping in the mud, my shielded fingers

102

medium glows with 3 runelight for 3 seconds


before the encryption is lifted.

Ball Lightning: beam attack,


damage, stun.
Powersource: Alchemy
Powerbase: Energy.
Constitution: 1. Merit: 10.
Casting Time: 1 action.
Range: 100m.
Duration: Concentration, up to 1 minute.
Effect: Manifests as a 10cm dia sphere of
bluish, white light: does 1 point of damage
per cogency point. There is a chance of
electrocution stun: if over 10% of a targets
life points are inflicted in a single event: See,
Stun. Subjects roll a metabolic shock to
resist.

8th of Damacies, 569 AD, Emerald Downs.


Altanant: desertworld with temperate poles; Colony
Established-Sahara, B.S.Cs, Giants, humans.
For over a month I tried to decipher the contents of
the framed parchment I discovered in an ancient ruin of
a museum deep in the Enchanted Continent
wilderness. Finally I broke down and hired an Alchemist
to translate the symbols I knew were encrypted by the
way they kept moving. I can still remember the excited
anticipation I felt before the Alchemist passed the frame
to me.
Garfield Hammersmith, Adventurer

Matter to mist crystals Normal


attack, transformation, containment.
Powerbase: Alchemy.
Constitution: 1. Merit: 10.
Casting Time: The ability transforms matter
at a rate of 10 cogency points a second.
Range: 10m. Duration: until broken.
Effect: Requires a small crystal: (Cost to
create: $5; Materials in stock: 100%.)
Affects 1 kilo per cogency point (10kg per
Con.) The ability transforms any matter into
a white mist and then compresses it into a
small crystal (3cm dia) that once broken
releases the matter for it to reform. Based
on properties found in the Mist Berries. The
breaker supplies the Constitution and directs
the mists effects. Each crystal functions
once.When empty, a crystal appears as a
clear glass containing a white mist, when
full, the crystals mist glows a soft purple
color and a easily recognizable image of the
contents swirls within.
Special limit: You cannot store a matter to
mist crystal in a matter to mist crystal. If
more than 10 crystals are carried by a
subject: the crystals ring loudly for a minute
before they shatter disgorging the contents.

15th of Theria, Forbidden City, 524 AD, Altanant:


Winterworld; temperate equator. Colony established:
Shila, by felidae Cattars
With a flick of my thoughts I sent my ball lightning
down the corridor. The light illuminated the view and we
could barely make out the glint of something metal at
the far end of the hall. Concentrating, I felt the discipline
drain little bits of energy from me every minute as we
cautiously made our way forward.
Malisa Cartwright, Archeologist

Language Arts, Translation and


encryption: Skill augmentation,
transformation.
Powerbase: Alchemy.
Constitution: 1. Merit: 10.
Casting Time: 1 action.
Range: Self; other 10 meters.
Duration: Effect 1: Up to 1 hour; once active
does not count as a duration effect. Effect 2:
until translated.
1. Effect, translation: Use of this discipline
requires a gram of salt. ($0.01). Manifests
as a swirling of gold and silver dust particles
that settle on the subjects body and vanish.
The discipline enables the subject to
communicate fluently in any language they
can see or hear.
2. Effect: encryption: Use of this discipline
requires a gram of powered graphite ($0.01)
Manifests as a swirling of red and black dust
particles that settle upon the subject and
vanish. The discipline renders illegible any
stored information within or written upon any
storage medium, to all but the disciplines
user, another with the password or the use
of a higher cogency language arts
translation.
The encryption password: whispered
directly to the encrypted medium or written
upon it. If the password is correct, the

17th of Civet, Forbidden City, 599 AD, Altanant:


Waterworld; Colony Established-Gillereia: Aquarians.
My rooftop picnic would not have been possible, if not
for the mist crystals. The lunch I made the night before,
complete with table, chilled wine, and most importantly,
the wedding ring, reformed perfectly after I broke the
crystal.
Tim Rasburn, Beekeeper

103

Effect: Requires a specially created scale


th
model of the desired object (100 size)
made by the user.
The provision can be a toy figure and
animated as an intelligent agent.
The model is transformed in a flash of
yellow light. Objects transformed cannot be
more than Tech level 10.
Note: in the event that energy is
nullified, the provision continues to function
if alchemy is active.
Mass limitations: the provision cannot
weigh more than 10kg per cogency point:
400kg to start. The user chooses the size
and does not have to increase it to
maximums; although once transformed the
size cannot be altered.
If the device requires EGs: the user may
add Constitution in place of the EGs at any
time. The user must touch the provision for
this to be accomplished.
If a used to create a device that requires
fuel or ammunition: these must be provided
separately and cannot be created with this
ability.
Note: once transformed, all provisions
are considered normal objects for the
duration; if damaged they must be repaired
as normal; nullification, of a higher cogency,
makes the provision revert to a model.

Binding: See magic spells


Powerbase: Alchemy. Merit: 20

Blur: Skill augmentation.


Powerbase: alchemy.
Constitution: 2. Merit Cost: 20.
Casting Time: 2 actions.
Range: self; other 10 meters.
Duration, beneficial effect: up to 1 minute.
Effect: Manifests as a distortion in the air
that reduces an opponents shot rolls on the
user by 1 per 10 cogency points up to minus
50. This cannot be used in conjunction with
any effect that adjusts concealment. The
starting shot reduction is Con: 2 x Merit: 20
= 40 or -4 on the opponents shot rolls for
the duration.

19th of Conos, uncharted island off the coast of


Raptivik, 644 AD. Altanant: Orange and brown gas
giant with one habitable moon, desert world with green
polar caps.
The ruins of the ancient temple barely poked free
of the surrounding sand, just like my hopes. Beneath
my feet, lay the treasure of a lifetime, the legendary
Pearl of Phobos. Reputedly enchanted with power
enough to make me a somebody, rather than a
struggling alchemist down on her luck.
The bright light of this years star threw one
hemisphere of the Altanants habitable moon into near
blackness that lured my eyesit looked so cool there.
My contemplation was shattered as once more the
aboriginals opened fire. Safe in the knowledge that I
looked like little more than a heat mirage, I searched
around in vain for the entry way only to be forced to
withdraw with the appearance of the machine rifles.
Next time I go back with an army!
Pandora Templeton, alchemist

1st of Charius, Arctic forest, 561 AD; Altanant:


Heavy industrialized world, just on the edge of space
travel.
I boarded toward the edge of the cliff, narrowly
evading a volley of bullets that tore apart the bark of the
frozen alder trees.
Grinding my way across a deadfall covered with
ice I managed to wave my prize at my pursuers before I
slid off into the void, the great canyon floor a thousand
meters below.
Twisting, I reached into my bag and took out my
provision. The wind almost tore the tiny model from my
grasp, before I managed to transform it and climb into
the cockpit.
Pulling the nose up just in time the cold air tore
across my jets wings as I blasted up between two
startled mountain tops.
Falling along with the shadows across the lonely
expanse of icepack that seem to stretch on forever, I
raced toward my destination and safety, trusting my
provision knew its way home.
Bannor Morgan, Alchemist/repossession
specialist.

Provision: Powerbased construct;


intelligent agent, transformation.
Powerbase: Alchemy.
Constitution: 2. Merit: 20.
Special Merit: for 20 additional Merit, the
provision becomes an intelligent agent. See
intelligent agents.
Casting Time: 2 actions.
Construction of scale the model ($10 for
model kit; in stock: 90%): 5+1d4 hours:
reduce the time by with a successful
manipulate materials roll. It requires 1
minute for the object to return to its normal
size; this cannot be adjusted.
Range: the user must hold the object in
hand when the ability is invoked; once
created there is no range limit.
Duration, beneficial effect: up to 1 hour.

104

Spelltrap: See magic spells

Elemental Possession

Powerbase: Alchemy. Merit: 20

transformation: Ether transformationinsubstantial.


Powerbase: Alchemy.
Constitution: 3. Merit: 30
Special merit: this ability must be
purchased and kept separate as if each
elemental type is its own ability/spell
entirely.
Casting time: 3 actions.
Range: self; others: 10 meter range.
Duration, beneficial duration: up to 1
minute.
Effect: Manifests as a swirling vortex of
purple light engulfs the subject for the
transformation; once transformed, the
subject becomes one of the five lesser
elemental for the duration.
Elementals abilities, using: 1 Con x 30
merit = 30 cogency points. Use this formula
for powering all elemental abilities while
transformed. In some cases, 1 Con provides
enough cogency to power an effect.
Common attributes: Treat as if in a
different body; if the elementals life points
are reduced below 0, the transformation is
nullified. In all instances the subject
functions under nulled combat, general and
force skills. The subject has their normal life
points although no protection factors or
immunities while transformed; the effect
transforms provisions on the users body
see payloads.
Elemental telekinetic: once transformed
the subject has the ability to manipulate the
particular element telekinetically. See
psionics for details.
Note: The mass of fire is determined by the
force of the flame and the area. 100 degrees
c is 10 force plus 1 force point per 10
degrees thereafter. Multiply the force by the
square meters engulfed, for a total cogency
of the flame.
Payloads, the user may effect: 10 kilos of
additional payload per cogency point. The
subject must touch the payload for the
duration of whatever effect is used.

Techkenitic: beam attack


Communication.
Powerbase: alchemy.
Constitution: 2. Merit Cost: 20.
Casting Time: 2 actions.
Range: 10 meters.
Duration: concentration, up to 1 minute.
Effect: Manifests as a ghostly cobalt blue
and red fiber-optic cable from the users
head that attaches itself to the target and
pulsates.
Through the cable the subject can
provide energy, 1 EG per Con, for the
powering/recharging of any technology
device that uses EGs.
To control the functions of a device the
effects cogency must exceed the cogency of
the devices hardware (merit value x tech
level); like a shield this reduces the cogency
of the controlling effect. If the device then
has software defenses the cogency must
surpass them as well (merit value x tech
level); if software and hardware are
combined: add the merit values and use the
highest tech level. See controlling
technology.
Note: the cable must remain intact for
the ability to function; it may be severed by a
higher cogency shield or nullification effect.
Example, controlling an omni: merit
value: 10 x tech level: 15 = 150 cogency.
To start the user can control the
devices hardware for 10 Con. 10 x 15 =
150. This becomes easier with the allocation
of more merit.
5th of Lupanii, Dark Continent, 614 AD, Altanant:
None, Synnibarr just left orbit around a green and blue
gas giant with two habitable moons.
I felt the stakes were terribly high, the type of
circumstances that could make or break a decade of
careful planning as -for my life- I desperately reached
out with techkinetic to seize control over the Omni and
savagely change the channel from repeats of This
Altanants got Talent back to Unexplored Kingdoms.
My wife looked at me and shook her head as she
pointedly set down the remote, replying, All that
glorious training, the type of education most of us only
dream of having, and all you do is sit here and play with
the Omninet?
Hiram Gomez, Alchemist.

Air Elemental: Same abilities as Call


Lesser elemental. Concealment and stealth:
+100 on the Aim rolls. The subject moves in
and out of non-airtight containers with no
handicap. NOTE: if a target fails an SightDeed to detect the subject, all Fates- from

105

the subjects actions, are made as blind


attacks for the duration.

Enforcement: transfer, area effect.


Powerbase: Alchemy.
Constitution: 3. Merit: 30.
Casting time: 1 action.
Range: 10 meter diameter.
Duration: Concentration, until used.
Effect: Manifests as a glowing field of
energy around the user for the duration or
until employed by an effect. This ability adds
cogency to a subjects ability when invoked.
The enforcement may only be applied once
on any a single effect of any one ability and
the amplification is temporary, lasting only
for the duration of that one usage.
The user may divide the cogency up
between individuals within range and spread
it among several abilities at one time;
recasting the ability when it runs out of
cogency.
Note: in the case of enchantments, the
added cogency is permanent and may be
directed into any aspect of the enchantment
on a case by case basis.

Earth Elemental: Same as earth


elemental: +20 Force; +3.5 protection factor
to start.
Natural weapon: pelleum spiked fists: (20
Dam + fda) x 2; Bpf: 7
To increase Earth elemental protection
factors: See general abilities.

Ether Elemental: Same attributes as


lesser ether elemental.

Fire Elemental: Same abilities as lesser


fire elemental.

Water Elemental: Same abilities as


lesser water elemental.
8th of Aqilias, Lionsholm, 537AD, Altanant: Gas
giant with breathable atmosphere. Colony EstablishedSatura: Alorians, Heska, Repus, Chameleon Drakes.
The shadow of the Iron Wall drifts heavy on the
horizon, black and unimaginably massive. Rising far
above the thick jungle, a jungle infested with tree
demons, the Iron Wall waits for any foolish enough to
seek a way within. I was one so foolish, the secret
passage, hidden behind one of the thousands of
waterfalls that flow down the side of the structure my
pathway into folly and near death. Braving all manners
of hungry creatures in the dark, I emerged into what I
hoped would be a paradise. Instead, I found a
shadowed land founded on terror. It seems that the
Iron Wall was created to imprison a tremendous
immortal evil, what that evil is I could not say, but its
malignant touch has corrupted the society with and the
malevolent monarchies all feuding for dominance, are
nothing if not the worst examples of sentience. Within
hours of my arrival I found myself wrapped in intrigues
and labeled as a traitor to what they call the Crimson
Throne. Standing before the first of what I assumed
would be a long line of petty tyrants; I took it upon
myself to give a demonstration of who they were
dealing with.
As earth I shattered my chains, as air I flipped up
all of the outrageously conceited courtesans skirts and
blew the would-be monarchs crown from his sweaty
brow. As Fire I scorched the stone beneath my feet and
as water cooled the place filling the room with thick
steam. Undercover, I then transformed into Ether and
made myself scarce before they could gather their wits
and summon equal or greater forces against me. As I
sit here at my favorite outdoor cafe, enjoying a nice cup
of mulled crystal berry wine, I can only wonder about
the world within that black land and be thankful for the
sunlight and my utter lack of curiosity.
Tyden Moore, Adventurer: retired

9th of Pardus, Lost Continent, unexplored valley,


509AD, Altanant: Desert world with two habitable
moons. 1st Colony Established-Utha: mostly human with
alchemists and mages.
The Mandrakes were led by a gigantic specimen,
covered in battle scars, its knotted root-like skin a
billboard advertising its power. Standing nearly 10
meters tall, it wielded a massive tree trunk like a wand
and roared a challenge.
I signaled to my comrades and as I added
cogency to their attacks, they lashed out at the
monster!

Philosophers Sphere-minor:
Shield, containment.
Powerbase: Alchemy.
Constitution: 3: Merit: 30.
Casting time: Shield: 1 uncomplicated
action.
Range: shield: 3 meter diameter.
Duration: Concentration, up to 1 second;
counts as two duration effects while active.
Effect: the shield, Manifests as a mirrored
sphere, appears around the caster to reflect
equal or lesser cogency from all of the
normal powerbases. The mirror does not
block physical/energy force.
With a successful Manipulate materialsAim (treat as shot with a minimum 60 target
number to hit) the caster directs the effect
where they choose.
Note: Breaching this shield from the interior
nullifies the effect; the caster cannot move

106

while this is active. Subtract 100 from the


users Sense skills while active.

is a very sensitive liquid that explodes upon


contact with any solid material other than
gold. 5 cogency points worth of the liquid, or
5 milligrams, is made with every use of
Werewind sand.
Ingredients per dose: Silver: 2 grams ($2.20)
Water elemental, water: 1 liter ($5) Water
elemental, pure water: 10 ml ($5), Cave
demon blood: 250 ml ($7), Scarlet drake
bone: powdered ($10). All the ingredients
may be purchased in a package for $25 per
dose.
Paraphernalia: A gold plated bowl and
stirring stick ($300), pelleum lined vial for
pure water: ($10); unique alchemical
apparatus: ($1,150)

13th of Charius, Mushroom Spires, 545 AD, Altanant:


Iceworld with one habitable moon.
The foolish assassin believed she could surprise
me by using a charming little magic spell. I would have
loved to have seen the reflection on her pretty face in
my shield when her Hex-Bolt bounced back and
through her nearly perfect chest. From what I
understand, the guild had the fool brought back to life. I
hope Marymoor, and more important her contractor,
learned the lesson: never trifle with an Alchemist.
Fenther Guildermech, Alchemist extraordinaire

Starbolts: Area effect, Damage.


Powerbase: Alchemy.
Constitution: 3. Merit: 30.
Casting Time: 3 actions.
Range: 100 meters.
Area of Effect: 10 meter diameter.
Duration: one action.
Effect: Manifests as golden colored bolts,
as if falling stars from all angles upon the
targets. Each star-bolt bolt: does 1 point of
damage per cogency point. Divide the
damage by the targets. The user controls
what is struck.

22nd of Charius, Terra isles, city of Nemoy,


509AD, Altanant: Desert world with two habitable
moons. 1st Colony Established-Utha: mostly human with
alchemists and mages.
I poured the water and silver dust into the first
reaction chamber of the werewind rig. The moment I
added the tiny amount of pure water to the thick green
glass container, the reaction began. Within moments,
the compounds intertwined and began to boil without
the aid of heat. Once the mixture reached the proper
temperature, I opened the valve and allowed the liquid
to flow into the next reaction chamber. Fashioned of
steel, it has a small window I installed to view the next
stage of the process. Soon the chamber was filled with
the churning shimmering water, I shut off the valve and
released the Cave Demon blood followed by a Ball
Lightning into this new compound. There was a burst of
energy and I eagerly watched the tiny window emit a
bright red light. Wasting no time, I opened another
valve and let the bright elixer follow to the final reaction
chamber. Fashioned like a precipitator, its long nose
hung poised over the gold bowl like some strange
transparent bird. I let the ruby fluid nearly fill the
container before adding the powdered drake bone. The
color change went from red to bright blue. Bathed in the
indigo illumination I waited with my hands clasped in joy
as a miniature storm collected beneath the long nose of
the precipitator. When the diminutive cloud was fully
formed, the blue liquid all but gone from the precipitator,
it began to rain. In miniature droplets the blue rain fell
into the bowl to form a small pool. It took perhaps 5
minutes for the cloud to rain itself out; once compete, I
put on some music and set to stirring the rain with a thin
gold plated spoon until it crystallized into the precious
werewind sand. Not a bad evening, if I do say so
myself.
Sedgwick Hall, Gnome Alchemist

17th of Delphi, Arimii, 653 AD, Altanant: Jungle


choked world, no visible water. Not visible from the
interior. The last week has been one struggle blending
into another as we try to keep the Haliatheans at bay.
The giant monsters are severe and devastating in
battle.

Werewind: Wide Beam attack.


Nullification.
Powerbase: Alchemy.
Constitution: 3. Merit: 30.
Casting time: 3 actions.
Range: 10 meters by 1 meter wide.
Duration, negative effect: 1 second.
Effect: Manifests as a red smoke filled wind
aimed at the target(s). Wide B.A Fate; No
base Fate bonus. This ability requires a
small amount of werewind sand -made
before hand- that is activated by the user
with Constitution as it is thrown. The
subjects werewind nullifies ONE powerbase
to start of lesser cogency: user selects one
of: Alchemy, Chi, Earthpower, Energy,
Magic, Mutations or psionics. Special Con
burn: plus 1 additional power base, up to
three, for 1 additional Con. Beneficial,
negative effects and Always on
spells/abilities re-establish themselves after
the duration of the nullification expires.
Note: the process of creating the werewind
sand creates what is called Blue Rain. This

107

Call Lesser, Elemental:

Air Elemental: fashioned of slightly

Intelligent agent; powerbased construct.


Powerbase: Alchemy.
Constitution: 4. Merit: 40.
Casting Time: 4 actions.
Range: The discipline creates the desired
elemental directly in front of the caster; once
summoned: up to 1 kilometer.
Duration, beneficial effect: up to 1 hour.
Special limitation: 1 intelligent agent may
be summoned at a time. See adjusting
aspects within abilities, intelligent agents.
Merit adjustments: See adjusting aspects
within abilities, intelligent agents.
Special merit: each elemental type is
considered a separate ability.
Special Cogency usage: The Constitution
x merit determine the elementals cogency.
All of an elementals abilities are powered by
the effects cogency; as the cogency of the
elemental is used up being damaged, doing
work or fighting nullification: the elemental
fades.
Cogency Gate: None. The elemental can
burn all of its cogency in a single usage.
Elementals physical force: +1 per merit
point.
Effect: The caster chooses which elemental
they wish to summon.

shimmering green glitter filled air: -10 on


sight-deed target numbers to detect in
normal light, normal sight rolls in low light or
darker. The air elementals make excellent
couriers, guards, and messengers.
Air elementals are only damaged by
powerbased force. Air elementals can be
blocked by air tight barriers.
Natural weapon: wind blast 1 point of
damage, lifts 1 kg of mass, plus elementals
physical force + 1 point of damage per
cogency point, B.A Fate.
Manipulation skills: Air elementals are
excellent for manipulating at a range and in
tight spaces including liquids and other
gasses. Manipulate materials: +10.
Payload, flight with: Flight Class 1. The air
elemental lifts 1 kilo of force per cogency
point (160 kg to start) and can fly with this
payload at a max speed of 10 meters per
second for the elementals duration; to
increase the flight speed for the entire
duration: plus 1 meter per second with a
burn of 10 cogency points. By burning all of
the elementals cogency into flight speed, the
elemental carries the payload at 16 m/s for
the duration to start.
Atmosphere, Air Elemental: An air
elemental provides 1 liter of breathable air
with a burn of 10 cogency points a minute.
See suffocation.

Elemental Senses: Elementals have +50


on sense skill-Deed target numbers to
detect each other.
Sense Range: 10 meters.
Sense Duration: always on.
Cogency: Does not require cogency to use.

108

Earth Elemental: fashioned of granite:

Ether Elemental: fashioned of glowing

natural weapon: fists: 6 Dam + elemental;s


physical force + 1 point of damage per
additional cogency point.
Earth elemental, Stonewalk: Flight class 1.
Transformation, insubstantial.
Cogency: minimum 10 per use.
Casting time: 1 uncomplicated action.
Range: touch.
Duration: same as elemental.
Effect: Use of this ability counts as two
duration effects for the elemental. An earth
elemental may become insubstantial and
pass through earth/stone with normal
movement rate and carry 1 kilo per cogency
point without harm; while within the
earth/stone the elemental has normal
senses; +90 on concealment-Aims and
stealth deeds against any but another
elemental.
Earthmold: Transformation
Cogency: minimum 10 per use
Casting time: This process requires 1
minute per 100 kilos of earth/stone.
Range: touch.
Duration: once molded, the additional
earth/stone remains in shape.
Effect: Manipulate Material -Aim. An earth
elemental may fashion itself into any simple
structure, molding its own mass and up to
10 kilos of additional earth or stone per
cogency point. This manipulation is fine
enough to create complex works of art,
Manipulate materials: +10.
Create Pelleum: this ability must be
purchased separately.
Constitution: 3.
Additional Merit cost: 30. NOTE: most of
this additional merit is spend in increasing
the duration of the elemental for this process
alone. During the pelleum creation process
the elemental does nothing else.
Casting time: 1 hour.
Range: touch.
Duration: permanent.
Effect: Create material. Earth elementals
create Pelleum at a rate of 1 gram per hour
per 100 cogency points (9 grams per hour to
start). Earth elementals mold Pelleum as if
it were normal earth/stone for the same
costs, once created.

blue energy. Physical and energy based


force has no effect. Natural weapon:
Obfuscation: skill augmentation
Cogency: 40 per use.
Casting time: 1 action.
Range: touch.
Duration: 1 minute.
Effect: influence a targets Deeds or Aims
by 1 per 10 cogency points max adjustment
+-25.
Ethereal walk: Flight class 1. transformation
insubstantial. The elemental can fly and
pass through solid objects carrying an
additional payload of 10 kilos per cogency
point. Concealment: +100, while in ethereal
form within solid matter, the subject may not
affect this particular counter Sense-Deed
with obfuscation.
Ether elemental, Cloudcarry: teleport,
transport, talaplanic transport.
Cogency: 90 per use.
Casting time: 4 actions.
Range: 1 kilometer or 1 sub-dimension.
Duration: concentration up to 1 minute or
until used.
Effect: memory- Deed. With a successful
Deed roll, a black cloud 4 meters in diameter
appears to teleport the subject the distance
to the desired location by memory; a failed
memory Deed roll indicates no teleportation.
The Cloudcarry moves the caster and 10
additional kilos per cogency point.
Interdimensional teleport: memory-Deed:
subtract 20.
Additional Merit cost: 30
Effect: The cloudcarry can be used to move
one sub dimension in any talaplanic
direction. The subject and the payload do
not move in space, only dimensions. Ether
elementals are only damaged by
powerbased force. Physical and energy
based force has no effect.

109

Fire Elemental: human silhouette

Water Elemental: fashioned of water.

fashioned of flame (10 runelight). Fire


elementals are only damaged by
powerbased force. Fire elementals can be
blocked by physical barriers.
Natural weapon: burn with a touch, 1 point
of energy damage per second of contact per
cogency point.
Elemental fire is not ordinary flame although
once the cogency reaches above 100;
elemental flame is capable of igniting wood.
The caster or elemental chooses what is
burned or ignited.
Payload, flight with: Flight Class 1. The fire
elemental lifts 1 kilo of force per cogency
point (90 kg to start) and can fly with this
payload at a max speed of 10 meters per
second for the elementals duration; to
increase the flight speed for the entire
duration: plus 1 meter per second with a
burn of 20 cogency points. By burning all of
the elementals cogency into flight speed, the
elemental carries the payload at 14.5 m/s
(32mph) for the duration to start.
Fire elemental energy defense: The fire
elemental can protect the caster from the
effects of energy/fire based force up to 1
point of damage per cogency point. Treat as
a shield.
Fire elemental flare: Surprise Action, Shot.
Cogency: 90.
Casting time: 3 actions.
Range: 100 meter diameter.
Duration: 1 second, then blindness
duration.
Effect: The elemental flashes brightly (1,000
runelight) temporarily blinding those not
prepared for 1d4 seconds. See blinding
actions.
Order: Surprise action Aim, Surprise
reaction-Deed. If the Deed is successful, the
targets cover their eyes. If the surprise
reaction Deed is failed, those that fail within
range are blinded and function under Blind
Attack status for the duration of the
blindness. Normal water or the lack of air
does not affect a fire elemental.

Water elementals are only damaged by


powerbased force. Physical and energy
force has no effect.
Natural weapon: engulf and drown:
Requires 3 minutes of continuous
concentration plus a successful close range
Shot roll once every second, to drown a
target. A successful Fate on the part of the
target indicates the subject escapes being
engulfed. Water elementals can make
normal water at a rate of 1 liter per minute
for the duration.
Pure Water: Shot.
Cogency: 90 per use.
Casting time: 3 actions.
Range: 10 meters.
Duration: permanent, until it loses its
cogency.
Effect: beam attack: the water elemental
creates a jet of extremely powerful acid
(vitriol) that consumes any material, with the
exception of pelleum and titanite, at a rate of
1 point of physical damage per second per
cogency point. In the Pure Waters case, the
cogency is used up as the damage is
inflicted and the acid loses effect. The
unique alchemic bypasses armor protection
factors. Water elementals can make 1
milliliter of pure water per cogency point.
Once the pure water loses all cogency, it
becomes normal water. Elemental controls
what gets wet

25th of Charius, Mushroom Spires, 523 AD;


Altanant: blue green gas giant with 5 habitable moons.
The sparkling green patch of air opened the door
to the mansion and guided me into the presence of its
master. From there it proceeded to serve high tea. I
could tell by how long the elemental waited on us that
this old alchemist, his long white beard tucked unfashionably into his frumpy stained housecoat, was
powerful indeed. Still a contract was a job, and a job
needed doing; so I set about sending him on his way.
Unfortunately, the tough old Alchemist had other plans.
Clair Marymoor, Assassins Guild

110

Alchemist ambrosia: Chiromancy,

Create creature: Chiromancy.

restoration.
Powerbase: Alchemy.
Constitution: 50. The Constitution is added
over the entire casting time.
Merit: 50.
Casting Time: 10 seconds.
Range: The ambrosia flows from the
alchemists hands.
Note: If the soul is imprisoned in Hell
Iron/Shadarkeem metal the effect does not
function. If the soul is constrained by a
powerbase the cogency of the ambrosia
must exceed the cogency of the restraint. If
the soul is restrained, the subject feels the
cogency of the restraining effect.
Should the restraint be Hell Iron or
Shadarkeem, the subject feels a solid wall of
nearly unbeatable cogency: (50,000).
Duration: permanent. The ambrosia only
remains potent for 1 hour once created to
start.
Effect: Manifests as a golden liquid that
pours from the alchemists cupped hands.
The liquid regenerates/restores burned
Constitution of the subject up to the
maximum and heals the targets body
wherever it touches. Ambrosia fights all
chemical, illness and disease with 10 times
the cogency or 10 life points per cogency
point.
The alchemist ambrosia is capable of
restoring life, if administered within 5
minutes of death.
If administered after 5 minutes, 50% of
the time the ambrosia rejoins the soul with
the regenerated tissue; player rolls the dice.
The body must first be restored to 1 life
point for this to function. See create
creature.

Powerbase: Alchemy.
Constitution: 12 per hour.
Merit: 50.
Growing time: 120 hours+-. The process
can be halted for up to 24hrs with no ill
effects. After 24hrs: 50% of the time the
process cannot be continued.
Range: N/A.
Duration: Life span of creature.
Effect: This is the ability to grow a creature
from only a small sample.
Special equipment: Vat; nutrients, the
fleshprinter and additional components
including a printer cartridge. The
equipments mass is x 2 the mass of the
creature to be grown.
Cost: $500 / kg of the subject; this includes
printer cartridge: 10kg worth of mass.
Additional 10kg cartridge: $1,000
Growing time reduction, special cost of:
Reduce the time by 1 hour per $10,000;
minimum time: 1 hour; this will drain 120
constitution in an hour.
The user requires a DNA sample (1mg/ml)
of the creature to be grown. The user cannot
combine samples. This can be
accomplished from a lock of hair. The
maximum sized sample is 1 gram. This
process does not work on a complete
subject as the sample is destroyed. During
the printing the subject is completely
unresponsive to external stimuli. The
creature grown is considered normal in all
respects.
Age control: the user may accelerate the
aging of the subject and then print it as
normal. If the sample is already aged, this
process, does not age the cells further.
The cellular memory of the individual is
available so that the subject has all
mutations as well as the normal racial
abilities; these may be deactivated.
The creature, unless otherwise specified,
has a soul, astral form and a spirit; these
may be deactivated.
The printed copy, is for all intents and
purposes, identical to the original with the
previously mention exceptions. The
fleshprinted copy is only discernible from the
original by the pristine unblemished
appearance.

16th of Pardus, Dark Continent, 507 AD, Altanant:


H class planet with signs of civilization. Contact made
this month; race is a primitive, yet intelligent crab like
species that call themselves, the Doediea, their world:
Dactyla.
The battlefield was littered with the fallen and as
liberally as possible I moved among the wounded
administering what aid I could, the ambrosia saving
many from oblivions eternal appetite.
Anneais Delphi, Alchemist.

28th of Damacies, Forbidden City, 507 AD,


Altanant: H class planet with signs of civilization. No
contact.

111

The imperium is in an uproar as the alchemists dared to


send the Emperor a Gift of himself. The clone of the
emperor was said to have been slightly modified and
that his majesty was so offended by the sight of the
thing, he had it destroyed on the spot.
Forbidden City Times

Note: Breaching this shield from the interior


nullifies the effect; the caster cannot move
while this is active. Subtract 100 from the
users sense skills while active.

9th of Conos, Glenia, 545 AD, Altanant: Iceworld with


one habitable moon.
I watched the missile and almost winced when my
sphere reflected the weapon right back at the ATV.
After the smoke cleared there wasnt even enough to
use the ambrosia on, not that I would have...
Bainbridge Carnegie TANC alchemist

Displacement sphere: Shield,


constants.
Powersource: Alchemy.
Powerbase: Gravity.
Constitution: 5. Merit: 50.
Casting time: 1 uncomplicated action.
Range: 3 meter diameter
Duration: up to 1 second; cannot be
increased. This counts as three duration
abilities while active.
Effect: Manifests as a sphere of blackness
that surrounds the user. The sphere
completely displaces any amount of
cogency or force; as if the space within the
sphere is not there.
Note: touching this shield from the
interior nullifies the effect; the caster cannot
move while this is active. Subtract 100 from
the users sense skills while active.

Singularity string: beam attack,


damage, constants.
Powersource: Alchemy.
Powerbase: Gravity.
Constitution: 5. Merit: 50.
Casting time: 5 actions.
Range: 100 meters. The string is 2 meters
in length.
Duration: One action.
Effect: manifests as a line of blackness with
boiling starlight around it. The singularity
string is a strand of compressed matter (1
kg) that flies at a target bypassing protection
factors inflicting 1 point of damage per
cogency point.
Note: in the case of displacement
sphere vs the singularity string: they cancel
each other out.

4th of Tigra, coast of Moran, 666 AD, Altanant:


Cloud covered aquatic world.
The waves crashed against the base of the cliff
and I could taste some of the cold salty spray as I
steadied myself when the natives started rolling the
giant rock toward us. With nowhere to run I invoked my
displacement sphere and let the boulder pass through
our party and over the cliff into the sea.
Keth Bannor, Alchemist anthropologist

2nd of Aquilas, Raptivik jungle, 545 AD, Altanant:


Iceworld with one habitable moon.
I used my string and neatly opened the door with a
flick of my wrist.
Simon Plymouth, Alchemist

Philosophers Sphere: Shield,


containment, shot.
Powerbase: Alchemy.
Constitution: 5. Merit: 50.
Casting time: Shield: 1 uncomplicated
action.
Range: shield: 3 meter diameter.
Duration: Concentration, up to 1 second;
this cannot be increased. This counts as
three duration abilities while active.
Effect: the shield, manifests as a mirrored
sphere, appears around the caster to reflect
equal or lesser cogency from all of the
normal powerbases and physical and
energy force.
The disciplines effect reflects matter at
a rate of 10kg per cogency point.
With a successful Manipulate materialsAim (treat as shot with a minimum 60 target
number to hit) the caster directs the
effect/force where they choose.

112

Left blank

113

Chapter 11, Chi

Chi-Strike: Beam attack, damage.


Stun: normal attack.
Powerbase: Chi.
Constitution: 1. Merit: 10.
Casting Time: 1 action.
Range: 100m for damage. Touch to stun.
Duration: Concentration until released,
Effect: Manifests as a ball of shadow. Does
1 point of damage per cogency point.
Stun. The discipline may cause Stun if over
10% of a targets life points are inflicted in a
single strike. Subjects roll a metabolic shock
to resist.

Disciplines
Based on internal mysteries.
Table 29, Chi disciplines
Chi disciplines
Chi force
Chi Strike
Flying foot
Shadow vision
Tuch, divination

Con
1
1
1
1
1

Merit
10
10
10
10
10

Binding
Cowl
Create chi objects
Quiet foot
Spelltrap*

2
2
2
2
Spc

20
20
20
20
20

Chi shout
Invisibility
Manruki gesarui
Shadowract
Tiger strike

3
3
3
3
3

30
30
30
30
30

Kiku-taijutsu
Shadow
Tuch, drain life force
Tuch, nerve pinch
Tuch, will-force

4
4
4
4
4

40
40
40
40
40

Advancing Phoenix
Chi Dim Mock
Chi Protection
Stopping the charge
Tesseract

5
5
5
5
5

50
50
50
50
50

1st of Civet, Forbidden City, 541 AD, Altanant:


technology covered world. Hostile contact.
The target was crossing the street dressed in one
of the worst outfits I have ever seen. It was a single
piece bright magenta arackmen silk jumpsuit with intent
to strangle his 150 kilo bulk, topped off with a lime
green cape and trailing apricot colored scarf.
I charged myself up as the driver pulled the van
close and through an open window, tapped his hand
with a smile. He managed to return the expression
before slumping into momentary unconsciousness. Just
a quick open and close of the side door, and we were
ten grand richer. I love nothing more than a nice simple
clean abduction.
Roberta Grisburg, Ninja

Flying foot: Combat stat; skill


augmentation, constants.
Powerbase: Chi.
Constitution: 1. Merit: 10.
Casting Time: 1 action.
Range: self; others: 10 meters.
Duration, beneficial effect: up to 1 minute.
Effect: For extreme distances: Agility- Aim.
Plus 1 meter to vertical leaps and 10 meters
horizontal leaps per cogency point.
Running duration: Concentration, 1
second.
The subject moves at an unusually rapid
pace for the duration. +1 meter per second
per 10 cogency points, +10 m/s to start and
falls slowly, (max 5 m/s.)

Chi force. Shield.


Powerbase: Chi.
Constitution: 1. Merit Cost: 10.
Casting time: 1 uncomplicated action.
Range: self; others: 10 meters.
Duration: Concentration, up to 1 minute.
Effect: Manifests as a 10 cm fiery field that
completely surrounds the subject glowing
the color of the casters Aura. Chi-force acts
as a shield. Blocks 1 point of damage per
cogency point. While in effect the subject
does not require air.

19th of Damacies, Dark Continent, 566 AD,


Altanant: gas torus of breathable atmosphere; orbiting
organic matter. Colony Established-Vertex: Alorians
only.
The black night was my friend. The distance
across the rooftops easily manageable and I jumped
over the gap as if I could fly. The hot summer wind
made my long black coat flow around me as I dropped
into the midst of my enemies. The sword sang a slicing
song of ceaseless silence and I was quickly on my way
into the heart of the citadel.
Casper Machine Five, BSC Ninja

5th of Ursus, Golden Isles, 503 AD, Altanant:


Waterworld, with equatorial continent.
The match had gone well up to this point when out
of nowhere she lit up like a Winterfest tree and it felt as
if I hit a solid piece of steel.
Carlo Hammersmith, Professional boxer.

114

Shadow vision: Skill augmentation.

Tuch (Divination): Normal attack,

Powerbase: Chi.
Constitution: 1. Merit: 10.
Casting Time: 1 action.
Range: self; others: 10 meters.
Duration, beneficial effect: up to 1 hour.
Effect: +60 on an Sight-Deeds target
numbers for a total of 100; while this ability
is active, the subject sees in the dark. This
ability is so specific it can be used to
perform combat in complete darkness, or if
the target is invisible, without blind attack
penalties.

location, constants.
Powerbase: Chi.
Constitution: 1. Merit: 10.
Casting Time: 1 action.
Range: Once a target has been touched or
with a DNA sample, the ninja may locate the
target within the range of 10km per cogency
point.
Duration, beneficial effect: up to 1 hour;
the user may touch the target and this does
not count as a beneficial duration effect until
the location is activated.
Effect: This is one of the more mysterious
abilities. The effect functions in two ways
both through quantum entanglement. The
first is with a touch the second with a DNA
sample.
Once this ability is activated and the
user successfully touches a target, the lock
is permanent until released by the caster
and cannot be nullified only cloaked or
blocked. The cogency of the effect must
affect the 10% the merit value of the target:
10 merit to start. The user can only lock on
to as many targets as they have beneficial
duration slots 3 to start.
With a DNA sample: such as hair,
fingernails or blood. The user successfully
tracks the target if within range; this cannot
be nullified only cloaked or blocked.

27th of Chiropa, 534 AD, Altanant: Ice world with


habitable equator.
The small city of Redstone, alive with the activity
of the day, was picturesque. My study window was
open on the glorious vista of the town below, a thin
cerulean curtain fluttering in the afternoon breeze. Ive
spent so much time exploring the ancient catacombs
below my new home that my shadow vision is on
almost all of the time now and thanks to it, I caught
sight of the invisible repus approaching my open
window. Without hesitation I invoked a binding, and
caught the spy by surprise.
Before I let him loose, I made certain the flymen
would never set wing toward my home again.
Walter Rogers-Mage Tiger, Guildmaster: 539-549 AD.

22nd of Theria, Hellsgate, 606 AD, Altanant:


Industrialized H class planet on the edge of stardrive.
Colony Established-Aldivas: Alchemists and mixed
races.
The lock of red hair led me right to the Ravashem
spy through the misty mountains of Savant. Shrouded
in a false sense of security, gained from the Lost
Continents nullifying effect on locations, she hardly
expected a quick visit from the Terran ninja guild.
Of this I am certain, as it was so clearly reflected
by the classic expression on her beautiful face when I
serviced her. Death to the Kingdom of Blood!
Kala, Tornheart, Amazon, Ninja

115

Binding: See magic spells

Create chi-objects: Powerbased

Powerbase: Chi. Merit: 20


Effect: Manifests as a series of ghostly
ropes. The ropes encircle the target(s).
Otherwise the effects are the same.

construct. (Manipulate tools: +10)


Powerbase: Chi.
Constitution: 2. Merit: 20.
Casting Time: 2 actions.
Range: appears 1 meter from caster.
Duration, beneficial effect: up to 1 hour.
Effect: Chi can be shaped into simple
objects of solid shadow such as a 10ft rope
w/hook- test 10 kg / per cogency point.
Non-articulating provisions such as a
hammer, saw, screwdriver, shovel, axe etc.
weigh 100 grams per cogency point. Each
of the individual objects created cannot
exceed 5 Tech level see provisions. Treat
like physical objects. Shields block and
weapons inflict 1 point per cogency point.
The cogency is used up as it blocks or
inflicts damage.

Cowl: Cloaking, skill augmentation.


Powerbase: Chi.
Constitution: 2. Merit: 20.
Casting Time: 1 action.
Range: Self or other; 10 meters.
Duration, beneficial effect: up to 1 minute.
Effect: Manifests as a thin shadow around
the user obscuring their features -25 on
Sight-Deeds to physically recognize. +100
on Concealment-Aims AGAINST any form of
sensing skill or clairvoyance type effect
including the sense of smell. The cloaks
strength is based on cogency. A
clairvoyance effect with a cogency of 1 point
above the cloak equals a 1% or lower on the
sight-Deed roll, in this way exceeding the
cogency of the cloak allows others to see
through this defense. NOTE: the effect, as
viewed through the clairvoyance, is that the
vision is foggy.

6th of Pandinus, uncharted isle 900 km northwest


of Gateway, 591 AD, Altanant: dead world with two
habitable moons. Colony Established on larger moonTolith: mixed races primarily biogladites, humans and
elves.
The cold climate on this island has encouraged us
to keep warm as much as possible while we search for
the Ruins of Horth. Reputedly the site of an alchemist
colony before the dark ages, the areas reputation is one
of having strange and powerful items. I have been
spending my evening chopping firewood and hunting.
My chi fashioned into some of the most useful items
when roughing it.
Rega Gunnalt, Adventurer.

21st of lupanii, Moran, 585 AD, previous altanant:


Synnibarr variant with slightly more ocean: Alosiea.
The Winterfest meal consisted of Salkava, roast
turkey with beetle stuffing and mandrake heart sauce
and for dessert there was chilled Vitrolac smothered in
fried Apprys.
I sat well cloaked watching the families last meal
from beneath the snow covered limb of the cold treetop
outside my clients home, in the distance I could see the
tiny lights of the beetle migration and I wondered sadly
what a nine year child could have done to earn a
Winternight visit form the grim reaper instead of the
Gnomefather and his flymen.
Vincenzo Edwards, ninja

Quiet foot (Enhanced stealth): Skill


augmentation.
Powerbase: Chi.
Constitution: 2. Merit: 20.
Casting Time: 1 action.
Range: self; others: 10 meters.
Duration, beneficial effect: up to 1 minute.
Effect: Stealth: +1 per cogency point up to
+100; +1 to the dice roll while on noisy
surfaces per 2 cogency points up to +100.
While this ability is active, the subject can
eventually become virtually silent.

To the Terran Ninja Guild. Your competent


server- while well cloaked-was an uninvited guest.
Im glad to be able to confirm that, while I may
appear to be a nine year old: you know that I am in fact
a warchild and closer to 69; your failure to inform the
operative led to his permanent retirement.
FYI: I have located the contractor and serviced
him as well, forever settling the personal issue between
us with Helliron. Should this matter precede any
further; I will consider it an invitation and shall take
action against the ENTIRE Terran ninja assassins
guild. Please follow your normal polices for these
events as I am quite bored and in great need of merit.
Sincerely Ever my fathers son, Brekk Tuch.

13th of Damacies, Shipsholm, 546 AD, Altanant:


Synnibarr variant.
I have never been what one would call stealthy.
As a 3 meter tall Haliathean I make noise just
breathing. But when Roberta hit me with the Quiet foot
ability, I could have danced dressed in bells and still
have been silent.
Derek Battlesmythe, Haliathean mercenary

Guild Note: Protocol #1 suspended; the file on this


matter has been closed.

Spelltrap: See magic spells


Powerbase: Chi. Merit: 20

116

Chi-Shout: Wide beam attack, damage,

Invisibility: Skill augmentation, illusion.

stun.
Powerbase: Chi.
Constitution: 3. Merit: 30.
Casting Time: 1 action.
Range: 10 meters
Duration: 1 action,
Effect: Does 1 point of damage per cogency
point; this disciplines damage can be divided
between targets. The discipline may cause
Stun if over 10% of a targets life points are
inflicted in a single shout. Subjects roll a
metabolic shock to resist.

Powerbase: Chi.
Constitution: 3. Merit: 30.
Casting Time: 1 uncomplicated action.
Range: self; others: 10 meters.
Duration: Concentration, up to 1 minute
once casting is finished. This particular
effect counts as TWO concentration effects
while active.
Effect: The discipline provides
Concealment: +100 to the Aim roll. Attacking
with ranged actions or casting of other
abilities while invisible, breaks the
concealment.
The subject may attack w/hand held
weapons or natural weapons and remain
invisible; to do so the user must subtract 1
additional Con per successful hit, after the
first, to remain invisible.

1st of Civet, Forbidden City, 541 AD, Altanant:


technology covered world. Hostile contact.
We had no less than seven fire fights today. The
ET hostiles poured out of drop-ships from the Altanant
as if they actually wanted to die. Right away we noticed
that they were wearing decent armor and that it took at
least 10 titanium rounds to stop them. Up to 100kg,
bipedal insect, with four arms, the Goratha as they
called themselves, appeared to be descended from
hornets.
In an effort to conserve ammo, I found that I was
able to consistently down three with every chi shout at
about 50 to 60 meters; after nearly exhausting myself,
the captain got orders for us to capture one of the
bastards; our mage was down.
We let one slightly wounded Goratha make its way
toward us. It was an ugly thing in nice articulating
armor. I watched it approach, ready to let lose, when
the bastard stopped and rudely tried to open fire.
My Chi-shout was especially heart felt as it was a
combination of surprise and fear.
Makko Ginsmith, TANC

25th of Civet, Forbidden city, Diamonroof concert


hall, 601 AD, Altanant: Synnibarr variant volcanic world.
Thanks to my invisibility, I worked my way through
security and into the well-guarded dressing room. The
diva was alone and completely unaware of my
presence. With each step across the plush carpet
toward her, my heart pounded so loudly I was sure she
would hear my cautious approach. But she didnt and
my surprise was complete.
With a quiet breath I whispered, Happy birthday,
sweetheart! and appeared with my armload of flowers.
At first I thought she was going to kill me, but a few
minutes later, it was all I could do to take a breath!
Giovanni Dorval, Neosapien Tiger

117

Manruki Gesarui: Beam attack,

Tiger Strike: Normal attack; damage

nullification.
Powerbase: Chi.
Constitution: 3. Merit: 30.
Special Merit: + 30 for each additional
powerbase after the first.
Casting Time: 3 actions.
Range: 1 meter.
Duration: Concentration, until used.
Duration, negative effect: 1 second.
Effects: Manifests as a black chain made of
chi energy that, with a successful strike,
nullifies one of the powerbases to start. The
user selects the powerbases: Alchemy, Chi,
Earthpower, Energy, Magic, Mutations or
psionics.

Powerbase: Chi.
Constitution: 3. Merit: 30.
Casting Time: 1 action.
Range: touch.
Duration: Concentration, or until used.
Effects: Manifests as an orange red field
around the subjects fist: 1 point of
powerbased damage per cogency point +
users force damage adjustment.
90 + fda to start.

27th of Harvest, 618 AD, Altanant: Binary star


world, severe volcanic activity, oceans habitable. Note:
the race managed to contact the Worldship mystically;
calling themselves the Dashi and their world: Jireedis.
Colony Established: Aquarian mages: Oceanna.
The Strangle Trees were throwing the last of their
violet apprys and fall was full upon us. The bright
pandinus leaves swirling in the wind a fitting audience
for my battle.
The Anadae Ninja, a slender cobra with cybernetic
arms and jade green eyes cautiously circled, his coils
barely making a sound on the dry terrain.
I focused my Chi into my fist until it began to glow
and charged. It took several attempts but eventually I
landed a solid blow and it was all over.
Archibald Guslingbus, Golden tiger

15th of Tigra, Enchanted continent, 588 AD,


Altanant; Synnibarr like small low gravity world (.989G)
The campaign against Ravasha continues. Today I
used my Manruki to nullify a bloodmages shields as he
appeared via a teleport quite; unexpectedly in our
midst. Later I learned that under vigorous interrogation,
he gave us some vital intelligence.
Blarni Finnegan, Mercenary

Shadowract: teleport; intelligence-Aim.


Powerbase: Chi.
Constitution: 3. Merit: 30.
Casting Time: 1 uncomplicated action; may
be used as a Fate, dodge roll.
Range: Self; others: 10 meters.
Duration: 1 action.
Effect: With this added ability the subject,
following a successful intelligence-Aim,
deciphers the ever changing path between
disconnected shadows to travel along it
safely to emerge at the destination. A failed
Aim indicates the subject does not travel.
This requires a shadow and may only be
accomplished in bright or normal light. The
user must enter the shadow. The effect
teleports the subject, and the payload, 10
meters per cogency point.
Payloads: plus 10 kilos of additional
payload per cogency point. The subject
must touch the payload for the duration of
transport.

3rd of Damacies, Forbidden continent, hidden


valley, 321 AD, Altanant: Shalom.
I stumbled upon this place after tracking down
from the icy mountains, the sheltered land opened up
beneath the clouds like a sliver of perfect green.
Technologically still in the Dark ages it was a place of
walled cities and constant strife. That was until I arrived.
Traversing the shadows it was only a matter of a
few days before I had disposed of most of the corrupt
monarchs and restored this war torn land into a place of
peace.
Tuch, Ninja

118

Kiku Taijutsu: Combat stat

Tuch (Drain constitution): Normal attack,

augmentation.
Powerbase: Chi.
Constitution: 4. Merit: 40.
Casting Time: 4 actions.
Range: self; others: 10 meters.
Duration beneficial effect: up to 1 hour.
Effect: plus one action per second. No
further adjustments. It may only be invoked
once on a subject at a time.

transfer
Powerbase: Chi.
Constitution: 4. Merit: 40.
Casting Time: 4 actions.
Range: touch.
Duration: concentration, until used.
To affect a subject, the effects cogency
must exceed 10% of the target(s) merit
value (Cogency Mass).
Effects: Manifests as a shadowy field
around the users hand. The discipline
transfers constitution to and from targets.
The user can transfer Constitution, up to the
targets con Gate, to/from a target per action
of contact. This does not bypass the
subjects con gate.

18th of Civet, Giantship- Vlarithion, somewhere in


the middle of the Sapphire Deep, 513 AD, Altanant:
Synnibarr variant with one habitable moon.
For our entertainment the Giants have been
allowing the passengers to compete in friendly combat
matches during the voyage. Thanks to our beloved
ninja, Thicket Thorn, I have won three of the last
battles. It is amazing to feel so fast and precise.
Elisabeth Chang, Biogladite adventurer

1st of Delphi, Scorpion Isles, 526 AD, Altanant: Gas


giant with habitable rings.
I used more energy to drain from my client, than I took
from him, but rendering him unable to take action
against me for the following second was worth it.
Hendry Gates, ninja.

Shadow: Transformation-insubstantial,
skill augmentation.
Powerbase: Chi.
Constitution: 4. Merit: 40.
Casting Time: 4 actions.
Range: self; others: 100 meters.
Duration: concentration, up to 1 minute.
This counts as two duration effects while
active.
Effects: See transformation-insubstantial.
The subject becomes a shadow and may
pass through solid objects. While in this
form, the subject is not affected by physical
or energy based force; nor may the subject
interact with the physical environment in any
way save movement. Concealment: +50
while in shadow; subtract 50 in direct light.
Payloads: plus 10 kilos of additional payload
per cogency point. The subject must touch
the payload for the duration.

Tuch (Nerve Pinch): Normal attack, stun,


unconcious.
Powerbase: Chi
Constitution: 4. Merit: 40.
Casting Time: 1 action.
Range: touch.
Duration: concentration, until used.
Effects: This ability bypasses protection
factors. This ability must do 10% or more of
the targets life points to be effective.
Subjects roll a metabolic shock to resist
unconsciousness.

17th of Theria, Jacobs Ladder, 532 AD, Altanant:


Ocean world, dotted with small islands; no major
continents.
The thick crowd filled maze of the spacestations
corridors, and my target, surrounded by her entourage
only visible in short glimpses. Not to be undone, I
flicked between the shadows to emerge just close
enough to touch her graceful neck and was surprised at
her layers of protection.
Pressing through her defenses reduced the
cogency of my nerve pinch and it suddenly felt as if I
were reaching out in a dream with only a fragment of
my real strength.
Thames Hayes, Ninja

16th of Lupanii, Swordglade, 321 AD, Altanant:


Shalom.
I have finally discovered the secrets of Chi. My
diligence and practice, not to mention devotion to the
art, have granted me insights none have had before.
I shall commit these Disciplines to text so that all
who come after me can profit and leap even further
across the vast gap of ignorance.
Tuch, ninja.

119

Tuch (Will-force): Normal attack, Will-

Advancing Phoenix:

Area effect;
damage, stun.
Powerbase: Chi.
Constitution: 5. Merit: 50.
Casting Time: 5 actions.
Range: 10 meters.
Area of Effect: 10 meter diameter.
Effect: Manifests as a wave of shadow.
Advancing phoenix does 1 point of damage
per cogency point or stuns the targets. The
spell may cause Stun if over 10% of a
targets life points are inflicted in a single
event. Subjects roll a metabolic shock to
resist.

force.
Powerbase: Chi.
Constitution: 4. Merit: 40.
Casting Time: 4 actions.
Range: touch.
Duration, negative effect: concentration,
until used then 1 minute per 10 cogency.
To affect a subject against their will, the
effects cogency must exceed 10% of the
target(s) merit value (Cogency mass).
Effects: Manifests as a shadowy field.
Persuasion-Aim: +100. A target may be
Willforced: see advanced gaming situations,
willforce. The target need not understand
the language.

19th of Theria, Raptivik valley, 601 AD, Altanant:


volcanic world.
My excursion into the unexplored valley on the
Forbidden Continent had been nothing if not interesting.
The scents of fall were in the air and my morning
explorations became a battle when a pair of Fod saw
me walking across the log. Calling to their brothers I
was soon besieged before I could make it safely to the
far side. I considered running but then thought the
better of it after all these werefodder.
My Chi Protection took the place of precious armor
and kept the Fods blades from my lifes blood as we
battled on the moss covered log spanning the
seemingly bottomless canyon. For most of the morning
I had held my own as the warriors kept making the
attempt.
For one wave I used Stopping the Charge and
mowed them down with my sword; for another, I lashed
out with Advancing Phoenix and they fell screaming into
the canyon. Eventually they started to get as smart as
Fod get and brought out the crossbows. Thats when I
tesseracted into their midst and with Chi Dim Mock took
out the leader; sending the rest into the woods.
My pack was just on my back, when the werewind
blew past and nullified my precious gifts. Just a few
minutes earlier and the fight might have had a very
different end.
Joss Kneddy, explorer, adventurer.

28th of Pandinus, Ravasha, Oceanview hotel, 667


AD, Altanant: dead world, remnants of civilization,
barely breathable atmosphere.
The lavish hotel occupies more than an entire city
block and is over 20 stories. Home to countless
intrigues involving the Kingdom of blood, my mission
tonight was to touch one of the guests and make him
tell me the arrival time of the invasion; I think Ill do it
with a kiss.
Carla Lynn Nomaya, TANC Amazon specialist

120

Chi Dim Mock: Normal attack,

Stopping the charge:

Area effect,
combat augmentation, enchantment.
Powerbase: Chi.
Constitution: 5. Merit: 50.
Casting Time: 5 actions.
Range: 10 meter diameter around the user.
Duration, negative effect: 1 second.
To affect a subject, the effects cogency
must exceed 10% of the target(s) merit
value (Cogency Mass).
Effect: Manifests as a wave of chi energy
that flows from the user outward.

damage.
Powerbase: Chi.
Constitution: 5. Merit: 50.
Casting Time: 1 action.
Range: touch.
Duration: Concentration, until used.
Effect: The force damage of the users
natural weapon bypasses all protection
factors. This cannot be used with any
powerbased force or damage adjustments.
The natural weapon cannot be coated or
augmented.

Table 30, Effect: decreases the actions


per second.
Cogency required Actions per second
250
-1
500
-2
1,000
-3
2,000
-4

Chi Protection: Armor, Special


protection.
Powerbase: Chi.
Constitution: 5. Merit: 50.
Casting Time: 1 uncomplicated action
Range: Self.
Duration, beneficial effect: up to 1 minute.
Effects: Manifests as a glowing armor
around the subject that fades to invisibility
once the discipline is completed: + 5
protection factor. The protection factors may
be increased with merit, See general
abilities. Only one of these can be active on
a subject simultaneously.

Targets that are affected lose actions


against the caster in any way directly or
indirectly. If a target only has a single action
each second they lose that action against
the caster only for the duration. Only one of
these can be active on a target at a time.

Tesseract: teleport, skill augmentation.


Powerbase: Chi.
Constitution: 5. Merit: 50.
Casting Time: 1 uncomplicated action; may
be used as a normal fate dodge for BA
attacks.
Range: Self. Moves the user and up to 1kg
of additional payload the user is touching,
per cogency point, 1 meter per 10 cogency
points: 25 meters to start.
Duration: tesseract is instant.
Invisibility duration: 1 second. See Chi
Disciplines, invisibility.
Effect: Manifests as a puff of white smoke
as the user vanishes; the user then appears
at the destination under the protection of Chi
Invisibility. The payload is only invisible
while in physical contact with the user.
This ability requires a Memory-Deed, to
accomplish successfully, if the destination is
not within line of sight.

121

Meeting with a crash of blades, the two


began the first maneuvers designed to feel out
each others prowess. Moving in their dance,
each felt as if the other were within the realms of
beatable, even if just barely. To the observers
they were a blur of motion. Grinning, the warrior
almost caught the ninjas guard aside, Tuch
narrowly avoiding a strike to the heart.
With the realization that this was not going to
be a simple kill, the ninja flipped backward
sheathing his sword and gaining a precious few
meters he needed to withdraw his blaster.
Taking aim at the puzzled warrior, he calmly
squeezed the trigger, just before the man was
within his own blades range.
The beam caught the surprised assassin
completely off guard. Having never seen such a
device, he had been confused by the actions of
the black clad figure. His perplexed expression
evaporated into anguish, as he fell unconscious
and near death.
Shifting his aim calmly, the ninja fired
another shot at the mage. The wizard narrowly
blocked it with a spell. Tuch charged, firing a
barrage at the wizard until the gun was empty.
The mage threw all he could into the
defensive; the shields cogency was still no
match for the blaster, and as it shattered like
glass, the wizard fled into another room.
Without a second thought Tuch followed;
upon entry, he didnt have time to note the rich
paintings on the walls or the elaborate furniture
and decorations, for he was again assaulted by
over a dozen of the best assassins in
Shippingdale and theyre mage. Composing the
entire bulk of the guild in the city; they were a
force to be reckoned with.
Tuch, noting the floor was now a bit
crowded, dove upward; holstering his spent
weapon, he rose toward the beautiful mural of a
mountain range painted on the ceiling.
As he hung there for just a moment, the ninja
released a fist full of his trademark throwing
stars, a pair especially for the exhausted mage.
The Pelleums unique metallic ring sang out
and the bodies hit the floor by way of applause.
Tuch drew his sword in mid-drop, twisting to
land lightly on his feet; he gave a short bow to the
remainder of his opponents.
The last of the assassins threw down their
weapons, falling to the floor in huddles. Grinning
beneath his hood, he honorably sent each one of
them to the Ringzazarackrazads quiet embrace,
no mercy, and no remorse.

uch adhered to the shadowy parts of

Shippingdale. Investigating all he could of the


thriving metropolis. Noting the beggars in the
streets along with the whores and the ever
presents cutpurses. Smiling beneath his hood, he
wondered if they were having as much fun as he
was, and decidedprobably not.
For most of the morning, the traffic was slow,
but then the figure caught sight of a quiet
assassination. With delicate precision the killer
swept in and took his client from behind. The
useless bodyguards clutching their bloodstained
chests in failure. Finished with his work, the man
casually left the scene without so much as a
second glance.
Tuch trailed from the rooftops as the
assassin made his way across town to a narrow
alley. Following closely, the ninja dropped from
the three-story building. Just ahead, he heard a
secret door quietly slide shut. Tuch moved to the
site; it was obvious and poorly concealed, as a
patch of planks. First he politely knocked and
then he kicked out at the wall.
The ninja took a moment to appraise his
adversaries; all three were humans, something
Tuch noticed was a regularity on this island. He
also noted they were armed with primitive
weapons, another commonality of the charming
place; in short, they were gravers.
He leapt into the trio and smiled at how
slowly they moved, obviously trained fighters,
they were only human, and could not hope to
match a Terran Ninja.
With a single flash of his sword, two
assailants fell soundlessly clutching at their slit
throats. Pulling back the ninja made a final strike
to the last mans heart. The thiefs eyes opened
wide, astonishment plastered on his face, as he
dropped off the ninjas ebony katana, falling into
the realm of the dead.
Although his movements were done with
maximum efficiency, the sound of the breaking
door caught the attention of his opponents
friends. Wondering just what he had stumbled
into, the ninja tuned to meet his next assailants
issuing from a door and loudly charging down a
wide hall.
In a group of five they charged him, and as a
group of five they met the god of death. Their
bodies sprawled across the hallway floor in
moments. Their blood mingled with that of fallen
comrades. Moving grimly forward, the ninja
charged the outer door of the Assassins Guild,
just as it burst open.
His next opponent was limed with a
subsiding magical corona, undoubtedly created
by the mage behind him.
With unprecedented speed the warrior
attacked. His movements matched the enhanced
reflexes of the ninja as they engaged.

Tuch, ninja
The destruction of the Shippingdale
assassins guild.
From the histories of the ninja god.

122

Left blank

123

Earthsphere: Shield.

Chapter 12,

Powerbase: Earthpower.
Constitution: 1. Merit: 10.
Casting Time: 1 uncomplicated action.
Range: 3 meters.
Sphere shield: will not move.
Duration: Concentration.
Effect: The 3 meter diameter sphere of
swirling blue green light extends from the
caster and blocks 1 point of damage per
cogency point.

Earthpower
spells
Based on the mystic arts
Table 31, Earthpower spells
Earthpower spells
Con
Blue Bolt
1
Earth Sphere
1
Heal and Repair
1
Summon and control animal 1
Transanimation
1

Merit
10
10
10
10
10

Binding
Necromancers Call
Refreshment
Security Ward
Spelltrap

2
2
2
20
2

20
20
20
20
20

Barrymores Vertigo
Cloak of Mist
Reliance
Teleport
Wardens Protection

3
3
3
3
3

30
30
30
30
30

Immunity
Luck
Mass heal/repair
Resuscitation
Roots of Ruin

4
4
4
4
4

40
40
40
40
40

Minor Comet
Mist of Death
Resurrection
Silver Pentacle
Thwart

5
5
50
5
5

50
50
50
50
50

17th of Pandinus, Enchanted Continent, 602 AD,


Altanant: Waterworld with rings, equatorial continent.
I could clearly see the lean and magnificent
mutant giant, his nearly nude figure covered mostly by
long black hair, through the swirling blue and green
shield. Like a wolf he circled by defense, a nearly
intelligent expression in a pair of bright blue eyes, he
was looking for any possible sign of weakness. I stood
calmly all one meter of me with arms crossed over my
ample cleavage and whistled casually while he
thrashed up the underbrush in frustration. There was
no way that dumb monster was going to stop me from
my share of the cargo in that hidden bunker, even if the
creatures did believe it was put there by the gods.
Iris Graystone, Gnome archeologist

Heal/repair: Restoration, Chiromancy.


Powerbase: Earthpower.
Constitution: 1. Merit: 10.
Casting Time: 3 actions +1 second per 10
life points healed.
Range: touch.
Duration: permanent.
Effect: Manifests as a bright sunshine like
light. No Fate roll. Heals/repairs objects 1
point of damage per cogency point. This can
be used to affect drugs/chemicals or
diseases on a cogency basis.
This ability works on organic electronics and
cybernetics.
This ability may restore a character from
negative 100 life points if done within 2+ 1d4
minutes of the subject reaching 0 life points
and below.

Blue-Bolt: Beam attack, damage, stun.


Powerbase: Earthpower.
Constitution: 1. Merit: 10.
Casting Time: 1 action.
Range: 100 meters.
Duration: Concentration, until used.
Effect: Manifests as a bolt of blue fire. Does
1 point of damage per cogency point. The
spell causes stun if over 10% of a targets
life points is inflicted in a single event;
subjects roll a metabolic shock to resist.

9th of Damacies, Jacobs Ladder space station,


521 AD, Altanant: Cracked world. Apparently
devastated by an asteroid impact several continent
sized bowl like fragments of this world have somehow
survived and developed atmosphere stable
ecosystems. In one forested cup are traces of
advanced civilization.
We spent time on one of the cup continents of this
years altanant. The natives of the region, a crab like
race calling themselves the Galith with a very
sophisticated and benevolent society evidently suffering
some sort of pandemic were glad for our assistance.
Winter Knedy, Earthwarden xeno-biologist

9th of Harvest, Forbidden continent, 300 AD,


Altanant: Shalom. The Scarrok, with their fierce war
paint and dreadlocked red hair, funneled into the
narrow gully; I held them off with Blue bolts. Tonight, I
shall steal their idol. From the diary of an unknown
adventurer discovered in a Scarrok encampment.

124

Summon and control animal:

Transanimation: Beam attack,

Area effect; skill augmentation: PersuasionAim +100 to the dice roll. Summoning,
willforce.
Powerbase: Earthpower.
Constitution: 1. Merit Cost: 10.
Casting Time: 5 actions.
Range: 1 kilometer diameter.
Duration, beneficial effect: up to 1 hour.
Effect: The subject can summon willforce
and communicate with any animal of 1 Merit
per cogency point or lower. The animal may
fight for the caster until it falls below 3 life
points, whereupon the creature always
retreats if possible. The target verbally
communicates with the subject only, and if
any of the targets skills, such as senses,
are superior to the caster, the target then
awards the superior temporary skill bonuses
to the caster for the duration.

telekinesis, intelligent agent.


Powerbase: Earthpower.
Constitution: 1. Merit Cost: 10.
Casting Time: 1 action.
Range: 10 meters.
Duration: Concentration.
Duration, intelligent agent: 1 hour.
To affect an organic subject the effects
cogency must exceed the target(s) merit
value at 10 merit per cogency point.
Effect: The subject animates any type of
solid matter, 1 kg and below per cogency
point, making it mold and articulate to suit
their needs: The subject can unlock doors,
catch falling objects, and otherwise use the
transanimated matter as one would an
appendage. The transanimated matter has a
force of 10 kilos per cogency point; if used to
strike a target, the effect does 1 Dam per
cogency point. A side effect of the animated
state is that all materials become unstable
and only have 1 life per cogency point of the
effect regardless of the material; in some
instances this is a benefit in others it can be
a detriment.
Special merit cost: For 30 additional merit,
the matter can be made into an intelligent
agent that fights independently of the caster
following all mental commands while within
range. The intelligent agent has the casters
nulled combat stats; See intelligent agents.

15th of Lupanii, Forest outside Emerald Downs,


543 AD, Altanant: None.
I cast my spell out into the cold still morning with a
steamy breath. The dim sunlight was just touching the
mountain tops and illuminating the misty vale around
me, the sky strangely without a planet as the Worldship
made her way to another temporary home. In moments
I felt the powerful stag respond to my call and begin his
way toward me without fear; that morning I used its
fantastic senses and made my way into the wilderness.
Mari Getchell, Gnome Earthwarden

2nd of Ursus, small town of Goldfalls Dark


Continent, 499 AD, 1st Altanant: Synnibarr variant.
I transanimated the wall to reach out and grab the
thieves by surprise; the little act earned me a bonus.
That night I took my lady out, although, needless to say,
nothing calmed our disquiet about the strange new
world drifting in the unfamiliar night sky.
Fadra Tompson: Gnome security guard

125

Binding: See magic spells.

Security Ward: Shield, enchantment.

Powerbase: Earthpower.
Merit: 20.

Powerbase: Earthpower.
Constitution: 20
Merit: 20.
Casting time: 2 minutes.
Area of effect: 1 meter diameter per 10
cogency points: 40 meters to start.
Duration: 24 hours.
Effect: The ward prevents the intrusion and
while within the confines, the use of any of
the following types of abilities: clairvoyance,
communication, Location, sensing,
transformations-insubstantial, tesseract /
teleportation, as well as any summoning.
Any ability with these types of effects is
blocked, unless the wards caster chooses
otherwise.
The ward blocks with powerbased force (1
point per cogency point) around the entire
diameter, unlike a shield the ward stops
effects from both directions and like a spell
trap may be given triggers to pass or
activate.
Triggers: Specific aura, astrological sign,
deity worshipped, motion, touch, password.
These triggers are either set to defend or to
allow passage. In any case, the trap sounds
a loud doorbell like gong once the diameter
is crossed.

Refreshment: Restoration.
Powerbase: Earthpower.
Constitution: 2.
Merit: 20.
Casting Time: 2 minutes.
Range: Self; other: 10 meters.
Duration: permanent.
Effect: Manifests as a bright strobe effect
around the casters hand. The ability will
only work once every 24 hours on the same
subject. The refreshment restores all
Constitution and willpower.

3rd of Delphi, Forbidden City, 582 AD, Altanant:


large storm covered tropical world, with uninhabitable
equatorial desert. The northern hemisphere shows
signs of technology visible only at night.
I hate critics. I have worked all my life to create
something and with a few whimsical statements they
will destroy it all just for a momentary selfish rush of
narcissistic assisted adrenaline. Tonight, my
painstaking crafted concert, the show of shows was
panned by a popular critic. The bastard, well known for
not liking my genera of music, still arrogantly attended
the show and sat third row center to glare at me all
through the performance. I almost killed myself trying to
impress him to; no avail, and if not for a refreshment
spell near the end: I doubt I could have finished the
concert.
Then the next morning, the critic wrote the most
scathing review. As if listening to my music was
mandatory! I am so glad I sold enough tickets for that
contract. With enough for a Hell Iron blade, the carc will
never criticize anyone unfairly again.
Shila, Entertainer, Diva, Earthwarden.

28th of Lumanii, Jacobs Ladder space station in


orbit above the Worldship, 584 AD, Altanant: read on...
The Worldship stopped its annual voyage and
emerged into chaos this morning, the dawn bringing
with it war.
This years altanant is apparently engaged in a
skirmish between the inhabitants of one of the moons
and the main planet that appears to be a Synnibarr
variant, with slightly more ocean. Our unexpected
arrival seems to have given them a common enemy to
fixate their hostilities. By midafternoon my wards had
successfully repelled at least a dozen assaults from the
technologically advanced, mystically ill equipped, race
of human variants that call themselves, the Alosians. It
looks like this year is going to be very interesting for us
living up here in the space station.
Tagget Gailstrom, Earthwarden.

Spelltrap: See magic spells.


Powerbase: Earthpower.
Merit: 20.

126

As noted this day, 28th of Civet 640 AD, said the


elven magistrate happily. Well, now that thats over,
its on to the questioning of the victims soul. And after
that, once we take a short break for lunch, we shall
hear from the jury and afterward Ill render my
decision. The judge rubbed her stomach and smiled
before she motioned for them to proceed.
The Gabriel Amazon Earthwarden got to her feet
slowly. Tarlan noted that despite that fact that she
appeared to be in her late sixties, she moved like she
was far older. Her close-fitting sky-blue dress clung to
her thin frame as if it were the only thing holding her
together as she made her way to the front of the
courtroom.
She was careful to avoid the diagram she and the
Guildmaster had worked so hard to prepare. Stepping
cautiously, she positioned herself where everybody
could see her work.
She raised her hands, the motions strained and
painful. Like a faltering fire they were slowly covered in
a silvery light, insubstantial to the point of being almost
translucent. With what were once undoubtedly graceful
movements, she weakly caressed the air before her,
the halfhearted glow eventually coaxed to a shining
radiance.
Tarlan saw perspiration bead on her forehead and
she focused her concentration with eyes that brimmed
as if on the edge of madness. With a final, almost
gasping breath, the Amazon brought her hands
together in the aspect of prayer, and a thunderclap
crashed through the rooms silence with voice enough
to reach the dead. Into this, the priestess could barely
say Danales name.
The courtroom fell still once more as the air began
to shimmer before them in a thin line of white light;
within a few breaths, the radiance coalesced into a
ghostly apparition.
Danales spirit radiated a bright red aura as if his
heart were a lantern. The light spilled out and made
everything it touched look like it was painted with blood.
Vengeful and fueled by hatred, the soul rallied at the
Amazons summoning when it saw Tarlan.
I will kill you! cried what had been Danale.
The vehemence of the spirits emotions
overwhelmed the ancient Amazon and severed her
tenuous hold on life. Suddenly freed, the enraged soul
transformed into a poltergeist.
Hostile witness! intoned the disembodied voice
of the court once more, and immediately the rogue spirit
was encased in an engineered version of the Binding
spell, obviously created by the courtroom itself.
Trapped behind blue bars, the poltergeist thrashed at
the confinement and let loose a stream of curses.
The enraged spirit seemed unable to maintain its
physical cohesion as it swam around within its prison.
Shaped vaguely like a human man, its lower limbs
stretched and became insubstantial almost like
shredded cloth while its arms remained firm and twisted
into near claws. The red aura of its lantern heart cast a
bloody hue from within the ectoplasmic chest as if it
were made of ice, the light flaring with the poltergeists
pernicious intent.
Thoroughly entertained, the Magistrates green
eyes were bright with surprise as she sat back in her
seat and happily announced, I do so love coming to
court.
From the telepathic records: The trial of Tarlan Prehina.

Necromancers Call and


Dance: Summoning, Chiromancy.
Intelligent agent, Memory- Deed.
Powerbase: Earthpower.
Constitution: 2. Merit: 20.
Casting Time: 6 minutes. Decrease casting
time by 1 minute for 10 added merit or 1
Con; by 2 minutes for 30 additional merit or
3 added Constitution, minimum time 1
minute.
Range: target appears in the diagram.
Duration, Call: concentration, up to 1
minute.
Duration, Dance: 1 hour. The animation
does not count as a duration effect and is
limited by the intelligent agent guidelines.
Note: this ability affects targets 10 merit and
below per cogency point: 400 merit total to
start.
Effect, Call: this aspect of the spells effect
can be used to simply call the spirit of
someone diseased and contain them within
the diagram or the effect may be used to
inflict 1 point of damage to a spiritinsubstantial being per cogency point every
attack for the duration of the ability: Beam
attack. To summon a subject the caster
must have something owned, a physical
remnant such as hair/fingernails/blood, a
picture or the subjects name and
astrological sign.
Dance: The effect partially regenerates and
animates a body, with its former soul that
fights and acts independently while following
spoken orders faithfully. The body acts with
its former nulled combat stats for the
duration: See intelligent agent.
The Summoning diagram: the effect uses
an elaborate diagram that requires a
memory Deed of 20% and below to get
correct. Failure of the memory Deed roll, or
the disruption of the caster during the spell,
results in the target becoming a poltergeist
or technigiest- see denizens. NOTE: two or
more casters with this spell may add their
memory as well as constitution together, to
get the diagram correct with less of a Deed
roll and more effect. The inscription of the 3
meter diameter diagram requires the
majority of the casting time. If the caster
wants to animate a corpse one must be
present and placed within the diagram.
Once animated, the corpse will cease to rot
for the duration of the spell.

127

the spells temporary combat stat bonuses:


at a rate of 10 Merit for +1 max adjustment
+30.

Barrymores Vertigo: Wide beam


attack, combat stat augmentation.
Powerbase: Earthpower.
Constitution: 3. Merit: 30.
Casting Time: 3 actions.
Range: 100 meters.
Duration, negative effect: 1 second.
To affect a subject, the effects cogency
must exceed 10% of the target(s) merit
value (Cogency Mass).
Effect: Manifests as series of rings that
become a psychedelic black and white
swirling energy halo around the target(s).
The spells effect makes the target
extremely nauseas for the duration making it
difficult to move.
Once affected, a target must make an agility
aim to accomplish any action. Only one of
these may be active at a time on a target.

17th of Harvest, coast of Enchanted continent, 666


AD, Altanant: Cloud covered aquatic world.
The bullets raked the top of the wall and I felt
sharp stings in spite of my reliance; as the shrapnel
peppered me I realized a painful truth: I must have
been born twins and when momma told daddy to drown
the stupid one and he blew it!
Crull the Reliant, mercenary.

Teleport: See Magic Spells.


Powerbase: Earthpower, Merit: 30.

Wardens Protection: temporary


special protection, enchantment.
Powerbase: Earthpower.
Constitution: 3. Merit: 30.
Casting Time: 3 actions.
Range: self; others: 10 meters.
Duration, beneficial effect: Up to 1 minute.
Effect: Manifests as a slight green glow
about the users shoulders. This effect
temporarily gives the user +3 protection
factors. The protection factors may be
increased with merit, See general abilities.
Only one of these can be active on a subject
simultaneously.

16th of Civet, Forbidden Continent, 507 AD, Altanant: H


class planet with signs of civilization. The inhabitants of
Dactyla bid us a fond farewell. Despite our best efforts,
social pollution transformed into an avalanche of
change; and initial reports have shown that this was
less than desirable for the once peaceful race has
started showing dreadful consequencesmost notably,
a love of technology and the dreadful new music styles
of the youth.
I used every gram of power and released
Barrymores vertigo at the group of leeches charging
down the hall toward me. The first few fell to their
knees, unable to stand, and began to disgorge the
contents of their stomachs; this unexpected result
further slowing down the charge of the blue skinned
horrors. Backing down the hall, I threw another vertigo
spell and the rest of the leeches were down for a few
moments Used the precious time I made my way out.
One day I will return to that cavern, I know they guard a
vast library of spells and if it is possible, they will be
mine.
Charlotte Darwin, Earthwarden, Alchemist.

Cloak of mist: see Magic spells


Powerbase: Earthpower
Merit: 30

Reliance: Beam attack, combat stat;


skill augmentation.
Powerbase: Earthpower.
Constitution: 3 per target. Merit: 30.
Casting Time: 3 actions.
Range: self; others: 10 meters.
Duration, beneficial effect: Up to 1 minute.
Effect: +5 to the subjects Shot rolls and all
five Fates for the duration. Only one of
these spells can be active on a subject at a
time.
Special merit condition: Merit may be
specifically allocated to permanently adjust

128

cogency point: 160kg to start. The effect


restores 1 point per cogency to all affected.

Immunity: Beam attack, temporary


special protection, enchantment.
Powerbase: Earthpower.
Constitution: 5*. Merit: 40.
Casting Time: 5 actions.
Range: self; others: 10 meters.
Duration, beneficial effect: Up to 1 hour;
cannot be increased.
Effect: Gives the user one immunity to a
powerbase: 40%. Only one of these can be
cast at a time on a subject; this cannot be
amplified. See general abilities. A subject
cannot have more than 2 immunities in
affect simultaneously. Nullification of
Earthpower, if of higher cogency nullifies this
ability.
*The added con and casting time is required
for the effect.

Resuscitation: Area effect,


Chiromancy, restoration.
Powerbase: Earthpower.
Constitution: 4 per target. Merit: 40.
Casting Time: 4 actions.
Area of effect: 1 meter diameter per 10
cogency points:
Duration: permanent.
Effect: Manifests as a crackling of blue
electricity around the casters hands and
then the subjects body. This spell, if used
on subjects within 1 minute of death, revives
the target at life points and
Constitution/willpower. The subject moves to
last in the advantage order until the following
turn.

Luck: Area effect, alter probabilities,

Roots of ruin: Area effect, transfer.

enchantment.
Powerbase: Earthpower.
Constitution: 4. Merit: 40.
Casting Time: 4 actions.
Range: 100 meters.
Area of effect: 10 meter diameter.
Duration, negative or beneficial effect: up
to 1 minute.
To affect a subject in a negative manner, the
effects cogency must exceed 10% the
target(s) merit value.
Effect: Manifests as a silver flash around
the subjects body that subsides to
invisibility. This spell adds +-10 to any dice
roll for the duration; this augmentations
bonus cannot be amplified. Only one of
these spells can be active on a subject at a
time.
Dice roll exceptions: Advantages.

Powerbase: Earthpower.
Constitution: 4. Merit: 40.
Casting Time: 4 actions.
Range: 100 meters.
Area of effect: 10 meter diameter.
Duration: concentration; this spell counts as
two of the users duration effects.
The cogency of this spell must exceed the
combined max force of the target(s) at 10kg
per cogency point: 1,600kg to start.
Effect: Manifests as a bright green corona
around the casters form. The effect creates
a brown and green root like image of light
extending from the user to the target(s); one
root per target. The roots drain con and
reduce a target(s) movement rate to 0. The
effect drains up to the con gate in
constitution points per target. This does not
bypass the Constitution gate.
The constitution drained restores the users
constitution and is not available that second.

Mass heal/repair: Area effect,


chiromancy, restoration.
Powerbase: Earthpower.
Constitution: 4. Merit: 40.
Casting Time: 4 actions.
Area of effect: 1 meter diameter per 10
cogency points: 16 meters to start
Duration: permanent.
Effect: Manifests as a golden light around
the casters body. The effect releases a
wave of golden energy from the users body
outward. The cogency of this spell must
affect the mass of the target(s) at 1kg per

129

Mist of Death: Area effect, damage.

Resurrection: Chiromancy.

Powerbase: Earthpower.
Constitution: 5. Merit: 50.
Casting Time: 5 actions.
Area of effect: 10 meter diameter.
Duration: Concentration, up to 1 minute.
Effect: Manifests as a ghostly white skull
image around the caster during the
invocation: the effect creates a grey mist
around the user that inflicts damage: 1 point
per cogency point; the user selects the
target(s). The user must subtract
constitution each additional action to inflict
damage for the duration; a minimum of 1
con point for 50 points of damage.

Powerbase: Earthpower.
Constitution: 50. The Constitution is added
over the entire casting time.
Merit: 50.
Casting Time: 1 hour.
Range: Other; 10 meters. If the soul is
imprisoned in Hell Iron/Shadarkeem metal
the effect does not function. If the soul is
constrained by a powerbase the cogency of
the resurrection must exceed the cogency of
the restraint. If the soul is restrained the
subject feels the cogency of the restraining
effect. Should the restraint be Hell Iron or
Shadarkeem, the subject feels a solid wall of
nearly unbeatable cogency: (50,000).
Duration: permanent.
Effect: Manifests as a glowing cocoon of
azure and pearl in the pattern of a butterflies
wings around the target. The effect does not
heal the targets body in any way. The
effect calls a targets soul back and rejoins it
with the body.
Special Conditions: the targets body must
be whole enough -above a life point- for
the soul to reanimate it.

Minor Comet: Area effect, Damage,


Stun
Powerbase: Earthpower.
Constitution: 5. Merit: 50.
Casting Time: 5 actions.
Range: 100 meters
Area of effect: 10 meter diameter.
Duration: Concentration, until used.
Effect: Manifests as a comet, complete with
sparkling tail, the comet explodes upon
contact, doing damage and/or stunning all
within range.
Damage: 1 point per cogency: 250 dam
to start. The user selects the targets. The
spell may cause stun if over 10% of a
targets life points are inflicted in a single
event; subjects roll a metabolic shock to
resist.

28th of Civet, Mortis city of the dead, 644 AD,


Altanant: Orange and brown gas giant with one
habitable moon, desert world with green polar caps.
As promised, the arrogant alchemist returned the
following day with a full grown body, approximate age
forty. Tarlan new form lay arranged on a levitating table
as if asleep, the medical support systems humming
away quietly. Without a word the alchemist released the
floating gurney and departed as if eager to be free of
the city of death. No one caught his secretive smile the
instant before he vanished into a boiling black
Elemental Cloudcarry.
The ritual commenced once the body arrived;
Alorius eagerly watched as the mayor herself de-humed
Tarlan. With a mighty crescendo, the soul of the
apprentice was reunited with a clone of his flesh, the
two merging as if all were normal. When it was
complete, Tarlan stirred and took his first breath of life,
exhaling it in a coughing fit that shook him to almost
vomiting.
For a moment, it appeared as if this new existence
completely surpassed him. Just trying to lever up to a
sitting position nearly cost Tarlan his purchase on
consciousness.
Alorius could see in the mans deep brown eyes
that the Mage fought through the quagmire of his own
senses to recognize her. Somehow Tarlan grasped at
enough of a thought before it danced away to
sarcastically announce, Alorius, you look hideous
From the journal of Alorius.

10th of Chiropa, coast of Enchanted Continent, 566


AD, Altanant: gas torus of breathable atmosphere;
orbiting organic matter. Colony Established- Vertex:
Alorians only.
The cluster of Mandrakes worked their way
through the brush toward the strange red-stone ruins
we uncovered. I took my time and worked up a comet
big enough to make the gods take notice and put it right
in the center of the group. What an explosion!
Draktathor Miredim, mercenary

130

Silver Pentacle: Shield.


Powerbase: Earthpower.
Constitution: 5. Merit: 50.
Casting Time: 1 uncomplicated action.
Range: 3 meter diameter around caster.
Duration: Concentration, up to 1 minute.
Effect: Manifests as a silver light around the
casters hands in the shape of pentacles.
The effect creates a silver circle around the
user with a flaming five pointed star
inscribed within; the casters movement rate
is reduced to 0 for the duration of this effect.
This cannot be cast in a moving vehicle.
The 3 meter diameter sphere protects
from powerbased or physical/energy force at
a rate of 3 points per cogency point.
Note: the spell blocks both ways.

Thwart: Beam attack, combat stat skill


augmentation.
Powerbase: Earthpower.
Constitution: 5. Merit: 50.
Casting Time: 5 actions.
Range: 100 meters
Area of effect: 1 meter diameter per 10
cogency points: 25 meters to start
Duration, negative effect: up to 1 minute.
The cogency of this spell must affect the
merit of the target(s) at 1 per cogency point:
250 merit to start.
Effect: Manifests as a yellow and green light
around the caster during the invocation. The
effect suspends the use of all temporary
combat stat augmentations for the duration;
user selects target(s).

131

glass as the client punched out the other


side of the building, just before the missile
exploded within.
Coalax roared and scanned the sky for
signs of the police. In the distance, he could
make out sirens and see the sleds closing
in. He had just violated one of the most
important laws in the Forbidden City: Do no
property damage. And every moment, the
client was winging his way to freedom.
The closest guard transport opened fire, the
warning shots all the assassin needed to
make a decision.
Coalax said, Go boy.
Shiva folded his wings and dove for the
alleys, three Imperial troopers in pursuit.
The newer Imperial sleds, armed with
the alchemical sonic stunners, were reputed
to be accurate and very agile. But, after
several missed volleys, Coalax began to
think otherwise. They were maneuverable,
but not as solid in the air as a small
stormdrake. However, there was the
advantage that they would not tire as easily.
Free of the cops, the assassin used the
locator beacon and finally caught up to the
client after a dizzying chase of several more
blocks.
With the thought of the burning building
clearly in his mind, the rider was careful to
not take a shot until it was just right. He
could not afford another mistakeperhaps
could not afford the mistake he had already
made.

Tonights client was an Alorian, a race


unusually well suited for the task of courier,
as they possessed wings.
Well paid, this particular Alorian was in
possession of an enchanted item that made
him undetectable to the mystic arts; this
would have been troublesome under most
conditions, but not tonight. Tonight,
someone slipped a radio tracer into the
couriers satchel, and while the courier was
invisible, the tracers signal was not. The
assassin considered the name taken only
recently by the race, in honor of the newly
ascended immortal called, Alorius.
Previously known as Winged Warriors,
the new title- in the assassins opinion- gave
the race a level of solidity.
Coalax remembered reading the
proclamation about the winged warriors
divinity and feeling a strange sense of
possibilities. Just the thought that one could,
through deed and great endeavor, ascend to
the level of immortality was exhilarating.
The assassin closed his mind and focused
on the task at hand, there would be plenty of
time for daydreaming, once the job was
done.
-The Alorians wings pulled hard on the dark
air between the lower buildings. Muscles
burning, he swerved; the assassins bullets
raking the stone walls of the building behind
him as he flew through the narrow alley.
Coalax pressed Shiva to go faster, sighted
along the machine gun, but before he could
release another burst, the drake breathed a
bolt of lightning. The arc marked the top of
a dilapidated building and made the rider
wince.
Thats gonna cost you, he muttered under
his breath. The drake only chuckled dryly in
response.
With his knees, the rider guided his
mount over the alley and set his weapon to
thermal targeting. In the dark, the silhouette
of the client locked and the missile from
beneath his mounts wing released
automatically, with a touch of his machine
guns trigger.
The Alorians sharp senses must have felt
the launch. At the last second, he made a
spine-breaking evasion through a window.
Coalax pulled up, and there was a splash of

132

Left blank

133

Cancellation: Beam attack,

Chapter 13,

nullification.
Powerbase: Magic.
Constitution: 1. Merit: 10.
Special Merit: + 20 for each additional
powerbase after the first.
Casting Time: 1 uncomplicated action.
Range: 1 meter.
Duration, negative effect: 1 second.
See nullifications.
Effects: Manifests as a burst of grey light
that, with a successful strike, nullifies one of
the powerbases to start if of lower cogency.
The user selects the powerbases: Alchemy,
Chi, Earthpower, Energy, Magic, Mutations
or psionics.

Magic spells
Based on the mystic arts
Table 32, Magic spells
Magic spells
Con
Anchor
1
Cancellation
1
Brilliant Defender
1
Hex Bolt
1
Illusions
1

Merit
10
10
10
10
10

Binding
Cloak of mist
Constructus
Security Ward
Spelltrap

2
2
2
20
2

20
20
20
20
20

Levitation
Metamorph
Syphon
Teleport
Weakness

3
3
3
3
3

30
30
30
30
30

Blackfire
Lowering the Gate
Mortification
Spell Haste
Tasets Dark Thunderbolt

4
4
4
10
4

40
40
40
40
40

Denebs Wind and Door


Irresistible whirlpool
Magnificent Deadly Rain
Pool of Nesere
Suspension

5
5
5
5
5

50
50
50
50
50

16th of Chiropa, Uncharted Island, 507 AD,


Altanant: H class planet with signs of civilization. No
contact.
The mage was furious that I cut loose his Anchor
with a Cancellation. He lashed out at me with again with
a Hex bolt; I swatted it down as well. The storm raged
around us sending great torrents of rain down the alley,
the occasional bursts of light made only by our spells as
we battled resembling nothing so much as flashes of
lightening.
Dymeeo Stanton, Mage Warrior.

Brilliant Defender: Shield.


Powerbase: Magic.
Constitution: 1. Merit: 10.
Casting Time: 1 uncomplicated action.
Range: 3 meters.
Duration: Concentration.
Effect: The 2 meter diameter shield of white
and gold light floats in front of the caster and
blocks 1 point of damage per cogency point.

22nd of Pardus, interior, Kath, 507 AD, Altanant:


unseen.
The Kathtan Raiders, vicious desert nomads with
a hatred of all who do not worship their god, Taset,
have been trying to kill us for over an hour with their
primitive weapons. The stubborn unwashed brigands
seem to think were some sort of delivery service.
I took this caravan guard job because my friends
recommend it. Now sitting atop the truck and casually
panning my shield in between each camel backed
charge, I can see why my friends told me this would be
part vacation; part adventure.
Gary Six, B.S.C, Magewarrior

Anchor: Beam attack, containment.


Powerbase: Magic.
Constitution: 1. Merit: 10.
Casting Time: 1 action.
Range: 10 meter.
Duration, negative effect: 10 seconds; this
cannot be increased; this is considered one
of the users duration effects while active.
The cogency of this spell must affect the
mass of the target at 1kg per cogency point:
10kg to start.
Effect: Reduce Fate, Dodge and sacrifice: 1
point per 10 cogency points, for the duration.
Max adjustment -50. Manifests as a chain of
black light with a ghostly glowing anchor, the
chain attaches itself to the target; the anchor
is at the casters feet.

134

When they were finally out of sight, I took a place


at the edge of the pond and selected a rock on the
opposite side. Now I let the invocation word press out
and aimed my intent on a target with my right hand.
Instantly my mind Vaulted as my Gate opened precisely
to empower the form.
I felt the energy flow down my arm and it
manifested in a thin beam of ruby red light that lanced
out and left a small scorch mark on the stone.
I steadied myself, hands on my hips and, like a
gunslinger, I attempted to hip shoot the Hex Bolt at the
rock. The spell missed the stone cleanly the first time
and the second. But, by the end of the afternoon, I was
exhausted, and dead on target with both hands.
From the journal of Tarlan Prehina, Magewarrior

Hex-Bolt: Beam attack, stun.


Powerbase: Magic.
Constitution: 1. Merit: 10.
Casting Time: 1 action.
Range: 100 meters.
Duration: Concentration until used, Stun:
See Damage/Trauma, Stun. The spell may
cause Stun if over 10% of a targets life
points are inflicted in a single event;
Subjects roll a metabolic shock to remain
conscious.
Effect: Manifests as a thin ruby red beam.
Hex- bolt: Does 1 point of damage per
cogency point. The effect stuns a target
weighing not more than ten kilos per
cogency point.

Illusion: Skill augmentation, illusion,


Persuasion: +50%.
Powerbase: Magic.
Constitution: 1. Merit: 10.
Casting Time: 1 action.
Range: 10 meters.
Area of Effect: 1 meter diameter per 10
cogency points.
Duration: concentration, up to 1 minute.
Duration, beneficial effect: up to 1 hour.
Once cast as a beneficial effect, the subject
no longer has ownership for the duration.
Effect: although only partially solid, 1 kilo of
force per TEN cogency points, illusions
appear as real complete with sound, scent
and texture.
All illusions affect any sense and
credulity Deeds of any target that can see or
experience the illusion. When used to block
a sense based Deed, such as sight or
clairvoyance, the subject rolls a PersuasionAim +50% that must be countered by a
targets sense-Deed roll.
When used to create an image with scent or
other sensory effects, the target rolls a
credulity-Deed in place of individual sense
rolls. Both these rolls are in place of Fate
rolls. If the target succeeds in the credulityDeed, they see through the illusion.
When used for invisibility: add +10 to
concealment-Aims to start, See illusions vs
invisibility.
Blinding specifics: by creating a darkness
or bright light, reduce the subjects shot rolls
by 10 to start for the duration to all within the
diameter of effect.
Special adjustment, Blinding and
invisibility: +- 1 per 10 cogency points.

6th of Damacies, Sellen academy of the artEmerald downs, 634 AD, Altanant: A mysterious hard
surfaced world with a vast subterranean ecosystem.
From the moment we began the practice, I
understood the reason for the elaborate order of
training. The wealth of knowledge and most importantly
discipline, allowed us to safely open up the final door to
our destiny. Without the nearly three decades of
conditioning, the symbols on the pages would have
been arcane script and possibly a guide to suicide,
instead of the paths to great power.
A pleasant summer wind ruffled the branches of
the overhead trees for a moment. Dappled shadows
danced across the surface near the shore of the pond
and then became still. I sat at the edge of the green
water with my own spellbook and a copy of the great
form, Hex-Bolt.
Meticulously I spent the morning duplicating the
directions into my first tome. This last spell would
complete my vast arsenal of three forms: Hex Bolt,
Illusion and Brilliant Defender. With the core of offence
and defense contained in the three works, I felt
confident that I had selected wisely.
Holding the pages against annoying gusts of wind,
I carefully finished the last line and checked it over ten
times, as was guild custom. It was perfect.
With a breath, I set about the true memorization
process as the trance interfered with duplication. As I
began, I remembered my difficulty wrestling Runecraft
and was pleasantly surprised when the symbols swiftly
compiled within my mind.
Pristine clarity hugged my consciousness as I
mentally reviewed the spell. Flicking my awareness I
tested the edges of the form and was careful not to
invoke its effects.
The Hex surged and pushed at my thoughts like a
melody begging to be sang through; satisfied the form
was correct, I pressed the bright knowledge back into
my mind until my thoughts were my own once again
and sat up.
Flexing a slight discomfort out of my leg; I
remember noticing as a pair of bees worked their way
towards me. I was unprepared to have to shove away
the Hex at the sight of the hated insects. Like a reflex,
the invocation word was on his lips and the spell nearly
forced its way out of my mind. I had to clamp my jaw
shut on the outburst, and stand very still as the tiny
insects passed.

4th of Tigris, Dark Continent, 615 AD, Altanant:


Artic world with habitable equator.
The truck stopped and the driver announced that
we were at an unexpected checkpoint. Seems the
Ravashem are spreading their evil everywhere
nowadays. I held my breath and made the illusion that

135

the truck was empty. As the star DJ, the last thing I
needed was to get busted on the way to the Weremen
masquerade!
Abel Gladgold , AKA: DJ Ultimus

NOTE: the effect as viewed through the


clairvoyance the absence cannot be used to
target.

Binding: Area effect, containment.

Constructus: Powerbased construct;

Powerbase: Magic.
Constitution: 2. Merit: 20.
Casting Time: 2 actions.
Range: 10 meters.
Area of Effect: 10 meter diameter.
Duration: Concentration, up to 1 minute;
this is considered one of the users duration
effects while active.
The binding holds a target that generates
equal or less than 10 kilos of force per
cogency point: 400 kilos to start.
Effect: Manifests as a swirling nimbus of
deep blue energies surrounding the target
for the duration. The caster can elect to
add more constitution to the binding after
casting for the duration. Strong targets are
very difficult to bind. Once bound, the target
cannot generate any powerbased ability or
move for the duration. This ability may be
used to temporarily bind spelltraps.

intelligent agent.
Powerbase: Magic.
Constitution: 2. Merit: 20.
Casting Time: 2 actions.
Range: the constructs appear within 10
meters of the caster.
Duration, intelligent agent: 1 hour.
Effect: Manifests as a real object, tech level
4 and under. See provisions.
Life points and payload: All constructs
have 1 life point per cogency point, and may
carry, support or have test strength for a
payload of 10 kilos or less per cogency
point.
Mass: all constructs weigh up to 1kg per
cogency point: up to 40kg to start
Size: Solid: 10cm x10cm x 10cm, Hollow:
1m x1m x 1m: per cogency point.
See provisions for the description of the
varied constructs.
Intelligent agent: The constructus effect
may be made into an intelligent agent for an
additional 5 Constitution. See Intelligent
Agent for more details.
Shield: blocks 1 lp per cogency point
weapons max damage: as per mass.
Armor has a maximum protection factor of
+2/1 and no reduction on Fates; this may be
worn with other armors.
Area to work with: 1 meter wide by 1 meter
long, by 1 meter deep per cogency point.
Airtight dwelling: 1 x 1 x 1 meters per
cogency point.
Hang glider: 10/1 glide ratio, Flight Class: 5:
lift 10kg per cogency point.
Rope: 50 meters per cogency point; test:
10kg per cogency point.
The caster can split the effect up and create
as many suits of armor/weapons as they
have cogency.
Example of a constructus guard: 5 con to
make intelligent and then 2 Con for 40kg of
mass. Constructus armor (10kg); now the
intelligent agent has a 3/1 protection factor
and 140 life points. Nulled combat stats
means that most likely the constructus can
only wield lighter weapons, which the spell
has enough remaining mass (10kg) to
provide and we arm the constructus guard
with a reasonable sword.

2nd of Conos, Enchanted continent, Magmus, 541


AD, 541 AD, Altanant: technology covered world.
Friendly Contact established. Race: Bastiana, human
variant, Planet name: Beli.
The young drake struggled against the binding
spell and I poured everything I had into it. For a few
moments it was doggy but after nearly exhausting
myself, I contained the beast.
Huge Smee, Drake tamer.

Cloak of mist: Cloaking, skill


augmentation.
Powerbase: Magic.
Constitution: 2. Merit: 20.
Casting Time: 1 action.
Range: Self or other; 10 meters.
Duration, beneficial effect: up to 1 hour.
Effect: +100 on Concealment-Aims
AGAINST any form of sensing skill or
clairvoyance type effect including the sense
of smell. The cloaks strength is based on its
cogency. Manifests as a thin mist around the
area or the subject; if placed around a
stationary object, or a spelltrap; the duration
is until sensed; like a shield any sensing
reduces the cogency of the cloaks effect.
A clairvoyance effect with a cogency of
1 point above the cloak allows the sightDeed roll as normal; in this way, exceeding
the cogency of the cloak allows others to
bypass this defense.

136

15th of Theria, 3 km off Enchanted Continent, 542


AD; Altanant: Pangean world dotted with shallow salt
and fresh water lakes.
The sails of my magical construct are creaking as
we make our way towards the Enchanted Continent
laden with the treasure we uncovered in the worldveins
tunnel on a nearby island. Only five more hours and I
can rest my mind. The good point of the voyage has
been the Lynn Amazons dancing on the railings. The
sight of their chainmail clad figures is almost enough to
cause a distraction and then we would all be very wet!
Richard Seven, BSC, Magewarrior.

Effect, Type B: Spelltraps are cast on a


person, place or thing to release another
effect.
Triggers: Specific aura, astrological sign,
motion, race, religion, touch, password.
Type A, damage: a spell trap can be set to
inflict 1 point of damage per cogency point
to any that triggers it. The caster selects if
the trap will act once releasing all its
Constitution or in minimum bursts of 2 con
each.
Type A and B, Containment: once
triggered, an effect placed within the spell
trap is released. A spell trap may hold any
single powerbased ability/spell that is cast
into it.
Containment note, abilities that have a
range of: self. Abilities of this nature cannot
be cast into a Spell trap. Instead the ability
must be activated by a subject and then a
drop of said subjects blood must be drawn
and quickly added into the spell trap, within
1 minute, thereby trapping the effect. This
process can be especially difficult to
complete for some of the protection factor
abilities.
Constitution: a minimum of two constitution
points are required to create the spell trap
effect itself. More con may be added to the
trap for Dam and/or to power the effect
contained within.

Security Ward: See Earthpower


Security Ward.
Powerbase: Magic.
Constitution: 20, Merit Cost: 20.

Spelltrap: enchantment.
Powerbase: Magic +.
Constitution: 2+.
Spelltrap type A: store Con
Spelltrap type B: draws con from a user.
Note: spelltraps are nullified when all the
constitution is exhausted.
Merit Cost: 20.
Casting Time, Type A: 1 action + special.
Casting time, Type B: 1 hour per Merit
Cost of the item, to seal the enchantment
within the trap for continued use.
Concentration breaks of up to 24 hours are
permissible during the sealing process; any
more, and the effect is nullified. Once
complete the user must cast a binding on
the spelltrap.
NOTE: this effect can be done to ink with the
same results if written on a surface of any
type.
Range: Items: as per effect.
Area of Effect, Trap: 1 meter diameter per
10 cogency points: 4 meters to start.
Duration type A: until out of Constitution.
Duration type B: permanent
NOTE: A type B spelltrap, if cast on an
object, can be tuned to draw Constitution
from a willing user that holds it. In this way
magic items may be created. The effect
need only be cast into the trap once and
sealed if so tuned and from that point on the
wielder provides any Constitution required to
empower the effect. By empowering the
effect, the wielder gains ownership See, the
primary aspects of an ability-ownership.
Effect, Type A: cast in a person, place or
thing to release damage or another effect.

Total Limit of Constitution for A: 1 Con


per merit point of the Spelltrap itself.
Example, type A spelltrap: damage only. Con: 20 X
Merit: 20 = 400 points to nullify and 400 points of
powerbased force damage in one burst or 10 bursts of
40 points each.
Example, type A spelltrap: trapped effect, Teleport.
Con: 2 X Merit: 20 = 40 cogency to nullify.
Teleport effect: 18 con, to be released in 6 bursts of 3
con each. Con: 3 x 30 = 90 cogency for each teleport
released by the trap. This also adds 540 cogency to the
40, for a total of 580 cogency required to nullify.

Cogency to nullify: The cogency of a


Spelltrap is the total for the trap plus the
trapped effect. The cogency to nullify the
effect released by the spell trap alone is, by
default, the cogency of the effect itself
without the cogency of the spelltrap.
Spell trap, concealment: Spelltraps are
nearly invisible and have a Concealment
bonus of +60 to the dice roll; this is added to
the Concealment-Aim of the caster. They

137

can be sensed as the powerbase they are


made of.
Total Merit Cost: The Merit of a trapped
effect cannot be changed and must be listed
in addition to the 20 Merit Cost of the Spell
trap for the total Merit value of the item.
Merit limitations: See Provisions,
Enchanted items. See Chapter 20, adjusting
aspects of a character.
Example type b enchantment: a ring of
invisibility.
Constitution: 3 per use.
Trap merit: 20, invisibility merit: 30
Total item merit: 50.
Cogency specifics: cogency to nullify: 130
For more details see, Chi disciplines,
invisibility.

3rd of Damacies, ancient tower ruin on an


uncharted island in the Gods Teeth Ocean, 566 AD,
Altanant: gas torus of breathable atmosphere; orbiting
organic matter. Colony Established- Vertex: Alorians
only.
I felt the spell trap press against my senses only
moments before I stepped into it. Hoping the cogency
was within what I could bind I threw the spell and tested
the enchantments strength. It took more than I
expected including will-power before the trap finally
yielded. As I sat and ate a Blood Orange to restore my
constitution, I contemplated what lay in store for me in
this ancient place.
Bethany Strongbow, Magewarrior

138

duplicated as well as its physiology. The


subject must be equal to, or greater in merit,
than the target to be analyzed-for the
subject to memorize the target successfully.
If the subject does not have sufficient merit
they can accomplish the transformation only
if within range of the target being duplicated,
10 meters to start. The Merit Cost listed for
denizens is only 10% of the Total merit
value of the creature being analyzed.
The subject must analyze, and memorize,
the desired form to duplicate any special
abilities the creature might have, if this is not
accomplished, the subject may only
metamorph themselves, and/or a payload,
into a semblance of the creature; looking,
acting and sounding, biologically exact,
without the traits overlooked.
Order of bio-spectral scan: Beginning with
the lowest merit cost trait, the field starts out
focused on the traits of physiology-combat
stats, force skills and then moves on to the
racial abilities and mutations of a target the
combat stats and lastly skills.
Payload: This ability transforms the subject,
plus 1 kilo of additional matter of a payload
or target, per cogency point. The
subject/payload is not healed/repaired
during the transformation process.
Effect: manifests as a beam, of red energy.
The bio spectral analysis field glows bright
red and purple while in operation and is a
beam attack. This spell transforms inorganic
material to organic matter and vice versa.
While in this metamorphed state, a subject
only has access to any duration effects
already in progress or the abilities of the
creature/being they have transformed into;
this includes combat stats, even if they
exceed the subjects. Any use of the
creatures/beings abilities takes additional
concentration and Constitution on the part of
the transformed subject/target as normal;
the knowledge and basic prowess to utilize
the abilities awarded by the analysis effect.
It is possible to transform into a being that
possesses a skill or ability the subject
likewise possesses and still be able to use
that ability as normal. The key components
to the determination are: the physiology of
the form and its ability to perform the
necessary physical actions. A giant cobra
will find it difficult to play the piano, and sing,
even if the metamorphed subject is a
seasoned musician.

Levitation: Normal attack, Constants,


flight.
Powerbase: Magic.
Constitution: 3. Merit: 30.
Casting Time: 3 actions.
Range: Self; other: 10 meters.
Duration: Concentration, up to 1 minute.
Effect: Invisible effect, the subject may fly
at 1 meter per second per TEN cogency
points: 4 m/s to start. +1 meter per second
per additional Con per minuteFlight class: 1.
Payload: 1 kilo per cogency point with no
velocity reduction: 40kg to start.
Exceeding the payload: reduce the flight
velocity by 1 m/s per 1 additional kilogram
above the cogency limit. The subject can
only be levitated if they are willing;
unconscious targets are considered
payload.

10th of Tigra, 512 AD, Altanant: Synnibarr variant


with red oceans and two blue ocean covered moons.
I pushed upwards with my levitation feeling the
slight strain as I sought the top of the tree and the kite
trapped within. The strong Tigra breeze pushed my
hair in my eyes just as my fingers found the delicate red
paper and moments later I felt the first raindrops on my
face. It was cold and windy, not perfect weather in my
opinion, but it was my girlfriends kid, and little Dorothy
wanted to fly a kite.
Calan Darnaught, Magewarrior

Metamorph:

Beam attack,
transformation, intelligent agent.
Powerbase: Magic.
Constitution: 3. Analysis field: 1.
Merit: 30.
Casting Time: 3 actions; analysis field: 1
action; memorizing a creature/being requires
1 minute per 100 merit of the targets value.
NOTE: if the casting time is reduced to 1
action, for a final 50 merit more the subject
can metamorph as an uncomplicated action.
Range: self or 10 meters; analysis field: 10
meters.
Special Range: Once metamorphed, the
subject must remain within 1 kilometer.
Duration, beneficial or negative effect: up
to 1 hour. To affect a subject against its will
the effects cogency must exceed 10% the
target(s) merit value.
Special consideration: Fate determines if
the subject may duplicate any creature or
aspect of it.
Bio-spectral Analysis field: With this
aspect of the effect the subject analyzes the
special abilities of the creature/being to be

139

The user can transform into a large number


of smaller creatures and move the group as
if it were a single being; divide the users life
points between the groups members. In
this way, a user might avoid capture so long
as more than 50% of the subject is available
to reform. It is important to note that any of
the lesser forms are harmed; it reduces the
users life points accordingly. If the subject
were to transform into a flock of birds; each
bird would have a portion of the subjects life
points. The group of animals must remain
within the range the user can affect.
The user must select type of creature ahead
of time: clearing the form with Fate.
Duplicating an individual: The ability to
mimic a person precisely is partly
established by the analysis ability and then
by the subjects PersuasionAim: +60 to the
dice roll, if put to the test by someone
familiar with the individual duplicated.
Inorganic to organic: Creatures
metamorphed into sentience from inorganic
matter become intelligent agents. The
intelligent agent start out with the same
combat stats and skills as the caster, or the
creature duplicated, whichever is greater.
These agents are loyal to the caster,
credulity-Deed: 1 or lower. This agent can
over time, Fate determines, may become
self-aware and fully intelligent.
Organic to inorganic: living creatures
metamorphed into inorganic material, while
unable to move in any way, still have
consciousness plus sight, hearing and may
be sensed as a life-form or the powerbase.

Syphon: Wide beam attack, transfer.


Powerbase: Magic.
Constitution: 3. Merit: 30.
Casting Time: 3 actions.
Range: 100 meters
Area of effect: 1 meter diameter per 10
cogency points: 9 meter diameter to start.
Duration, negative effect: up to 1 minute.
To affect a subject, the effects cogency
must exceed 10% of the target(s) merit
value (Cogency Mass).
Effect: Manifests as a wave of green
magical energy in the shape of rings
surrounded by geometric symbols that form
into what appears to be a large leech on the
subjects back. The syphon drains 1
constitution point per second for the duration
while within range; the user, or whomever
the user designates if within range, gains the
Con points that second: note this additional
cannot exceed the Con Gate.
While active, this spell also prevents
targets(s) from restoring constitution in any
way. Only one of these spells can be on a
target simultaneously.

Teleport: Beam attack, Transportation,


Memory-Deed.
Powerbase: Magic.
Constitution, effects 1 and 2: 3.
Constitution, portal: 10.
Merit: 30.
Special merit: each additional effect after
the first must be purchased and kept
separate as if each effect were its own
ability/spell entirely.
Casting Time: Teleport, payload-port: 3
actions. If the casting time is reduced to 1
uncomplicated action, the teleport becomes
a tesseract and may be used as a normal
Fate, dodge to avoid B.A. attacks.
Casting Time, Portal: 10 actions this may
be reduced to 3 actions minimum. The portal
manifestation becomes visible when the
spell is started on both ends.
Special merit adjustment: once the casting
time has been decreased to 1 action to
reduce it to the final step of 1 uncomplicated
action costs 100 added merit.
Effect 1, Teleportation/tesseract:
Range, teleport: Self; other: 10 meters. Any
additional payload must be with 10 meters of
the caster.
Range traveled, teleport: up to 1 meter per
cogency point: 90 meters to start.

2nd of Ursus, Dark Continent, 444 AD, Altanant:


Shalom.
The luxurious feeling of the metemorph
transformation is perhaps the best deep tissue
massage one can ever receive. I savored the feeling as
I settled into my favorite form: the tiger. Senses shifting
along with my body I leapt into the misty jungle and
adventure. The small island off the coast of the Dark
Continent had once been the home of an isolated
technologically advanced civilization brought down by
some hidden danger during the dark ages. It was my
idea to approach the sparkling place and plunder what I
could.
Nonmors Foresight, Magewarrior: explorer

140

Duration, Teleport/tesseract: instant.


To affect a subject against their will, the
effects cogency must exceed the targets
merit value (Cogency mass) or the physical
mass, whichever is greater.
The teleportation instantly moves the subject
-and the payload- from one destination to
another in a silver flash of flame. If the
destination is not in clear line of sight, a
memory Deed is needed to determine if the
subject remembers the destination clearly
enough to teleport safely.
If the memory-Deed is failed, or the area is
occupied, the teleport does not function.
Non-intelligent and stunned/unconscious
targets are considered payload.
Payloads, Teleportation: The subject may
move additional payload of 10 kilos per
cogency point.
Effect 1: offensive use. To affect a subject
against their will, the effects cogency must
exceed 10% of the target(s) merit value
(Cogency mass) or the entire physical mass
whichever is greater.
Effect, 2 Payload-port: this is the
movement of a payload at a distance to the
location of the caster. If the payload is not in
clear line of sight, a memory Deed is needed
to determine if the subject remembers the
target clearly enough to teleport it safely.
If the memory-Deed is failed, or the payload
has moved, the payload-port does not
function.
Effect 3, Portal:
Range traveled, portal: up to 1 kilometer
per cogency point: 90 kilometers to start.
Range diameter, Portal: maximum 3
meters; minimum 3 centimeters; the opening
appears where the user desires within 3
meters.
Duration, Portal: Concentration, up to 1
second once complete. Holding open a
portal is considered two duration
effects.Manifests as a ring of boiling golden,
red and earth tone colors as if the ring were
made of lava. Roll a sight-Deed to detect, if
within 10 meters of a subject; subtract 1
from the sight-Deed target number per
meter of range from a subject after the first
10 meters.
The portal bridges the distance and requires
1 meter to cross thru. If the destination is not
in clear line of sight, a memory-Deed is
needed to determine if the subject
remembers the destination clearly enough to
open a portal safely. If the memory-Deed is

failed, the portal does not function.


The far end of the portal cannot be cloaked
or concealed from the opposite end.
Payloads, Portals: The subject may move
as much payload through the portal as they
have the time to do so.

14th of Delphi, Adreamus, Mushroom spires, 544


AD, Altanant: Synnibarr variant dead civilization world,
extremely technologically advanced ruins. No dominant
race.
A hard days work done, I pictured my study in my
minds eye and focused the Art. With a falling
sensation that was over too quickly to savor. I appeared
in my home, what a great way to commute!
Jarvis Langchide, Mage Warrior

Weakness: Wide beam attack; combat


stat augmentation.
Powerbase: Magic.
Constitution: 3. Merit: 30.
Casting Time: 3 actions.
Range: 10 meters.
Duration, negative effect: up to 1 minute.
To affect a subject, the effects cogency
must exceed 10% of the target(s) merit
value (Cogency Mass).
Effect: Manifests as wave of fire that
removes one force point per cogency point
from all those affected for the duration.

141

Blackfire: Beam attack, damage.

Mortification: Area effect, Combat stat

Powerbase: Magic.
Constitution: 4. Merit: 40.
Casting Time: 4 actions.
Range: 10 meters.
Duration: Permanent.
Effect: Manifests as a bolt of ebony fire that
disintegrates in-organic matter. The cogency
of this spell must affect the mass of the
target(s) at 1kg per 10 cogency points: 16kg
to start. The spells effect starts at the
lightest matter and moves to the heaviest.
The blackfires cogency must be greater
than the cogency of any enchanted item it
attempts to disintegrate.

augmentation.
Powerbase: Magic.
Constitution: 4. Merit: 40.
Casting Time: 4 actions.
Range: 100 meters
Area of effect: 10 meter diameter.
Duration, negative effect: Up to 1 minute.
To affect a subject, the effects cogency
must exceed 10% of the target(s) merit
value (Cogency Mass).
Effect: Manifests as a wave of red energy
that takes the shape of a magical rune
surrounding the caster that removes 4 from
the target(s) advantage roll for the duration.

Lowering the Gate: Beam attack,

Spell Haste: Combat stat

Core stat augmentation.


Powerbase: Magic.
Constitution: 4. Merit: 40.
Casting Time: 4 actions.
Range: 100 meters
Duration, negative effect: Up to 1 minute.
To affect a subject, the effects cogency
must exceed 10% the targets merit value.
Effect: Manifests as a twisting beam of blue
and green energy that reduces the subjects
Constitution Gate by 1 point for the duration;
only one of these types of spells can be
active on a target at a time.

augmentation.
Powerbase: Magic.
Constitution: 10. Merit: 40.
Casting Time: 4 actions.
Range: self; others: 10 meters.
Duration, beneficial effect: up to 1 hour.
Effect: powerbased abilities can be used in
1 action. No further adjustments. This spell
cannot be user to cast itself.

Tasets Dark Thunderbolt:


Beam attack, damage.
Powerbase: Magic.
Constitution: 4. Merit: 40.
Casting Time: 4 actions.
Range: 100 meters.
Width of arcs: 10 meters.
Duration: One action.
Effect: Manifests as a bolt of ebony
lightning, that arcs out from the caster to the
target inflicting 2 points of damage per
cogency point. This spell makes a great deal
of noise, and releases the strong smell of
ozone as it is being cast.
.

Table 33, Lowering the gate special Merit


allocation:
Cogency required Con Gate closure
160
-1 (Base)
500
-2
1,000
-3
2,000
-4
4,000
-5
8,000
-6
16,000
-7

142

Denebs Wind and Door:

The Irresistible Whirlpool: Area

Constants, teleportation.
Powerbase: Magic.
Constitution: 5 per day. Merit: 50.
Casting Time: 5 days: this cannot be
reduced.
Range: in the past 1 year before the oldest
time travelers birth, per cogency point. The
spell does not transport the subjects in
space.
Area of effect: 1 meter diameter per 10
cogency points: 9 meter diameter to start.
Duration: Up to 24 hours max.
Concentration required: none
Effect: Manifests as a portal of endless
mirrors once the spell is cast. The portal
remains open for the duration and is only
visible to time travelers once in the past.
The portal does not translate any objects,
beings from the past, forward in time. Items
left by the user vanish, after a mysterious
wind, when the spell ends.
It is also very important to note that upon
occasion it is necessary to change events in
the past so that the future remains intact.
The use of this spell leaves what is called
Thorium radiation which can be detected
with special alchemical equipment for up to
72hrs after exposure.
During the spells duration, those transported
and any others utilizing time travel, see a
slight shimmering glow about the travelers
and any physical items transported. Like the
portal, this is only visible to the time
travelers.
Laws of time: subjects cannot alter history
unless directed to by Fate. Any actions
result in past events unfolding as they have
already occurred.
This temporal restriction is absolute; unless
necessary, any deliberate attempt to change
history is always circumvented by Fate.

effect, constraints.
Powerbase: Magic.
Constitution: 5. Merit: 50.
Casting Time: 5 actions.
Range: 100 meters.
Area of effect: 10 meter diameter.
Duration, negative effect: concentration;
this is considered two of the users duration
effects while active.
The cogency of this spell must affect the
entire mass of the target(s) at 1kg per
cogency point: 250kg to start.
Effect: Reduce movement rate, Fate Dodge
and grapple, to 0, for the duration.
Other than being stationary, subjects may
still take action as normal. The spells effect
is Manifests as a whirlpool of lava around
the midsection of a target for the duration.
The whirlpool cannot be moved once it is in
place.

Magnificent Deadly Rain: Area


effect, damage.
Powerbase: Magic.
Constitution: 5 plus special.
Merit: 50.
Casting Time: 5 actions.
Range: 100 meters.
Area of Effect: 10 meter diameter.
Duration: Concentration, up to 1 minute.
Effect: Manifests as black storm cloud
above the target that rains small hex bolts
from all angles upon the targets.
Each small red Hex- Bolt: does 1 point of
damage per cogency point. Divide the
damage by the targets.
The user controls what is struck.
The spell, once active can be used
repeatedly. Once active, the caster can elect
to only use 1 Con per attack.
4th of Tigra, uncharted isle in the Sapphire deep,
666 AD, Altanant: Cloud covered aquatic world.
The scarrok army gathered on the hills lining the
valley. They looked ready to die; so I obliged some of
them with the magnificent deadly rain.
Allison Prentis, Mage Warrior

143

Pool of Nesere: Constants,


clairvoyance; skill augmentation;
intelligence- Aim; memory- Deed.
Powerbase: Psionics.
Constitution: 5. Merit: 50.
Casting Time: 5 action.
Range: 1 kilometer.
Range in time: 1 year per 10 cogency
points.
Duration: Concentration, up to 1 minute.
Effect: This spell creates a pool effect
surrounded by a white mist. Within the pool
the subject can view remote areas and look
into the past of those areas. If the area to be
viewed is unknown, the subject must roll an
intelligence- Aim of 75 or above. If the area
has been seen by the subject once; there is
a memory- Deed roll to determine if they
recall the place well enough to view it. If the
place is well known, there is no roll required.
The pool views with the casters sight and
relays sound as well as images. The view
may be panned at a rate of 3 meters per
second.
NOTE: to view through security wards or
areas that are cloaked, the caster must
exceed the cogency of the defending effect
to see through.

Suspension: Beam attack,


enchantment.
Powerbase: Magic.
Constitution: 5. Merit: 50.
Casting Time: 5 actions.
Range: 10 meters.
Duration, negative effect: up to 1 minute.
To affect a subject, the effects cogency
must exceed 10% the targets merit value:
250 to start.
Effect: Suspends a targets ability to use
any enchanted items.

144

Left blank

145

+25 on agility: physical mutation; this

Chapter 14,

ability cannot be nullified.

Mutations

Delsutor (Bio-force): Shield, skill

Based on genetics.

augmentation.
Powerbase: Mutations.
Constitution: 1. Merit: 10 for Shield plus
one skill augmentation; 10 merit for 2 skills,
etc. up to 5 skills.
Casting Time: 1 action.
Shield: 1 uncomplicated action.
Range: self.
Duration, beneficial effect: up to 1 minute.
Effect: This ability has no visible
manifestation. Delsutor adds +20 to any
ONE skill to start while active.
The delsutor field surrounds the subjects
body (10cm) and blocks 1 point of damage
per cogency point.
Special Skill augmentation: This
augmentation may be increased with
Constitution only: +5 to all skills augmented,
per additional Con after the first.

The DCT: this adjusts the users genetic


code. Time required to change a mutation
and the users biomass: 10 minutes per
Merit point.
The DCT is an omni application usable only
by neosapiens. The omni must remain in
contact with the subject during the entire
process; and requires: 0.1 EG per minute of
operation. If the subjects mutations have
been obtained through the Neosapien Guild,
the guild keeps an on-line back-up record of
the users abilities and these can be
accessed remotely if needed, via a secure
link, and downloaded to any omni.

AU Note: Without the DCT: Mutations


cannot be changed once selected for use.

16th of Delphinine, Watersend, Mushroom spires,


521 AD, Altanant: Cracked world. Apparently
devastated by an asteroid impact several continent
sized bowl like fragments of this world have somehow
survived and developed atmosphere and stable
ecosystems. In one forested cup are traces of
advanced civilization.
I placed my Delsutor on memory but pressed my
luck and surpassed the duration; now for the life of meand this is the case- I cannot remember the 20 digit
combination to the lock and freedom. Alas no one will
ever find me in time and if they do, it will be they who
claim this fist sized diamond.
From the journal of the thief, Adkison.

Table 34, Mutations


Mutations
+25 Agility
Delsutor
Ornautus
Sententiea
Wings

Con
1
1
1
-

Merit
10
10
10
10
10

Amorphous
Control mass
Hyperflight
Null void
Xallipan

2
2
2
2
2

20
20
20
20
20

Photonous
Electros
Pyros
Ramalus
Solna

3
3
3
3
3

30
30
30
30
30

Altanius
Defenor Ultima
Majormorph
Radar
Velocitus

4
4
4
4
4

40
40
40
40
40

Dominus
Invulnerability
Gravity kinesis
Morbentiea
Temporal kinesis

5
5
5
5
5

50
50
50
50
50

146

Ornautus (Bio-armor): Armor,

Sententiea (Sensor): Area effect, skill

transformation, special protection.


Powerbase: Mutations.
Constitution: 1.
Merit: 10 for titanium, an additional 30 for
Black Titanium.
Casting Time: 1 action.
Range: self.
Duration, beneficial effect: up to 1 minute.
Effect: Manifests as a flash of shadow that
transforms the subject. Once transformed,
the neosapiens body is entirely covered in
the bio-armor. The subject does not require
air and is not affected by environmental
temperature extremes for the duration.
Titanium, Bioarmor:
+20 force; protection factor (PF.) 2 Bpf: 4.
Black titanium bioarmor: +30 Force;
PF: 2.5; Bpf: 5; plus an Immunity vs
Psionics: 40%. See general abilities,
immunity.
Duration, beneficial effect: up to 1 minute.
The immunity duration or percentage may
not be altered with merit: only with
Constitution.
Weapon creation: the Neosapien gains the
ability to create a hand held or thrown
weapon from the bio armor while
transformed. This weapon adheres to the
mutants armor as if magnetic. This
attraction allows the subject to pull the
weapon back to them.
Range: 10 meters per cogency point.
Movement Rate: 10 meters per second;
pulls with 10 kilos per cogency point.
Weapon damage: 10 Dam per Kg. The
weapon weighs 1 Kg per 10 cogency of the
mutation.
Weapon design: the weapon can be
redesigned each time the armor is created
and vanishes at the end of the armors
duration. The weapon cannot be above tech
level 5.

augmentation, sensing. (Enhanced VisionLaser/microwave; beam attack.


Powerbase: Mutations.
Constitution: 1. Merit: 10.
Casting Time: 1 action.
Range: 10 meters. Laser: 100 meters;
microwave: 1 meter.
Duration: Concentration, up to 1 minute.
Laser: 1 attack + special.
Effect: Bonus 20% to sense skills target
number always.
While active the subjects eyes glow a subtle
white and the user gains a +60 on the base
sense-Deed target numbers for a total of
100, in the specific categories. The subject
can only sense ONE of the categories at a
time to start plus 1 category per 10
additional merit; up to 3 categories
simultaneously. The subject may determine
the precise location of the target category
well enough to attack with normal Shot even
with blind attacks.
Categories: there are 15 categories.
Auras: the auras are only visible to the
subject.
Being scanned, with abilities or
microwave vision: the subject detects the
direction of the source of the scan if outside
the diameter range. This detects
communication and clairvoyance effects.
Cogency: the subject can feel the cogency
as if it were heat.
Danger: the danger sense is vague -like a
whisper- and cannot be used to pinpoint the
precise origin; unless the origin is in plain
sight and is not concealed in any way.
Direction: the subject senses north.
Emotions: the subject can feel the
emotional state of another even if
concealed.
Health of a target/plant: the subject knows
if the target has been poisoned or is
diseased.
EGs: the subject can sense the number of
joules in an effect or flowing through a
conduit, or within a storage device.
Laser vision: Manifests as a thin red beam
from the mutants glowing eyes. Does
damage 1 point per cogency point. Laser
Vision: creates enough light to see in
complete darkness; duration concentration,
up to 1 hour. Laser vision is not amplified by
binoculars.

9th of Lupanii (Darkmonth), Forbidden City, 522


AD, no Altanant. So, I leapt from the building to the
chopper and ripped off the door. Would have been rock
and roll, cept she had this big grenade launcher! Man
did that hurt my face, lucky for me Ive got Ornautus;
the falld kill a rock!
Gillian Balas- Neosapien adventurer

147

Life forms: the subject feels the weight and


size. This is especially useful for locating
transformed beings.
Microwave vision: Manifests by the eyes
glowing blue, the subject may see through
the non-metallic material in question
beginning at the limit of their sight range. IE:
a mutant can see through a 1 meter thick
stone wall from across a canyon with
binoculars.
Poisoned food or drink: the subject can
determine if air, food or drink is poisonous to
their race.
Powerbase, one: Alchemy, Chi,
Earthpower, Magic, Mutations, or Psionics.
This can be used to detect the invisibility
effect.
Enchantment: user can tell what the spell
trap or potion holds.
Truth or falsehood: the subject can
determine if another believes what they are
saying is true or false.

Wings: Physical augmentation: wings


may not be acquired after character
creation.
Powerbase: none.
Constitution: 1 minimum.
Merit: 10.
Casting Time: N/A.
Range: Max Alt: 10 meters per 1 force point.
NOTE atmospheric limitations: no more than
5 kilometers in altitude.
Duration: Concentration, up to 10 minutes
at max speed for allotted Constitution.
Effect: The subject can fly. The wings are
attached to the back and articulate freely.
Max Speed: +10 M/S + Max Run.
Carry: normal payloads no speed reduction.
Wing Span: twice characters height.
Table 35, Wings
Roll: 2-14
(1d10 + 1d4)
2
3
4
5
6
7
8
9
10
11
12
13
14

th

15 of Tigra, Enchanted continent, 588 AD,


Altanant; Synnibarr like small low gravity world (.989G)
The campaign against the Bloodmages continues.
Today we tracked a small army of ravashem deep into
snow packed cluster of mountains, on the coast of the
enchanted continent. Some of the men, sent out on a
scouting detail, returned bearing a strange sac that
contained a severed head which had begun to speak
revealing a plethora of intelligence about the ravashem
forces. The wary TANC commander brought it to me
and asked if I would use my mutation and sense the
strange thing. Like a raving madman, the putrid item
raged at me as I approached, vilifying and threatening
with a fluidity that could only have come from countless
years of practice. Steeling myself, I opened my senses
and in a flash caught more than I ever expected; most
importantly that the head was lying about virtually
everything. I still have nightmares about the twisted
emotions and unfathomable cogency of the foul thing.
Augustus Dolemar, TANC specialist

Type Wings

Glide ratio

Feathered-Large
Feathered-Med
Feathered-Small
Membrane-large
Membrane-Med
Membrane-Small
Butterfly lg
Butterfly med
Butterfly-small
Insectile-lg
Insectile-med
Insectile-small
Insectile- ex small

10/1
5/1
2/1
8/1
4/1
1/1
11/1
6/1
3/1
7/1
5/1
3/1
1/1

6th of Chiropa, 618 AD, Altanant: Binary star


world, severe volcanic activity, oceans habitable. Note:
the race managed to contact the Worldship mystically;
calling themselves the Dashi and their world: Jireedis.
Colony Established: Aquarians: Oceanna.
Riding a tremendous thermal ridge created by a
strong off shore wind, the Alorian stretched her wings
luxuriously and floated through a misty almost-cloud
and began a lazy descent. Obviously enjoying the
balmy Chiropa morning, she dropped toward the great
crypt citadel of the dead, Mortiea.
From Watching the Alorians by Ruth Connor.

148

Ruins of Solema and after all our bloodshed we left that


lonely nameless island almost empty handed.
Michael Braum, Neosapien, mercenary

Amorphous
(Control body molecules) : Transformation.
Powerbase: Mutations.
Constitution: 2. Merit: 20.
Casting Time: 1 action. Disperse: may be
used as a Fate.
Range: Self.
Duration: Concentration, up to 1 minute.
Effect: This cannot be used to heal the
subject. This ability affects a neosapiens
provisions and cybernetics, plus 10 kilos of
additional matter per cogency point. While
dispersed or transformed into a liquid, the
subject does not take damage from physical
force.
Rearrange: The subject quickly molds their
bodies, as if composed of a liquid, into any
solid object or animal of comparative mass;
the subject retains any special protections
inherent to their body. While in liquid form,
the mutant may flow/move normally and is
not affected by physical force damage. Fate
may allow such skills as flight or water
breathing.
Mimicking a face or specific appearance:
if only seen once: Memory-Deed 20 or
lower. Once transformed, it becomes a
matter of Persuasion-Aim: +60 on the dice
roll, to convince close friends.
Disperse: The subject disperses their
bodies as if composed of tiny floating
droplets of glowing red gel. The subject may
use general and force skills while dispersed.
While dispersed, the subject may levitate see movement.
Solidify: The user gains a +2 protection
factor, while using this effect.
Movement: While transformed into liquid or
dispersed, the subject, and transformed
payload, cannot levitate/flow quickly. The
subject may only flow/levitate at 3 meters
per second. To increase the velocity
example: for 4 m/s it costs 4 additional merit
and for 5 m/s another 5 merit; for a total of 9
additional merit to increase the velocity of
the movement to 5 meters per second.

Control Mass: transformation,


constants
Powerbase: Mutation.
Constitution: 2 plus special. Merit: 20.
Casting Time: 1 action to start.
Increase/decrease in height: 1 meter per
second.
Range: Self.
Duration: Concentration, up to 1 minute.
Note: this mutation requires a lot of
mathematics to implement. Users must
keep track of original height and adjust all
factors from there. It is advised that the
calculations be done ahead of time and
listed for easy use. This ability adjusts all the
force skills as well.
To calculate the how much the weight of a
payload increases: divide the users NEW
height in meters by the users ORIGINAL
height in meters. This number is the
percentage of increase that is applied to the
weight of any payload and the user.
Effect: Height adjustment: Manifests as a
swirling of cobalt colored energy around the
user. This ability adds/subtracts height of the
subject, +- 1 meter, and therefore mass.
These two factors are linked with this ability
and rely on the character creation tables for
all adjustments as of, course this is based
on a race by race basis.
Merit adjustment: Merit adjustments are
permanent. +-1 meter for an additional 100
merit and +- 2 meters for an additional 200
merit, etc; for a total of 300 added merit to
reach +-2 meters in height/mass.
Limitations: mass increase: none.
Limitations: mass decrease: 5% original
mass.
Table 36. Control mass: Con Gate
reduction when decreasing mass only.
Con Gate Mass adjustment
-1
40% of orig mass
-2
60% of orig mass
-3
80% of orig mass
-4
99% of orig mass

17th of Damacies, the isle of Solmaya, 513 AD,


Altanant: Synnibarr variant with one habitable moon.
I leaped off the edge of the cliff to avoid the
madness of the battle gone horribly wrong. Dispersing,
I floated on the winds above the chaos. Thats when I
saw the hidden path that would allow our forces to flank
the enemy. Set far down the cliff side.
After the fight I took time to explore what it was the
natives of the region had guarded so jealously, only to
be thwarted by a powerful security ward that would not
allow me to seep through even the smallest crack. Still
to this day, I can only imagine what lay beneath the

149

Con Adjustments: Con adjustments are


temporary. +-1 meter per 5 Constitution.
Wt/lp/force: With a change in the subjects
height, come the necessary changes in a
characters weight/mass. Changing the
weight changes the Max force and the
associated force skills need to be
recalculated using the height weight chart in
character creation. This information can be
detailed or simplified depending upon the
users style of play. Then these adjusted
numbers listed somewhere on the character
sheet that the player finds the most
convenient. As they are temporary
adjustments the columns work for a bit of
this however the life points will need to be
listed in another section.
Life points: As the mass of the character
has increased or decreased the actual
amount of life points the character will have
are increased or decreased proportionately.
When the character returns to normal size
any damage they have taken is reduced or
enlarged proportionately. IE for example: the
giant, Grinder has 600 life points while 5
meters tall and weighs 300 kg. During battle
with a 1 metric ton Thermal Drakeen,
Grinder took 500 points of damage!
Ordinarily, if Grinder was at normal size, this
damage might be enough to perish him a bit.
It is 83.4% of Grinders 500 life points
awarded by the mass adjustment. When
reduced to normal size, we reduce Grinders
life points by 83.4% for about 50 life points
left. In this way the damage is not healed, it
is adjusted. This process works the same
way if the subject is damaged before
increasing size.
Its a math problem for useful information.
Fate modifiers, added mass: Reduce the
Fate of the subject when larger -1 per 100
kg above 1,000kg. It is possible to be so
large as to have a negative Fate roll -or no
Fate roll at all-without the use of Constitution
or merit.
Increase the characters weight along
with the height and list the specifics for each
meter unique for your character.

*minimum 1 action per second.


Fate modifiers, reduced mass: Increase
the Fate of the subject when smaller +1 per
1 kg below 20kg. It is possible to be so small
as to have a maximum Fate roll.
Decrease the characters weight along
with the height and list the specifics for each
meter that are unique for your character.
Table 38, Control Mass: action / second
modifiers, reduced mass:
Actions* Mass adjustment
+1
40% of orig mass
+2
60% of orig mass
+3
80% of orig mass
+4
99% of orig mass
*Minimum 1 action per second.
Table 39, Control mass: force reduction,
reduced mass
Force Mass adjustment
40%
40% of orig mass
60%
60% of orig mass
80%
80% of orig mass
99%
99% of orig mass
The force is limited by the smaller size. This
only applies to merit based force
powerbased force ignores this restriction
although powerbased force may be limited
by the Con Gate restriction.
Payloads: The ability affects 1 kg of
additional payload per cogency point.
1st of Damacies, Uncharted Valley, Enchanted
Continent, 528 AD; Altanant: Metropolis world. Highly
civilized; peaceful contact established: the race call
themselves the Branna and their world: Kestean. Plant
introduced, a fruit bearing bush we call, Branna berries.
Similar to abaca bean, although more like a cranberry
in appearance and required habitat, with an unusual
orange chocolate flavor that is enhanced by distillation.
The halls of the fortress were my only saving
grace as the narrow terrain formed a bottleneck that I
could hold. With my control mass, I pushed myself up to
four meters and hefted an empty suite or armor like a
flail. Swinging it back and forth, I smashed the Fod in
wave after wavefor a while. After a few minutes, it
was obvious that they outnumbered me 20 to one. I
expended a great surge of force and cleared an area
and grabbed one of the lintels before reducing my
mass. In a sudden wooshing, my perspective became
that of a mouse and I pulled myself up into the
shadows.
Beneath me the Fod cried out in disappointment.
Reduced in mass to the point of only having
enough of a Gate to perform the most minor of Arts, I
decided discretion was the better part of valor and
snuck off.
Odinsmith Bannorson, adventurer.

Table 37, Control mass: action / second


modifiers, added mass.
Actions* Mass adjustment
-1
11,000kg
-2
12,000
-3
13,000
-4
14,000

150

Hyperflight: Constants, flight.

Nullvoid: Beam attack, shield,

Powerbase: Mutations.
Constitution: 2. Merit: 20.
Casting Time: 2 actions.
Range: Self
Duration: Concentration, up to 1 minute.
Effect: The subject does not require air
while this ability is active. Invisible effect, the
subject may fly at 1 meter per second per
cogency point: 40m/s to start. +10 meters
per second per additional Con per minuteFlight class: 1.
Payload: 1 kilo per cogency point with no
velocity reduction: 40kg to start.
Exceeding the payload: reduce the flight
velocity by 1 m/s per 1 additional kilogram
above the cogency limit.
Velocity damage adjustment: Plus 1 fda
per m/s. This may be added to any strike
with a physical object or natural weapon.
Inertia Damage: This mutations cogency
suspends the full effects of inertia on the
user; as a result the subject can accelerate
and decelerate rapidly. The downside being
the damage the user inflicts upon
themselves during the rapid process. This
damage bypasses all special protections.

nullification.
Powerbase: Mutations.
Constitution: 2. Merit: 20.
Special Merit: plus 20 additional merit for
each additional powerbase after the first.
Casting Time: Beam 1 action, Shield: 1
uncomplicated action.
Range: 100 meters.
Shield diameter: 2 meters.
Duration, negative effect: up to 1 minute.
Duration, Shield: Concentration.
Effect: Manifests as a gray beam from the
mutants outstretched hand that nullifies
ONE powerbase of lower cogency points to
start: up to 3 powerbases simultaneously.
Beneficial, negative effects and Always on
spells/abilities re-establish themselves after
the duration of the nullification expires. The
subject selects the powerbase(s) to be
nullified. The effect can be used as a flat
round shield that blocks 1 force point per
cogency point.
13th of Pandinus, Hellsgate, Scorpion Isle, 529
AD; Altanant: Synnibarr variant; colonized by the
Heldrems a peaceful inter galactic race.
I have always hated mages. Their spells, so bright
and dismally cheerful, are a constant source of
aggravation to honest decent hard working assassins
like yours truly. This particular mage seemed
absolutely intent on thwarting my contract for his
employer, which I considered unjustifiably rude. Like
any dedicated contractor, I attempted to reason with
him as to the benefits of not becoming inhumed, to
which he proceed to point the obvious fact that this
didnt, at the moment, have any bearing in the matter as
he cast some, no doubt nasty incantation at me. When
his spell touched my Nullvoid and the cogency faded
along with his self-assured smile, I pressed one of my
favorite tools to his throat and begged to differ.
Needless to say, my argument was most persuasive
and I proceed about my days work unmolested. Later, I
reconsidered my opinion of mages, sometimes-with just
the right point-they can be reason with.
Brennin DeShallet Neosapien, Assassins Guild

Table 40, Hyperflight details


Velocity+- Time to reach Inertia Damage*
100%
1 second
100%
100%
2 seconds
50%
100%
4 seconds
25%
100%
8 seconds
10%
100%
10 seconds
No damage
From 0 to maximum velocity or vice versa in
1 second (100%): inflicts 100% of the users
life points. Use of this aspect is discouraged.
Table 41, Hyperflight details II
Velocity m/s Friction Damage Time
100
1 lpd
Per hour
200
2 lpd
Per hour
300
3 lpd
Per hour
1,000
10
Per hour
Friction damage is force. Force is stopped
by physical objects and protection factors.

3rd of Harvest, 512 AD, Altanant: Synnibarr


variant with red oceans and two blue ocean covered
moons.
I looked at the ocean covered moon and checked
the energy in my powerarmor. With my cogency, the
trip would take me less than 10 hours and for a while I
would be exposed to the coldness of space. I cant wait
to taste the sea of this years Altanant.
Icarus Nemo, Aquarian adventurer

151

Xallipan (Absorber)

Releasing the absorbed effect: requires 1


action; the entire absorbed effect is
released. A pocket must be emptied before
it can be refilled each time. The field does
not grant ownership over the effect
contained any further than to allow the user
to select a target(s).
If the pocket(s) are not emptied when the
duration ends, the absorbed effects are lost.
Special Merit adjustment: 20 merit per
additional powerbase after the first
simultaneously.
Special Merit adjustment: 20 per additional
pocket the user may have up to 1 pocket
per duration effect the user can concentrate
upon maximum.

Shield,

containment.
Powerbase: Mutations.
Constitution: 2 minimum.
Merit: 20.
Casting Time: 1 uncomplicated action, plus
special.
Range: 1 meter diameter surrounds the
user.
Duration: Concentration, up to 1 second to
maintain the pocket.
Special duration Note: maintaining the field
counts as one duration effect, maintaining
each pocket is an additional duration effect.
Effect: Manifests as a flash of blue/black
light around the mutants body while active.
The subjects field absorbs, and temporarily
contains in a pocket, one powerbased
effect; in this instance the powerbases DO
NOT include physical force.
Rather than block, this mutations field
absorbs the powerbased effect that comes
into contact with it: 1 cogency point per 1
cogency point of the mutations field. Any
excess passes through the absorber field.
Note: This mutation absorbs nullification
effects unless the effect surpasses the
absorber fields cogency; then the
nullification nullifies the absorber mutation
entirely.

3rd of Damacies, uncharted isle 300 km east of


the Mountain Isles, 601 AD, Altanant: volcanic world.
The waves pound against the shore mounting like
my anxiety. The battle to come will be fought over the
last of the famous bloodhaven gold I have hidden, and
well trapped, in a cavern somewhere on this island.
While I stand guard, it is my adversary, Giovanni Priest
of the Dark Triangle; that like a hurricane creates waves
of trepidation in my heart. I have made a point to study
the clergy and I should be able to absorb some of his
wickedness and prevail. If not, then the secret location
of the treasure dies with me.
Edward Malcovitch
In the collection of personal writings stored in the Dark
Triangle archives.
Addendum: treasure never recovered

152

In regards to solid light force damage:


this is dealt upon exposure. In the instance
of solid light, the cogency of the damage is
divided between the targets.
In the instance of blinding illumination,
the total cogency is not divided between the
targets; instead the total cogency of the light
affects all targets within the area equally and
on a second by second basis of exposure.
Effect 1: The ability to create and/or
telekinetically manipulate the movement of
photons within an area. Generation and
manipulation of light as low as 1 runelight up
to 1 runelight per cogency point. 90 runelight
to start.
This ability may be used to disrupt or
affect any other light manipulation ability of
lesser cogency: such as invisibility, illusions.
Special note: With this ability the user may
have a +100 on Concealment-Aims when
viewed through a mirror; as the user
telekinetically controls the light, they are not
reflected unless willing.
All illusions affect any sense-Deeds of
any target that can see the illusion. When
used to block a sense based deed, such as
sight or clairvoyance, the user rolls a
Manipulate materials-Aim that must be
countered by a targets Sense-Deed roll.
These rolls are used in place of Shot/Fate
rolls. If the target succeeds in the -Deed,
they see through the illusion.
When used for invisibility: add +9 to
Concealment-Aims to start, See illusions vs
invisibility.
Blinding specifics: the light can be used to
blind by creating a darkness or bright light,
reduce the subjects shot rolls by 9 for the
duration to all within the diameter of effect.
Special adjustment: Blinding and
concealment: +- 1 per 10 cogency. It is
possible to completely obstruct vision.
Effect 2: Is the ability to transform into
photons and move. While in this state the
subject is only affected by powerbased
cogency and this ability. This counts as two
duration abilities while active.
The user is Manifests as a silhouette of
electrical energy the same general size and
shape as their physical bodies. The subject
controls the brightness of their forms down
to as low as 1 runelight and as bright as 1
runelight per cogency point.
The subject flies at hypeflight velocities and
flight class without and inertia damage: 90
m/s to start.

Photonous (Photon kinetic): Area


effect, shield, damage, transformationinsubstantial, illusion.
Powerbase: Mutations.
Constitution: 3. Merit: 30 for 1 effect.
Special merit: each additional effect after
the first selected must be purchased and
kept separate as if each effect were its own
ability/spell entirely.
Casting Time: 3 actions.
Shield: 1 uncomplicated action.
Range: 10 meters.
Range, sensitivity: 10 meters: This
mutation grants the user the ability to sense
any fluctuation in photonic activity. +20 on
Sight-Deed rolls.
Area of Effect: 10 cubic meters.
Duration: concentration, up to 1 minute.
Duration, effect 3: the creation of a
conveyance is considered one duration
effect. Having the conveyance carry and
move with a payload, and/or the user, is
another.
Effects in general: these effects can be
used in a variety of ways; all dependent
upon Fates approval.
Note: The cogency mass of light is
determined by the runelight of the
illumination and the area affected.
Table 42, Photonic control
Light
Runelights Natural
Dark
1 or less
Night: no moons
Low light 2 to 50
Night: moonslight/altanlight
Normal
51 to 100
Daylight: cloudy/twilight
Bright
101 to 500 Daylight: normal
Blinding 1,000100 runelight is 10 force plus 1 force point
per 10 runelights thereafter. Multiply the
force by the cubic meters illuminated, for a
total cogency mass of the light in that area.
Example, photonic telekinesis: bright light
100 runelight = 10 force, in a room 5 meters
square: 10 x 5 = 50 cogency mass. The
subject can control all the light in the room
with the minimum amount of cogency this
ability generates.
The creation of light is not dependent
upon the presence of light; the mutant
selects what is affected with any light they
create; any natural light can be controlled as
well: if within the cogency mass the user
may manipulate.

153

The subject must travel at normal movement


rate to use sense skills.
The user can shine through transparent
surfaces and even down long cracks (1
meter per runelight), making this ability
excellent for infiltration of any place not
protected by a security ward.
While transformed the subject may be
detected as aura, life-force and cogency as
well as the powerbase. See transformation
insubstantial for more specifics. Should the
user be inside a conductive surface, and the
duration of this ability stops for any reason,
the user appears within the closest open
space.
Payload limits: +1 kg of additional payload.
Effect 3, solid shapes: The ability to solidify
photons into a shield or beam(s) or useful
shapes or even a conveyance capable of
flight. The solid light does not do damage
when touched. To inflict damage requires an
action.
Surface area of solid light: 1 cubic meter
per 10 cogency points.
Solid light specifics: 10 kilos of force per
cogency point. This means that the solid
photons support: 900kg of payload to start.
Movement: 1 m/s per 10 cogency points.
Flight class: 2; the piloting control is
achieved via manipulate, materials -Deeds.
Damage/defense: 1 point of force per
cogency point. The photons can be focused
into a single coherent beam or split into
multiple rays that strike down at the target(s)
from all angles.
Shield: blocks against physical force and
light effects only.

Electrous (Energy kinetic): Area effect,


shield, damage, transformationinsubstantial, EMP.
Powerbase: Mutations.
Constitution: 3. Merit: 30 for 1 effect.
Special merit: each additional effect after
the first selected must selected be
purchased and kept separate as if each
effect were its own ability/spell entirely.
Casting Time: 3 actions.
Shield: 1 uncomplicated action.
Range: 10 meters.
Range, sensitivity: 10 meters: This
mutation grants the user the ability to sense
any fluctuation in energy activity. +20 on
Sight-Deed rolls.
Area of Effect: 10 cubic meters.
Duration: concentration, up to 1 minute.
Duration, effect 3: the creation of a
conveyance is considered one duration
effect. Having the conveyance carry and
move with a payload, and/or the user, is
another.
Effects in general: these effects can be
used in a variety of ways; all dependent
upon Fates approval.
Note: The cogency mass of energy is
determined by the EGs.
Table 43, Electrical cogency mass
Source
EGs
Natural
Lightning 100 to 1,000
Calamity
Lightning 1,001-10,000
Catastrophic
Lightning 10,001-100,000 Disastrous
The creation of electricity is not
dependent upon the presence of energy; the
mutant selects what is affected with any
energy they create; any natural electricity or
energy can be controlled as well: if within
the cogency mass the user may manipulate.
In regards to solid energy force damage:
this is dealt upon exposure. In the instance
of solid energy, the cogency of the damage
is divided between the targets.
In the instance of electrocution, the total
cogency is divided between the targets; and
may cause Stun if over 10% of a targets life
points are inflicted in a single event;
subjects roll a metabolic shock-Deed to
remain conscious every second of affect.
Effect 1: The ability to telekinetically
manipulate the movement of energy within
an area. This ability may be used as
techkenitic, See Alchemy Disciplines.

th

9 of Civet, Enchanted Continent, 625 AD,


Altanant: Heldrem World-Ith. The friendly race, have
had little contact with the BendraKatar.
The frost covered leaves crunched underfoot and I
swore watching the steam of breath float away with my
hopes of a stealthy approach to the bandits campfire
on foot.
Transforming into a dim light I flitted amongst the
shadows until I was safety inside the tent. Silently
coalescing from a shaft of moonlight I returned the favor
to the bandits and retrieved my possessions plus a
weighty sac of gold: Im sure they will never miss.
Davlad Hendall, Neosapien

154

Damage/defense: 1 point of force per


cogency point. The electrons can be
focused into a single beam or split into
multiple beams that strike down at the
target(s) from all angles.
EMP: the cogency of the effect may be
directed to create an EMP do not divide the
cogency of the EMP between targets. The
tech is shut down for 1d6 minutes if
effective.
Shield: blocks against physical and energy
effects only.

This ability may be used to generate,


control, disrupt or affect any other energy
manipulation ability, such as techkenitic, ball
lightning or radar, or energy dependent
technology of lesser cogency: See Alchemy
Disciplines, Techkinetic
Note: The cogency mass of and EG is 1
per 10 cogency points.
Effect 2: Is the ability to transform into
electrons and move. While in this state the
subject is only affected by powerbased
cogency and this ability. This counts as two
duration abilities while active.
The user manifests as a silhouette of
electrical energy the same general size and
shape as their physical bodies. (10 runlight)
The subject moves through water or air at
hypeflight velocities and flight class without
and inertia damage. 90 m/s to start.
The user must travel at normal movement
rate to use sense skills.
The subject can travel through
conductive surfaces for up to 1 km per
cogency point making this ability excellent
for infiltration of any place not protected by a
security ward.
While transformed the mutant may be
detected as aura, life-force and cogency as
well as the powerbase. See transformation
insubstantial for more specifics.
While in this state the user can infiltrate
and control technology as in Techkinetic.
See Alchemy Disciplines, Techkinetic.
Special note: as the user telekinetically
controls the energy, they are not conducted
unless willing. Should the subject be inside a
conductive surface, and the duration of this
ability stops for any reason, the user
appears within the closest open space.
The subject does not do damage when
touched unless they wish to.
Payload limits: +1 kg of additional payload.
Effect 3, Solid energy: The ability to solidify
electrons into a shield or beam(s) or useful
shapes or even a conveyance capable of
flight. The solid energy does not do damage
when touched. To inflict damage requires an
action.
Surface area of solid energy: 1 cubic
meter per 10 cogency points.
Solid energy specifics: 10 kilos of force
per cogency point. This means that the solid
photons support: 900kg of payload to start.
Movement: 1 m/s per 10 cogency points.
Flight class: 2; the piloting control is
achieved via manipulate, materials -Deeds.

9th of Civet, Enchanted Continent, 625 AD,


Altanant: Heldrem World-Ith. The friendly race, have
had little contact with the BendraKatar.
The frost covered leaves crunched underfoot and I
swore watching the steam of breath float away with my
hopes of a stealthy approach to the bandits campfire
on foot.
Transforming into a dim light I flitted amongst the
shadows until I was safety inside the tent. Silently
coalescing from a shaft of moonlight I returned the favor
to the bandits and retrieved my possessions plus a
weighty sac of gold: Im sure they will never miss.
Davlad Hendall, Neosapien

Pyrous (Pyro kinetic): Area effect, shield,


damage, transformation-insubstantial.
Powerbase: Mutations.
Constitution: 3. Merit: 30 for 1 effect.
Special merit: each additional effect after
the first selected must be purchased and
kept separate as if each effect were its own
ability/spell entirely.
Casting Time: 3 actions.
Shield: 1 uncomplicated action.
Range: 10 meters.
Range, sensitivity: 10 meters: This
mutation grants the user the ability to sense
any fluctuation in fire activity. +20 on Sight
rolls.
Area of Effect: 10 cubic meters.
Duration: concentration, up to 1 minute.
Duration, effect 3: the creation of a
conveyance is considered one duration
effect. Having the conveyance carry and
move with a payload, and/or the user, is
another.
Effects in general: these effects can be
used in a variety of ways; all dependent
upon Fates approval.
Note: The cogency mass of fire is
determined by the force (temp) of the flame
and the area affected. 100 degrees c is 10
force plus 1 force point per 10 degrees
thereafter. Multiply the force by the square
meters engulfed, for a total cogency mass of
the flame.

155

The creation of fire is not dependent


upon the presence of air; the mutant selects
what is burned with any fire they create; any
natural fire can be controlled as well: if
within the cogency mass the user may
manipulate.
In regards to heat force damage: heat
damage is dealt at the END of each second
of exposure on segment 1. In the instance of
fire, the cogency of the flame is not divided
between the targets; instead the total
cogency of the flame affects all targets
within the area equally and on a second by
second basis of exposure.
Effect 1: The ability to create and
telekinetically manipulate the movement of
fire within an area.
1 Con creates: 300 degrees Celsius.
This ability may be used to disrupt or
affect any other fire manipulation ability of
lesser cogency: such as elemental
manipulation, or the sensitivity of a thermal
targeting system.
Special note: With this ability the user
may have a +9 on Concealment-Aims when
viewed through a thermal sensor; as the
user telekinetically controls the heat, they
can reduce their thermal signature.
Special adjustment: thermal invisibility:
+- 1 on concealment per 10 cogency. With
enough cogency it is possible to completely
fool thermal sensors.
With this ability the mutant may reduce
the cogency of the flame so that it does not
affect them or others within the range.
Effect 2: Is the ability to transform into fire
and move. While in this state the subject is
only affected by powerbased cogency and
this ability. This counts as two duration
abilities while active.
The user is Manifests as a silhouette of
fire the same general size and shape as
their physical bodies.
The subject controls the brightness of
their forms down to as low as 1 runelight
and as bright as 1 runelight per cogency
point.
The subject flies at hypeflight velocities
and flight class without and inertia damage:
90 m/s to start.
The subject must travel at normal
movement rate to use sense skills.
The user can radiate through thin
surfaces 1 cm per 10 cogency points and
even down long cracks 1 meter per 10
cogency points, making this ability excellent

for infiltration of any place not protected by a


security ward.
While transformed the subject may be
detected as aura, life-force and cogency as
well as the powerbase. See transformation
insubstantial for more specifics. Should the
user be inside a conductive surface, and the
duration of this ability stops for any reason,
the user appears within the closest open
space.
Payload limits: +1 kg of additional payload.
Effect 3, solid shapes: The ability to solidify
fire into a shield or beam(s) or useful shapes
such as whirlwind or even a conveyance
capable of flight. The solid fire does not do
damage when touched. To inflict damage
requires an action.
Surface area of solid fire: 1 meter square
per 10 cogency points.
Solid fire specifics: 10 kilos of force per
cogency point. This means that the solid fire
supports: 900kg of payload to start.
Movement: 1 m/s per 10 cogency points.
Flight class: 2; the piloting control is
achieved via manipulate, materials -Deeds.
Damage/defense: 1 point of force per
cogency point. The fire can be focused into
a single beam or split into an area to affect
the target(s) from all angles.
Shield: blocks against physical force and
heat effects only.

24th of Tigra, Lost Continent, 631 AD, Altanant: H


class planet with extremely advanced civilization. The
inhabitants call themselves the Generac and their
world, Vulbus. The friendly race, shared vast cultural
data.

156

Ramalus: Regeneration, restoration,

Solna (Sonic kinetic): Area effect, shield,

chiromancy
Powerbase: Mutations.
Constitution: min 1 per second while
active. Once active this ability burns
Constitution at the beginning of each second
to regenerate the subject unless the player
stops it.
Merit: 30.
Casting Time: None.
Others: 3 actions.
Range: Self; other 10 meters.
Duration: Self: always on. While active this
mutations effect counts as a duration ability
although it requires NO concentration unless
it is being used on another.
Others: Concentration, until the user stops it.
Effect: If the subject is exposed to diseases
or chemicals use the regeneration effects
cogency to combat them.
This ability regenerates a severed limb, eye
heart. Regenerates 1 life point of damage
per second per TEN cogency points of the
effect: 4 points per second to start.
The subject cannot fall below five times their
life points. To do so, nullifies the effects of
this ability.
If the subject is damaged to 0 life points or
below they are unconscious; if nullified while
the subject is below 0 life points or below the
subject is dead.
Special: Once a subject with this ability is
exposed to any damage, illness and/or
chemical, the effect becomes active and
remains active until the subjects
Constitution expires or all of the damage is
repaired or the illness/chemicals cogency is
reduced to 0.
Self: this will regenerate the mutants
severed head by maintaining the subjects
memories/consciousness in a delicate
bioelectric matrix; this aspect of the effect
does not work on others. Removal of the
head reduces the subjects life points to 0.
9th of Civet, Emerald Downs, Enchanted

damage, transformation-insubstantial,
auditory illusion.
Powerbase: Mutations.
Constitution: 3. Merit: 30 for 1 effect.
Special merit: each additional effect after
the first selected must be purchased and
kept separate as if each effect were its own
ability/spell entirely.
Casting Time: 3 actions.
Shield: 1 uncomplicated action.
Range: 10 meters.
Range, sensitivity: 10 meters: This
mutation grants the user the ability to sense
any fluctuation in sonic activity. +20 on Sight
rolls. Treat as sonar. Increase range x 5
underwater and suspend it entirely in a
vacuum such as outer space; unless the
subject creates the necessary sound as
well.
Area of Effect: 10 cubic meters.
Duration: concentration, up to 1 minute.
Duration, effect 3: the creation of a
conveyance is considered one duration
effect. Having the conveyance carry and
move with a payload, and/or the user, is
another.
Effects in general: these effects can be
used in a variety of ways; all dependent
upon Fates approval.
Note: The cogency mass of sound is
determined by the decibels and the area
affected multiplied by the square meters
engulfed, for a total cogency mass of the
sound in the area.
The creation of sound is not dependent
upon the presence of sound; the mutant
selects what is affected with any sound they
create; any natural sound can be controlled
as well: if within the cogency mass the user
may manipulate.
In regards to sound force damage:
sound damage is dealt as normal. In the
instance of sound, the cogency of the sound
is not divided between the target(s); instead
the total cogency of the sound affects all
target(s) within the area equally and on a
second by second basis of exposure.
Effect 1: The ability to create and/or
telekinetically manipulate the movement of
sound within an area.
Generation and manipulation of sound as
low as 1 db up to 1 db per 10 cogency
points: +-9db to start.

continent, 517 AD, Altanant: shallow sea world with


many small island continents.
I lost the duel today, but regained a portion of my
self-respect. My competitor, an elf of no little skill with a
blade, while managing to run me through over a dozen
times-saluted my stubborn refusal to perish if nothing
else. Next time I enjoy the palace gardens I shall be
more careful where I throw my Frisbees!
Glaucis Forsythe, Neosapien

157

This ability may be used to disrupt or


affect any other sound manipulation ability of
lesser cogency: such as Quietfoot or stealth.

30 to start for the duration to all within the


diameter of effect.
Special adjustment: Stealth adjustment: +1 per 10 cogency. It is possible to be
completely silent.
Effect 2: Is the ability to transform into
sound and move. While in this state the
subject is only affected by powerbased
cogency and this ability. This counts as two
duration abilities while active.
The user is Manifests as an atmospheric
distortion the same general size and shape
as their physical bodies. The subject
controls the sound of their forms down to as
low as 1 decibel and as loud as 1 decibel
per cogency point.
The subject flies at hypeflight velocities and
flight class without and inertia damage: 90
m/s to start. Max velocity: 320 m/s. Speed of
sound.
The subject must travel at normal movement
rate to use sense skills.
The user can move through conductive
surfaces and even down long cracks (1
meter per 10 decibels) 9 meters to start,
making this ability excellent for infiltration of
any place not protected by a security ward.
While transformed the subject may be
detected as aura, life-force and cogency as
well as the powerbase. See transformation
insubstantial for more specifics. Should the
user be inside a conductive surface, and the
duration of this ability stops for any reason,
the user appears within the closest open
space.
Payload limits: +1 kg of additional payload.
Effect 3, solid shapes: The ability to solidify
sound into a shield or beam(s) or useful
shapes including a conveyance capable of
flight. The solid sound does not do damage
when touched. To inflict damage requires an
action.
Surface area of solid sound: 1 cubic meter
per 10 cogency points.
Solid sound specifics: 10 kilos of force per
cogency point. This means that the solid
sound supports: 900kg to start.
Movement: 1 m/s per 10 cogency points up
to 320 m/s. Flight class: 2; the piloting
control is achieved via manipulate, materials
-Deeds.
Damage/defense: 1 point of force per
cogency point. The photons can be focused
into a single beam or split into multiple rays
that strike down at the target(s) from all
angles.

Table 44, Sonic control details


Sound type
Decibel Damage
(db)
Ticking watch/
20
stealth
Quiet whisper
30
Normal
60
conversation
-1 on hearing per point above
Roaring Drake
100

Rockband
Thunderclap
Jet
engine/gunshot
Stun grenade

110
120
130

Explosives

180

Explosives

200

150

100db per minute of


exposure. Hearing returns at
a rate of 1 per minute after an
hour of below 100 db.
-.
Stun upon exposure if within 1
meter. Enhanced hearing is
reduced by 50 points
automatically.
Stun upon exposure + 1 point
of damage per second of
exposure. Enhanced hearing
is reduced by 80 points
automatically.
Stun upon exposure + 10
points of damage per second
of exposure. Enhanced
hearing is reduced by 100
points automatically.

Stun: subjects roll a Metabolic shock Deed to remain conscious every second of
affect.
Special note: With this ability the user may
have a +9 on stealth-Aims; as the user
telekinetically controls the sound, they are
not heard unless willing.
All sonic illusions affect any HearingDeeds of any target that can hear the
illusion. See Illusions vs Enhanced senses.
When used to block a hearing based deed,
the subject rolls a Manipulate materials-Aim
that must be countered by a targets
hearing-Deed roll. These rolls are used in
place of Shot/Fate rolls. If the target
succeeds in the -Deed, they hear through
the illusion.
When used for silence: add +20 to StealthAims to start.
Deafening specifics: the sound can be used
to deafen by creating an absence or white
noise, reduce the subjects hearing rolls by

158

Shield: blocks against physical force and


sound effects only.

Majormorph: Transformation.
Powerbase: Mutation.
Constitution: 4. Analysis field: 1.
Merit: 40.
Casting Time: 4 actions; analysis field: 1
action; memorizing a creature/beings
appearance requires 1 action. Memorizing a
creature/being requires 1 minute per 100
merit of the targets value.
NOTE: if the casting time is reduced to 1
action, for a final 50 merit more the subject
can metamorph as uncomplicated action.
Range: self; analysis field: 10 meters.
Duration, beneficial effect: up to 1 hour.
Special consideration: Fate determines if
the subject may duplicate any creature or
aspect of it.
Bio-spectral Analysis field: With this
aspect of the effect the subject analyzes the
special abilities of the creature/being to be
duplicated as well as its physiology. The
subject must be equal to, or greater in merit,
than the target to be analyzed-for the
subject to memorize the target successfully.
If the subject does not have sufficient merit
they can accomplish the transformation only
if within range of the target being duplicated,
10 meters to start. The subject must
analyze, and memorize, the desired form to
duplicate any special abilities the creature
might have, if this is not accomplished, the
subject may only metamorph themselves,
and/or a payload, into a semblance of the
creature; looking, acting and sounding,
biologically exact, without the traits
overlooked.
Order of bio-spectral scan: Beginning with
the lowest merit cost trait, the field starts out
focused on the traits of physiology-combat
stats, force skills and then moves on to the
racial abilities and mutations of a target the
combat stats and lastly skills.
Payload: This ability transforms the subject,
plus 1 kilo of additional matter of a payload
worn by the subject, per cogency point. The
subject/payload is not healed/repaired
during the transformation process.
Effect: Manifests as a colorless shimmering
and then the subject is transformed. The bio
spectral analysis field glows bright white and
red while in operation and is a beam attack.
The subject may metamamorph to gain any
of the physical mutations +25 agility or
wings.

th

9 of Civet, Enchanted Continent, 625 AD,


Altanant: Heldrem World-Ith. The friendly race, have
had little contact with the BendraKatar.

Altanius (Ultra-strength): Combat stat


augmentation.
Powerbase: Mutations.
Constitution: 1 minimum; Con Gate is the
limit.
Merit: 40.
Casting Time: Always on.
Range: Self.
Duration: Until the cogency pool is
exhausted. This counts as a beneficial
duration effect only while active.
Effect: The ability creates a cogency pool;
each use drains the pool. Plus 1 force per
cogency point. This effect may only be
empowered once for the duration. A subject
can only have one of these abilities active at
a time.
Special effect: This ability adds 50 points to
the subjects force permanently.
26th of Conos, Terra, 699 AD, Altanant: Synnibarr
variant with blue rings.
The short tremor was all the warning we had
before the ceiling collapsed. It took all my considerable
force, plus the assistance of my fellow adventurers, but
we managed to keep from being crushed long enough
to escape.
Rod Wesley- Neosapien adventurer

Defensor Ultima (Shielder): Shield


Powerbase: Mutations.
Constitution: 4. Merit: 40.
Casting Time, defense: 1 uncomplicated
action.
Range: 10 meters.
Area of effect: 10 meter diameter.
Duration: Concentration.
Effect: The defensor ultima ability manifests
as a solid transparent force with a cobalt
colored hue. The shield blocks 2 points of
damage per cogency point.
The defensor force can be shaped as
the user desires and may lift/support a mass
of 1 kg per cogency point.

159

These metamorphed abilities do not


significantly change the users bodies.
Should the user completely change their
bodies, while in this metamorphed state, a
subject only has access to any duration
effects already in progress or the abilities of
the creature/being they have transformed
into; this includes combat stats, even if they
exceed the subjects. Any use of the
creatures/beings abilities takes additional
concentration and constitution on the part of
the transformed subject/target as normal;
the knowledge and basic prowess to utilize
the abilities awarded by the analysis effect.
It is possible to transform into a being that
possesses a skill or ability the subject
likewise possesses and still be able to use
that ability as normal. The key components
to the determination are the physiology of
the form and its ability to perform the
necessary physical actions.
Duplicating an individual: The ability to
mimic a person precisely is partly
established by the analysis ability and then
by the subjects PersuasionAim: +60 to the
dice roll, if put to the test by someone
familiar with the individual duplicated.
Surface duplication of a being without
analysis does not change the users inner
form or abilities they may possess.
Organic to inorganic: living creatures
metamorphed into inorganic material, while
unable to move in any way, still have
consciousness plus hearing/sight and they
may be sensed as a life-form or the
powerbase.

Radar: sensing, combat stat and skill


augmentation.
Powerbase: Mutations.
Constitution: 4. Merit: 40.
Casting Time: 4 actions.
Range: 100 meters
Duration, beneficial effect: up to 1 minute.
Effect: invisible effect. The mutation allows
the user to see in 360 degrees in complete
darkness. This ability penetrates cloaking
effects, invisibility/illusion or Electros of
lesser cogency. The abilities 120 cogency
adds +1 per 10 points to the following
attributes simultaneously.
+12 on Surprise reaction.
+12 on sight-Deeds.
+12 shot.

Only one of these mutations can be active


on a user at a time. Max augmentation: +50.

Velocitus (Hyperkinesis): Combat stat


augmentation.
Powerbase: Mutations.
Constitution: 10. Merit: 40.
Casting Time: 4 actions.
Range: self; others: 10 meters.
Duration, beneficial effect: up to 1 hour.
Effect: increases the actions per second.
Table 45, Hyperkinesis actions per
second augmentation.
Cogency required Actions per second
250
+1
500
+2
1,000
+3
2,000
+4
No further adjustments. It may only be
invoked once on a subject at a time. This
cannot be used in conjunction with any other
powerbased temporary augmentations to
actions per second.

160

Dominus (Possession): Normal attack,

Newtonus (Gravity kinetic): Area effect,

transformation, insubstantial, Will-force.


Powerbase: Mutations.
Constitution: 5. Merit: 50.
Casting Time: 5 actions.
Time to vacate a host: 5 actions. This is
adjusted as a separate aspect of the ability.
Range: Touch.
Duration, beneficial and negative effect:
up to 1 minute.
To affect a subject, the effects cogency
must exceed 10% of the targets merit value
(Cogency mass).
Effect: Invisible effect. To affect a subject
the effects cogency must exceed the
targets merit value. The user and a payload
of not more than 1kg per 10 cogency points,
becomes insubstantial and possesses the
target gaining control over it and access to
its memories and abilities. The user will not
cause harm to or allow harm to come to the
form they occupy. Should the form perish,
and the user is within the host, they perish
as well.
Special limitations: As they are
transformed and within a host in an
insubstantial state, the user does not have
access to any of their bodys mutations,
cybernetics, provisions etc.

shield, damage, constants, transformationinsubstantial.


Powerbase: Mutations.
Constitution: 5. Merit: 50 for 1 effect.
Special merit: each additional effect after
the first selected must be purchased and
kept separate as if each effect were its own
ability/spell entirely.
Casting Time: 5 actions.
Shield: 1 uncomplicated action.
Range: 100 meters.
Range, sensitivity: 10 meters: This
mutation grants the user the ability to sense
any fluctuation in gravity. +20 on Sight rolls.
Area of Effect: 10 cubic meters.
Duration: concentration, up to 1 minute.
Effects in general: these effects can be
used in a variety of ways; all dependent
upon Fates approval.
Note: The force of gravity is 100. Multiply the
gravitys force by the square meters
affected, for a total cogency mass of the
gravity in that area. The user controls the
direction from which the pull originates.
The creation of gravity is not dependent
upon the presence of gravity; the mutant
selects what is affected with any gravity they
create.
This ability may be used to disrupt or
affect any other gravity manipulation ability
of lesser cogency: such as flight abilities.
In regards to gravity force damage: All
effects bypass shields special protections
and immunities; this is dealt upon exposure.
In the instance of this ability, the cogency of
the damage is NOT divided between the
targets within the area equally and on a
second by second basis of exposure.
All effects bypass, special protections
and immunities however they are blocked by
powerbased shields.
Special note: as the user may telekinetically
control the gravity around their bodies, when
using this ability, they are not affected by
gravity effects such as this one, unless
willing.
All gravity affects the mass of any target
within the area. When used to counter
gravity manipulation: the higher cogency
wins.
Special limitation: this mutation cannot be
used on the Shandreall plains of mist. If
within 1 meter of 1kg of gravanium subtract
100 from the effects cogency: plus 1 meter

Invulnerability: Shield.
Powerbase: Mutations.
Constitution: 1 minimum.
Merit Cost: 50.
Casting Time: None.
Range: Self.
Duration, beneficial effect: up to 1 minute;
while active this mutation counts as TWO
beneficial duration effects.
Effect: The mutation protects the subject
like a powerbased shield for 2 points of
damage per cogency point. Manifests as a
10 cm invisible field from the subjects body
and only burns constitution when struck.
28 of Chiropa, Quigong, Golden Isles, 612 AD,
Altanant: Pangean world encircled by a breathable gas
torus.
Im hard as a rock! Given enough training I just
may be a match for an avalanche!
Bashki Grenbel: Adventurer

161

Effect 3: Solid shapes: The ability to


solidify gravity into a shield or beam(s) or
useful shapes or even a conveyance
capable of flight. The solid gravity does not
do damage when touched. To inflict damage
requires an action.
Surface area of solid gravity: 1 cubic
meter per 100 cogency points.
Solid gravity specifics: 10 kilos of force
per cogency point. This means that the solid
gravity negates the mass of 900kg to start,
presses with 900kg of force or can contain a
mass or force of 900kg and reduce the
movement rate to 0.
Movement: 1 m/s per 10 cogency points.
Flight class: 1; the piloting control is
achieved via manipulate, materials -Deeds.
Damage/defense: 1 point of force per
cogency point to shields. Damage to
subjects: 1 point per 10 cogency: 25 to start.
Gravity waves can be focused into a
coherent beam or split into multiple rays that
strike down at the target(s) from all angles.
Shield, blackhole: once created, the event
horizon is 5 m in diameter and surrounds the
user. Treat as the Displacement sphere, see
alchemy disciplines.

and subtract an additional 100 cogency per


additional kg after the first.
Effect 1: manipulation of gravity. The
following are examples of how gravity may
be manipulated with this effect.
Increase weight: increases the weight of
the mass with cogency: 250 cogency
increases the weight of any mass in the 2.5
meter square: x25 the normal weight.
Note: regardless of the characters force, gforces affect the blood flow and chemical
processes within the body; the minimum gforce increase with this ability causes
subjects within the area of effect to go
unconscious for 1d4 seconds. Subjects roll a
Concentration -Deed to remain conscious
every second of affect.
Decrease weight: decrease the weight of
the mass with cogency: 250 cogency
decreases the weight of any mass in the 2.5
meter square: negative x25 the normal
weight. Once a mass is made weightless it
requires a Manipulate, materials-Aim to
control the masss movement.
Bridge: The bridge ability functions
precisely as the teleport spell, and like the
teleportation spell, these sub-effects are
each considered a separate ability and must
be treated accordingly.
Effect 2: Transform self: Is the ability to
transform into gravity waves. While this state
the subject is only affected by gravanium,
nullifications, and/or gravity effects including
this ability; this effect counts as two
beneficial duration effects while active.
The user manifests as a silhouette of
blackness the same general size and shape
as their physical bodies.
While in this form the subject flies at
hypeflight velocities and flight class without
and inertia damage: 90 m/s to start.
The subject must travel at normal movement
rate to use sense skills.
The user can move through matter (1 meter
per 100 cogency), making this ability
excellent for infiltration of any place not
protected by this ability or gravanium.
While transformed the subject may be
detected as aura, life-force and cogency as
well as the powerbase. See transformation
insubstantial for more specifics. Should the
user be inside a conductive surface, and the
duration of this ability stops for any reason,
the user appears within the closest open
space.
Payload limits: +1 kg of additional payload.

20th of Ursus, Uncharted Island in the Gods


Teeth, 605 AD, Altanant: garden world with three
gigantic spacestations in orbit like vast rings. The
inhabitants are a mixture of organic electronic and
organic material.

162

Morbentiea (Power Transfer): Normal

Temporalis (Temporal kinetic): Area

attack, transfer, intelligence-Aim.


Powerbase: Mutations.
Constitution: 5. Merit: 50.
Casting Time: 5 actions.
Range: touch.
Duration beneficial / negative effect: up to
1 minute. To affect a subject, the effects
cogency must exceed 10% the targets merit
value.
Time required to transfer: one action per
ability, combat stat or skill.
Limit of transferal: no more than 1 quarter
of the users merit value. Each aspect
transferred has a merit rating. This merit is
added up for each ability.
Effect: Manifests as 10 green and black
octopus like tendrils of smoky energy that
reach out from the users body and attach to
the target.
The mutation transfers one of the following
per use on a subject: The subject detects
the aspect and may target the desired
aspect specifically with a successful
Intelligence-Aim.

effect, shield, damage, constants,


transformation-insubstantial.
Powerbase: Mutations.
Constitution: 5. Merit: 50 for 1 effect.
Special merit: the additional effect after the
first selected must be purchased and kept
separate as if each effect were its own
ability/spell entirely.
Casting Time: 5 actions.
Shield: 1 uncomplicated action.
Range: 10 meters.
Range, sensitivity: 10 meters: This
mutation grants the user the ability to sense
any fluctuation in gravity. +20 on sight rolls.
Area of Effect: 10 cubic meters.
Duration: Concentration, up to 1 minute.
Use this mutation in any way is considered
two concentration duration effects.
Effects in general: these effects can be
used in a variety of ways; all dependent
upon Fates approval.
Note: The force of time is 100. Multiply
times mass by the square meters affected,
for a total cogency mass of time in that area.
The creation of time is not dependent
upon the presence of time; the mutant
selects what is affected with any temporal
effect they create.
In regards to time force damage: this is
dealt upon exposure. In the instance of this
ability, the cogency of the damage is NOT
divided between the targets within the area
equally and on a second by second basis of
exposure.
All effects bypass, special protections
and immunities however they are blocked by
powerbased shields.
Special note: With this ability the user may
make any payload of any mass timeless
while within the area of effect.
All time affects the mass of any target
within the area. When used to counter time
manipulation: the higher cogency wins.
Once a mass is made timeless it
requires a Manipulate, materials-Aim to
control the masss physical movement within
the timeless area.
Special limitation: This mutation cannot be
used in the dimension of limbo.
Effect 1: The ability to telekinetically
manipulate the movement of time within a
2.5 meter area to start.
This ability may be used to disrupt or
affect any other time manipulation ability of

1. A single normal powerbased ability from


the target to the subject for the duration.
Once transferred, the subject uses the ability
at the same merit as the target and must
provide the constitution if the ability requires
it.
2. The adjustment to a single combat stat.
The addition of the targets stats and the
subjects stats can exceed the limitations as
this is a temporary augmentation.
3. The adjustment and its associated skill.
One skill at a time only.

163

lesser cogency: such as Denebs wind and


door and this ability.
Table 46, Time manipulation, slowing
down time
Cogency required Actions per second
per 2.5 meters
250
-1
500
-2
1,000
-3
2,000
-4
3,000
Time stop
Stopping time: counts as three
concentration duration effects while active.
Effect 2: Is the ability to transform into a
temporal disambiguation. While this state
the subject is only affected by, nullifications,
and/or time effects including this ability; this
effect counts as two beneficial duration
effects while active.
The user manifests as a silhouette
composed of endless broken mirrors the
same general size and shape as their
physical bodies.
While in this form the subject flies at
hypeflight velocities and flight class without
and inertia damage: 90 m/s to start.
The subject must travel at normal movement
rate to use sense skills.
The user can move through matter (1 meter
per 100 cogency), making this ability
excellent for infiltration of any place not
protected by this ability.
While transformed the subject may be
detected as aura, life-force and cogency as
well as the powerbase. See transformation
insubstantial for more specifics. Should the
user be inside a conductive surface, and the
duration of this ability stops for any reason,
the user appears within the closest open
space.
Payload limits: +1 kg of additional payload.
Effect 3, Shield: this aspect of the effect
blocks temporal manipulation and physical
and energy force.
Door: The Door ability functions precisely as
the Denebs wind and door spell (without the
need for a candle) this sub-effect is
considered a separate ability and must be
treated accordingly.
6th of Theria, Enchanted Continent, 681 AD, Altanant:
Tropical world with uninhabitable volcanic equatorial
zone.???

164

Coalax shrugged. Its my job.


The cops looked incredulous. So thats
all you arethe job? You gotta family;
kids?
I got Shiva here. He patted the
stormdrake, and the beast purred
affectionately. What more do I need?
The Imperial guard pocketed his Omni
and chided, Maybe if you got a life, you
would be able to feel something.
And then what? Coalax scanned the
horizon sarcastically, I might start to care?
the assassin painted the last word with
sarcasm till it dripped, and then pointedly
leveled a professional stare at the cop. A
look that said: you could very well be my
next client.
Under that gaze, the imperial guard, a
man with the might of the immortal emperor
of the Forbidden City to back him, fought to
maintain his intimidation act and eye contact
as he replied cautiously, Maybe?
Maybe..? Coalax shook his head at the
cop and said quietly almost casually after he
tisked his lips: Son, if I started to care about
all the graves Ive filledI have yet to fillI
might get, well.. you know, sentimental.
The assassin leaned in close to the cop
adding. And where would that get us, huh?
Who would you call when you need
someone in a body-bag? Your mother?

is opportunity was not long in

coming. The Alorian took a single large


stroke, his form perfectly silhouetted against
the citys lights.
The weapon sang, and the client
collapsed onto a rooftop, several holes in his
heart.
Coalax circled a moment to assure the
client had been properly and professionally
serviced before he had Shiva touch down.
When he reached for the satchel, the Alorian
surprised the assassin by grabbing his wrist.
The clients eyes were open, but his
expression was that of someone blind as he
gurgled, They cantyou must stop
them!!! and he was gone. Within his other
hand was a small memory chip.
Coalax palmed the memory, just as the
rooftop was surrounded by the Imperial
guard sleds. Blinking against the light, he
stood calmly to greet the police, his
assassins guild ID in hand.
While he waited for his Identity to be
confirmed, one of the Imperial guards asked,
How does it feel, to know that you would
have to kill your own mother, if handed the
contract?

165

casters sight and hearing. The view may be


panned at a rate of 3 meters per second.
NOTE: to view through security wards or
areas that are cloaked, the caster must
exceed the cogency of the defending effect
to see through.

Chapter 15,

Psionics
Based on the power of the mind
Table 47, Psispells
Psispells
Clairvoyance
Cloak of mist
Location
Telekinesis, shield
Telekinesis, strike

Con
1
1
1
1
1

Merit
10
10
10
10
10

Binding
Post- cognition
Psispray
Spelltrap
Telekinesis, manipulate

2
2
2
2
2

20
20
20
20
20

Telekinesis, tactile
Telepathy, communicate
Telepathy, distraction
Telepathy, shield
Teleportation

3
3
3
1
3

30
30
30
30
30

Telepathy, alter memories


Telepathic, hypnosis
Telepathic, illusions
Telepathic, instruction
Telepathic ventriloquism

4
4
4
4
4

40
40
40
40
40

Alter probabilities
Caprenium silence
Precognition
Restoration
Telepathic will-force

5
5
5
5
5

50
50
50
50
50

2nd of Tigris, On Altanant uncharted continent near


the polar cap, 517 AD, Altanant: shallow sea world with
many small island continents.
My clairvoyance has saved us countless time here
on this new world. I often pan my sight around our
mountain fortress and down into the thick rainforest
below, keeping watch on the interesting natives of this
world.
It astonishes me that with my eyes I can see the
Worldship in close orbit above, details like the Iron Wall
on the forbidden continent visible from my window, but
when I pan upwards with my clairvoyance, Synnibarr
vanishes such is the cogency of the cloak that
surrounds my home.
Still in a primordial state this planet features an
interesting raptor like race. Semi-aquatic and semiavian with a primitive technology they have managed to
colonize the shorelines of the continents. In their
language they call themselves the Ashakal. Very deadly
from a young age, they test our defenses daily, both
physically and with propaganda notes wrapped around
stones.
My companion, a priest and mage, is stymied as
to why they have not begun to worship us as deities.
From the expression in every ashakals eyes, I think
that they are too self-reliant and would rather eat us!
There only competitor here is a small marsupial
elephant variant. The marsupials, or Ultecha, also
capable of vast swimming distances have, thanks to
four trunk manipulators, developed a greater
technology. In my opinion the Ultecha will win what
shall be a long struggle for dominance of this world if for
only one reason: they are not in any way ill- tempered.
This willingness to be at peace, as opposed to the
Ashkal which are always at war, is-in my opinion- a
greater strength.
Pamela Holt, Shadowmaster xeno-anthropologist

Cloak of mist: Cloaking, skill

Clairvoyance: Clairvoyance; skill

augmentation.
Powerbase: Psionics.
Constitution: 1. Merit: 10.
Casting Time: 1 action.
Range: 10 meter diameter around subject or
area where placed.
Duration, beneficial effect: Up to 1 minute.
Effect: Manifests as a thin white mist
around the subject or area where placed.
+100 on Concealment-Aims AGAINST any
form of sensing skill or clairvoyance type
effect, including the sense of smell. The mist
moves with the subject or payload covered.
The cloaks strength is based on cogency.
A clairvoyance effect with a cogency of 1
point above the cloak equals a 1% or lower
on the sight-Deed roll, in this way exceeding
the cogency of the cloak allows others to

augmentation; intelligence -Aim; memory Deed.


Powerbase: Psionics.
Constitution: 1. Merit: 10.
Casting Time: 1 action.
Range: 1 kilometer.
Duration: Concentration, up to 1 minute.
Effect: The subjects head is engulfed in
orange yellow flame for the duration. The
subject can view remote areas. If the area to
be viewed is unknown, the subject must roll
an intelligence- Aim of 75 or above. If the
area has been seen by the subject once;
there is a memory- Deed roll to determine if
they recall the place well enough to view it.
If the place is well known, there is no roll
required. Clairvoyance views with the

166

bypass this defense. NOTE: the effect as


viewed through the clairvoyance is that the
vision is foggy.

and if successful, an additional memoryDeed roll to recall the target well enough for
the effect to lock.
Tracking Areas: Areas may be located from
a photograph/video or any type of debris
that had been in the area for more than 30
days.
Tracking Beings: Beings may be located
from a photograph/video, a possession,
foot/finger prints, or anything containing
D.N.A.

26th of Civet, Terra council chambers, 585 AD,


Altanant: Synnibarr variant with slightly more ocean:
Alosiea.
The cloak of mist enchantment that surrounds the
Worldship, while effective against clairvoyance type
effects, does nothing to protect Synnibarr from normal
sight.
For days my fellow council members have been
coordinating the defense of the Worldship from these
chambers the superior mystic capabilities the only way
we have managed to keep from being overrun. The
Alosioans, a human variant, have nearly developed
intergalactic drive and seem to have no difficulty
sending up virtually every configuration of craft. I
personally inspected a vehicle in astral form before we
destroyed it and I believe it was a garbage collection
craft. If even the lowliest ship is capable of making it off
world this is going to be a long year of fighting.
Sean Denton, Shadowguildmaster.

19th of Delphi, Forbidden City, Underwarrens, 603


AD, Altanant: hollow world, interior habitable in
continent like areas deep below the surface, dominant
life forms are silicon based octopus creatures
dependent upon chemosynthesis for survival.
The compass needle spun lazily in circles where
only a few minutes ago it was rock steady on track. I
knew someone or something must have put up a
cloaking effect to try and stop me so I pressed even
more energy into the compass and watched the needle
fall back on track. Following along the maze of tunnels
I was forced to draw my weapon twice and kill once
before I reached what I assumed was a final door.
Upon a harsh entrance I was pleased to have caught
up to the bastard responsible for robbing my home
surrounded by all my stuff. Nothing beats a good
location spell.
Clyde Emery, Disgruntled Shadowmaster

Location: Sensing, enchantment.


Powerbase: Psionics.
Constitution: 1 per hour. Merit: 10.
Casting Time: 1 action.
Range: 1 kilometer.
Duration: Until the target is located.
Effect: the effect requires a compass, or
reasonable facsimile. Manifests as a bright
silver flash of light around the compass
when cast. Once enchanted the directional
indicator only points toward the target for the
duration. If for some reason the target is
deceased not in the dimension or the
location is cloaked the compass pointer
spins slowly in circles.
Special Conditions: These conditions are
the minimum requirements for the effect to
function unless otherwise decided by Fate.
Ownership of a possession is defined in this
case: as having the item -as one of the listed
provisions- for more than a 30 day period.
Recent: if the target has been seen by the
subject, or in the subjects possession,
within the previous 24hrs: no memory- Deed
roll is needed for the effect to lock on the
target.
Previous: if the target has NOT been seen
within the previous 24hrs, but HAS been in
the subjects possession previously: a
memory- Deed roll is required for the effect
to lock on the target.
Seen once: if the target has been seen only
once, the location may still be made to
function. To locate someplace, something,
and/or someone viewed only once, the
subject must make an Intelligence- Aim roll,

167

Telekinesis, shield: shield.

Telekinesis, strike: Blind attack,

Powerbase: Psionics.
Constitution: 1. Merit: 10
Casting Time: 1 uncomplicated attack.
Range: 10 meters; shield: 3 meter diameter
sphere.
Duration: Concentration.
Effects: The user must gesture dramatically
to control the effect: Manifests as an unseen
force, or blind attack
It is important to keep in mind that the
telekinesis field does not penetrate solid
matter or powerbased shields that block
force without doing damage.
Effect, Shield: The effect blocks 1 point of
damage per cogency point. The blocking
field can be made airtight; when cast the
sphere extends from the users body and
pushes outward with force.

damage.
Powerbase: Psionics.
Constitution: 1 per strike, Merit: 10
Casting Time: 1 action
Range: 100 meters
Duration: Concentration, until used.
Effects in general: The user must gesture
dramatically to control the effect: Manifests
as an unseen force, or blind attack.
It is important to keep in mind that the
telekinesis field does not penetrate solid
matter or powerbased shields that block
force without doing damage.
Effect, Strike: does 1 point of damage per
cogency point.

168

Binding: See magic spells.

Psi-spray: Wide beam attack, Stun.

Powerbase: psionics. Merit: 20

Powerbase: Psionics.
Constitution: 2. Merit: 20.
Casting Time: 2 actions.
Range: 10 meters around the caster; this
may not be increased.
Duration: 1 action, Stun: See
Damage/Trauma, Stun.
Effect: Manifests as wave of psionic energy
that sprays down around the user and does
1 point of damage per cogency point. User
selects the targets. The stun effect must do
10% or more of a target(s) life points to be
effective; subject(s) roll a Metabolic shock Deed to remain conscious.

Post-cognition: Constants,
clairvoyance.
Powerbase: Psionics.
Constitution: 2. Merit: 20.
Casting Time: 2 actions.
Range: 10 meters around the caster.
Duration: Concentration, up to 1 minute.
Effects: Once the events have been
viewed, they are recorded by the ability.
With a successful memoryDeed the subject
may cast the ability and play the entire
recording accurately for 1 Con per hour of
replay. The subject has control over the
replay and may pause, zoom, rotate and
pan through the scene as they wish. The
illusion does not replay if the users memory
is altered in any way.
Area or Object: The past events are
Manifests as a realistic illusion. The subject
only views the events that transpire in the
area or around the object, that are within the
range, the subject occupies at the time of
casting.
Range of the cognition: up to 1 hour in the
past per cogency point of the effect:
minimum 40 hours.

22nd of Charius, Shandreall Plains of mist over


the Lost Continent, 542 AD; Altanant: Pangean world
dotted with shallow salt and fresh water lakes.
The cold winter wind sliced through me as I
released the Psispray. Abruptly, the area was filled
with a bright yellow flash of light and when it just as
suddenly fell, so did the assailants around me.
Denton Cail, Shadowmaster

Spelltrap: See magic spells.


Powerbase: psionics.
Merit: 20.

Telekinesis, manipulate: Blind


attack.
Powerbase: Psionics.
Constitution: 2. Merit: 20.
Casting Time: 2 actions.
Range: 10 meters.
Duration: Concentration.
Effects: The user must gesture dramatically
to control the effect: Manifests as an unseen
force, or blind attack. It is important to keep
in mind that the telekinesis field does not
penetrate solid matter or powerbased
shields that block force without doing
damage. The ability affects the three states
of matter equally, gas, solids and liquids and
may be used to manipulate and contain any
of the three without leakage; this sticky
effect holds the matter in question and to
escape, the matter must be able to exert
more force that the effect of the telekinesis.
The subject manipulates a payload (10kg
per cogency point) at a distance. Delicate
tasks can be done remotely with this ability
including writing, typing and massage. The
subject cannot lift themselves with this
ability; and the subject is not indirectly
affected -weighted down- by the force they
manipulate.

As noted this day, 28th of Civet 640 AD.


Finished with the telepathic scan, Renyon pulled
back his hood and moved toward the emerald podium,
careful to avoid the summoning diagram as he said,
Your honor, I also managed to perform a Postcognition
on the area of the event, and with the courts
permission, I will re-play the scene.
Any objections? asked the magistrate.
No, said the defense and prosecution statues in
unison, their heads flashing like a pair of lighthouses.
With a nod of acceptance the judge sat up in her
chair and leaned forward with an expression of excited
anticipation as she waved on the Shadowmaster
excitedly. Then you may precede Master North, and
do not spare any of the gory details.
The magistrate, and bishops, ordered the
Shadowmaster to replay several fine details and
change the perspective: the telling expression on
Danales face, the purposeful stalking, as well as
Tarlans gesture subterfuge and expression prior to the
decapitation. Tarlan noticed his hand was smeared out,
as if the Post-cognition spell replayed. An effect of the
Venderant Nalaberong, for the pure powerbase
surpassed the cogency of the normal art of psionics
and the cognition couldnt capture the image.
The scene was discussed at length by the
magistrate, the bishops, and the Shadowmaster; until
the jury seemed satisfied.
From the trial of, Tarlan Prehina.

169

value.
Effect: The user is able to speak and listen
to another minds internal dialogue. The user
may also tap into the subjects visual images
and other sensory input without the subject
being aware of it: this requires concealment
-Aim vs the subjects Sight-deed
Recent: if the target has been seen by the
subject, or in the subjects presence, within
the previous 24hrs: no memory- Deed roll is
needed for the effect to lock on the target.
Previous: if the target has NOT been seen
within the previous 24hrs, but HAS been in
the users presence previously more than
once: a memory- Deed roll is required for
the effect to lock on the target.
Seen once: If the target has been seen only
once, the effect may still be made to
function. To locate someplace, something,
or someone, viewed only once the user
must make an intelligence- Aim roll, and if
successful, an additional memory-Deed roll
to recall the target well enough for the effect
to lock.
Special Range: multiply the range to 1
kilometer per cogency point, if the caster
uses three concentration duration effects.
Effect: Any telepathic contact has the side
effect of scents and tastes relayed between
subjects, users cannot control this effect
and it is often linked to the emotional context
of the conversation, typical tastes
encountered: cinnamon-when calm; ashwhen depressed; woodsmoke- when sad; a
favorite food-when happy; bile-when
agitated; medicine-when ill; a favorite drinkwhen thirsty and blood- when injured. This is
but a sample of the flavors conveyed.
Sensing: the sensing aspect of this effect is
always on in a user with this ability and
does not count as a duration effect. Users
sense any telepathic activity with a cogency
equal to or less than the subjects basic
telepathic sensitivity cogency which is equal
to the cogency of the effect as if empowered
by the subject with 3 Constitution. To start,
the sensitivity is at 90 cogency or less.
Sensing, details: The sensing ability is
similar to the sense of smell.
Sensing range: self only or any mind they
are in communication with.

Tactile telekinesis: sensing.


Powerbase: Psionics.
Constitution: 3, Merit: 30
Casting Time: 3 actions.
Range: 10 meter diameter around the user.
Duration: Concentration, up to 1 minute.
Effect: the effect can be used to feel, the
sensation akin to sight providing full
Sigh/touch at a range. This ability may feel
something made invisible. By using this
effect the subject can see around corners
and down narrow cracks as well as in total
darkness with enough surety to be able to
do combat without handicap.

19th of Charius, 476 AD; Altanant: Shalom.


I invoked my telekinesis ability twice; once for the
tactile feature and the second for the manipulation.
Utilizing the twin aspects of the mutation
simultaneously, I was able to reach out and pick the
lock around the corner quietly opening my companions
cell and then my own. We had allowed ourselves to be
taken captive by the servants of the thermal drake
Spellord, and now we were free to plunder what we
could.
Boagreis Spearson, Freelance Adventurer

Telepathy, communication:
Area effect, communication, sensing.
Powerbase: Psionics.
Constitution: 3. Merit Cost: 30.
Casting time: 3 actions.
Range: 100 meter diameter around the
caster.
Duration: Concentration.
Number of minds affected
simultaneously: one mind per 30 cogency
points: for 3 minds, including the user, to
start.
All of these telepathic effects function on
any being with a mind. All telepathic effects
translate between minds and relay mental
intent regardless of a language or lack
thereof.
To affect a subject against their will, the
effects cogency must exceed 10% the
targets merit value (Cogency mass).
Special consideration, Fates:
Telepathic effects cannot be physically
dodged. Blocking with a powerbased shield
is done with a normal Fate roll. All other
possible defenses must be done under the
B.A. Fate guidelines. The usage of a Fate at
this point is strictly due to the circumstances.
Physical shields, unless completely
spherical do not block cogency of an area
effect. To affect a subject(s) the effects
cogency must exceed the target(s) merit

170

Telepathy, distraction: Area


effect, blind attack, skill augmentation.
Powerbase: Psionics.
Constitution: 3. Merit Cost: 30.
Casting time: 3 actions.
Range: 100 meter diameter around the
caster.
Duration, negative effect: Up to 1 second.
To affect a subject, the effects cogency
must exceed 10% of the target(s) merit
value (Cogency Mass).
Effect: The user telepathically invades the
target(s) mind and, if successful, suspends
ALL concentration or maintenance of, any
duration abilities requiring concentration.
Beneficial effects ARE NOT suspended.
Telepathic distraction details: the
distraction effect is accompanied by the
taste of pepper and the smell of ammonia.
The strong taste and scent are the primary
cause of the concentration disruption as
they are centered within the target(s) brain
and are so overwhelming as to be
debilitating.

Telepathy, shield: Area effect,


shield.
Powerbase: Psionics.
Constitution: 1 minimum. Merit Cost: 30.
Casting time: 1 uncomplicated action
Range: 10 meters.
Duration: Concentration.
Number of minds protected
simultaneously: divide the cogency of the
ability between the intended subjects.
Effect: The shield blocks any telepathic
assault of equal or less cogency.
Shield, special range: 10 meter diameter
around the subject.
Shield details: Invisible. A shield tastes and
smells of iron tainted by the other telepaths
emotional state.

Teleport: See Magic Spells.


Powerbase: Psionics, Merit: 30.

171

Telepathy, alter memories:

Telepathy, hypnosis: Area effect,

Area effect, communication, skill


augmentation.
Powerbase: Psionics.
Constitution: 4. Merit Cost: 40.
Casting time: 4 actions.
Range: 100 meter diameter around the
caster.
Duration: Concentration.
Special duration: altered memories are
permanent.
To affect a subject(s) against their will,
the effects cogency must exceed 10% the
target(s) merit value.
Effect: The user scans and may manipulate
memories made within 1 minute per
cogency point: 120 minutes to start; it
requires twice as long to alter a memory as
it would for the target to experience it. The
user manipulates every aspect of the
memory as they see fit with a successful
Manipulate-materials-Aim; if successful, this
alteration is subtle and does not affect the
targets ability to concentrate during the
process; if the Aim is failed the subject
tastes the telepath.
The new memories, for the target, are
indistinguishable from their own.
Special adjustment: for all three
concentration duration effects, the user may
increase their reach into the targets
memories up to 1 day per cogency point.
Removing the alteration: To locate the
altered memory: the users memory-deed is
rolled, opposed by the Manipulate materialsAim for the alteration; then the subject must
meet or exceed the cogency of the previous
alteration, to remove the effect.
Remembering the forgotten: In the event
that the user wishes to uncover a forgotten
memory: the user adds their own memory
bonus to the subjects; a memory-Deed is
rolled.
Alter memories details: The alteration
effect is accompanied by the taste of alcohol
particularly Crystalberry brandy when
encountered by another telepath.

communication, hypnosis.
Powerbase: Psionics.
Constitution: 4. Merit Cost: 40.
Casting time: 4 actions.
Range: 100 meter diameter around the
caster.
Duration: Concentration.
Special duration, suggestions: 1 day. To
increase this duration: for 2 days costs 2
merit, and for 3 days another 3 merit; for a
total of 5 additional merit, to have the
hypnotic suggestion remain active for 3
days.
To affect a subject(s) against their will,
the effects cogency must exceed 10% of
the target(s) merit value (Cogency Mass).
Effect: the affected mind follows the
suggestions or post-hypnotic suggestions
from the caster. Regardless of any
suggestion, the target will not knowingly do
harm, or allow harm to be done directly or
indirectly to themselves or others. Once
affected, the user must think the suggestion
with their internal dialogue as if speaking
aloud. Post-hypnotic suggestions:
Telepathic Hypnosis details: The user
must phrase all commands to a target(s)
within twenty words. The hypnosis effect is
often accompanied by the smell of ether.
The extent of this effect is very limited. The
user must be careful to only give instructions
that the target might ordinarily do under the
given circumstances. One cannot hypnotize
a guard to go to sleep at their post, although
a user could hypnotize them to walk the
other way on normal patrol; Fate makes the
call. The hypnosis effects stop a target(s)
ability to concentrate while under the users
control. Once in the hypnotic state, the
target(s) personality is not affected and
while they obey the telepathic instructions
from the subject, ignoring all other
persuasion to the contrary, this state is
easily disrupted. If a target under hypnosis is
touched or interrupted, such as being
spoken to by another, it breaks the hypnotic
state. Likewise if a hypnotic effect comes
from another telepath with a greater
cogency, the stronger telepath wins. See
advanced gaming situations.

172

Telepathy, illusions: Area effect,

Telepathy, instruction: Area

communication, illusions.
Powerbase: Psionics.
Constitution: 4. Merit Cost: 40.
Casting time: 4 actions.
Range: 100 meter diameter around the
caster.
Duration: Concentration.
To affect a subject(s) against their will,
the effects cogency must exceed 10% of
the target(s) merit value (Cogency Mass).
Effect: The telepath makes a target(s) see
what the user visualizes as the illusion,
complete with full sensory impact. The
targets perceive the illusion as real if
affected. This telepathic illusion is visible
only to the target(s) themselves. This effect
may be used for Concealment and StealthAims: +50 to the Aim rolls: See advanced
gaming situations, illusions vs invisibility.
Telepathic Illusion details: The illusion
effect is ONLY accompanied by the scents
the user wishes. The complexity of the
illusion is limited only by the users
imagination.
Scartoma: the user is able to temporarily
blind any sighted target, to a particular color
or thing or attachments thereof. For instance
the user can make a green door invisible
along with all who use the door. Another
example would be to make a particular type
of uniform unseen, and thus the wearer
would be under a type of invisibility. Like
invisibility, touching or attacking the user,
under the effects of this ability, cancels this
type of concealment.
Special duration, negative effect: Up to 1
hour. Once a target is affected the user
need no longer maintain concentration for
the duration. The user selects the duration.
Scartoma details: The effect is
accompanied by the taste and smell of clean
cloth.

effect, communication, skill augmentation.


Powerbase: Psionics.
Constitution: 4. Merit Cost: 40.
Casting time: 4 actions.
Range: 1 meter per cogency point.
Duration: Concentration, up to 1 minute.
Number of minds affected
simultaneously: one mind per 30 cogency
points: for 3 minds, including the user, to
start.
All instruction functions on any being
with a mind. All telepathic effects translate
between minds and relay mental intent
regardless of a language or lack thereof.
To affect a subject(s) against their will,
the effects cogency must exceed 10% of
the target(s) merit value (Cogency Mass).
Effect: The user is able to the user is able to
telepathically impart any skill they have to
another mind. Likewise the user is able to
learn any skill from a targets mind. This
ability requires 1 minute per merit point of
the knowledge to be imparted/learned or 1
minute per 1 minute of indistinct knowledge
or information. The skills learned are
permanent.
Special Range: Learning: touch. The user
must remain in contact with the target for the
entire duration.
Teaching: 1 kilometer per cogency point; if
the target exceeds the range the link is
broken.
Teaching Skills: the effect is often
accompanied by the smell of a classroom
and the taste of ink. The ability to impart
knowledge is very powerful. Target(s) under
this effect are not able to concentrate for the
duration of the lesson. In some cases, the
user may have the target perform the skills
as they are being learned, essentially
guiding the target through the process. In
this instance, the concentration- Deeds are
all based on the targets abilities, while the
target supplies the Constitution. Once
imparted, the target has ownership and the
skills/abilities function at the level they are
capable of and not the level of the
instructors. NOTE more than one telepathic
instructor may assist in the teaching
reducing the time to teach by per
instructor.
Learning: The use of this effect is often
accompanied by the taste of broken
concrete, and dust. The target is not able to

173

concentrate while this effect is in process.


The user can, against the target(s) will, learn
skills/abilities the target has memorized.
This learning is very painful and leaves the
subject less 2 life points (to the head). This
damage bypasses all Fate and special
protections.

3rd of Tigra, Emerald Downs, 578 AD, Altanant:


Binary world: locked in each others gravitational pull
two barely habitable worlds orbit in close range.
Upon first taste we found the boys mind wide
open. My fellow masters and I smiled inwardly as we
began to telepathic instruction that would enable him to
speak Barr. As there were several of us, the young man
would be fluent by the time he awakes.
Iris Vemrouth, Shadowmasters

Telepathy, ventriloquism: Area


effect, communication.
Powerbase: Psionics.
Constitution: 4. Merit Cost: 40.
Casting time: 4 actions.
Range: 1 meter per cogency point.
Duration: Concentration, up to 1 minute.
Number of minds affected
simultaneously: one mind per 30 cogency
points: for 3 minds, including the user, to
start.
All instruction functions on any being
with a mind. All telepathic effects translate
between minds and relay mental intent
regardless of a language or lack thereof.
To affect a subject(s) against their will,
the effects cogency must exceed 10% of
the target(s) merit value (Cogency Mass).
Effect: The target says whatever the user
wishes them to. Once affected, the user
must think the words with their internal
dialogue as if speaking aloud.
Telepathic Ventriloquism details: the
ventriloquism effect carries the taste of flesh
and salt, as if someone has their hand in
ones mouth. While under this effect, the
target is completely aware of what they are
saying and will only speak what the user
wishes for the duration.

174

Alter probabilities: Area effect,

Precognition: Alter probabilities

alter probabilities.
Powerbase: Psionics.
Constitution: 5. Merit: 50.
Casting Time: 1 uncomplicated action.
Range: 100 meters.
Area of effect: 10 meter diameter.
Duration, negative or beneficial effect: up
to 1 dice roll only.
To affect a subject(s) against their will,
the effects cogency must exceed 10% of
the target(s) merit value (Cogency Mass).
Effect: Manifests as a white aura around the
subjects body. This spell adds +-1 per 10
cogency points to any one dice roll: 25 to
start; this temporary augmentations bonus
cannot be amplified max adjustment +-100.
Only one of these spells can be active on a
subject at a time.

constants, skill augmentation.


Powerbase: Psionics.
Constitution: 5. Merit: 50.
Casting Time: 5 actions.
Range: Self.
Duration: Effect 1: 1 second. This duration
may not be decreased. This ability counts as
three duration abilities.
Special Duration: Effect: 1 the precognitive
vision lasts up to 1 minute. This may not be
increased.
Duration, Effect 2: Concentration, 1 hour
duration.
Effect 1: Manifests as a deja-vu feeling.
Characters should keep precog stats during
the precognition. The user plays out the
following minute. If the user likes the desired
outcome the events come to pass. If the
user does not, they have seen the future in
an instant and may change their actions.
Effect 2: Manifests as a slight glowing
around the users head, (3 runelight) +60 on
Surprise Reaction.

Caprenium silence: area effect,


shield, nullification.
Powerbase: Psionics.
Constitution: 5. Merit: 50.
Special Merit: plus 50 additional merit for
each additional powerbase after the first.
Casting Time: 1 action.
Range: 100 meters.
Area of effect: 10 meter diameter.
Duration: Concentration.
Effect: Invisible effect that nullifies ONE
powerbase of lower cogency points to start:
up to 3 powerbases simultaneously.
Beneficial, negative effects and Always on
spells/abilities re-establish themselves after
the duration of the nullification expires. The
user selects subjects and the powerbase(s)
to be nullified.

19th of Lupanii, Terra, the Shadowmasters tower


585 AD; Altanant: none.
Knowing the future can seem like a series of
stuttering steps down a path that drops into oblivion.
Warlock Cragwarren, Guildmaster
Shadowmasters

Restoration: Regeneration,
restoration, chiromancy
Powerbase: Psionics.
Constitution: 5
Merit: 50.
Casting Time: 5 actions
Range: Self; other 10 meters.
Duration: Concentration.
Effect: This effect restores a target to its
normal state with enough cogency.
The ability can repair enchanted items.
The cogency of this spell must affect the
mass of the target(s) at 1kg per cogency
point: 250kg to start. The effect restores 1
point of damage per cogency point.
If the subject is exposed to diseases or
chemicals use the effects cogency to
combat them.
This ability regenerates a severed limb, eye
heart. Regenerates 1 life point of damage
per second per TEN cogency points of the
effect: 4 points per second to start.
The subject cannot fall below five times their
life points. To do so, nullifies the effects of
this ability.

175

If the subject is damaged to 0 life points or


below they are unconscious; if nullified while
the subject is below 0 life points the subject
is dead.
9th of Civet, Emerald Downs, Enchanted continent,
517 AD, Altanant: shallow sea world with many small
island continents.

Telepathy, will-force: Area effect,


communication, will-force.
Powerbase: Psionics.
Constitution: 5. Merit Cost: 50.
Casting time: 5 actions.
Range: 100 meter diameter around the
caster.
Duration, negative effect: up to 1 minute.
Special duration, suggestions: 1 day. To
increase this duration: for 2 days costs 2
merit, and for 3 days another 3 merit; for a
total of 5 additional merit, to have the
hypnotic suggestion remain active for 3
days.
To affect a subject(s) against their will,
the effects cogency must exceed 10% of
the target(s) merit value (Cogency Mass).
Effect: The affected mind follows the
telepathic orders from the user. The target
can be made to knowingly do harm, or allow
harm to be done directly or indirectly to
themselves or others. Once affected, the
user must think the suggestion with their
internal dialogue as if speaking aloud.
Willforce details: the user must phrase all
commands to a target(s) within twenty
words. The Willforce effect is often
accompanied by the smell of leather and the
taste of metal. The extent of this effect is
nearly unlimited in some respects. The
subject may order the target to do virtually
anything. A willforce effect does not stop a
target(s) ability to concentrate until the target
is under the users control. Once in the
willforced state, a target(s) personality is
suppressed; they become openly
submissive and only obey the instructions
from the user, ignoring all other persuasion
to the contrary, unless it comes from another
powerbased source with a greater cogency;
in this contest, the stronger cogency wins.

176

Left blank

177

Merit value: with the exception of members


of TANC, items are not acquired with merit.
This Merit is used to determine the merit
value of the owner and for adjustments to
the item. See Chapter 20, adjustments.

Chapter 16,

Provisions and
equipment

Merit exception, Cybernetics during


character creation only; in this instance, the
Merit value of the cybernetic alterations is
added to the characters total merit value.

These provisions may be used in a variety of


ways, all dependent upon Fates approval.
The following section details some of the
accessories a character may desire.
As a detailed description, for even the
simplest of these items, could be several
pages in length. The distilled information
provided is enough to use the items within
the game. Basic necessities such as
clothing, toiletries and the like are
considered to take up 5% of the characters
payload. See lift and carry.

Merit adjustments to the tech item for


cogency: Just like special abilities and
skills, the efficiency of a weapon can be
increased by adding merit to THAT
SPECIFIC DEVICEs Merit Value. This is
done by spending money $1,000 per merit
point. The devices added merit value is
added to the characters merit value.
Resource Value: based on the wealth of the
character. This resource value is the amount
of money the character controls and the
monetary value of their items totaled
together. The characters resource value is
used by Fate as a method of comparison
along with merit. It is very possible to have a
low merited character with a great deal of
resources; these resources making them a
match for a very high merited character.

Starting money: Suggested starting


money: $5,000. List all provisions the
character has been awarded. These
provisions may be used in a variety of ways,
all dependent upon Fates approval.
These, and other basic necessities, can be
purchased at normal shops as one would
any items in the everyday world at the same
relative prices.

Size and weight: Increase the size and


weight of armors and weapons on a
proportional basis. In some cases the
special materials are simply coated on the
regular materials. So simply extrapolate.

EG Gate: analogous to the Con Gate, the


EG gate is the limit of power that may be
channeled through a tech device before it
requires a system shutdown, See Chapter
20, adjusting the EG gate of a provision.

Special materials, construction: See


special substances for costs and more
specifics.

E.M.P.s and the nullifying effects


on technology: Do not divide the EMP
cogency between items.
High technology systems, or any system
that uses energy tech level 10 and up
typically with the exception of cybernetics,
are engineered to be pulse resistant (Tech
Value x Tech level = cogency) and if
exposed to an EMP above this cogency, it
shuts down for the duration of exposure as
per the type of EMP and then reactivates as
normal See System Shutdown.

System Shutdown: analogous to metabolic


shock for technology. When affected the
device in question shuts down for 1d4
seconds.
Tech level: used for continental nullification
effects, EMPs, cogency to control/hack and
engineering. Merit Valve x Tech level =
Cogency to control.

178

Syncing multiple powersources:

Power sources for


Technology devices.

This requires specifically engineered


devices. See Book of Fate, Engineering.

Power sources are designed as durable


clips.

Clip discharge, a powersource can be


made to discharge all of the stored EGs in a
single action. When the unit is discharged
completely in one action: roll system
shutdown 40%.

EGs: Electron joules in gravametric


suspension.
Item: EG Clips
Provision type: Power-source.
Cost to charge: $1 per EG.
Weight: 1 gram per ten EGs.
Merit Value: 10.
Special Merit Note: increasing the merit
value via allocation increases the amount of
EGs that particular adjusted clip contains:
plus 1 EG per 10 merit.
Tech level: 10.
Powerbase: energy.
Table 48. Clip details:
Clip
EGS Wt
TANC:

Merit value

Item: EG generator-solar.
Provision type: power source.
Cost: $100 per EG per minute.
Weight: the units weight is based on power
production 100 grams to start for 1 EG per
minute; plus 1 EG per 100 grams thereafter.
Dimensions: 10cm x 10cm x 5cm per EG.
1kg generator consistently produces 10
EGs per minute with a 1 square meter solar
collector.
Dimensions of solar collector: 1cm thick,
plus 10cm dia per EG per minute.
Merit value: 10.
Special Merit Note: Increasing the merit
value increases the amount of EGs that
particular adjusted unit pumps: plus 1 EG
per 10 merit.
Tech level: 10.
Powerbase: energy.
Discharging time: The unit generates the
EGs on a minute by minute basis while in
sunlight, even on a cloudy day, based on the
size of the flexible O-LED array. Used for
recharging power sources. The unit is NOT
water proof.
Details: The Thelin charge-rite generator
units array of organic-electronic-led solar
collectors is attached to the generator by a
30m cable and may be relocated to the best
possible light availability. The charging
station has a universal liquid metal adaptor
and fits all size power sources.
th
NOTE the unit produces 1/60 of the EGs
on a second by second basis.
Unit Life points: The Charge-lite, is
armored with a hard resin compound: 10 life
points per EG generated. The cable requires
10 life points to sever; with a test of (100kg)

Cost

Loaded

Micro
1
10g
1 per 10 clips $2
Mini
5
50g
1 per 2 clips
$15
Small
10
100g 1 per clip
$110
Med
50
500g 5 per clip
$550
Large
100 1kg
10 per clip
$1,100
Ex-large 500 5kg
50 per clip
$5,500
Clip exchange time: 2 actions.
Clip recharging time: 1 minute per EG.
Clip dimensions: 1cubic centimeter per 1
EG. 1 life point per 10 cubic centimeters.
Used to power technology only. Unless
otherwise stated, clips are interchangeable
and waterproof.
Details: For ease of conversion, in Invicta 1
game Con = 1 EG, which is the amount of
energy required to change the temperature
of 10 kgs (mass) of water +- 100 degrees
Celsius, we have a starting point that allows
a uniform conversion between the energy
required to power technology and the
energy required to use the mystic arts.
Special Merit Note: increasing the merit
value increases the amount of EGs that
particular adjusted clip holds: plus 1 EG per
10 merit value.
All normal technology burns EGs.
EGs x the merit value of the device = wait
for it...cogency.

179

Item: Chainmail
Provision type: armor
Cost: $1 per 50 grams.
Weight: (10g per centimeter.) 2 meter
subjects armor weighs 1kg.
Merit value: 1, Powerbase: none.
Changing time: 1d4 minutes +1; a
successful manipulate devices: Aim roll and
the mail can be donned in 1d4 minutes.
Assistance reduces time to don by half.
Usage notes: Special: Subtract 1 from
wearers Fate rolls. If made of sunstone or a
harder material the chainmail has no Fate
reduction, unless if worn together and then
subtract 1 from fates as normal.
Details, Protection factors: +1 for (2/1)
This type of armor, if worn alone, does not
provide protection factors against blunt
weapons.
Hardened steel chain (light armor w/
quaif) may be worn beneath another set of
armor. If worn beneath chainmail, double the
protection factor and fate reduction.

Armors
Special note about shields. Increase the
shield points of a shield if made of one of
these special materials in table 49. When a
shields points are removed, the shield is
need of repair to provide the protection.
Special note about armor. Increase the
protection factors of armor if made of one of
these special materials below or if more than
one set is worn. Add protection factors
together for the total adjustment added to
the 1/1. Armors do not have shield points
they instead reduce damage done to the
wearer. Only 1 set of heavy armor may be
worn at a time, unless otherwise stated.
Repairing provisions: see Specialty skill
repairing provisions and Smithing.
Table 49, special substances,
Armors and shields
Material

shield points
multiplier

Protection
Factor

Steel (base)
Titanium
Titanium black
Hadrathium
Pelleum*:
Sunstone
Midnight
Sunstone
**Titanite

None
x2
X2.5
X3
X3.5
X4
X4.5

1.5
2/1
2.5/1
3/1
3.5/1
4/1
4.5/1

N/A

10th, 10th

Item: Force-field belt


Provision type: armor
Cost: $20,000, Weight: 500g.
Merit value: 20.
Tech level: 20
Powerbase: energy; up to medium power
source.
EG drain: 1 EG minimum, EG gate: 5.
The forcefield draws as much energy as the
EG gate allows every second.
Clip cost: standard small clip $110 (loaded),
Changing time: 2 actions.
Clip wt: small-100g.
System shutdown: 40%.
Using times: 1 uncomplicated action to
activate/deactivate, ROF: N/A.
Duration: Drains 1 EG point per minute
when active minimum
Range: 10 cm field cocoons up to 1 large
creature at normal rates: drain an additional
1EG per use for a huge creature.
Special: While active, subtract 5 on
wearers sense skill-Deeds target numbers.
Details: EGs X Merit Value = Cogency. 1
point of cogency blocks 1 point of damage;
The field blocks half the force of any
phazed effect. The shimmering force field (1
runelight) functions underwater and in a
vacuum and provides atmosphere while on.
Special Details: Only one forcefield may be
active at a time on a subject.

*The only exception to this regards starship armors. Do


not re-increase the pelleum starship protection factors.
**See special substances, Titanite.

180

Item: Heavy armor


Provision type: armor
Cost: $3 per 50 grams.
Weight: (50g per centimeter.) a 2 meter
subjects armor weighs 10kg.
Merit value: 3, Powerbase: none.
Changing time: 1d6 minutes +5; a
successful manipulate devices: Aim roll and
the armor can be donned in 1d6 minutes.
Assistance reduces time to don by half.
Usage notes: Special: Subtract 2 from
wearers Fate rolls. If made of sunstone or a
harder material subtract 1.
Usage notes: Special: Subtract 5 from
sight-Deeds. See helm
Details, Protection factors +1.5 for (2.5/1)
Carbon fiber composite layered armor
fortified with some steel; plus helm.

Item: Black manta leather.


Provision type: armor.
Cost: $5 per cm.
Weight: (10g per centimeter.) 2 meter
subjects armor weighs 2kg.
Merit value: 1, Powerbase: none.
Changing time: 1d4 minutes +3; a
successful manipulate materials-Aim roll and
the armor can be donned in 1d4 minutes.
Usage notes: none.
Details, Protection Factor: +1.5 for (2.5/1)
This type of armor, if worn alone, does not
provide protection factors against blunt
weapons.
Made from the skin of the black manta,
it makes excellent diving wear.
Manta leather armor acts as a hazmat suit
and provides protection against exposure to
disease or chemical agents. The armors
airtight helmet is equipped with an air
filtration unit.
Special Armor note: May be worn
beneath other another set of armor. If worn
beneath manta leather, double the
protection factor and reduces fates by 1.

Item: Helm
Provision type: armor
Cost: $0.75 per 5 grams.
Weight: (5g per centimeter.) 2 meter
subjects helm weighs: 1kg.
Merit value: 1, Powerbase: none.
Changing time: 1 +1; a successful
manipulate tools-Aim roll and the helm can
be donned in 1 action.
Usage notes: Special: Subtract 5 from
sight-Deeds.
Details, Protection factors: +0.5 for (1.5/1)
Carbon fiber composite layered full face
helmet fortified with a steel mesh and plastic
visor.

Item: Shield
Provision type: armor
Cost: $50, Weight: 1.5 grams per
centimeter in diameter; normal sized shield:
for a 2 meter tall subject: 1.5kg.
Merit value: 1, Powerbase: none.
Usage notes: Special: + 5 on wearers
Fate, block rolls only; subtract 5 on
concealment-Aims.
Dam: 15. Details: 1 meter in diameter.
Shield points: 150 shield points.
Carbon fiber composite fortified with some
steel. The shield may be used as a throwing
weapon. May be a blunt or sharp.

Item: Riot gear


Provision type: armor, Cost: $0.30 per 10
grams. Weight: (10g per centimeter.) a 2
meter subjects armor weighs 2kg.
Merit value: 1, Powerbase: none.
Changing time: 1d6 minutes +3; a
successful manipulate materials-Aim roll and
the armor can be donned in 1d6 minutes.
Usage notes: Special: Subtract 1 from
wearers Fate rolls.
Details, Protection factor: +0.5 for (1.5/1)
This type of armor, if worn alone, does not
provide protection factors against blunt
weapons. Kevlar reinforced with carbon
fiber. May be worn beneath other another
set of armor.
If worn beneath riot gear, double the
protection factor and fate reduction.

181

Item: Omni
Provision type: basic provision, omni
communication and connectivity device.
Cost: $300, Weight: 50g.
Dimensions: 5cm x 3cm x 75mm
max display dimensions: Display,
projection dimensions: (adjustable) 15m x
10m: Note: max dimensions drains twice the
EGs per minute of the display.
The projection has a range of 30 meters
from the device.
EG drain: 0.10 per hour of continuous
operation.
Merit value: 10
Tech Level: 15
Powerbase: energy; uses a mini clip
EG drain: 0.01 EG minimum, EG gate: 1.
System shutdown: 40%
Duration: 0.01 per minute.
Range: 100km per cogency point.
Usage notes: 0.10 EG x 10 = 1 cogency
point. The cogency determines the strength
of the effect.
Signal interference: the communication
effect is blocked by any powerbased
defense or physical barrier to
communication effects. The cogency of the
Omnis communication is very minimal when
compared to some defenses, and in some
instances it may become impossible to push
enough cogency through the device to
establish a signal without damaging it.
Details: a mobile device with a holographic
interface that provides omninet connectivity,
communications, audio and video recording
and projection capabilities, as well as a host
of other apps including a biometric DNA
scanner for identification purposes. See,
Special provision for additional Apps.
Holographic display can be used as
illumination with 40 runelight in power per
hour per cogency point.
Monthly service charge
Unlimited access: $50 per month

Basic provisions
A minimum listing of some of the
more interesting provisions.
Item: Matter to mist crystal
Provision type: basic provision.
Cost: $10, Weight: 14 grams.
Powerbase: alchemy.
Constitution: 1.
Merit value: 10: cannot be increased.
Details: Useful for carrying materials, the
crystals hold matter in a mist state for ease
of transport. The cost listed in this
description is the retail cost. See alchemist
disciplines. The subject provides the
Constitution which determines the amount of
matter the crystals transform. 10kg per
Cogency point. If more than 10 crystals are
carried by a subject: the crystals chime
loudly for a minute (60 seconds) before they
shatter disgorging the contents.

182

Omni applications: aside from the

Omni App, Bio scanner: sensor


Merit value: 5, Cost: $50
Using time: three actions. Requires 1d4
seconds to return the information
Range: 10 meters.
Effect: This application enables the device
to scan a target and determine what species
they are at the time of scan. This scan also
returns information of the subject is
transformed in any way as well as what
chemicals are in the subjects blood stream.
The scan sees through illusions.

usual aps one would expect the Omni also


has a few useful application for the
adventurer. Apps are written in the
programming language, Nalaberong
Omni App, Analyzer
Merit Value: 10, Cost: $1,000
Using time: 2 actions to prep. 1 action to
activate once prepped.
Effect: This specialized application allows
the user to analyze the functions of any
technology device and relay the information
to the user. The application, when off the
satlink, has a database with hundreds of
configurations for virtually any type of device
that relies on energy and many mechanical
devices as well: there is a 75% chance the
omni has the devices specs, or close
approximation, if never before previously
encountered. If on the satlink 95% chance to
have the device listed in the database. The
database does not contain uniquely
engineered devices however it will display
close approximations.
EGs: drains 0.1 point per device analyzed
roll 1d4 for the number of seconds the omni
requires for analysis of the new device. As
the omni analyzes a device it stores the
specifications in the database to quick
access in the future.
Range: 10 meters + 10 additional meters
per 0.1 EG point per second.

Omni App, Crime locator: omninet


interface application
Merit value: 1, Cost: $5
Using time: three actions.
Effect: This application ties into all the
emergency response calls in any given
location. The holographic map of the region
in question shows marks of the locations
from which the calls originate. This also has
a feature that shows all the police
responses. The police information is
delayed one hour for security reasons.
Normal EG drains for operation.
Omni App, Electromagnetic pulse
EMP: area effect.
Merit Value: 5, Cost: $500
Using time: 2 actions to prep and 3
seconds to charge. 1 action to activate once
charged. Once set, this requires 10 seconds
to deactivate and retain the power-source
charge.
Effect: The Omni EMP shuts down all
energy based technology for 1d4 seconds.
The app releases the full charge of the omni
in a single area effect electro-magnetic
pulse. Use of this app requires no special
adaptation of the omni. The app protects the
omnis systems and does not require a
system shutdown to fully discharge the
powersource.
EG Drains: 3 EGs in one burst.
EGs x Merit x tech level of the Omni = EMP
cogency: 3 x 10 x 15 = 450 to start. The
cogency required to nullify another omni is
merit 10 x tech level 15 = 150.
Duration: 1 second.
Range: 10 meter diameter.

Omni App, Auto pilot


Merit Value: 1, Cost: $1,050; include the
modifications to the desired vehicle: time to
modify: 1d8 hours.
Using time: 2 actions to prep. 1 action to
activate once prepped.
Effect: This application allows the user to
remote pilot a vehicle of 10 merit value or
higher. The vehicle must be linked to the
application and specially modified for this
application to function.
EG Drain: uses 0.1 EG per hour of
continuous operation.

183

Omni App, Firewall: shield, software


Merit Value: 20
Tech level: 10, Cost: $20
Using time: 2 actions to prep. 1 action to
activate once prepped.
Effect: The omni app, once activated, the
application requires a password to access
any information within the protected device.
20 x 10 = 200 cogency to control with a
powerbased ability. Subtract 100 from
subjects intelligence-deed when trying to
bypass the firewall with code.
EG Drain: none.

Omni App, Taser: beam attack, stun.


Merit Value: 5, Cost: $500
Using time: 2 actions to prep and 3
seconds to charge. 1 action to activate once
charged. Once set this requires 10 seconds
to deactivate and retain the power-sources
charge.
Effect: The app releases the full charge of
the omni in a single electrical shock. Use of
this app requires no special adaptation of
the omni. The app protects the omnis
systems and does not require a system
shutdown to fully discharge the
powersource. 1 cogency affects a target
weighing 10kg or less. A full discharge can
stun a 1,000kg target. The electricity stuns a
target for 1 second; target rolls a metabolic
shock -Deed to resist.
Warning: Does not function submerged.
EG Drains: Up to 1 EG in one burst.
Range: 10 centimeters.

Omni App, Locater:


Merit Value: 2, Cost: $20
Using time: 2 actions to prep. 1 action to
activate once prepped.
Effect: The omni app allows the user to
locate any other omni in a specified group.
Omnis are added or removed from the
group as needed with two clicks of the user
interface by the locator or the located.
EG Drain: drains 1 EG per hour of
continuous operation.
Range without satlink: 500 meters even
underground. Range with Satlink: Worldship
wide.

Item: Rope, Provision type: basic


provision, Cost: $1 per meter at 500kg test
strength.
Weight: 28 grams per meter at 500kg of test
strength.
Merit value: 1, Powerbase: none.
Details: using a rope adds +50 to the users
climbing deeds.
Test: 500kg. Special: with a grappling hook,
the subject needs to make a manipulate
materials-Aim, to firmly secure the rope in
the desired location. With another
manipulate materials-Aim, exceeding the
target number established by the first
manipulation, the hook comes free.
Hook cost: $10 for 1,000kg test, plus $100
per 1,000 kg. Hook weight: 100 grams +
10g per additional 1,000k. Details: The rope
is one of the most useful provisions in a
characters equipment.

Omni App, Nightvision:


Merit Value: 1, Cost: $10
Using time: 2 actions to prep. 1 action to
activate once prepped.
Effect: The omnis camera can be set to
night vision and allow video surveillance in
the dark: +50 sight-Deeds
EG Drains: drains 0.1 EG per minute of
continuous operation
Omni App, Sensor
Merit Value: 10, Cost: $1,000.
Using time: 2 actions to prep. 1 action to
activate once prepped.
Effect: This detects the cogency levels of
energy types such as: EGs, Radiation
levels, electro-magnetic radiation,
microwave transmission or use, wireless
networks and communication.
EG Drains: 0.2 EGs per minute of
continuous use.
Range: 100 meters + 10 additional meters
per added 0.1 EGs per minute.

184

restored biomass starting within 1 hour of


application or the protoplasem ceases
functioning. Once the protoplasem ceases
functioning, it becomes inert and breaks
down into a cellulose residue that is flushed
out of the subjects system with no ill effects.
If attached as an artificial limb, the
protoplasem falls off and the area affected is
in perfect condition to heal naturally or have
re-attachment proceed.

Item: Survival gear


Provision type: basic provision
Cost: $175, Weight: 10kg.
Merit value: 1, Powerbase: none.
Usage notes: Special: Etched runes:
temperature and light. The temperature rune
is etched on a small steel plate and makes
an excellent cooking surface. Three light
runes are etched within a crystal that
amplifies the light. The crystal is strung on a
lanyard. See Runecraft.
Details: Backpack, cooking utensils,
compass, tent, sleeping bag, food bag,
water filtration, etc.

Item: Mech lung


Provision type: Basic provision, underwater
breathing apparatus.
Cost: $500, Weight: 1.21kg.
EG Drain: 0.1 per hour of operation.
(100 hours standard)
Merit value: 5
Tech level: 5; requires tech level 20 to
manufacture.
Powerbase: energy any powersource
System shutdown: 40%.
Clip cost: Mini, Changing time: 3 actions,
Clip wt: mini-10g.
Activation time: Requires 2 actions.
Details: The small unit must be submerged
to function, resembling a set of mechanical
gills the unit may be fitted into a mask or can
be simply held in the subjects mouth.
Utilizing 5 grams of titanium-aluminumide
dioxide nanotubes infused with iron, the
photocatalystic operation separates O2 from
water, providing 1 liter of breathable air per
breath. A large version of this process is
used for creating hydrogen fuel: 10 milliliters
(condensed liquid) EG Drain: 1 per hour.

Item: Survival rations,


Provision type: basic provision
Cost: $15, Weight: 2kg.
Merit value: 1, Powerbase: none.
Usage notes: Special: Etched runes:
preservation. The preservation rune is
etched on the wrappings so the contents
cannot spoil. See runecraft.
Details: 5 days worth of flavorful rations.
Item: Medkit
Provision type: basic provision
Cost: $200, Weight: 1kg.
Merit value: 1, Powerbase: none.
Usage notes: Special: Etched runes:
Binding, temperature and light. The
temperature rune is etched on a small steel
plate and makes an excellent sterilizing
surface. Three light runes, set on a
headband, are etched within a crystal that
focuses the illumination. The binding rune is
an example for the subject to use in the
instance they do not have the skill. See
Runecraft.
Details: Synthetic ambrosia: (1mg)
Protoplasem in a spray can: 750 grams. The
material expands and reacts to contact with
injuries. Protoplasem reads the subjects
DNA and may replicate/repair virtually any
damaged organ with the exception of the
brain forming within 2 minutes. The amount
of material forms one leg or two arms that
remain functional for 24 hours. The material
closes wounds upon contact binding with
nerves temporarily and also acts as an
antiseptic and anesthetic for its duration.
NOTE: the material drains a great deal of
moisture from the subjects body which must
be replenished. The subject must drink a
minimum of 1 liter of water per kilo of

185

Cogency to nullify these particular


items: 10,000

Enchanted Items:
This section contains a short list of
commonly available magic items
cost and specifics. These items are
unique and have been created by
engineers throughout the
Worldships long history. Fate may
award these as treasure.

Enchanted Item: Buckles of

Evasion:
Monetary value: $100,000
Powerbase: Earthpower
Constitution: 5
Merit value: 100.
Using Time: N/A.
Range: Self.
Duration: 1 hour
Effect: +10 on wearers Fate, dodge.
Details: The enchantment is on the skull
shaped buckle which may be changed from
belt to belt.
Weight: 300 grams
Dimensions: 6 cm x 4 cm
History: The origin of these items has been
lost to the darkages. Presumably made in
mass quantities for an army long ago they
are occasionally found in odd places
throughout the Worldship.

In stock: 20%:
Enchanted items, limit of:
Characters have 6 available Slots
for enchanted items regardless of
how small the merit value. Each so
called slot may contain one item of
no more than 2,500 merit value.
An item worth 7,500 merit fills three
slots. Six items of 200 merit fill all six
slots.

Enchanted Item: Rings of

Accuracy:

Limitation: until adjusted, exceeding


15,000 merit nullifies all the items in
the subjects possession upon
contact, until the merit is corrected,
or the items are separated. See
Chapter 20, adjusting aspects of a
character.

Monetary value: $100,000


Powerbase: Earthpower
Constitution: 5.
Merit value: 100.
Using Time: N/A.
Range: Self.
Duration: 1 hour
Effect: +10 on wearers Shot roll.
Details: Fashioned of iron, each bears a
skull crest of unknown origins.
Weight: 50 grams
Dimensions: med sized beings middle
finger.
Special limitation:
History: The origin of these items has been
lost to the darkages. Presumably made in
mass quantities for an army long ago they
are occasionally found in odd places
throughout the Worldship.

Purchasing an item adds to the


characters total merit value.
Enchanted items, limitation on
adjustments: with enchanted Items:
the best bonus, to any combat stat or
skill that can be awarded is +50.

186

Enchanted Item: Bracers of

Enchanted Item: Medallion of

Strength:

Action:

Monetary value: $100,000


Powerbase: Earthpower
Constitution: 5.
Merit value: 100.
Using Time: None.
Range: Self.
Duration: 1 hour
Effect: +10 on wearers Force.
Details: The enchantment is on steel
bracers with the skull shaped chevron.
Weight: 300 grams
Dimensions: The bracers fit any medium
sized beings forearms and wrists.
History: The origin of these items has been
lost to the darkages. Presumably made in
mass quantities for an army long ago they
are occasionally found in odd places
throughout the Worldship.

Monetary value: $100,000


Powerbase: Earthpower
Constitution: 5
Merit value: 100.
Using Time: N/A.
Range: Self.
Duration: 1 hour
Effect: +1 action per second.
Details: Fashioned of iron, each bears a
skull crest of unknown origins.
Weight: 50 grams.
Dimensions: 4 cm diameter emblems with
pins fasteners.
History: The origin of these items has been
lost to the darkages. Presumably made in
mass quantities for an army long ago they
are occasionally found in odd places
throughout the Worldship.

Enchanted Item: Greaves of

Enchanted Item: Merit Badge:

War:

Monetary value: $1,200,000


Powerbase: Earthpower
Constitution: 5.
Merit value: 1,200.
Using Time: N/A.
Range: Self.
Duration: one hour.
Effect: +10% on ALL skills.
Details: Fashioned of iron, each bears a
skull crest of unknown origins.
Weight: 50 grams
Dimensions: 4 cm diameter emblem with
pins fasteners.
History: The origin of these items has been
lost to the darkages. Presumably made in
mass quantities for an army long ago they
are occasionally found in odd places
throughout the Worldship.

Monetary value: $300,000


Powerbase: Earthpower
Constitution: 5
Merit value: 300.
Using Time: N/A.
Range: Self.
Duration: 1 hour
Effect: +1 on wearers advantage.
Details: Fashioned of iron, each bears a
skull crest of unknown origins.
Weight: 150 grams
Dimensions: med sized beings shins.
History: The origin of these items has been
lost to the darkages. Presumably made in
mass quantities for an army long ago they
are occasionally found in odd places
throughout the Worldship.

187

Enchanted Item: Rings of

Enchanted Item: Magnificent

Vitality:

Shield:

Monetary value: $100,000


Powerbase: Earthpower.
Constitution: None
Merit value: 100.
Using Time: N/A.
Range: Self.
Duration: Always on
Effect: +1 on the Con gate.
Details: These small silver rings bear the
skull symbol.
Weight: 25 grams
Dimensions: fits the middle finger of any
med sized being.
Special limitation: only one of these can be
active at a time.
History: The origin of these items has been
lost to the darkages. Presumably made in
mass quantities for an army long ago they
are occasionally found in odd places
throughout the Worldship.

Monetary value: $200,000


Powerbase: Earthpower.
Constitution: 1 Con min.
Merit value: 200.
Using Time: Normal.
Range: 1 meter diameter when active.
Duration: Concentration.
Effect: An ancient enchantment creates a
metal shield with 200 shield points, on the
subjects forearm.
Treat as a normal shield. +5 to Fate, Block.
Details: These forearm bucklers were
crafted my Mage Warriors before the
darkage and all bear the crest of the ancient
Sellen academy.
Weight: 15 grams.
Dimensions: fits the forearm of any large,
med or small sized being.
History: Unknown

Enchanted Item: Magnificent

Enchanted Item: Bracelets of

Gauntlet:

Will:

Monetary value: $2,500,000


Powerbase: Earthpower.
Constitution: None
Merit value: 2,500.
Using Time: Normal.
Range: self.
Duration: None.
Effect: An ancient enchantment increases
the damage of any action by +50%.
Details: These iron gauntlets all bear the
mysterious skull symbol.
Weight: 15 grams.
Dimensions: fits any large, med or small,
sized beings hand.
Special limitation: only one of these can be
active at a time.
History: The origin of these items has been
lost to the darkages. Presumably made for
the officers in an army long ago they are
occasionally found in odd places throughout
the Worldship.

Monetary value: $300,000


Powerbase: Earthpower.
Constitution: None
Merit value: 300.
Using Time: N/A.
Range: Self.
Duration: Always on
Effect: +1 will-power.
Details: These small silver rings bear the
skull symbol.
Weight: 25 grams
Dimensions: fits the middle finger of any
med sized being.
Special limitation: only one of these can be
active at a time.
History: The origin of these items has been
lost to the darkages. Presumably made in
mass quantities for an army long ago they
are occasionally found in odd places
throughout the Worldship.

188

Item: A.T.V -Terrain trooper


Provision type: vehicle, Cost: $15,000.
Weight: 900kg.
Merit value: 5.
Tech level, EG powered: 10.
Tech level, Water powered: 5.
Powerbase: energy; any powersource or
hydrogen/oxygen. Both systems add $5,000.
Fuel Capacity: 32 liters.
Velocity: Max: 300kph. Cruse: 150kph.
Range, EGs: 30 kilometers per EG per
hour, or per 150ml, at max velocity.
Details: 3.5 m x 2.25m x 1.5m.
Max Payload: 3,000kg.
Max Occ: 6 med sized beings.
Life points: 6,000. The hull of this vehicle is
very strong and puncture resistant.
This beautiful ATV is equipped with luggage
rack, gel tires, a winch: 5,000kg test cable
100m in length, a sealed compartment and
snorkel (3 meters).
Door cycle time: 3 seconds. The tinted
windows are armored as well, making the
vehicle very useful and stylish; more
accessories available upon request.

Vehicles
Fuel, hydrogen: A system developed
actively split water into hydrogen fuel on
demand. Fuel capacity is for water. Note,
the exhaust of the vehicle is water; the
process actual/y consumes in heat 15% of
each liter per pass. See Mech Lung.
Weapons: Weapons may be attached to
vehicles and fired with normal Shot rolls.
See, combat in vehicles.
Standards: Mechanical vehicles come
equipped with normal standard features that
one would find in any vehicles such as
lights, windshield wipers, spare tire etc.
NOTE: subtract 20 from pilots sight-Deeds
target numbers in the event of illumination
and/or windshield wiper failure.
Maneuvering guidelines for mechanical
vehicles: based on the merit value: list this
with the vehicle purchased.

Fate adjustments:

Item: Bike powered-Windrunner,


Provision type: vehicle, Cost: $2,000
Weight: 50kg. Merit value: 4
Tech level, EG powered: 10.
Tech level, Water powered: 5.
Powerbase: energy; any powersource or
hydrogen/oxygen. Both systems add $1,000.
Fuel Capacity: 4 liters.
Velocity: Max: 240kph. Cruse: 120kph.
Range, EGs: 100 kilometers per EG per
hour, or per 150ml, at max velocity.
Details: 2m x 1.25m x 0.25m.
Max Payload: 300kg.
Max Occ: 2 med sized beings.
Life points: 6,000.
This beautiful bike is equipped with luggage
rack and gel tires making the vehicle very
useful and stylish with more accessories
available upon request.

1-5: 5% Fate, 1% B.A. Fate


6-19: 10% Fate, 5% B.A. Fate.
20-29: 20% Fate, 10% B.A. Fate.
30-: 40% Fate, 20% B.A. Fate.
Acceleration and deceleration specifics as
well as detailed maneuvering information
are generally omitted; in place, use the
piloting skill for these when needed.
Sensors: Radar and sonar: Standard on
merit 20 and above vehicles. +25 on sightDeeds: detects any vehicle larger than a
seagull.
Range: 100km; plus 100 per additional EG
up to 1,000km.
Power requirements: 1 EG per minute.

189

Item: Boat, hydrofoil Wakemaker,


Provision type: Vehicle, Cost: $500.
Weight: 50kg, Merit value: 5.
Powerbase: energy. Uses any size
powersource.
Velocity: Max: 200kph. Cruse: 100kph.
Optional sail: 12 meters; velocity based on
wind.
Range: 200 kilometers for 1EG per hour, at
max velocity.
Details: 10m x 5m x 5m.
Max Payload: 5,000kg, seats 8 med sized
beings.
Life points: 8,000.
Fashioned of pelleum armored gel coated
carbon fiber lifting skis and hull the vehicle is
very strong and puncture resistant. Wide
and low drafted once the skis have been
retracted, the craft is easily maneuverable in
the shallows.

Item: Bike gyrocopter -Quicksilver,


Provision type: vehicle Cost: $1,500.
Weight: 1kg.
Merit value: 2
Tech level: 1
Powerbase: none. Velocity: Max: 1kph/2
kilos of pilots max lift. Cruse: 50% max
velocity. Max Alt: 2,000m.
Effective range: 50 con per hour, at max
speed 100%; 20 con per hour at 50% max
speed.
Take off: 10m, land: 8m
Glide Rat: 7-1. Water landing capable.
Flight Class: 4.
Details: 2.5m min length x1 width, with a 4m
rotor span. Max Payload: 100kg, plus 1kg
per subjects max lift above 100kg (10 force)
-subtract subjects weight. Max Occ: 2 med
sized beings. Take off: 150m, land: 8m.
The rotors can be dismantled and attached
to the frame in such a way that the unit
becomes a very effective mountain bike.
Crafted of gravanium and graphite
composite with gel tires the vehicle is
extremely light and strong.

Item: Car, high velocity -Landraver,


Provision type: vehicle, Cost: $75,000,
Weight: 800kg. Merit value: 5
Tech level, EG powered: 10.
Tech level, water powered: 5.
Powerbase: energy; any powersource or
hydrogen/oxygen. Both systems add $5,000.
Fuel Capacity: 32 liters.
Velocity: Max: 500kph. Cruse: 250kph.
Range: 50 kilometers per EG per hour, or
per 15ml, at max velocity.
Details: 3.5 m x 1.25m x 2m.
Max Payload: 300kg.
Max Occ: 4 med sized beings.
Life points: 2,000. The body of this vehicle
is very strong and puncture resistant.
This beautiful car is equipped with a large
sunroof and roll bar; gel tires a sealed
compartment and snorkel.
Door cycle time: 3 seconds. The tinted
windows are armored as well making the
vehicle very useful and stylish with more
accessories available upon request.
Special detail, Acceleration: 0 to 100kph: 5
seconds.

Item: Boat, inflatable catamaran


Delphini,
Provision type: vehicle, Cost: $500,
Weight: 50kg, Merit value: 2
Tech level, EG powered: 10.
Tech level, water powered: 5.
Tech level, wind powered: 1.
Powerbase: energy; any powersource or
hydrogen. Both systems add $500.
Fuel Capacity: 52 liters+.
Powered velocity: Max: 70kph.
Cruse: 35kph.
Optional sail: 10 meters. Velocity based on
wind.
Range: 700 kilometers per 1 EG per hour,
or per liter, at max velocity.
Details: 3 m x 5m x 2m.
Max Payload: 3,000kg.
Max Occ: 6 med sized beings.
Life points: 200.
Fashioned of gel coated carbon fiber
pontoons the hull of this vehicle is very
strong and puncture resistant. Wide and low
drafted the craft is easily maneuverable in
the shallows and may be inflated and
deflated in 5 minutes.

190

Item: Dog, Pit-bull


Provision type: vehicle/ basic equipment,
Cost: $20 + $1 per kg.
Weight: 10 kg + 1d4 10-40kg.
Life points: 2 per kg.
Min Force damage adj (fda): weight in kg /
10, Force: weight in kg.
Combat and general: Constitution: 20,
willpower: 2, Allocate 50 Merit to combat
stats. Smell skill: +10. Allocate 20 merit to
skills; if the animals intelligence is above 10,
the animal can speak.
Natural weapon: bite: 2 Dam + Fda.
Merit value: 1, Powerbase: none.
Velocity: Sprint: 50kph, Max: 40 kph. Cruse:
50% max velocity.
Range: 2 Constitution per hour, at max
speed, Sprint: 10 min.
Special: Subtract 10 from the animals Fate,
dodges while mounted.
Details: The trusty pit-bull has been a staple
of diminutive sized creatures since the
Worldship crawled from the darkage some
500 year ago. All breeds all sizes and
trained to be ridden in war, the pit bull is one
of the wee folks best provisions.

Item: Plane, jet -Thunderbolt,


Provision type: vehicle, Cost: $50,000.
Weight: 2,500kg,
Merit value: 10.
Tech level, EG powered: 10.
Tech level, water powered: 5.
Powerbase: energy; any powersource or
hydrogen/oxygen. Both systems add $5,000.
Fuel Capacity: 32 liters.
Velocity: Max: 1,200kph. Cruse: 500kph.
Max Alt: 30km.
Range: 120 kilometers per 1 EGs per hour
or per 15ml, at max velocity.
Details: Dimensions: 15m x 5m x 5m.
Wing Span: 7m
Max Payload: 1,500kg.
Max Occ: 6 med sized beings.
Take off: 80m, land: 110m
VTOL: 1 +1 EG per 100kg additional weight
per hour of hover
Glide Rat: 5-1. Flight Class: 3.
Life points: 6,000. The hull of this vehicle is
very strong and puncture resistant.
Details: This beautiful plane comes
equipped with gel tires; a winch: 5,000kg
test cable 100m in length, a pressurized
cabin, state of the art instrumentation,
communications and is water landing
capable. With a rear cargo hatch: cycle time:
10 seconds and armored tinted windows,
the thunderbolt is very useful and stylish
with more accessories available upon
request.

Item: Drake,

Storm (Small) See


Worldship Atlas.
Provision type: vehicle
Cost: $5,000 + $1 per kg.
Merit value: 1. TANC Merit Value: 10.
Powerbase: none.
Velocity: Sprint: 75kph, Max: 50 kph.
Cruse: 50% max velocity.
In flight-velocity: See Worldship atlas,
Drake, Storm (Small). Flight Class: 3.
Max Alt: 1 kilometer per 10 force points the
drake generates.
Range: 4 Constitution per hour at max
speed, Sprint: 10 min.
Special: Subtract 5 from Fate, dodge while
mounted. The immunities of the drakes are
passed on to the rider while mounted.
Details: The trusty small storm drake has
been a staple of humanity since the
Worldship crawled from the darkage some
500 year ago. The breed trained to be
ridden in war, the small storm drake is one
of the adventurers best provisions.

191

Item: Plane, sky-crane -Atlas,


Provision type: vehicle, Cost: $50,000.
Weight: 5,500kg
Merit value: 20.
Tech level, EG powered: 20.
Powerbase: energy; any powersource.
Velocity: Max: 600kph. Cruse: 300kph.
Max Alt: 20km.
Range: 60 kilometers per 1 EG per hour, at
max velocity.
Details: Dimensions: 30m x 10m x 10m,
Wing Span: 7m
Max Payload: 50,000kg; seats 6 med sized
beings.
Take off: VTOL: 1 +1 EG per additional
1,000kg weight, per hour of hover.
Glide Rat: 5-1. Flight Class: 5.
Life points: 6,000. The hull of this vehicle is
very strong and puncture resistant.
This sturdy skycrane comes equipped with
gel tires, three winches: 15,000kg test cable
w/ hydraulic manipulating hydraulic
grappling hooks, 200m in length, a
pressurized cabin, state of the art
instrumentation, communications and is
water landing capable. With rear, side and
belly cargo hatches: cycle time: 10 seconds,
rear hatch cycle time: 30 seconds, plus
armored tinted windows, the Atlas is very
useful and stylish with more accessories
available upon request.

Item: Plane, turbo-prop -Falcon,


Provision type: vehicle, Cost: $25,000.
Weight: 1,900kg.
Merit value: 2.
Tech level, EG powered: 10.
Tech level, water powered: 5.
Powerbase: energy; any powersource or
hydrogen/oxygen. Both systems add $5,000.
Fuel Capacity: 32 liters.
TANC Merit Value: 5.
Tank capacity: 500 liters
Velocity: Max: 300kph. Cruse: 150kph.
Max Alt: 10km.
Range: 10 kilometers per EG per hour or
per 150ml, at max velocity 100%.
Details: Dimensions: 10m x 3m.
Wing Span: 10m,
Max Payload: 1,100kg.
Max Occ: 4 med sized beings.
Take off: 100m, land: 80m.
Glide Rat: 7-1, Flight class: 3.
Life points: 4,000. The hull of this vehicle is
very strong and puncture resistant.
Details: This beautiful plane is equipped
with gel tires, a winch: 5,000kg test cable
100m in length, a sealed compartment. Nonpressurized cabin, state of the art
instrumentation, communications and water
landing capable. The tinted windows are
armored as well making the vehicle very
useful and stylish with more accessories
available upon request.

192

Item: Horse
Provision type: Vehicle
Cost: $200 + $2 per kg
Merit value: 1, TANC Merit Value: 2.
Powerbase: none.
Velocity: Sprint: 70kph, Max: 50 kph. Cruse:
50% max velocity.
Range: 4 Constitution per hour at max
speed, Sprint: 10 min.
Special: Subtract 10 from dodge Fates
while mounted to start; this may be reduced
by the allocation of merit into the piloting
skill.
Weight: 200 kg + 1d4 100-400kg.
Life points: 1 per kg.
Min Force damage adj (fda): weight in kg /
10, Force: weight in kg.
Combat and general: Constitution: 20,
willpower: 1, Allocate 50 Merit to combat
stats. Allocate 10 merit to skills: With a plus
1 intelligence, the animal can speak.
Natural weapon: hooves: 4 Dam + Fda.
Details: The trusty horse has been a staple
of humanity since the Worldship crawled
from the darkage some 500 year ago. All
breeds all sizes and trained to be ridden in
war, the horse is one of the adventurers
best provisions.

Item: Horse, winged


Provision type: Vehicle
Cost: $500 + $1 per kg
Merit value: 1, TANC Merit Value: 3.
Powerbase: none.
Velocity: Sprint: 70kph, Max: 50 kph. Cruse:
50% max velocity.
In flight-velocity: Sprint: 150kph, Max: 100
kph. Cruse: 50% max velocity.
Max Alt: 1 kilometer per 10 force points the
horse generates.
Range: 4 Constitution per hour at max
speed, Sprint: 10 min.
Special: Subtract 5 from dodge Fates while
mounted; this may be reduced by the
allocation of merit into the piloting skill.
Weight: 200 kg + 1d4 100-400kg.
Wing Span: 1 meter per 200kg
Flight Class: 3.
Life points: 2 per kg.
Min Force damage adj: weight in kg / 10
Force: weight in kg.
Combat and general: Constitution: 20,
willpower: 1, Allocate 50 Merit to combat
stats. 10 to skills. With a +1 intelligence the
animal can speak.
Natural weapon: hooves: 3 Dam + Fda.
Details: The trusty winged horse has been a
staple of humanity since the Worldship
crawled from the darkage some 500 year
ago. All breeds all sizes and trained to be
ridden in war, the winged horse is one of the
adventurers best provisions.
Item: Hoverboard -Torpedo,
Provision type: vehicle, Cost: $2,000.
Weight: 2kg
Merit value: 20. TANC Merit Value: 20
Tech level, EG powered: 20.
Powerbase: energy; Medium clip
Velocity: Max: 200kph. Cruse: 100kph.
Max Alt: 20km.
Range: 500 kilometers per 1 EG per hour at
max velocity.
Details: Dimensions: 1m x 15cm x 1cm.
Max Payload: 200kg.
Max Occ: 1 med sized being.
Take off: VTOL: 1 EG per 200kg total
weight per hour of hover.
Glide Rat: none; Flight class: 1.
Life points: 6,000. The board of this vehicle
is very strong and puncture resistant.
Details: Virtually silent and comes equipped
with small led lights. The Torpedo is very

193

useful and stylish with more accessories


available upon request.

Item: Submarine, flying -Manta


Provision type: vehicle Cost: $95,000.
Weight: 2,421kg,
Merit value: 20, TANC Merit Value: 50
Tech level, EG powered: 20.
Tech level, water powered: 15.
Powerbase: energy; any powersource or
hydrogen/oxygen. Both systems add $5,000.
Fuel Capacity: 100 liters+
Air-velocity: Max: 1,200kph.
Cruse: 700kph.
Max Alt: 10km.
Water-surface velocity: Max: 200kph.
Cruse: 100kph.
Submerged-velocity: Max: 1,200kph.
Cruse: 500kph.
Max depth: 10km.
Range: Airborne/underwater-50 kilometers
per EG per hour, or 150ml, at max velocity,
on surface-100 kilometers per EG per hour,
150ml, at max velocity.
Details: Dimensions: 10m x 3m x 5m,
Wing Span: 7m
Max Payload: 1,200kg.
Max Occ: 6 med sized beings.
Take off: VTOL: 2 EG per 1,000kg total
weight per minute of hover, or 80m, land:
110m.
Glide Rat: 5-1. Flight Class: 3.
Life points: 6,000. The hull of this vehicle is
very strong and puncture resistant.
Details: This beautiful submersible counter
gravity vehicle comes equipped with a
super-cavitation unit that allows the hypersonic velocity while submerged, an airlock:
cycle time: 10 seconds, gel tires, a winch:
5,000kg test cable 100m in length, a
pressurized cabin, state of the art
instrumentation, communications. With a
rear cargo hatch: cycle time: 10 seconds
and armored tinted windows, the vehicle is
very useful and stylish with more
accessories available upon request.

Item: Starship Corvex


Provision type: vehicle,
Cost (approx): $624,000.
Weight: 2,577kg.
Merit value: 30, TANC Merit Value: 1,000
Tech level: 30
Powersource: energy: antimatter EG
generator: 5,000 per hour.
Air-velocity, Max: Warp 5 per hr. Cruse:
50% of max velocity.
Max Alt: none.
Submerged-velocity: Max: 1,200kph.
Cruse: 500kph. Max depth: none.
Range: as per power-source,
Details: Dimensions: 10m x 4.55m x 5 m
Wing Span: 5m
Max Payload: 1,600kg.
Weapons payload: 800kg
Max Occ: 4 med sized beings.
Take off: VTOL.
Glide Rat: 3-1; Flight Class: 2.
Life points: 4,000. The hull of this vehicle is
very strong and puncture resistant.
Shielding points: 4,000
Forcefield: See armors, forcefield belt
Energy weapons: Cannon, laser sonic,
Sensors: +5.
This beautiful vehicle comes equipped with
an airlock: cycle time 10 seconds, gel tires,
a winch: 5,000kg test cable 1,000m in
length, a pressurized cabin, state of the art
instrumentation and communications. Each
starship comes equipped with 1 force-field
belt per occupant standard. With a rear
cargo hatch, cycle time 10 seconds, and
armored tinted windows, the vehicle is very
useful and stylish with more accessories
available upon request. See starships.

194

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195

Any brainless foolcan use a rifle-Till


the ammunition runs out! Step-Step-Step.
Bessica focused all her concentration and
matched the instructors strong blows stroke
for stroke as he continued with the lesson
But it takes discipline Step. To learn the
blade Step-Block-Step. Thats-whatthis-is-all-about! Teaching-you-how-to-dis-cipline-your-selves. Its not just about fighting!
Step-slash, That-is-what-will-make-you-allgreat-mages.
Slamming the hilt of the wood dagger
back into the unlucky students hand, he
threw Bessica a rare smile and added to her
sparring partner, She had you back there,
lad. That counter was weak. Work on it or
die!
Bittersalt then turned and continued
severely, The ability to defend yourself
against physical attack is just a side benefit
of all this. His words drove everyone back
to their practice with a vengeance and for
some, newfound insight.

Weapons
Unless otherwise stated, the damage
of a weapon is determined solely by
three factors: The weight, the force
behind it and the sharpness
multiplier, if any.
For knife-fighting practice the students
were all issued small wooden replicas. This
time, Bessica paired up with Tarlan. The
past three years had likewise worked their
magic on the girl transforming her into a
young woman.
At just five feet, she stood slightly taller
than Tarlanmost of it in the legs. Her
green eyes were now set in a trim freckled
face, her hair still bound in a perpetual thick
braid. Her stocky plump body, refined by
years of physical training, had elongated
and was now solid and voluptuous. No frail
waif, Bessica was becoming a warrior
maiden, with speed, strength, and mass. In
most cases, just a glance at her growing
cleavageset atop her tight waistwould
stop any male opponent in his tracks, as
Tarlan was constantly reminding himself.
Once they began the form, Tarlan
concentrated fully on the drill despite the
cleavage, the feel of the blade familiar in his
hand, and after a few tries, he had it as well
as anyone.
Bessica, using her reach to her
advantage, was likewise adept. She
matched Tarlan stroke for stroke with an
enthusiastic expression; Tarlan loved it
when she smiled. She had the type of grin
that made you smile, regardless of how you
felt. It matched her laughing green eyes.
They practiced until sweat dripped off
Tarlans nose and Bessicas arm ached.
Throughout the day, Bittersalt pushed them
on relentlessly and just when Tarlan thought
they were going to cease, the vicious Mentor
had them change partners -switch handsand then return to the routines.
During the drill, Bessicas new partner
the young grey skinned boy of the biogladite
race with snow white hairasked why they
did not use guns. Bittersalt answered with a
bellow that had become familiar, and yet,
still charmingly terrifying. Stepping in to
correct the biogladites sloppy counterstrike,
he continued, his words in rhythm with the
drill as he took the biogladites place.

Damage: blunt objects/weapons do


1 point of damage per 100 grams of
weight.
Example: A 1.5 kilo object inflicts 15
points of damage. A 900 gram object inflicts
9 points of damage.

Force Damage Adjustment: This


damage is added to the weapons
damage.
Example: A 1.5 kilo weapon does 15
points of damage. With a Force of +5 the
weapon does 20 points of damage.

Sharp weapons: Damage


multiplier: objects with a sharp
edge or point, receive a Damage
multiplier DM (x2) to the damage
that the weight of the weapon does.
Example: A 1.5 kilo object does 15 points
of damage. With a Force of +5 the object
does 20 points of damage; if the object is
SHARP, the damage is then multiplied by 2.

196

Coating a weapon: 10% of the


weapons weight is the amount of
special material required for the
material to bypass protection factors.
The Bpf for the materials is listed in
ammunition see table 50.

Handheld weapons: some of these


weapons may be thrown accurately
in these cases the weapon is a
ranged weapon as well.
Item: Axe
Provision type: handheld weapon/ranged
weapon, Cost: $25, Weight: 3kg
Merit value: 1, Powerbase: none.
Usage notes: Using times: 1 action,
Range: 1meter, Special: two handed:
blunt/sharp weapon.
Details, blunt: 30 Dam + Fda.
Details, sharp: 30 Dam + Fda x DM: 2.

Weapon/object weight: A weapon


must weigh on or below 25% the
NORMAL CARRY, or it cannot be
thrown at normal range/velocity,
moved at normal attacks per second
or be used with full Force damage
adjustment.

Item: Bullwhip.
Provision type: handheld weapon/ranged
weapon/restraint weapon, Cost: $15
Weight: 300g, Merit value: 1
Powerbase: none.
Usage notes: Using times: 1 action,
Range: 4meters, Special: one handed blunt
weapon.
Details: 3 Dam + Fda. Special: with a
successful manipulate tool-Aim the subject
may use the bullwhip as a restraint weapon.
(Whip test: 500kg; 20 life points to cut)
Order: manipulate tool Aim then Shot.
With a successful Called shot, the subject
may use the bullwhip as a grappling line or
to wrap around an object. A successful
manipulate tool- Deed is required to release
the bullwhip once attached.

NOTE: if a two handed weapon


weighs on or below 25% of a
subjects Normal Carry, the two
handed weapon may be wielded
effectively with one hand by that
character.
Rifles: essentially two handed
weapons primarily due to weight and
recoil although the rule above makes
it so that a strong enough character
may wield a heavy gun one handed.

Item: Hammer,
Provision type: handheld weapon/ranged
weapon, Cost: $25, Weight: 4kg
Merit value: 1 Powerbase: none.
Usage notes: Using times: 1 action,
Range: 1 meter.
Special: two handed blunt weapon.
Details: 40 Dam + Fda.
Item: Knife
Provision type: handheld weapon/ranged
weapon
Cost: $25, Weight: 800g.
Merit value: 1, Powerbase: none.
Usage notes: Using times: 1 action,
Range: 20cm, Special: sharp weapon.
Details: 8 Dam + Fda x DM: 2.

197

Item: Net
Provision type: handheld weapon/ranged
weapon, restraint weapon
Cost: $5 per kg, Weight: 1kg per meter in
diameter. Merit value: 1, Powerbase: none.
Usage notes: Using times: 1 action,
Range: thrown weapon, Special: restraint
weapon: -5% Fate per meter of diameter.
Details: see restraint weapons. 10 life points
to cut. Test: 600kg min.

Item: Sword, plasma/sonic


Provision type: handheld weapon
Cost: $15,000, Weight: 1.5kg.
Merit value: 20. TANC Merit Value: 20
Tech Level: 20
Powerbase: plasma: energy
Powerbase, Sound saber: none.
Power source: energy; small clip.
EG drain: 1 EG minimum, EG gate: 5.
Usage notes: Using times: 1 action to
activate deactivate or switch between
modes, Requires 4 actions to change clip,
Range: 1.15meter
Special block: This may be used to block
force of equal or lesser cogency.
Details: both the plasma and the sonic
blade create solid force.
Plasma blade: EG x Merit = Cogency. 1
Dam per cogency + Fda.
Sonic blade: stuns a target 10kg or less per
EG point. Subject(s) roll a Metabolic shock Deed to remain conscious.The wielder
selects the amount of EGs to be used every
action segment with a pressure control.
While waterproof, the weapon does not
function submerged. Blunt weapon.
Concealment and stealth note: weapon
emits low humming sound and bright light;
subtract 20 from concealment and stealthAims while activated.

Item: Sai
Provision type: handheld weapon/ranged
weapon,
Cost: $25, Weight: 1kg.
Merit value: 1, Powerbase: none.
Usage notes: Using times: 1 action,
Range: 30cm, Special: sharp weapon/blunt
weapon. +5% Fate (block. Parry)
Details: 10 Dam + Fda x . The sai is a
forked weapon that is extremely useful in
defense. Optional w/chain: 10 Dam + Fda,
treat like a restraint weapon: test 300kg,
Range: length of chain.
Item: Staff/spear
Provision type: handheld weapon/ranged
weapon
Cost: $5, Weight: 900g. Merit value: 1.
Powerbase: none.
Usage notes: Using times: 1 action,
Range: 2meters+, Special: two handed:
blunt/sharp weapon.
Details, Spear: 9 Dam + Fda x .
Details, Staff: 9 Dam + Fda.
Item: Sword
Provision type: handheld weapon
Cost: $50. Weight: 1.5kg, Merit value: 1.
Powerbase: none.
Usage notes: Using times: 1 action,
Range: 1.15meter, Special: sharp weapon.
Details: 15 Dam + Fda x .
Item: Sword, rapier
Provision type: handheld weapon
Cost: $150 Weight: 500g. Merit value: 1.
Powerbase: none.
Usage notes: Using times: 1 action,
Range: 1.15meter, Special: with a
successful Fate, Block the subject is allowed
one riposte attack with the rapier only on
the same action segment.
Details: 5 Dam + Fda x .

198

Left blank

199

Alternate usage: Hitting with a


handgun, or ranged weapon, is
treated as a blunt weapon weight:
100grams = 1 point of damage +
Force Damage Adjustment.
NOTE weapons weighing above 2kg
require two hands and if above 5kg
can only be used at normal attack
speeds by users with more than 50
Force damage adjustment.
Otherwise physically hitting with a
rifle can be done once every two
actions.

Weapons, ranged: Projectiles


are sharp weapons and may be
coated or made of special
substances.
Bows: Bows are built for the Force
(strength) of the user.
ROF: This is the weapons Rate of
fire or how often the weapon may
be discharged each second.
Range: for throwing
weapons/objects only: Divide the
subjects force by the items weight
listed +1 to get a max range, in
meters, for throwing weapons.
Example: Subject max lifts 100 kilos:
Throwing a spear weighing 900
grams. Add 1k to 900g for 1.9.
Divide 100 by 1.9 for 52 Meters max
range.

Ammunition: Ammunition is listed at


the end of the weapons section.
Ammunition can be made of, or
coated with, any material.
Attachments: Knives and grenade
launchers may be attached to rifles.
Suppressors function with all
firearms with the exception of a
shotguns RPGs mortars and
missiles launcher.

Velocity of the thrown


weapon/object: (Meters per
second) divide the force by the
weapons weight plus 2. Example: a
subject generates 70 kilos of force
throwing a 1.5 kilo sword. + 2k = 3.5.
Divide 70 by 3.5, this equals 20
meters per second. (44 mph) if the
velocity of the weapon exceeds 100
m/s it is considered a Beam attack.

200

Special: if the subject makes a Manipulate


tool-deed, the subject may draw and fire in a
single action.
Details: Add the subject force bonus, See
ammunition.

Item: Blowgun
Provision type: ranged weapon
Cost: $5 (50 darts)
Weight: 20g. Dimensions: 175cm.
Merit value: 1, Powerbase: none.
Usage notes: if the subject using this
weapon has more than 50 force; the dart is
considered a beam attack.
Using times: 1 action, ROF: single load, 1
per 2 actions
Velocity: 10m/s plus 3m/s per force point
over 10.
Duration: N/A
Range: 10meters per force point above 10,
Special: with a successful manipulate toolAim, a blowgun may be used as a breathing
tube for an indefinite amount of time or used
as a ranged weapon with one action.
Details: Darts can be made of any material,
Dart: 1 dam + Fda - Sharp weapon.

Item: Bow, cross


Provision type: ranged weapon
Cost: $150 (50 arrows)
Weight: 1kg. Dimensions: 70cm x 115cm.
Merit value: 2, Powerbase: none.
Usage notes: The projectile is considered a
beam attack.
Using times: if the arrow is in place: 1
action, ROF: single load, 1 per 4 actions,
Special: if the subject makes a Manipulate
tool-deed, the subject may load and fire in 2
actions.
Details: The crossbow quiet as well as
reliable.
Damage details: add +20 to all arrow
damages, See ammunition.

Item: Bola
Provision type: ranged weapon/restraint
weapon, Cost: $5.
Weight: 20g. Dimensions: 50cm.
Merit value: 1, Powerbase: none.
Usage notes: if the subject using this
weapon has more than 50 force; a bola is
considered a beam attack.
Using times: 1 action
Velocity: 5m/s plus 3m/s per force point
over 10.
Duration: See restraint.
Range: 10 meters per force point above 10,
Special: in conjunction with a successful
manipulate tool-Aim, the Bola entangles the
target. The bola may also be used to stun;
this requires a called shot. See
Damage/Trauma, stun.
Details: The cords and weights can be
made of any material. Normal test: 150kg.

Item: Handblaster
Provision type: ranged weapon
Cost: $5,000.
Weight: 500g. Dimensions: 20cm.
Merit value: 20.
Tech merit Value: 20
Powerbase: energy; small clip
EG drain: 1 EG minimum, EG gate: 5.
Changing time: 3 actions-see power
sources.
Usage notes: The blast is considered a
beam attack. Using times: 1 action,
ROF: 1 per action.
Velocity: SPL.
Duration: One action
Range: 1,000 meters.
Details: iron sights. EGs x Merit= Cogency.
The beam does 1 point of damage per
cogency point. User selects the damage
with a pressure sensitive trigger. Blunt
weapon.

Item: Bow, compound


Provision type: ranged weapon.
Cost: $50 (includes 50 arrows)
Weight: 500g. Dimensions: 103cm.
Merit value: 1, Powerbase: none.
Usage notes: If the subject using this
weapon has more than 10 force; the
projectile is considered a beam attack.
Using times: if the arrow is drawn the
weapon only requires 1 action to release.
ROF: single load, 1 per 2 actions.

201

Item: Handgun, mini (Repus)


Provision type: ranged weapon
Cost: $250.
Weight: 0.8g. Dimensions: 2.7cm.
Merit value: 5, Powerbase: none.
Clip cost: $1, 10 round clip (loaded).
Changing time: 2 actions, Clip wt: 1.1g.
Usage notes: The projectile is considered a
beam attack. Using times: 1 action.
ROF: 1 per action.
Details: iron sights
Special ammunition: 22 Cal.
Suppressor: 10% cost and weight.
Size limitation: designed for use by
subjects weighing 25kg and below.

Item: Rifle, sniper


Provision type: ranged weapon
Cost: $1,200. Weight: 6.5kg.
Dimensions: 1.11meters.
Merit value: 5, Powerbase: none.
Clip cost: $15, 5 round clip (loaded).
Changing time: 2 actions, Clip wt: 200g.
Usage notes: The projectile is considered a
beam attack. Using times: 1 action.
ROF: 1 per action.
Special: With a successful manipulate
device-Aim roll the subject effectively uses
the optics to receive a special bonus 50 to
the following Shot roll with the rifle. Order:
Manipulate devices-Shot roll. Should the
Aim be failed, the subject still gets normal
Shot bonuses.
Details: sniper optics, ammunition: 50 Dam
Sharp weapon (50 cal). Bullets may be
made of any material. A knife may be added
as well as a grenade launcher.

Item: Handgun, pocket (Jimmy)


Provision type: ranged weapon
Cost: $250. Weight: 800g.
Dimensions: 17cm.
Merit value: 5, Powerbase: none.
Clip cost: $10, 10 round clip (loaded).
Changing time: 2 actions, Clip wt: 110g.
Usage notes: The projectile is considered a
beam attack. Using times: 1 action.
ROF: 1 per action.
Details: iron sights, ammunition: 30 Cal.

Item: Rifle, shotgun


Provision type: ranged weapon
Cost: $900, Weight: 6.5kg.
Dimensions: 75cm.
Merit value: 7, Powerbase: none.
Clip cost: $50, 5 round clip, (loaded),
Changing time: 4 actions, Clip wt: 120g.
Usage notes: shot or slug. Using times: 1
action, ROF: 1 per action
Special: The shot ammunition is considered
a wide beam attack: subtract 20% on B.A
Fates.
Details: iron sights, ammunition: S Gun
Shot or Slug.

Item: Handgun (Heater)


Provision type: ranged weapon
Cost: $600.
Weight: 1.8kg. Dimensions: 27cm.
Merit value: 5, Powerbase: none.
Clip cost: $10, 9 round clip (loaded).
Changing time: 2 actions, Clip wt: 160g.
Usage notes: The projectile is considered a
beam attack. Using times: 1 action
ROF: 1 per action.
Details: iron sights, ammunition: 50 Cal.

Item: Rifle,

rocket propelled grenade

launcher
Provision type: ranged weapon
Cost: $1,000. Weight: 2kg.
Dimensions: 50cm.
Merit value: 7, Powerbase: none.
Clip cost: $40, 4 round clip (loaded),
Changing time: 2 actions.
Clip wt: 220g (loaded).
Using times: 1 action, ROF: 1 per action.
Details: iron sights. See ammunition. This
may be added to any rifle.

Item: Rifle, automatic


Provision type: ranged weapon
Cost: $1,500.Weight: 5.21kg.
Dimensions: 87cm.
Merit value: 7, Powerbase: none.
Clip cost: $50, 40 round clip (loaded),
Changing time: 2 actions, Clip wt: 420g.
Usage notes: The projectile is considered a
beam attack.
Using times: 1 action, ROF: 3 rounds per
segment. Max 3 action segments in one
second.
Special: See Combat with automatic
weapons.
Details: iron sights, ammunition: 30 Cal.

202

Item: Mortar launcher


Provision type: ranged weapon
Cost: $500. Weight (unloaded): 15.21kg.
Dimensions: 87cm x 7 cm dia.
Merit value: 5, Powerbase: none.
Set up time: 1 man 5 minutes; subtract 1
minute per man.
Using times: 2 actions, ROF: 1 round per
two seconds; Max 30 in one minute.
Details: iron sights, ammunition: mortars.

Item: Rifle, phazed plasma: phazedDamage.


Provision type: ranged weapon
Cost: $50,000. Weight: 7.kg.
Dimensions: 1.20 meters.
Merit value: 20.
Tech level: 20
Powerbase: energy; small clip.
EG drain: 1 EG minimum, EG gate: 5.
Special clip: Mercury: $500, 10 shots per
clip: $200 to refill clip. TANC: 2 merit value
per charged clip.
Changing time: 3 actions-see power
sources.
Using times: 1 action, ROF: 1 per action.
Velocity: SPL. Range: 300meters.
Special: With a successful manipulate
device-Aim roll, the damage effectively
bypasses all of a defenders special
protections and/or powerbased defenses.
Order: Manipulate device-Shot roll. Should
the Aim be failed, the damage does not
bypass the special protections.
Special skill: manipulate phased weaponAim. Using phased weapons becomes a
separate skill. Start at manipulate deviceAims current score and increase from there.
Details: iron sights. The beam does 1 point
of damage per cogency point when not
phazed. The weapon does half the damage
when phazed. User selects the phasing and
damage with a pressure sensitive control
system. Blunt weapon, unless phazed.
Special Details: a part of the process for
creating the phased plasma effect involves
lasing a black onyx crystal, and then
employing a coherent magnetic emission, as
opposed to coherent photonic emission, to
propel hyper cooled mercury plasma (-.001
Kelvin).

Item: Missile launcher, (Chip)


Provision type: ranged weapon
Cost: $500, Weight: 5.3kg.
Dimensions: 40cm x 7 cm dia.
Merit value: 5, Powerbase: none.
Set up time: none.
Using times: 2 actions, ROF: 1 round per
two second s; Max 30 in one minute.
Details: iron sights, ammunition: Thunder
missiles only. Hand held missile launcher.

203

weapons. The Thunders weigh: 10.5kg and


7.3 kg, each.
For the best load: Shiva can carry 6 short
range Thunders totaling 43.8 kg, leaving
Coalax room to carry lunch.

Weapons for vehicles: These


weapons are mounted on the
vehicle, mounting costs included; est
time to complete 1+1d4 hours.

Item: Autollista
Provision type: ranged weapon
Cost: $500 (50 arrows)
Weight (unloaded): 50,6kg.
Dimensions: 170cm x 2.3m.
Merit value: 2, Powerbase: none.
Loading time: 3 actions.
Using times: 1 action, ROF: 1 per action or
1 every second.
Details: Mounted on the vehicle and
triggered as required. A gigantic cross bow,
the autollista is a valuable tool in areas such
as the Dark Continent where the effects of
technology are limited.

Weapons may be trigged in any


fashion the owner desires. Vehicle
weapons cannot be attached to
Mace Class powerarmor.
If not mounted on a vehicle, these
weapons require a three man set up
crew and 1 +1d4 minutes to operate,
unless otherwise stated.
Stationary weapons platforms are
operated in two ways. Any weapon
of 10 merit value and below the
weapon is aimed and fired manually.
Any weapon of merit value 11 and
higher, the base is aimed by
hydraulics. When purchased for
non-vehicular use, the platforms cost
includes the base.

Item: Cannon: auto, (Spike)


Provision type: ranged weapon.
Cost: $10,500.
Weight (unloaded): 97.4kg.
Dimensions: 127cm x 20cm dia.
Merit value: 5, Powerbase: none.
Clip cost: $15, 5 round slug clip (loaded).
Changing time: 2 actions, Clip wt: 6kg.
Loading time: 3 actions.
Using times: 1 action, ROF: 3 rounds per
segment up to 5 action segments per
second. See combat with automatic
weapons.
Details: iron sights.

Subtract the weight of the weapons


system the vehicles payload
capacity.
When mounted on a living creature,
the weapons must be balanced and
within the weight limit the creature
can normally lift.

Item: Cannon
Provision type: ranged weapon.
Cost: $3,500.
Weight (unloaded): 80.3kg.
Dimensions: 127cm x 20cm dia.
Merit value: 5, Powerbase: none.
Loading time: 3 actions.
Using times: 1 action, ROF: 1 per action.
Duration: N/A.
Details: iron sights.

The mounts combat stats determine


this on a case by case basis.
Example: The small storm drake mount,
Shiva. Shivas max lift is 800kg + with an
allocation of 10 merit to force or 100kg the
mount has a total of 900kg max lift. Shivas
payload (25% of max lift) is 225kg. Say his
rider and gear weigh 125kg, that leaves
100kg for weapons.
The multi missile launcher weighs 50.7kg
empty and can be loaded with up to 6

204

Merit value: 7, Powerbase: none.


Clip cost: $40, 20 round clip (loaded)
Loading time: 2 actions. Clip wt: 1.1kg
(loaded).
Using times: 1 action, ROF: 1 per action.
Details: See ammunition, R.P.Gs

Item: Cannon, Laser/sonic (Dragon)


Provision type: ranged weapon,
Cost: $5,000. Weight: 58kg.
Dimensions: 1.5 m x 5cm dia.
Merit value: 100, Tech Level: 20.
Powerbase: energy; medium or large sized
clip only.
EG drain: 1 EG minimum, EG gate: 10.
Loading time: 3 actions-see power sources.
Using times: 1 action
ROF: 1 per action. Velocity: SPL.
Range: 1,000 meters.
Details: iron sights. EG x Merit = Cogency.
The beam does 1 point of damage per
cogency point. User selects the damage
with a pressure sensitive trigger. Blunt
weapon.

Starship weapons
Item: Cannon, (Sabot)
Provision type: ranged weapon; beam
attack.
Cost: $100,000.
Cost per round: $20
Weight (unloaded): 200kg.
Dimensions: 3.5 m x 20cm dia.
Merit value: 20. TANC: 20
Tech level: 20
Powerbase: energy.
EGs: requires a minimum of 1 EG.
EG Gate: 50.
Loading time: 3 actions.
Using times: 1 action.
ROF: 1 round per second.
Damage: the magnetically accelerated
sabot round can be coated for Bpfs, at 10
times the normal listed price. The round
weighs 50kg; does 500 points plus 10 points
per cogency point. 1 EG x 20 merit = 20
cogency.
Range: no limit, this weapon can only be
fired in 0 gravity.
Meters per second: 1,000 m/s
Details: targeting controlled by ships
systems.

Item: Chaingun, (Spreader)


Provision type: ranged weapon
Cost: $2,100. Weight (unloaded): 15.92kg.
Dimensions: 127cm.
Merit value: 7, Powerbase: none.
Clip cost: $100, 200 rounds per box
(loaded). Changing time: 2 actions
Clip (Box) wt: 3.5kg.
Loading time: 3 actions; belt feed.
Usage notes: No set up required.
Using times: 1 action, ROF: 3 rounds per
segment max 5 segments in one second.
See Automatic weapons.
Details: iron sights, See ammunition, 50 Cal
Item: Launcher,

Multi-missile,

(Hammer)
Provision type: Ranged weapon
Cost: $11,210.
Weight (unloaded): 50.7kg.
Dimensions: 1.5 m x 50 cm x 25 cm.
Divided dim: 57cm x 25 cm x 13 cm.
Merit value: 7, Powerbase: none.
Loading time: 3 actions per missile.
Details: See ammunition, missiles. The unit
holds up to 6 weapons.
The multiple missile launcher platforms can
be divided between the sides of a mount
and in this case each section holds 3
weapons.

Item: Cannon, Laser (Hydra)


Provision type: ranged weapon,
Cost: $50,000. Weight: 250kg.
Dimensions: 3 m x 5cm dia.
Merit value: 100,
Tech Level: 20. Powerbase: energy;
EG drain: 1 EG minimum, EG gate: 50.
Using time: 1 action
ROF: once per second.
Velocity: SPL.
Range: 1,000 k/m.
Details: EG x Merit = Cogency. The beam
does 1 point of damage per cogency point.
User selects the damage. Blunt weapon.

Rocket propelled grenade


launcher
Item:

Provision type: ranged weapon


Cost: $1,000.
Weight (unloaded): 5kg.
Dimensions: 70cm.

205

Arrows: The following section details the


use of Arrows.

Ammunition: Projectiles and


fragments may be made of any material and
are considered sharp weapons unless
otherwise stated.

Table 51, Arrow costs


Cost
Wt
Arrows

Dam

Autollista, Lt
$1
1kg
100*
Autollista, H
$2
2kg
200*
Compound Lt
$0.10 400g 4
Compound H
$0.20 500g 5
Crossbow Lt
$0.25 600g 6
Crossbow H
$0.50 700g 7
*Damage is adjusted by Force of the bow,
crossbow mechanism; not the weight of the
projectile.

Special coatings, ammunition


The following costs are for tipping ONE
projectile only. The projectile can be an
arrowhead, bullet, grenade fragmentation, or
a dart. With the exception of grenades,
double the costs for coating cannon
ammunition and triple it for coating the
shrapnel of a missile or mortar.

Table 52, Arrow Ranges:


Range
Range bonus
Arrow type

Table 50, Special ammunition coatings


Special
Cost
Bpf Merit Value
material
Titanium
+$0.50
4
1 per round
Titanium,
+$40
5
2 per round.
black*
Hadrathium +$34
6
3 per round
Pelleum
+$30
7
4 per round
Sunstone
+$400
8
5 per round
Sunstone,
+$500
9
10 per round
mid
Titanite
+420mill 100 500 per round
*25% immunity to psionics, See general abilities,
immunities.
Bpf: by passes protection factors

Meters

Autollista, Lt
Autollista, H
Compound Lt
Compound H
Crossbow Lt
Crossbow H

300
200
20
10
50
25

0
0
+1 m / force point
+0.5 m / force point
+1 m / force point
+0.5 m / force point

Table 53, Arrow Velocities:


Velocity
Velocity bonus: m/s
Arrow type
m/s

Autollista, Lt
Autollista, H
Compound Lt
Compound H
Crossbow Lt
Crossbow H

Fire Arrows and Molotov cocktails.


The damage done by the ammunition is
done to the target first; then the fire. Fires
only start if the surface struck is flammable.
Fire, additional damage from: within 1d20
seconds the flame does 20 additional points
of damage
Duration: 1d10 seconds.
Molotovs: 500ml of flammable liquid.
Blast radius: 1d4 meters diameters
Effect: In 1d4 seconds from the time of
impact: the flame begins to do damage at a
rate of: 20 Dam per second.
Duration: 1d60 seconds.

250
150
75
50
300
200

0
0
+1 m/s / force point
+.5 m/s / force point
100+1 m/s / force point
100+0.5 m/s / force
point

Ammunition, Autollista details: All


Autollista ammunition comes in the form of
harpoons. Dimensions: Each is 1.5 meters
in length and a minimum of 4 cm in
diameter, essentially an over-sized arrow.
Each shaft is fitted with a location for
attaching a rope.
Arrow ammunition details: All arrows are
normal or for compound bows; Lt = light;
H = heavy. Dimensions: Each arrow is 90cm
in length and a minimum of 1 cm in
diameter. In the case of bows, the damage
of the arrow is increased by the force of the
bows pull; often bows are designed for a
specific users force for maximum effect.

Replacing materials in ammunition:


13.5% of the weight of the ammunitions
shrapnel is the payload that can be replaced
or coated.

206

50 Cal, Long: 5.5 cm in length. 50 Cal,


Short: 3.5 cm in length.

Ammunition, Firearm: Concussion


crystal is the propellant/explosive, NOT gun
powder; it is waterproof and detonates
without oxygen.

Ammunition, firearm details, Shotgun:


There are two types of shot gun ammunition.
Frag and Slugs. Dimensions: 5 cm c 3 cm
dia.
Any fragmentation ammunition is a Wide
Beam Attack.

Table 54, Ammunition costs, weight and


damage; the DM of x2 is already factored.
Cost
Wt
Dam
Type
22 Cal, Long
22 Cal, Short
30 Cal, Long
30 Cal, Short
50 Cal, Long
50 Cal, Short
50 Cal, Sniper
Cannon, bola
Cannon, Frag
Cannon, Harpoon
Cannon, Slug
R.P G, Frag*
R.P.G, Smoke
R.P.G, Stun
S gun, Frag
S gun, Slug

$0.10
$0.07
$0.20
$0.10
$0.40
$0.30
$1.30
$2
$7
$5
$5
$10
$5
$100
$0.50
$1

2.6g
2.1g
10.2g
10g
15.5g
15g
25g
1kg
1kg
1kg
1.5kg
50g
30g
35g
20g
30g

22
22
30
30
50
50
50
800**
300
250
400
200
N/A
Stun
75
150

Ammunition details, Cannon: There are


several types of cannon rounds.
Dimensions: 10 cm dia.
Harpoons: 1.5 m x 5 cm in dia.
Frag: Fragmentation is a sharp weapon and
explosive rounds are considered area
effects. While the cannon rounds may, upon
detonation or impact, be an area effect: to
target the projectile still requires a shot roll.
Effect Radius: 1d10 +5 meters
Ammunition details, Rocket propelled
grenade: Rocket propelled grenades may
be thrown. Dimensions: 5 cm x 3 cm dia
Grenades are an area effect.
Effect radius, max damage: 5 meters.
Arming range: 6 meters.
Optional Timer: 1.5 seconds up to 1hr.

*Grenades may cause cave-ins or roof collapses if


used in an area that is less than twice the blast radius.
** The damage for bola rounds is factored in.

Table 55, Ammunition, firearm ranges,


velocities and merit value.
Range
Velocity Merit
Type
Meters

22 Cal, Long
22 Cal, Short
30 Cal, Long
30 Cal, Short
50 Cal, Long
50 Cal, Short
50 Cal, Sniper
Cannon, Bola
Cannon, Frag
Cann, Harpoon
Cannon, Slug
R.P.G., Frag
R.P.G., Smoke
R.P.G., Stun
S gun, Shot
S gun, Slug

100
50
900
500
400
200
1,280
100
250
100
250
300
300
100
10
20

m/s

Value*

500
330
777
715
436
398
777
180
318
250
280
220
220
190
318
280

1/20
1/25
1/10
1/15
1/5
1/10

1/1

1/1
1/1
1/10
5/1
1/5

Grenades, special shot conditions:


Grenades require a shot for placement only
if used at a long range or greater; regardless
of the placement: do not reduce the area
effect Fate rolls.
Grenades, Smoke: These unique grenades
provide dense smoke in the effect radius for
5 minutes + 10 to 60 (1d6) seconds. The
smoke comes in these colors: Black, blue,
green, orange, red, white, yellow. Anything
within the smoke has a +60 to the
Concealment-Aim dice roll.
Grenades, Stun: The unique grenade stuns
living creatures, with open eyes and ears,
for 10 seconds: effect radius: 10 meters
Cogency: 100. Subjects roll a metabolic
shock to remain conscious. See damage
Stun.
NOTE: the cogency of 200 indicates that
one grenade affects all targets, within blast
radius, that each weighs 1,000kg and below.
If a surprise reaction-deed is successful, the
targets within the effect radius cover eyes
and ears and suffer no ill effects.

*Merit value per number of rounds for TANC only.


Ammunition, firearm details, Handgun
and rifle:
All ammunition is designed to be used in the
proper caliber weapon.
Dimensions: 22 Cal, Long: 1.5 cm in length.
22 Cal, Short: 1.2 cm in length
30 Cal, Long: 2.5 cm in length. 30 Cal,
Short: 1.5 cm in length

207

Ammunition, mortar details: Designed to


be fired over obstacles without the need for
tech guidance systems. Dimensions: 11 cm
x 5 cm dia.
Merit Value: 5
Tech Level: 1
Area of effect: 1 meter diameter per 1,000
points of damage.
Arming range: 5 meters.
Payload: solid: 500g.
Payload Long: solid: 600g.

Stun grenades also provide 50 runelight


illumination for 5 minutes after detonation.
See general abilities, runecraft, Lightrune.
Ammunition, details, Special:
Armor piercing ammunition effect is
determined by special materials Bpf.
Bola-type ammunition: inflict twice the
damage at 25% the range: Blunt weapon.
Bola ammunition do not receive any Bpf
from special substances.
Special NOTE: With a successful called
shot, Bola ammunition hit targets around a
single corner.

Ammunition, Thunder missile details:


Dimensions: 35 cm x 5 cm dia; the delivery
system may be hand held.
Merit Value: 5
Tech Level: 5
Area of effect: 1 meter diameter per 1,000
points of damage.
Arming range: 5 meters.
Payload: Solid: 990g.
Payload long: Solid: 1,420g.

Missiles and Mortars: The following


section details missiles and mortars.
Missiles and mortars can have various
warheads for different applications. The
standard warhead delivers damage.
All missiles and mortars detonate in an area
effect unless otherwise stated. All missiles
and mortars require a shot roll for long range
and over shots.
The Tigershark and Tasets missiles function
underwater employing a super-cavitation
effect for maximum velocities.
All weapons can be destroyed by 50 points
of damage or shut down by a 100 cogency
EMP.

Ammunition, Tigershark missile details:


Dimensions: 75 cm x 10 cm dia.
Merit Value: 10
Tech Level: 10
Area of effect: 1 meter diameter per 1,000
points of damage.
Arming range: 5 meters.
Payload: Solid: 1,810g.
Payload, long: Solid: 2,500g.

Table 56, Ammunition, missile/mortar


costs and damages*
Cost
Wt
Dam
Type
Mortar, Long
Mortar, Short
Taset, Long
Taset, Short
Thunders, Long
Thunders, Short
Tigershark, Long.
Tigershark, Short

$500
$200
$20,000
$10,000
$2,000
$1,000
$4,000
$2,000

1.02kg
805g
28.5kg
23.4kg
10.5kg
7.3kg
18.5kg
13.4kg

TaSets details: Dimensions: 1.75 m x 20


cm dia.
Merit Value: 20
Tech Level: 20
Area of effect: 1 meter diameter per 1,000
points of damage.
Arming range: 5 meters.
Payload: 2,500g
Payload, long: 3,160g.

700
550
19,250
15,800
7,100
4,950
12,500
9,050

* Bases on standard explosives, table ???.

Table 57, Ammunition, missile/mortar


ranges and velocities
Range
Velocity
Type
Meters

Mortar, Long
Mortar, Short
Taset, Long
Taset, Short
Thunders, Long
Thunders, Short
Tigershark, Long
Tigershark, Short

3,490
2,420
559km
398km
4,631
2,345
50km
25km

m/s
256
250
911
872
436
398
280
318

208

Table 58, Ammunition, Missile guidance


systems
Type
Merit
Cost
Shot
Value
bonus
Coordinates 10
+$2,500
+90
Laser
20
+1,500
+80
guided
Remote
10
+$500
+50
Standard
None
Target lock 20
+$1,000
+70
Thermal
30
+$3,000
+100
Wire
5
+$100 /
+20
Tech level: 5
1km
Underwater 10
+$500
+50

Table 59, Ammunition, Warhead payload


details
Type
Cost+
Merit
Damage
Value
or effect
Sabot
1
+100/kg
Chemical: sleep
+$1,000
5
See chem
agent
/ 100ml
Chemical
+$500
5
See chem
Nerve agent
/ 100ml
Bunker buster
+$2,000
10
+10 / g.
(Extremely lethal)
per kg
Duration:
EMP: shuts down +$5,000
20
1d6
all energy based
per kg

Ammunition, Missile Guidance system


details: Tech level: 10.
The following guidance systems are
interchangeable.

Standard
Explosive
High explosive

Remote/wire/laser: Use of these guidance


systems are considered a duration effect
and require Manipulate device-Deed once
every second to maintain on target until the
weapon impacts, (Shot roll.)

Warhead Payloads: The payload of the


missile (13.7% of the listed weight),
determines the damage of the warhead
which is based in kilograms and grams (kg)
and (g). The damages listed for the
weapons have been rounded for ease of
calculation.

technology within
the blast radius
for a duration.

Target lock/underwater: These guidance


systems are a fire and forget. Once
targeted, the weapon does not count as a
duration effect (Manipulate device-Deed to
target then Shot roll). This weapon needs to
be able to see the target. Normal vision.

+$1,000
per kg

As per
missile
+5

minutes +
1 minute
per kg.
5/g
10 / g

Sabot rounds: designed to penetrate rather


than detonate. Sabot warheads are sharp
weapons and not wide beam attacks;
coating costs ten times the listed amounts.

Thermal: weapons guided by these systems


lock on to unseen targets. There must be at
least a 5 degree temperature difference
between the target and the ambient heat or
the system does not lock on to a target.

Chemical Warheads: the liquid is dispersed


in the atmosphere. The payload of the
chemical is adjusted for the addition of the
controlled explosive for dispersal
Blast diameter: 10 meters + 1 meter per
100 ml after the fist 100.
Bunker Buster: uses high explosive and
special materials give this weapon a greater
affectivity. The lethality of these warheads is
unmatched. Bunker busters Bpf: 5 and
detonate.
Blast diameter: 10 meters + 1 meters per
kg after the first.
Electromagnetic Pulse: Area Effect: these
warheads detonate in the air:
Blast diameter: 30m + 3 meters per kg after
the first.

Blast diameter explosives in


general: 1 meter per 1,000 life points.
209

Stealth-Aims: -20 on a Stealth-Aims dice


rolls as the armor is noisy.
Manipulate device, tool/material: the
armors EGs may be burned for use of
manipulation skills.
Concealment: +5 camouflage paint.
Atmosphere: This allows for pressure and
can be worn in a vacuum or underwater to a
depth of 500 meters safely. The armor
withstands, and protects, the pilot from
temperatures range of: +1537.2c to -270c
indefinitely.
Movement stats: treat run and jump as
normal based on the force of the armor. The
unit does not climb ceilings. Movement
underwater is accomplished by small
thrusters treat as normal swim. Movement
in zero gravity varies over a continued
thrust; for simplicities sake use a ratio of 1
meter per second per 1 cogency point.
The armor is equipped with an Omni
communications device. The armor is
designed for the most severe terrains on/in
and off the Worldship, in most locations save the Dark Continent.
Modifications: Fate may modify any of the
armors stats as they see fit. Fate may offer
the modifications at a price to purchasers.
Marine modifications: Add Forcefield, see
forcefield belt; do not add additional power
source.

Special provisions
Item: Powerarmor, Mace class
Provision type: Armor, power.
Cost: 10 million
Merit value: 20.
Tech level: 20
Merit value, Marine only: 20 + 20
forcefield; this is added together only for the
allocation.
Physical stats: Height: add 5 cm to the
height of the wearer.
Unit Weight: 50 grams per centimeter: 10kg
average weight for a 2 meter pilot. Requires
5 actions to don/remove and
activate/deactivate.
Life points, armor: 10,000: once
completely removed, the armor rolls system
shutdown 40% once every minute while so
damaged. When failed, the armor is no
longer functional until repaired.
Bpf: 6/1
While nullified treat as heavy armor: PF: 3/1.
Powerbase: Energy
Powersource: 100 EGs; the energy may be
used to power other technology items.
EG gate: 5; modifying the gate affects all
attached tech as if a con gate.
DO NOT add the pilots combat stats.
Table 60, Mace class power armor
Armor combat stats
Fate: 40% B.A/20%
Shot: +0
Force: +20 Force
always while active.
Actions / sec
Armors fist blades:
20 Dam;
Handblaster: see
weapons.

EG Drain
+5 per EG.
+5 per EG
+5 points of damage,
or +50 kilos of lifting
force, per EG.
+1 per second with 5
EGs. Max.
Add force damage
adjustments.
Powersource: the
armors EGs.

Item: Firearm, Suppressor


Provision type: weapon, augmentation,
Cost: $1,000.
Weight: 500g. Dimensions: 10cm.
Merit value: 5, Powerbase: none.
Changing time: 3 actions.
Usage notes: must be attached to the
weapon to be effective.
Using times: N/A. Velocity: decreases the
velocity of a projectile by 10% and the range
by 20%.
Duration: (10-60 1d6) +100 rounds. The
unit needs to be replaced frequently. Once
worn out it is no longer effective.
Special: If within 10 meters it requires an
Hearing-Deed, -20, to hear the sound of a
weapon with a suppressor; subtract 20 more
to the target number for closed doors or past
10 meters; and 50 for behind walls; and
outside of 50 meters.
Details: Suppressors fit all rifles and
handguns and are easily attached and
detached.

Non-combat: The armor may remain active


for 1 hour per EG at normal movement
rates, atmosphere, Fates, +20 force etc.
Advantage: based on the pilots bonus.
Armor EG drains: Treat the armor like a
separate character with only the 5 EGS per
second for combat as if it were 5
Constitution.
Sight/hearing-Deeds: +5. The armor has a
wide range of enhanced optics and
illumination.

210

Item: Tactical

disorientation
illumination, unit. TDI.
Provision type: weapon, augmentation.
Cost: $10.
Weight: 50g. Dimensions: 10cm x 4 cm
dia.
Merit value: 10, Powerbase: energy; small
clip only; Cogency Gate: 0.01 EG hour.
Changing time: 3 actions.
Usage notes:Range: within 10 meters:
Shot; Wide Beam attack.
Using times: one action.
Duration: As per energy source.
Special: If within 10 meters it requires a
successful surprise reaction-deed to close
the eyes and avoid temporary blindness of
up to 1d4 actions; roll 1d6, for up to 6
actions of disorientation, if the subject has
enhanced senses.
Details: The unit requires a surprise action
to use effectively. TDIs fit all rifles and
handguns and are easily attached and
detached. The unit has several lights all with
100 runelight power: UV, Red, Green, White
Light, A laser pointer. Settings: Illumination,
Strobe, Blinding, Laser pointer (+10% Shot
while in use.)

211

Starship Components: These


components create interstellar
vehicles designed to be as small as
a single seat fighter and up.
The following section describes the
components used to construct a
starship. The general specifics listed
below include costs, power drains
and the primary functionality of the
systems with additional systems to
be provided in supplemental
volumes.

Starship creation: All Synnibarr


starships are manufactured, and if
necessary repaired, in four places:
Emerald Downs, Forbidden City,
Jacobs ladder and Terra. Optional
manufacturing facilities have been
started in various cities around the
Worldship.
Starship repair: Repair costs vary:
typically the retail price of the new
part is charged and this includes
installation. See skills, Starship
repair.

Tech level: all Starship components


are Tech level 30 unless otherwise
noted. For the merit value of the
vehicle add up the merit value of the
components.

Starship operation skills: Without


the Special skills, a starship is
operated with unskilled attempts and
therefore operators do not receive a
base target number or bonus or
permanent adjustment with merit on
any dice rolls. See Special skills,
using skills, unskilled attempts.

Starship, Hulls:
Hull cost: $1,000 per 1,000 life points.
Special merit value: 1 per $10,000.
All hulls are fashioned of composites and
may be made very durable covered in a thin
coat of pelleum that takes no damage from
the heat of reentry. All hulls come equipped
with communications, navigations systems,
gravity, life-support and are space and water
tight. All are designed for rigorous
interstellar travel and easy reentry. Hulls
come in all shapes and sizes. The design is
up to the buyer in most instances.
Water landing capable.
Maneuverability, Sub-light thrusters:
Max 200,000 km/s: for 50 EGs per hour.
Cruse: 100,000 km/s for 25 EGs per hour.
Max Alt: None.
VTOL: 1 +1 EG per 100kg additional weight
per hour of hover.
Passenger Payload per 1,000 life points:
200kg; seats 1 med sized being.
Weapons payload per 1,000 life points:
200kg.
Weight: 500kg, plus 50kg per additional
occupant after the 1st.
Dimensions: Length: 5m x width: 2m x
height: 2m. Minimum additional size
increase for each occupant after the first:
length: +1m, width: +0.50m, height: +0.10m
(the height adj. is optional).
Little to no wingspan. Glide ratio: 3-1,
Flight Class: 2.

Starship operation guidelines: See


advanced gaming situations, combat
in vehicles.
Combat velocities: Min 1,000 m/s.
Decrease Fates and Shots at over
10,000 m/s. Subtract 1 from any
Fate or Shot roll at 11,000 m/s and
two at 12,000 and so on. The
greater the velocity, the more difficult
it is to evade or target even with the
assistance of the ships systems.
Combat cannot be accomplished
while under stardrive
Faster than light velocities
Warp: factors of x 3 SPL
Warp 1 = 3 light years per hour.

Parwarp: factors of x 300 SPL


Parwarp 1= 300 light years per hour.

Tarwarp: factors of x 90,000 SPL


(intergalactic velocities)
Tarwarp 1= 90,000 light years per hour+-

212

Stardrive cost, Tarwarp drive


$10 million per tarwarp factor; up to 100.
Power requirements: uses 100,000 EGs per
hour per tarwarp factor.
Weight: 100,000kg for tarwarp 1, plus
10,000kg per tarwarp factor after the first.
Dimensions: Length: 300m x width: 30m x
height: 30m
Additional size increase per tarwarp factor
after the first: Length: + 100m x width:
+30m, height: +30m.

Power-sources: Ejectable pelleum


antimatter reaction chamber.
Reaction chamber costs: 1mg- $10,000,
plus $10,000 per mg of antimatter after the
first.
Merit Value: 30.
Special Merit adjustment: This cannot be
adjusted with Merit.
Output: 1,000 EGs (1KEG) per milligram
per hour for 1,000 hours of continuous
usage per milligram. )
Second by second output: 0.27EGs per
second.
Unit Weight: 100kg for 1mg of antimatter,
plus 10kg per mg of antimatter after the first.
Dimensions per mg: length: 3m x width:
2m x height: 2m. Additional size increase
per mg after the first. Length: + 0.30m x
width: 0.20m, height: 0.20m.

Cloaking
Cost: $15,000.
EG cost: 1 per hour, Merit value: 20
Tech level: 30.
Area of effect: 1 meter in diameter per
cogency point.
Weight: 500kg
Dimensions: Length: 5m x width: 3m x
height: 2m.
Details: Treat like a cloak of mist vs the
sensors. This does not make the vehicle
invisible. The higher cogency wins.

Auxiliary power storage: energy is placed


in the unit and withdrawn as needed.
See power sources.

Stardrives: utilizing digitally fluctuating


mass to generate coherent gravity lasers on
which the vessel falls at faster than light
velocities no effects from inertia. While the
drive is active the vessel has artificial gravity
within.

Communications
Cost, light year: $1,000.
Cost parsec: $10,000
Cost Tarsec: $100,000
EG cost: 1 per hour. Merit value: 20
Tech level: 30.
Range, light year: 1 light year per cogency
point.
Range: parsec: 1 parsec par cogency point
Range: tarwarp: 1 tarsec per cogency
point.
Weight, light year: 50kg.
Weight, parsec: 100kg
Weight: tarwarp: 200kg
Dimensions, light year: Length: 1m x
width: 50cm x height: 25cm.
Dimensions, parsec: Length: 2m x width:
1m x height: 50cm.
Dimensions, tarwarp: Length: 3m x width:
2m x height: 1m.
Details: utilizes coherent gravity waves, via
a Forward Gravity Interferometer (FGI)
coupled with digitally adjusting the modulus
of mass elastdensity.

Stardrive cost, Warp drive (standard):


$100,000 per warp factor; up to 100.
Power Requirements: uses 100 EGs per
hour per Warp factor: 100.
Weight: 100kg for Warp 1, plus 10kg per
Warp factor after the first.
Dimensions: Length: 3m x width: 0.30m x
height: 0.30m
Additional size increase per Warp factor
after the first: Length: + 0.10m x width: +
0.10m, height: + 0.10m.
Stardrive cost, Parwarp drive
$1 million; per parwarp factor; up to 100.
Power requirements; uses 1,000 EGs per
hour per parwarp factor.
Weight: 1,000kg for parwarp 1, plus 100kg
per parwarp factor after the first.
Dimensions: Length: 30m x width: 3m x
height: 3m
Additional size increase per parwarp factor
after the first: Length: + 10m x width: +3m,
height: +3m.

213

Sensors, Quantum

Forcefield: See force field belt.

Cost, light year: $5,000.


Cost parsec: $20,000
Cost Tarsec: $200,000
EG cost: 1 per hour.
Merit value: 20
Tech level: 30.
Range, light year: 1 light year per 10
cogency points.
Range: parsec: 1 parsec per 10 cogency
points
Range: tarwarp: 1 tarsec per 10 cogency
points.
Weight, light year: 100kg.
Weight, parsec: 500kg
Weight: tarwarp: 1,000kg
Dimensions, light year: Length: 1.5m x
width: 1m x height: 25cm.
Dimensions, parsec: Length: 2.5m x width:
1.2m x height: 75cm.
Dimensions, tarwarp: Length: 5m x width:
3m x height: 2m.
Details: the unit employs the quantum
read effect, whereby as all aspects of
existence are reflected in all other aspects of
existence.

Shield unit cost: $25,000. Merit Value: 20


EG drain: 1 EG minimum, EG gate: 100.
Weight: 100kg, Dimensions: length: 3m x
width: 2m x height: 1m.

Telekinetic unit: See Telekinesis,


Psionics; lift and manipulate and tactile.
Treat EGs as Constitution.
Powerbase: energy, Merit Value: 20
EG drain: 1 EG / minute, EG gate: 10.
Range, lift and manipulate: 100 meters.
Range, tactile: 1,000 meters.
Special Range adjustment, lift and
manipulate: plus 100 meters per additional
EG per minute.
Special Range adjustment, tactile: plus
100 meters per additional EG per minute.
Cost: $100,000.
Weight: 150kg, Dimensions: Length: 2m x
width: 1.50m x height: 1.20m

See weapons for vehicles.

Table 61, Quantum sensors


Aspect
Details
Cogency amount
Reveals the amount of cogency
in an area.
Communications
Can detect active
communication types when in
use.
Energy types
Detects the type of energies in
the target area. This includes
temperature.
Gas spectrometer
Types of gases present in the
target area.
Gravity
Levels of gravity and any
interferometer
artificial gravity in the area.
Mass
Detects the elements within
spectrometer
solid matter within the target
area.
Meteorological,
Relays the data about a
tectonic data
targeted area.
Object details
Size, shape and any movement
within the targets area. The
object can be as small as 10cm
in diameter.
Powerbases
Senses the powerbases within
the target area
Radar/sonar
Used to gather object details
Visual
Relays a visual image of the
target area.

214

Left blank

215

each alchemy ability is amplified 20%; while


any other powerbase is only amplified 10%.

Special
Substances

Example 3: Well over the max amount of


material required; 5,000kg of forgotten steel
(+.100 or 1), 5,000 kg of earthroot (+.100 or
1)
This combination amplifies All powers 2x, or
amplifies earth power x2. More of the
substance does not increase the cogency
multiplier in any case.

The substances have many


interesting and varied applications
useful to the adventurer in a wide
range of situations. Some of the
aspects of the materials in question
are detailed below. The remainder of
the details are listed within the
materials themselves.

NOTE: The substances do not


amplify Chemical cogency.
Special substance, item
construction prices: Add 10% of
the value of the materials used as a
starting point.

Atomically immune materials are not


affected by antimatter, magnetism,
radiation or pure water.
Special substance Cogency
multiplier, Amplifications: These
materials are awarded the cogency
multiplier to a specific powerbase
listed in the substance. More of the
substance does not increase the
amplifications beyond x2 in any
case. The subject wills the
powerbased effect through the
material in question; the material
needs to be worn, or in hand, for the
cogency to be multiplied.
These materials amplify the cogency
based on the mass of the material in
question.
The base is 100, amplifications are
in increments of 10%, for a max
bonus of +100%; thus an
amplification bonus of x2.

Special substance damage


Multiplier: Only sharp weapons
made of these materials are
awarded the Bpf listed in the
substance. More of the substance
does not increase the Bpf.
Special Substances In stock:
There are time and places where
some materials may be difficult to
obtain.
Special substances effects, Merit
value: none of the abilities awarded
by the substances has a merit value
of over 5, unless otherwise stated.
Special Substances monetary
value: as this is a truncated list, the
values are up to Fates discretion at
this point.

Example: 10 grams of Earthegg (+10%) and


900 grams of Earthroot (+90%) combine for
+100% or x2 the cogency of any Earthpower
effect willed through it.

Special substances, Powerbases:


most of the substances have a
powerbase of Earthpower unless
otherwise stated.

Example 2: 100 grams of Forgotten steel


amplifies the cogency of every powerbase:
+10%. Add 100 grams of gold, which only
amplifies Alchemical cogency +10%, and

216

Special substance: Antimatter (Iron):

Special substance: Earthegg: Special effect:

Special effect: 1 milligram = 5,000 cogency. Used as


fuel for stardrives and as an explosive. Does 1 Dam per
cogency upon exposure to normal matter. Antimatter is
safely contained by as little as a 3 molecule thick barrier
of pelleum.
Value per milligram: $10,000, In stock: 10%.
Origin: Alchemist guild and other independent
agencies in the Emerald Downs, Forbidden City and
Cyberakk.

Amplifies Earthpower:
10% cogency point per 5 grams up to +100%.
Value per gram: $62, In Stock: 50%.
Origin: Indeterminate, largest known deposit was in the
interior Ring of Frost.
Large Eartheggs (950-1,000g) may grow Shemite
Trees (3%), and are priceless.
Grams of Egg: roll 1d1,000. (3d10) from 1 to 1,000
grams (1kg). Found in: grams.

Special substance: Armor Oil: Special effect:

Special substance: Earthroot: Special effect:

1 milliliter per kg of the subject: grants the wearer 0.5


protection factor for 10 hours per use. Only functions on
skin. Requires 5 minutes to apply and take effect. Only
functions once on a subject every 24 hours. If applied
to a bullet, the Bpf is increased by 0.5.
Example: A titanium bullet Bpf 4, would now bypass 4.5
protection factors.
Value per milliliter: $0.25.
In Stock: 90%.
Origin: Throughout the Lost Continent in seeds.
Milliliters per seed: 1.5.
Found in: clusters of seeds 1d20.

Special effect: Amplifies Earthpower: 10% cogency


point per 10 grams up to +100%.
Value per meter: $500, In Stock: 100%.
Origin: Enchanted Continent.
Grams per meter of staff: 100.
Found in: single roots.

Special substance: Flaviea Special effect:


flight (Flying root):
Constitution: 1, Merit value: 5. Range: self.
Duration: concentration, up to 5 minutes.
Effect: The subject and up to 50 additional kilos of
payload can levitate at 5 meters per second.
Flight Class: 1
Requires: 10 seconds to consume and take effect.
Value per root: $100, In Stock: 20%.
Origin: Shandreall Plains of mist.
Grams per root: 5-10.
Found in: single roots.

Special substance: Apples, silver: Special


effect: Restores all a subjects will-power. Only
functions once on a subject every 24 hours.
Requires: 10 seconds to consume and take effect.
Value per apple: $50, In Stock: 100%
Origin: Enchanted Continent. Grams per apple: 28-30
Found in: single fruits.

Special substance: Diamonds: Special effect:


Special substance: Berries, Mist: Special

None.
Value per gram: $1,000, In Stock: 100%.
Origin: Enchanted continent, Forbidden continent and
Berava.
Found in: milligrams.

effect: transformation. Constitution: 3, Merit value: 30.


Range: self.
Duration: concentration, up to 5 minutes.
Powerbase: Earthpower.
Effect: transforms the subject into a mist for the
duration and does not affect any additional payload
other than the user.
The mist does not reform if placed in a small container
such as a bottle. The subject can fly at 11 m/s and has
normal senses while transformed.
Value per Berry: $100, In Stock: 60%.
Origin: Enchanted continent.
Grams per berry: 10-15.
Found in: single fruits.

Special substance: Diamonds, fire: Special


effect: Used in manufacturing and as illumination (15
Runepower).
Value per gram: $1,000,
In Stock: 100%, Origin: Enchanted continent,
Forbidden continent and Berava.
Found in: milligrams.

Special substance: Blood Oranges: Special

Special substance: Diamonds, flawed


fire: Special effect: Used to break apart water in to

effect: Restores all of a subjects Constitution. Only


functions once on a subject every 24 hours.
Requires: 10 seconds to consume and take effect.
Value per orange: $50, In Stock: 100%.
Origin: Dark and Lost Continents.
Grams per orange: 28-38.
Found in: single fruits.

Special substance: Gold: Special effect:

hydrogen and oxygen.


Value per gram: $100, In Stock: 100%.
Origin: Enchanted continent, Forbidden continent and
Berava.
Found in: milligrams.

Amplifies Alchemy: 10% cogency point per 10 grams up


to +100%.
Value per gram: $58, In Stock: 100%.
Origin: Arctic, Utha, Dark, Continent, Lost Continent,
Ravasha and the Shards. The Forbidden mountains.
Found in: grams and kilograms.

Special substance: Concussion crystal:


Special effect: Explosive. 1 gram explodes with 1
cogency point if struck by more than 100 grams of
force.
Value per gram: $1. In Stock: 100%.
Origin: All most everywhere on Synnibarr.
Found in: grams.

217

Special substance: Gold, black: Special

Special substance: Mushrooms,


Psisheen: Worth 10 cogency points per gram. No

effect: Amplifies Alchemy:


10% cogency point per 5 grams up to +100%
Value per gram: $62, In Stock: 50%.
Origin: Golden Isles.
Found in: grams and kilograms.

more than 1,000 cogency worth of mushrooms may be


consumed by a subject within 24 hours.
Requires: 10 seconds to consume and take effect.
Duration of cogency after eating: 24 hours or until
used.
Value per gram: $100, In Stock: 30%.
Origin: Mushroom Spires Shandreall plains.
Grams per mushroom: 1-4.
Found in: mushroom clusters.

Special substance: Gold, White: Special


effect: Amplifies Magic:
10% cogency point per 5 grams up to +100%.
Value per gram: $62, In Stock: 50%.
Origin: Golden Isles.
Found in: grams and kilograms.

Special substance: Neptunes Breath:

effect: Blocks gravity waves in a reverse mass to weight


ratio slightly less than steel. Value per gram (negative
weight): $73
In Stock: 90%
Origin: Shandreall Plains, Lost continent and the
Mushroom Spires.
Found in: grams and kilograms.

Allows a subject to breath under water for 1 hour per


grape.
Duration after eating: 24 hours. Will only work once
every 24 hrs on a subject.
Requires: 10 seconds to consume and take effect.
Value per Grape: $50, In Stock: 80%.
Origin: all around Synnibarr.
Grams per grape: 10-20.
Found in: single berries.

Special substance: Hadrathium: Special

Special substance: Forgotten Ore: provides

Special substance: Gravanium: Special

Forgotten Steel and Gravanium. Value per 10 grams:


$70, In Stock: 90%, Origin: Shandreall Plains, Lost
continent and the Mushroom Spires. 10 grams of ore
produces 3 grams of forgotten steel and 1 gram of
gravanium.
Found in: kilograms.

effect: The metal is poison to drakes/hydras: 1,000


cogency per minute. Duration: 10, +1d10, minutes; one
dose per duration of effect. 1 life point of damage is
sufficient to poison a subject. Do not increase the
cogency with additional administration.
Protection Factor: 3/1; Bpf: 6
Value per gram: $68, In Stock: 80%
Origin: Mountain Isles.
Found in: grams and kilograms.

Special substance: Palladium: Special effect:


dietary requirement of B.S.C.s, Amplifies energy or high
tech: 10% cogency point per 5 grams up to +100%.
Value per gram: $57, In Stock: 30%.
Origin: Ring of Frost, Antarctic.
Found in: grams and kilograms.

Special substance: Hell Iron: Special effect:


absorbs souls upon death if in contact: 1 beings soul
per 100 grams.
Value per gram: priceless, In Stock: 1%. Forbidden
City only
Origin: Bireels home plane.
Found in: grams and kilograms.

Special substance: Pearl, black fire:


Special effect Sensing ability.
Constitution: 1, Merit value: 5.
Using time: 1 action.
Range: 2 meters.
Duration: Concentration, up to 1 minute.
Effect: Glows when near Magic or Alchemy.
Value per gram: $40, In Stock: 30%,
Origin: Kathtan sea: Grams per CC: 1.02: Grams per
pearl avg: 1-4.
Found in: grams.

Special substance: Melon, Heal spring:


Special effect: Restores 50% of a subjects lost life
points per Melon.
Requires: 10 seconds to consume and take effect.
Value per melon: $50, In Stock: 100%.
Origin: Almost everywhere on the Worldship.
Grams per melon: 30-40.
Found in: single fruit.

Special substance: Pearl, red fire: Special


effect Sensing ability.
Constitution: 1, Merit value: 5.
Using time: 1 action.
Range: 2 meters.
Duration: Concentration, up to 1 minute.
Effect: Glows when near Psionics or mutations.
Value per gram: $20, In Stock: 30%,
Origin: Kathtan sea, Grams per pearl avg: 1-4.
Found in: grams.

Special substance: Moonstone: Special


effect: Amplifies Chi: 10% cogency point per 10 grams
up to +100%.
Value per gram: $50, In Stock: 80%.
Origin: Dark Continent and Doreann.
Found in: grams and kilograms.

Special substance: Moonstone, daylight


Special effect: Amplifies Chi: 10% cogency point per 5
grams up to +100%
Value per gram: $62.
In Stock: 80%, Origin: Lost Continent.
Found in: grams and kilograms.

218

Special substance: Pearl, white fire:

Special substance: Shadarkeem metal:

Special effect Sensing ability.


Constitution: 1, Merit value: 5.
Using time: 1 action.
Range: 2 meters.
Duration: Concentration, up to 1 minute.
Effect: Glows when near Earthpower or Chi. (2 meters)
Value per gram: $20, In Stock: 30%, Origin: Kathtan
sea. Grams per pearl avg: 1-4.
Found in: grams.

Special effect: consumes cogency, (3 meter diameter,


10 Cogency per second, no limit) from all powerbases
except VN, Elder-godpower and the Darklight. The
metal absorbs the souls of divinity with physical contact:
1 divine soul per 100 grams.
Value per gram: priceless, In Stock: 1%,
Origin: indeterminate, found only in the dimension of
Shadarkeem; treat as steel.
Found in: grams.

Special substance: Pelleum: Special effect:

Special substance: Shemite, Amber:

Extremely strong and light, atomically immune.


Protection Factor: 3.5/1; Bpf: 7.
Value per gram: $60, In Stock: 30%.
Origin: Alchemist guild.

Special effect: Amplifies the pure powerbase Venderant


Nalaberong: 10% cogency point per 1 milligram up to
100%.
Constitution storage: 10 merit value. Stores VN
tainted constitution only: 1 con per milligram. See
constitution storage in items. May only be charged with
Venderant nalaberong tainted Constitution; once
charged the cogency may be accessed by anyone who
holds the shemite.
Value per milligram: $15,100, In Stock: 1%.
Origin: see Eartheggs.
Found in: milligrams.

Special substance: Platinum: Special effect:


Amplifies mutations: 10% cogency point per 5 grams up
to +100%
Value per gram: $62, In Stock: 100%.
Origin: Lost and Enchanted Continents.
Found in: grams and kilograms.

Special substance: Power Iron: Special


effect: Stores Constitution for any subject to access and
use. Power iron holds 1 Con per milligram. The subject
wills the energy into the material in question and it
requires 1 second per Con to charge. Access to the
Constitution within bypasses the Con gate. Value per
milligram: $5,800, In Stock: 10%.
Origin: Altanants (other worlds) not found on the
Worldship.
Found in: milligrams.

Special substance: Shemite, Black: Special


effect: Amplifies energy and tech: 10% cogency point
per 1 milligram up to 100%
Value per milligram: $12,550
In Stock: 3%. Origin: see Eartheggs
Found in: milligrams.

Special substance: Shemite, Blue: Special


effect: Amplifies magic:
10% cogency point per 1 milligram up to 100%
Value per milligram: $12,550, In Stock: 3%, Origin:
See Eartheggs
Found in: milligrams.

Special substance: Psisha: Special effect:


worth 10 cogency point per ml. no more than 1,000
cogency worth of psisha may be consumed by a
subject within 24 hours.
Duration of cogency after drinking: 1 hour.
Value per ml: $100, In Stock: 15%,
Origin: Shadowmaster Guild only.
Grams per ml: 1.02

Special substance: Shemite, Clear: Special


effect: Amplifies all powerbases: 10% cogency point per
1 milligram up to 100%
Value per milligram: $13,200.
In Stock: 3%
Origin: See Eartheggs.
Found in: milligrams.

Special substance: Psisha Adreamus:


Special effect: worth 100 cogency points per ml. No
more than 1,000 cogency worth of psisha adreamus
may be consumed by a subject within 24 hours.
Duration of cogency after drinking: 1 hour.
Value per ml: $1,000, In Stock: 5%,
Origin: Shadowmaster Guild only.
Grams per ml: 1.02

Special substance: Shemite, Red: Special


effect: Amplifies the pure powerbase godpower: 10%
cogency point per 1 milligram up to 100%.
Constitution storage: 10 merit value. Stores
Godpower tainted constitution only: 1 con per milligram.
See constitution storage in items. May only be charged
with godpower tainted Constitution; once charged, the
con may be accessed by anyone who holds the
shemite.
Value per milligram: $17,500, In Stock: 1%.
Origin: See Eartheggs.
Found in: milligrams.

Special substance: Quartz, nova: Special


effect: Amplifies all powerbases: 10% cogency point per
10 grams up to +100%
Special effect: Awards temporary bonuses to combat
stats and abilities: requires 10 grams minimum. Cost to
make into a badge: $50,000.
Powerbase: mutations. Constitution: 5. Casting time:
1 uncomplicated action. Range: Self. Duration: 5
minutes per charge. Effect: +20 Force, +5 Fates and +
10 Shot, +0.5 Protection Factor.
Value per gram: $175, In Stock: 30%.
Origin: All around the Worldship.
Found in: grams.

Special substance: Silver: Special effect:


Amplifies mutations: +10% cogency point per 50 grams
up to 100%.
Value per gram: $1.10, In Stock: 100%.
Origin: Forbidden Continent with deposits found
around the Worldship.
Found in: grams and kilos.

219

Special substance: Steel: Special effect:

Special substance: Titanite: Special effect:

inexpensive construction material.


Protection Factor: 1.5/1. Base protection factor (+0.5)
DM: as per sharp objects: x2
Value per kilogram: $0.16,
In Stock: 100%, Origin: components found all around
Synnibarr.
Found in: materials such as iron and coke are found in
quantities of kilos.

immune to powerbases; Atomically immune: 100%.


Exception: the materials immunity surpasses the
limitations. The armors immunity, like all immunities,
extends 10 centimeters. A minimum of 1 gram is
required to provide the immunity. Some physical effects
bypass protection factors; such as falling damage,
poison/chemicals, and environmental effects. The
material may be immune and impossible to damage;
however the occupant within is not and armor is not air
or watertight.
Protection factors: +100: this material cannot be
physically destroyed; the armor is never damaged by
force. Any damage done to the target within Titanite
armor is reduced: 100 points of physical force damage
does one point of damage to an occupant.
Shields: treat like a normal shield, with unlimited shield
points.
Special considerations: Titanite can only be smelted
once; afterward it cannot be damaged physically and
does not melt. Melt temp 625 degrees c; the material
must be smelted and shaped then rapidly cooled in
liquid hydrogen within 90 minutes; or the special
properties are lost and the material remains a liquid.
Liquid Titanite has no special properties.
Coating an object: This is done while the material is in
a liquid state when it may be painted on. One gram
effectively coats 100 gram object made of steel.
Pure powerbases: Pure powerbases bypass Titanites
immunity.
Bpf: Sharp weapons bypass all protection factors. A
Titanite sword bypasses 10 protection factors from
Titanite armor.
Value per milligram: 42,000+-, In Stock: 3%
Origin: Arimii-Titan Mountains; exclusively above the
10,000 meter level.
Found in: milligrams.

Special substance: Steel, Forgotten:


Special effect: Amplifies all powerbases: +10% cogency
per 10 grams up to 100%.
Special effect: homing via telekinesis. Constitution: 1,
Merit value: 6. Casting time: 1 uncomplicated action.
Range: 10 meters at 10 meters per second. Duration:
1 second. Powerbase: Earthpower.
Effect: Items/weapons, with as little as 10 grams of this
material will return to the owners hand. To own the
item requires constant contact for 24 hours. This need
only be done once over the course of the ownership.
DM: x2, Value per gram: $180, In Stock: 30%.
Origin: Shandreall Plains, Lost continent and the
Mushroom Spires.
Found in: Forgotten ore in grams.

Special substance: Sunstone: Special effect:


Amplifies Psionics10% cogency point per 1 milligram up
to 100%.
Protection Factor: 4/1; Bpf: 8.
Value per gram: $800, In Stock: 30%.
Origin: Utha and Mushroom Spires.
Found in: milligrams. Room temperature semi
conductor.

Special substance: Sunstone, midnight:


Special effect: Amplifies pure psionics: 10% cogency
point per 1 milligram up to 100%
Protection Factor: 4.5/1; Bpf: 9.
Value per gram: $1,000, In Stock: 10%
Origin: Utha and Mushroom Spires.
Found in: milligrams. Room temperature super
conductor.

Special substance: Titanium: Special effect:


inexpensive as well as extremely hard and light.
Protection Factor: 2/1; Bpf: 4.
Value per gram: $0.08, In Stock: 100%.
Origin: Dark Continent.
Found in: grams and kilograms.

Special substance: Tesseract twigs:

Special substance: Titanium, black:

Special effect:
Cogency of effect: 100
Casting time: 1 uncomplicated action.
Range: 10 meters. Duration: instant.
Effect: Tesseracts the subject, and up to 5 kilos of
additional payload, up to 10 meters, once.
More than one twig does not increase the distance. If
the subject is unaware they are breaking the twig, such
as when stepping on one, they are teleported upwards:
B.A. Fate. If the subject is aware they are breaking the
twig they have a Concentrationdeed to land at their
destination; failure of the deed indicates the subject
does not move.
Value per twig: $500, in stock: 75%.
Origin: found throughout the Worldship.
Grams per twig: 5-10
Found in: single twigs.

Special effect: 40% immune to Psionics, See general


abilities, immunity. The immunity cannot be altered, nor
is it increased with the addition of more material. The
immunity is only increased if combined with psionic
immunities in such cases the combinations limitation is
75%. The black titaniums immunity field extends 1 cm
per gram up to 10 centimeters.
Protection Factor: 2.5/1; Bpf: 5.
Value per gram: $80, In Stock: 50%.
Origin: Lost Continent.
Found in: grams and kilograms.

Special substance: Wood Mage-tree:


Special effect: Amplifies magic: 10% cogency per 10
grams up to 100%.
Value per gram: $5, In Stock: 90%.
Origin: Enchanted Continent.
Grams per staff: 1,000
Found in: grams and kilograms.

220

Table 62, Physical properties of materials


Material

Melt T C

KG bend CC

Hard

Water
NA
NA
NA
Lead
326
7.2
1.5
Concussion Crystal*
7,260*
116
2
Aluminum
650
544
2
Sandstone**
7,760
18
2
Gold
1,064
143
2.5
Ice**
0
254
2.5
Glass**
1,413
108
3
Wood, oak
N/A
36
3
Iron
1,537
654
4
Iron, Power
1,537
654
4
Iron, Hell
1,537
655
4
Silver
961
153
5
Palladium
1,554
143
5
Shadarkeem metal
1,537
654
5
Granite
8,871
218
6
Gravanium
650
544
8
Quartz, Nova**
9,037
1,811
7
Steel, Forgotten
1,481
726
8
Steel
1,420
726
8
Titanium
1,650
2,178
9
Moonstone**
4,910
654
9
Ruby**
2,050
74
9
Shemite**
3,550
74
9.8
Diamond**
3,550
74
10
Earthegg**
3,700
363
10.2
Fire pearl**
1,600
72
10.3
Titanium, Black
1,670
2,213
10.4
Hadrathium
1,986
2,902
10.5
Pelleum
92,152
10,891
10.7
Sunstone**
167,000
72,619
10.8
Sunstone Midnight**
190,000
108,864
10.9
Titanite
None
N/A
11
*This applies to untreated crystals. Treated crystals explode before
melting
**These materials shatter before bending.
Gravanium has a negative weight per cubic centimeter.
Bpf: this is the amount of protection factors that the special
substance bypases.

PF

1.5/1
1.5/1
2/1

2.5/1
2.5/1
3/1
3.5/1
4/1
4.5/1
100

221

Bpf
2
1.5
4
5
5
6
7
8
9
Spec

LP per
CC
NA
0.72
11
54
1
14
2.
10
3
65
65
65
15
14
65
21
54
18
72
72
217
65.4
7.4
7.4
7.4
36.3
7.2
221
290
1,089
7,261
10,886
N/A

Grams per
CC
1
11.3
9.4
1.3
2.2
19.3
0.917
2.5
0.75
7.8g
7.8
7.7
10.4
10.6
7.8
2.7
-1.3
5.12
7.85
7.85
4.5
1.0
2.3
5.7
2.5
2.7
3.1
4.7
1.2
3.8
0.90
0.91
1

visible; if not, then subjects roll BA fate


dodge or block to evade exposure. A
successful Fate indicates the target is not
affected for that minute.

Chemicals Poisons, drugs


Chemicals are a useful part of the
adventurers provisions. Chemicals
are not nullified by the powerbases
with the exception of powerbased
restoration effects.

3. Time to take effect: Listed with


each agent: this varies

Once administered, these agents


can be very effective. The primary
concerns when dealing with
chemical agents are as follows

4. How much is the subject


affected? Whenever it is determined
that the target has been affected.
The cogency of the chemical must
be enough to affect the biomass/wt
of the target first, before it may have
any effect. See 7.

1. Method of administration: Listed


with each agent: can be as simple as
coating an arrowhead or knife edge.
Chemical agents used in warheads
are mixed with dmso and only
require skin exposure to have effect.

5. Duration of the effect: Listed with


each agent. The duration varies from
chemical to chemical.

Most poisons need only be coated


on a weapon and the weapon need
only successfully inflict 0.10 of a life
point of damage to the target: what is
considered a scratch.

6. Type of effect: Listed with each


agent.
7. Cogency of the effect: Listed
with each agent. 1 cogency point of
chemical agent affects 10kg. The
entire biomass of the target must be
affected for the agent to work. In the
case of chemical warheads, do not
divide the cogency by the number of
targets exposed.
Biomass is the amount of organic
material susceptible to the chemical.
Some cyborgs have very little
biomass and can be affected by a
smaller dose.

Mixed in liquid foods or simply


sprayed on the skin. The methods of
administration are wide ranging and
specifically detailed within each
poison.
2. Is the subject affected? To start,
one needs to determine if the targets
evade exposure. The appropriate
Fate roll might allow this.

See chapter 19 Chemicals and poisons


for details.

Activating a force field or spherical


powerbased shield is a manageable
defense, while in other instances; it
is a matter of donning suitable
clothing as protection beforehand.
Example: In the case of warheads. A
warhead delivers the gas in an area effect. If
not directly struck by the blast radius of the
warhead, roll normal Fate dodge or block to
evade exposure to the gas, if the gas is

222

Item: Sense enhancer, skill


augmentation.
Provision type: chemical/drug.
Cost: $10 per mg.
In Stock: 80%.
Origin: Alchemist guild.
Recommended dosage: 10mg per 50kg.
Merit value: 1, Powerbase: none.
Chemical Cogency: 1 per mg.
Effect: add plus 20 to the subjects SenseDeed target numbers.
Usage notes: Time to take effect: 10
seconds per 50kg of subject, Special:
administration methods: inhalant.
Duration: 1d6 for 10-60 minutes +1 hour,
Side effects: 2% chance of reverse effects
for the duration, Cautions: is not effective if
used more than once in 24 hours, Antidote:
greater cogency neutralizer.

Item: Axila: aura changer


Provision type: chemical/drug.
Cost: $3,000 per mg.
In Stock: 50%.
Origin: Alchemist guild.
Recommended dosage: 1 mg per 50kg.
Merit value: 1, Powerbase: none.
Chemical Cogency: 100 per mg.
Effect: this psychotropic compound
temporarily changes a subjects aura to the
desired color for the duration.
Usage notes: Time to take effect:
Intravenous: 1 second per 10kg of subject,
orally: 1d4 minutes + 1 minute per 50kg.
Special: administration methods:
intravenous, orally, Duration: 24+1d4
hours, Side effects: 1% chance of insanity,
Cautions: use only as directed, Antidote:
greater cogency aura changer/neutralizer.

Item: Agility enhancer, skill augmentation


Provision type: chemical/drug.
Cost: $10 per mg.
In Stock: 30%.
Origin: Alchemist guild.
Recommended dosage: 10mg per 50kg.
Merit value: 1, Powerbase: none.
Chemical Cogency: 1 per mg.
Effect: +20 to the subjects agilityDeeds/Aims.
Usage notes: Time to take effect: 10
seconds per 50kg of subject, Special:
administration methods: inhalant,
Duration: 1d6 for 10-60 minutes +1 hour,
Side effects: 2% chance of reverse effects
for the duration, Cautions: is not effective if
used more than once in 24 hours, Antidote:
greater cogency neutralizer.

Item: Black Rose petals, sedative,


Provision type: chemical/drug.
Cost: $500 per mg.
In Stock: 20%.
Origin: Center of the world.
Recommended dosage: 1mg per 50kg.
Merit value: 1, Powerbase: none.
Chemical Cogency: 100 per mg.
Effect: this powerful sedative keeps a
subject asleep for 1 hour per cogency point.
A pinch holds 3 milligrams and can easily be
blown into a targets nose if within 1 meter,
targets roll Fate.
Note: Slight scent 40 from smell-deeds.
Usage notes: Time to take effect:
aspiration: 1 second per 50kg of subject,
orally: 1d4 minutes + 1 minute per 50kg.
Special: administration methods: inhalant,
orally, Duration: 1 hour per cogency point,
Side effects: 1% chance of no effects,
Cautions: use only as directed, Antidote:
greater cogency neutralizer or synthetic
ambrosia.

223

Item: D.M.S.O,
Provision type: chemical/drug.
Cost: $1 per 250 mg/ml.
In Stock: 100%.
Origin: Alchemist guild.
Recommended dosage: 1mg per 50kg.
Merit value: 1, Powerbase: none.
Chemical Cogency: 10 per mg.
Effect: This substance, when rubbed on
exposed dermis, allows another chemical to
be placed on it and the effect is as if the
chemical has been administered
intravenously. An important compound in
touch type poisons.
Note: Slight scent 25 from smell-Deeds.
Usage notes: Time to take effect: upon
contact, then as per chemical applied in
conjunction, Special: administration
methods: must be slightly damp to still be
effective: -10 from touch-Deeds to detect a
dampness, Duration: 1d6 minutes to dry,
Side effects: as per chemical administered,
Cautions: use only as directed, Antidote:
greater cogency neutralizer.

Item: Mnemonic enhancer, skill


augmentation,
Provision type: chemical/drug.
Cost: $200 per mg.
In Stock: 80%.
Origin: Alchemist guild.
Recommended dosage: 1 mg per 50kg.
Merit value: 1, Powerbase: none.
Chemical Cogency: 10 per mg.
Effect: adds +160 to Memory-Deeds for the
duration.
Usage notes: Time to take effect:
Intravenous: 1 second per 10kg of subject,
orally: 1d4 minutes + 1 minute per 50kg.
Special: administration methods:
intravenous, orally, Duration: 10-60 minutes
+6 hours, Side effects: 1% chance of
insanity, Cautions: is not effective if used
more than once in 24 hours, use only as
directed, Antidote: greater cogency
mnemonic enhancer/neutralizer.
Item: Manipulation enhancer, skill
augmentation,
Provision type: Chemical/drug.
Cost: $500 per mg.
In Stock: 80%.
Origin: Alchemist guild.
Recommended dosage: 1 mg per 50kg.
Merit value: 1, Powerbase: none.
Chemical Cogency: 10 per mg.
Effect: Adds +20 to Manipulate-Deeds/Aims
for the duration.
Usage notes: Time to take effect:
Intravenous: 1 second per 10kg of subject,
orally: 1d4 minutes + 1 minute per 50kg.
Special: administration methods:
intravenous, orally, Duration: 10-60 minutes
+6 hours, Side effects: 1% chance of
insanity, Cautions: is not effective if used
more than once in 24 hours, use only as
directed, Antidote: greater cogency
neutralizer.

Item: Memerase, amnesiac


Provision type: Chemical/drug.
Cost: $1,000 per mg.
In Stock: 10%.
Origin: Alchemist guild.
Recommended dosage: 1 mg per 50kg.
Merit value: 1, Powerbase: none.
Chemical Cogency: 10 per mg.
Effect: Completely erases the previous 1d4
+1 hours of the subjects memory, per mg
per 50kg. Memory Deed: subtract 200.
Usage notes: Time to take effect:
Intravenous: 1 second per 10kg of subject,
orally: 1d4 minutes + 1 minute per 50kg.
Special: administration methods:
intravenous, orally, Duration: Permanent,
Side effects: 1% chance of insanity,
Cautions: use only as directed, Antidote:
no antidote. Memories can only be restored
by a powerbased restoration effect of
greater cogency.

224

Item: Neuro-accelerator, skill


augmentation,
Provision type: chemical/drug.
Cost: $700 per mg.
In Stock: 20%.
Origin: Alchemist guild.
Recommended dosage: 1 mg per 50kg.
Merit value: 1, Powerbase: none.
Chemical Cogency: 10 per mg.
Effect: adds +1 action and +10 on Fates per
second, for the duration.
Special Con reduction: While in effect, the
subject has 2 less Constitution per second
available for combat.
Usage notes: Time to take effect:
Intravenous/aspiration: 1 second per 10kg of
subject, orally: 1d4 minutes + 1 minute per
50kg. Special: administration methods:
intravenous, inhalant.
Duration: 10-60 minutes +6 hours, Side
effects: 1% chance of reverse effects,
Cautions: is not effective if used more than
once in 24 hours, use only as directed.
Antidote: greater cogency neutralizer.

Item: Poison, general.


Provision type: chemical/drug.
Cost: $0.10 per ml; plus special.
In Stock: 80%.
Origin: Ninja Guild, Alchemist guild and the
Amazons.
Recommended dosage: Minimum 1 ml.
Merit value: 1.
Powerbase: Chemicals.
Chemical Cogency: 1 per ml.
Cost to increase chem cog: +$1 per
additional cogency point.
Effect: Does 1 point of damage per cogency
point every minute for each minute of
duration.
Time to take effect: 60 seconds + 1d10
seconds. To decrease the time to take
affect: +$10 per ml reduces the time by 10
seconds and another +$20 reduces the time
by 20 seconds, etc; for a total of +$30 to
decrease the time to take effect by 30
seconds. Minimum time to take effect: 1d10
seconds.
Special: administration methods:
Inhalant, ingested, touch. The poison is
prepared so that the time to take effect is the
same in all cases.
Sense note: Note: Slight scent -100 from
Smell-deeds at 10 cogency points and -90 at
20 cogency, and -80 at 30 cogency etc. The
cogency also determines the quantity of the
material as well.
Duration: 10 minutes.
Side effects: 2% chance of no effects for
the duration, Cautions: deadly; should only
be used on household pests.
Antidote: greater cogency neutralizer.

Item: Neutralizer,
Provision type: chemical/drug.
Cost: $1 per ml at 1 cogency.
Special cogency increase: $100 per ml at
100 cogency
In Stock: 90%.
Origin: Alchemist guild.
Recommended dosage: as per the
cogency of the chemical to be counteracted.
Merit value: 1, Powerbase: none.
Chemical Cogency: as per cost.
Effect: nullifies the effects of chemicals of
lower cogency.
Usage notes: Time to take effect:
Intravenous/aspiration: 1 second per 10kg of
subject, orally: 1d4 minutes + 1 minute per
50kg. Special: administration methods:
intravenous, inhalant, Duration: 10-60
minutes +6 hours, Side effects: 1% chance
of reverse effects, Cautions: is not effective
if used more than once in 24 hours, use only
as directed, Antidote: greater cogency
chemical.

225

Item: Truth serum


Provision type: chemical/drug.
Cost: $100 per mg.
In Stock: 40%.
Origin: Alchemist guild.
Recommended dosage: 5mg per 50kg.
Merit value: 1, Powerbase: none.
Chemical Cogency: 10 per mg.
Effect: Reduces a subjects Credulity-Deed
target number to -20 for the duration.
Usage notes: Time to take effect:
Intravenous: 1 second per 10kg of subject,
orally: 1d4 minutes + 1 minute per 50kg.
Special: administration methods:
intravenous, orally, Duration: 10-60 minutes
+1 hour, Side effects: 10% chance of
unconsciousness for the duration,
Cautions: if used more than once in 24hrs
add 10% to the chance of side effects per
dose, Antidote: greater cogency neutralizer.

Special chemical agents: These are


reserved for use in warheads.
Item: Nerve Agent.
Provision type: chemical/drug.
Cost: $10,000 per 100 milliliter.
In Stock: 10%.
Origin: Alchemist guild, TANC.
Merit value: 1, Powerbase: none.
Chemical Cogency: 100 per milliliter.
Effect: This agent is a powerful nerve agent
that causes death. NOTE: Invisible gas an
Smell-Deed detects the agent by the scent
of almonds.
Range: Once released the nerve agent
affects 10 meters per 100 milliliters.
Usage notes: Time to take effect: touch
and aspiration: 10 seconds per 50kg of
subject.
Affectivity duration: In still air: 10 minutes.
Duration of effects: 1 hour per 100
cogency, Side effects: 1% chance of no
effects, Cautions: use only as directed,
Antidote: Greater cogency neutralizer or
synthetic ambrosia.

Item: Synthetic ambrosia


Provision type: chemical/drug.
Cost: $100 per mg.
In Stock: 100%.
Origin: Alchemist guild.
Recommended dosage: as required.
Merit value: 1, Powerbase: none.
Chemical Cogency: 100 per mg.
Effect: each mg has 100 cogency points
and heals 100 points of damage.
Usage notes: Time to take effect:
Intravenous: 1 second per 10kg of subject,
orally: 1d4 minutes + 1 minute per 50kg.
Special: administration methods:
intravenous, orally, Duration: permanent,
Side effects: 1% chance of no effects,
Cautions: is not effective if used more than
once in 24 hours, use only as directed,
Antidote: greater cogency damage or
disease.
Special Note: adjust the healing capacity if
you are playing easy or beginner level.

Item: Sleep Agent.


Provision type: chemical/drug.
Cost: $5,000 per 100 milliliter
In Stock: 20%.
Origin: Alchemist guild, TANC.
Merit value: 1, Powerbase: none.
Chemical Cogency: 100 per milliliter.
Effect: This agent is a powerful sedative,
derived from black Rose petals.
Note: Slight scent 25 from Smell-Deeds to
detect. The agent appears as a black cloud
where potent enough to be dangerous.
Range: once released the sleep agent
affects 10 meters per 100 milliliters.
Usage notes: Time to take effect: touch
and aspiration: 10 seconds per 50kg of
subject.
Affectivity duration: In still air: 10 minutes.
Duration of effects: 1 hour per 100
cogency, Side effects: 1% chance of no
effects, Cautions: use only as directed,
Antidote: Greater cogency neutralizer or
synthetic ambrosia.

226

227

Cybernetics, fabrication and


installation times: The time
required to build cybernetic
alteration: 40 hours per kg. Surgical
installation is approx 1 hour per kg.
The exceptions:

Chapter 17,

Cybernetics
These alterations may be used in a
variety of ways, all dependent upon
Fates approval.

1. Any alteration that connects and


interfaces directly with a recipients brain:
Brainline, Head-chip etc. Installation time is
increase by 10. See special cybernetics.

Some alterations may only be


purchased a limited number of times
for example: only a single arm-mod
per arm like appendage.
Cybernetic alterations are fabricated
from meta-materials-such as protoplasma or claytronic masses- and
room temperature hyper-conductors
(synthanerves). The entire
construction of these devices is
performed within a nutrient solution
filled vat. The subjects DNA is
scanned and the unique components
grown to mesh without any chance
of rejection or neuro-feedback.

2. Unusually small components for extrasmall or tiny subjects. The construction and
installation time is made on a gram basis,
rather than a kilogram basis requiring 40
hours per gram of the component, due to the
complexity of size reduction.

The process of any cybernetic


installation/reconstruction is
performed on a subject while within a
Vat.
Cybernetic Healing: Armor
modifications and modifications with
metal parts do not heal and must be
reconstructed. All cybernetic
modifications draw on water and
nutrients from the subject, as well as
Constitution. If not especially
armored, cybernetic modifications
react like normal organic matter
when damaged.

Cybernetics tech level: 30.


Once again, Cybernetica or
cybernetics may not be acquired
after character creation with merit.
Adjusting cybernetic
modifications: See cybernetics for
the details. Adjustment is done with
money after character creation.

Special Note: As modifications are


based upon a subjects DNA, healing
effects and restorations or
regenerations, do not remove the
modifications.

All cybernetics and skills cost an


additional: $10,000 per merit to
purchase or adjust (upgrade). The
cubes/chips only hold Merit for skills.
See adjusting aspects of an ability.

Cybernetic reconstruction: In
general, it requires twice the time,
and money, to repair damaged
modifications as the parts are
typically rebuild before installation
and damaged unit must be carefully
removed.

228

Cybernetic installation and


reconstruction, recovering from:
The recovery time from the
cybernetic installation/reconstruction
process is directly related to the
percentage of biomass replaced; this
varies in life points per subject must
be recovered.

Cybernetics can also be sensed as


energy.
Cybernetics and chemicals:
Cybernetics are not affected by the
administration of chemicals, if done
so on the unit. Bio-filters built into the
modifications eliminate passing the
chemical along. A paralysis chemical
does not stop the control over
cybernetic modifications unless the
physical connection to the
modification is damaged.

Cybernetics and Life Points: do


not reduce the subjects life points as
they are replaced by the cybernetic
alteration. NOTE: The recovery
process is immediate, aided by
Alchemist Ambrosia, when the
modifications are obtained from the
alchemists at character creation.

Cybernetics and temperature


extremes: Treat as how the subject
would react normally.

Cybernetics, replacing biomass


and powerbased abilities: If more
than 75% of a subjects biomass is
replaced by cybernetics they cannot
generate powerbased abilities.

Cybernetics, nullifications: Unless


otherwise stated, Cybernetics can be
nullified by powerbased effects or
continental effects that affect energy.
While nullified, the subject receives
no temporary bonuses from the
modifications.

Replacing natural weapons: While


not technically a cybernetic
modification, replacing a natural
weapon with an artificial one made of
a special substance, is often a point
of interest.
Teeth are one simple example: base
replacement cost per tooth: $800.
Horns, hooves, and claws are
replaced for the same cost, plus the
cost of the material: estimate the
material amount as this is an
ambiguous variable based on the
mass of the subject.

EMP: Cybernetics can be nullified.


Should this be the case, the subject
the subject removes all temporary
bonuses awarded by cybernetica for
the duration: 1d6 minuites.

Cybernetics, detecting: In general,


all modifications are fabricated to
resemble the subjects natural body
precisely. Simply looking at a subject
subtract 40 from an Sight-Deed to
detect cybernetic modifications.

229

Cybernetics, special size notes:


The specifications for body mod
cybernetics are based on med and
large sized beings. Tiny, ex-small
and giant sizes and up, have
different limitations. The primary
changes to the basic stats are
centered on: Force and Damage and
are handled on a percentage scale:

Item: Armblaster, Arm Mod


Provision type: cybernetics, weapon,
ranged,
Cost: $10,000.
Biomass replaced: 0.5% of a subjects
biomass.
Merit Cost: 10, Powerbase: Energy, uses a
subjects Constitution. 1 Con x 10 merit = 10
cogency.
Usage notes: The blast is considered a
beam attack. Range: 1,000 meters.
Using times: 1 action, ROF: 1 per action.
Velocity: SPL. Duration: N/A.
Special: like all cybernetic implants the
subject mentally selects the damage.
Details: mounted in the subjects fore-arm
and focused through the palm. Thin
yellow/red beam does 1 point of damage per
cogency point. Blunt weapon.

Table 63, Cybernetic size


adjustments for body mods.
Size
0-10kg
11-19.9
20-25kg
300kg-999 kg
Huge: 1,000-

Force max
+10
+25
+50
+1,500
+5,000

Dam max*
10%
25%
50%
X1.5
X2%

Item: Body Mod-1, Armoring.


Provision type: cybernetics
Cost: $15,000 plus special
Biomass replaced: 1%.
Merit Cost: 15. Powerbase: none.
Usage notes: Range: self. The subject
increases the Protection Factor through
special micro layers of pelleum
reinforcement of the body.

*This is for standard cybernetic


weapon damages: Armblades,
Armblaster etc reduce or increase
the damage based on a subjects
weight; this adjustment can be
employed for any augmentation that
inflicts damage.
Item: Arm blades, Arm Mod,
Provision type: cybernetics, weapon hand
held.
Cost: $2,000 per blade.
Biomass replaced per blade: 0.5% of
subjects weight.
Merit Cost: 2 per blade.
Weight per blade: this is variable based on
the weight of the subject. AVG damage: 10
points per blade.
Powerbase: none.
Range: based on the length of a subjects
arm: the total arms reach.
Usage notes: Special: two blades max.
Details: Cannot be nullified. Damage per
blade based on weight +Fda x damage
multiplier and the cybernetic size
adjustments. The devices are mounted in
the subjects forearms and extend through
the back of the hands just above the
knuckles. Extension force is equal to the
subjects force. Sharp weapon.

Table 64, Body Mod merit adjustments,


Protection factors:
Adj
Merit
Total Adj
Merit
Total
cost
cost
1.5/1 +15
15
3.5/1 +35
125
2/1
+20
35
4/1
+40
165
2.5/1 +25
60
4.5/1 +45
210
3/1
+30
90
5/1
+50
260
The maximum this can be adjusted in this
manner is up to +9 for 10/1 or a 10th.
Special cost: To increase protection factors
past the first +0.5 after character creation:
$10,000 per merit point.
The process uses the material in question
for each additional protection factor
adjustment in order to not overweight the
subject and slow them down. Other
materials may be used in this modification in
place of Pelleum. Factor in the additional
cost of the materal used.
Details: Cannot be nullified.

230

Item: Body Mod-2, Force.


Provision type: cybernetics, Cost: $20,000,
Biomass replaced: 0.5% per 10 force
points.
Do not add the additional mass to the
subjects life points.
Merit Cost: 20 plus special.
Powerbase: Energy, uses Constitution.
1 Con x 20 merit = 20 cogency or +4 force.
Duration: Concentration, up to 1 minute for
the additional force adjustment.
Time to use: None.
Usage notes: Range: self. The subject
adds plus 1 to force per 5 cogency points.
Special: The mod adds a base +5 without
additional Con drain or duration restrictions;
to permanently increase the temporary force
bonus awarded by the Con drain: allocate
merit as normal and convert into money if
done after character creation.
Special: To adjust the strength costs after
character creation: $10,000 per merit point.
Should the subject increase the merit to
above 100, the Body Mod 1 must be
purchased to increase the force any further.
Details: Max adjustment to force is as per
0.5% of biomass replicable. A subject can
replace up to 75% of biomass.
Details: Along with the strength comes
minor reinforcement of the subjects skeletal
and tendon insertions (not armorable).

Item: Camodermitites.
Provision type: cybernetics, Cost: $20,000,
Biomass replaced: 1% covers the subjects
entire body. Requires 1 second to cover
subject and payload.
Merit Cost: 20.
Powerbase: Energy, uses a subjects
Constitution to function.
1 Con x 20 merit = 20 cogency.
Duration, beneficial effect: 1 minute per
cogency point. Does not require
concentration to maintain or change.
Range: Self.
Usage notes: Reacts reflexively and
remains until changed. 1 second to change.
Special: Adds +10 to Concealment-Aims
while in motion.
Special: Adds +20 to Concealment-Aims
while stationary.
Details: The subjects skin is replaced by a
meta-material that is indistinguishable from
normal skin. The meta-material exudes
dermitites that spread out and cover the
subject and up to 100kg of additional
payload. The subject controls movement
and may change the pigmentation or pattern
of their dermitites. The modification
functions precisely like a chameleons
ability; the subject can also pick up and
blend in with their surroundings.
The payload must remain in contact with the
subject for the dermitites to remain effective.
If separated the determitites become
inactive and degrade like dust particles with
10 minutes unless contact is reestablished.
The meta-material generates a fresh set for
10 Constitution; this requires 1 hour.

Item: Body pocket.


Provision type: cybernetics, Cost: $10,000
Biomass replaced; 0.25% to start.
Merit Cost: 10 per pocket.
Powerbase: none.
Usage notes: Range: Self. The user opens
and extracts the contents as if the pocket
were a mouth.
Special: The pockets opening is water tight
and nearly undetectable: Sight-Deed -30
from the target number to detect.
Details: Cannot be nullified. The surgery
creates a muscle controlled pocket virtually
anywhere within a subjects person suitable
for storing a knife or other small tool.
The size and position of the pocket is
decided by the subject. Based on the size of
the subject, the biomass removed is so
variable that it must be estimated. Limit: no
more than 2% of the subjects total mass
can be removed.

Item: Cyber tentacle


Provision type: cybernetics
Cost: $25,000, +5,000 per additional half a
body length in reach after the first body
length.
Biomass replaced: 3% per tentacle at a
body lengths reach. Each additional body
length, after the first, adds 2% to the
biomass replaced.
Merit Cost: 25 per tentacle + 20 per body
length, after the first.
Powerbase: Energy uses the subjects
constitution as normal.
Range: 10 body lengths, maximum.
Details: 5 dam + subjects Fda. The subject
gets a prehensile tentacle; consider it an
additional appendage; mounted in any

231

Details: The eye mod is very effective and


useful in wide range of situations.

desired location that extend from within a


subjects body and may be used to perform
fine manipulation.
The user feels with the appendage and
manipulates with the subjects force and
skill. If purchased twice, this modification
adds one additional action per second: with
the cybertentacle only; additional of more
appendages does not increase actions
furrther.

Item: Force-field
Provision type: cybernetics, armor
Cost: $10,000
Biomass replaced: 3%. Merit value: 20.
Powerbase: Energy.
Constitution: 1 minimum
Using times: 1 uncomplicated action to
activate/deactivate, ROF: N/A.
Duration: Drains 1 cogency point per
minute when active minimum
Range: 10 cm field surrounds up to 1 large
creature or 1,500kg.
Special: While active, subtract 10 on all of
the wearers Sense skill-Deeds target
numbers.
Details: Blocks 1 life point per cogency;
blocks phazed effects: 1 point per 10
cogency. The shimmering force field
functions underwater and in a vacuum and
provides atmosphere while on.
Special Details: Only one forcefield may be
active at a time on a subject.

Item: Ear Mod, Skill augmentation


Enhanced hearing.
Provision type: cybernetics
Cost: $5,000 per unit.
Special cost: for an additional $100 per
merit point to increase the subjects hearing:
adjust as normal.
Biomass replaced: 0.01%.
Merit Cost: 20 per unit. Powerbase: None.
Usage notes: adds +20 to hearing-deeds
per unit to start. The hearing becomes
enhanced and may be pressed up beyond
the +50 limitation.
Special: May only be purchased twice. The
subject cannot add the ear mod to a remote
location such as a hand or the back of the
head, without sacrificing one of the other
auditory receptors. Overlapping auditory
signals from multiple sources, more than
two, require additional auditory cortex
development that is not present in beings
with bi-auditory hearing.
Details: The ear mod is very effective and
useful in wide range of situations.

Item: Grapnel line, Arm Mod


Provision type: cybernetics.
Cost: $50,000 per unit.
Biomass replaced: 3% per unit.
Merit Cost: 5 per unit.
Powerbase: None.
Usage notes: Range: Up to 10 body
lengths with controllable cybernetic hand
(50% subjects normal hand size) at the end.
Avg. cable specs: 25 life points plus 100kg
test.
Details: Cannot be nullified. 10 Dam No
Fda. Reduce or increase the damage as per
cybernetic size adjustments. The thin line is
retracted and projected from a unit mounted
in the palm and forearm or within a cybertentacle. If used as a projectile weapon: B.A.
Fate. Retracts at 5 m/s per second with
subject only and 4m/s with 50kg payload,
3m/s with 100kg payload (max).

Item: Eye Mod, Skill augmentation,


Enhanced Sight
Provision type: cybernetics,
Cost: $5,000 per unit.
Special cost: for an additional $100 per
merit point to increase the subjects Sightdeeds: adjust as normal.
Biomass replaced: 0.02% per eye.
Merit Cost: 20 per unit. Powerbase: none.
Usage notes: adds +20 to sight-Deeds per
unit.
Special: May only be purchased twice. The
subject cannot add the eyemod to a remote
location such as a hand or the back of the
head, without sacrificing one of the other
optics. Overlapping visual signals from
multiple sources, more than two, require
additional visual cortex development that is
not present in beings with binocular vision.

232

Item: Headchip
Provision type: cybernetics
Cost: $20,000.
Special limitation: This cannot be installed
in creatures weighting below 20kg.
Merit Cost: 20
Biomass replaced: 1%
Powerbase: none.
Usage notes: Range: N/A. Small
chip/access port placed at the base of the
subjects skull.
Using times: 3 actions, to change chips.
Chip storage capacity: 100 merit.
Duration: N/A.
Special: Skill exclusions: cannot store Edu:
practitioner of the Art in any form;
engineering.
Details: The chips are external information
storage devices that can impart usable
knowledge to the subject. The unit holds
small 1cm chip that contains the information
required for specialized skills such as
surgery, and high-tech electronic repair. This
merit can be used to add to an already
existing skill.
Details: No more than three of these can be
installed in any subjects brain.

Cybernetics, Special: The


following modifications are attached directly
to the subjects brain. Data stored in a cube
or chip is only accessible by a Teslink or
brainline. To resist the control: the defender
receives a Concentration-Deed.
All modifications Download/upload
times: 1 merit (100 terrabytes) worth of skill
data per second.
Speed increase: $100,000 per merit point
per second.
Item: Brainline
Provision type: cybernetics, Cost: $20,000.
Biomass replaced: 2%
Merit Cost: 20, Powerbase: energy, uses a
subjects Constitution.
1 Con x 20 merit = 20 cogency.
Usage notes: Range: 1meter.
Using times: 1 action, Duration: N/A,
Special: the cogency of the effect is for
pushing through nullifications or defenses.
Details: a delicate cybertentacle, the
diameter that of the subjects finger, the
length, the reach of the recipients arm, is
installed at the base of the subjects skull: 20
life points; 100kg test. Tipped with a
universal adaptor a brainline allows the
subject to interface with any electronic
device it can touch. Once connected the
user remotely access and/or control it: 40%
Manipulate device-Aim + any specially
allocated merit within this skill. NOTE: A
brainline may be installed in a cyber
tentacle.

Item: Headcube
Provision type: cybernetics, Organic
electronics only.
Cost: $1,500,000.
Special limitation: This cannot be installed
in creatures weighting below 20kg.
Merit Cost: 50
Biomass replaced: 0.5%
Powerbase: none.
Usage notes: Range: N/A.
Download/upload times 10 merit (10,000
terrabytes) worth of skill data per second.
Cube storage capacity: Up to 1,000 merit.
Duration: N/A.
Special: Information within the cube may be
uploaded and downloaded into a headchip
or along a brainline or teslink, if the subject
posses one.
Details: The 1cm cubes are constructed of
protein and are internal information storage
devices that impart usable knowledge to the
subject and can duplicate the subjects
knowledge.
Details: No more than ONE of these can be
installed in any subjects brain.

Item: Teslink
Provision type: cybernetics.
Cost: $10,000.
Merit Cost: 20
Biomass replaced: 2%
Powerbase: energy, uses a subjects
Constitution. 1 Con x 20 merit = 20 cogency.
Using times: 1 action, Beam Attack.
Range: 2 meters.
Duration: Concentration.
Special: The cogency of the effect is only
for nullifications or defenses.
Details: The user remotely interfaces with
any electronic device and may access
and/or control it: Manipulate device-Aim +
any specially allocated merit within this skill.

233

Constitution, withholding: A
combatant may withhold burning the
Constitution and use them with their
Fate roll or later in the combat. The
Constitution is used to augment the
basic characters stats on an asneeded basis. If Con is not burned,
it is not removed. If a Constitution
token is burned, it is removed.

Chapter 18,

The basics of
play: Burning Constitution and
using will-power. Most of this should
be familiar to you from chapter 0..
Burning Constitution: A player may
burn up to FIVE Constitution points
to start during any one action or in
one second.

The Constitution Gate: A player


may burn 5 con points every second
to start, unless will-power is used.
Opening the con gate allows a player
access to more than the 5 starting
Con points. See adjusting the
aspects of a character, adjusting
core stats.

Starting Constitution: Unless


otherwise stated, characters have 50
Constitution to start.
Constitution adjustments are
temporary and increase many
aspects of a character. Combat
stats, the effects of spells abilities
and skills.

Using Will-power: Players have 1


will-power token per 25 constitution.
50 con equals 2 will power.
Willpower is increased as the
constitution increased.

Constitution burned as needed by a


player. Once the Con points have
been burned they are removed at the
end of the action they are used and
is limited by the Con Gate.

Spending 1 will-power token


provides FIVE additional Con during
a single second. Think of will-power
as adrenaline; use the constitution
as normal.

Example: A player may burn three


Constitution on force and be able do a total
of +15 life points damage with one attack,
and with two more put on Shot, the
combatant would have a +10% on the Shot
roll for a single attack; these temporary
bonuses add to the combat stats established
with Merit. Once the action is completed
these Con markers are then removed from
the game.

When a will-power is used it is


removed from the game. Players
may burn all of their willpower and
the subsequent will-power con, in
ONE action for a super burst of
energy.
Constitution, regaining: When
adventuring, a subjects spent
Constitution and will-power always
return at a rate of 13% per hour of
sleep. See dehydration and food.

Example, Burning Constitution to adjust


Fates: Should the target attempt to dodge a
wide beam attack the Constitution adds 5 to
the wide beam attack roll. Do not add the
bonus to the normal dodge and recalculate
the wide beam attack dodge simply increase
the already reduced fate roll as is.

234

Constitution, combining or
Gestalt: characters may pool energy
and increase the cogency of any
ability that relies on Constitution or
add the bonuses together for a
combined skill roll.

Constitution, cost for adjusting


advantage: Advantage may be adjusted
with Constitution as follows:
Table 65, Con cost for adjusting
Advantage
Advantage Con cost
+
1
+1
3
+1
6
+2
10
+2.5
15
Etc

Gestating powerbased abilities:


the limit is the Vector or the
individual casting the effect.
Constitution, vector limit: A vector
may channel the combined Con gate
of all donors in a single action.
Will-power: A vector may channel
up to 1 will-power and related
Constitution in a single action per
individual donating Constitution.
In this way the cogency of any effect
can be increased by the addition of
Constitution and will-power.
To pool power, the characters must
all touch the vector while the ability
in question is being cast. The vector
taps the needed Constitution and/or
Will-power channels them into the
effect for the Constitution x merit
calculation.
Skills, combined: This is a
combined effort towards a common
goal. All participating characters
must make a successful skill roll
individually. For every character that
is successful add that characters
bonus to the skill and then have a
designated player roll the combined
skill roll.
A combined-Aim is then compared to
a combined-Deed.
Constitution, cost for additional
actions: for 5 Constitution the user
can add +1 action per second.

235

Adjusting aspects within abilities


with Constitution: Note, this added
constitution is not added for the
calculation of cogency.

Coalaxs tower home sat perched atop a


cliff, on the edge of the Forbidden City.
Shiva circled the area on alert for anything
out of the ordinary before he landed lightly
atop the spire. Once inside his hanger-like
enclosure, Coalax slid from the saddle and
began helping the drake unfasten the bulky
harness. When Shiva was comfortable,
which meant the drakes overlarge Omni
was tuned into his favorite program, Coalax
finally made his way downstairs to a very
cold shilamead. The assassinated couriers
memory chip slid easily into the small
computer, once Coalax located the device
amongst the clutter, and the playback
began.
Shiva intently watched the new Omni
download while absently cleaning his wings.
It was documentary on the alpine wilderness
atop the legendary floating content known
as the Shandreall plains of mist. A place he
had always wanted to visit. The download
was just starting to display some of the
never before photographed scenic
countryside, when a strange noise caught
his attention.
With a snort of annoyance, the small
stormdrake crawled from his enclosure and
glanced over the edge of the tower and
quickly back again.
This is not good, rumbled the drake.
Quietly, he made his way back into his pen
and reached for a fresh harness
The playback complete, Coalax closed
the tiny computer his drink forgotten. The
assassin lifted the device carefully by the
edges. Light, from outside the windows,
reflected off its polished surface and caught
the tears running down his face. The event
only took a second to register before the
windows exploded.
Instinctively, the assassin thumbed on
his shield belt and calmly made his way
toward the stairs amidst a hail of glass. As
expected, the first wave from the antigrav
transport outside his window was cover fire.
What was unexpected was the fire was to
subdue, not kill. After a few moments of
chaos the room went quiet and several black
clad figures teleported into view positioned
in a short L formation. In the heart of the L
was a Shadowmaster, recognizable by his
glowing tattooed skull and purple robe. He
was the one responsible for the teleport.

Decreasing the casting time with


Constitution: To temporarily decrease the
casting time of one specific ability selected
by 1 action ONCE costs 4 Constitution.
Increasing ranges with Constitution. If
the range is- 1 meter: Con adjustment:
plus 1 meter per 2 additional Constitution. If
the effect has a diameter: plus 1 meter per 4
Constitution.
If the range is- 10m: Con adjustment: plus
10 meters per 2 additional Constitution. If
the effect has a diameter: plus 10 meters
per 4 added Constitution.
If the range is- 100m: Con adjustment:
plus 500 meters per 2 additional
Constitution. If the effect has a diameter:
plus 100 meters per 4 added Constitution.
If the range is- 1km: Con adjustment: plus
1km per 2 additional Constitution. If the
effect has a diameter: plus 1km per 4 added
Constitution.
If the range is- Touch/self: no
modifications to range with Constitution.
If the range is Self; other: 10 meters.
Increase as per 10 meter range.
Increasing the duration with Constitution.
If the duration is up to 1 second: Con
adjustment: plus 1 second per 2
Constitution.
If the duration is up to 1 minute: Con
adjustment: plus 1 minutes per 2 additional
Constitution.
If the duration is up to 1 hour: Con
adjustment: plus 1 hour per 2 additional
Constitution.
If the duration is up to 1 day: Con
adjustment: plus 1 day per 2 additional
Constitution.

236

Coalax leveled his weapon with a


professional killers grim smile.
The first assailant went down after a
single tap, his death buying time for the
Shadowmaster to invoke something
undoubtedly unpleasant. Several of the
others opened fire with sonic stunners
almost at the same instant, their attacks
deflected by the assassins forcefield. The
Shadowmaster followed this up with a
simple Binding spell. Evidently they wanted
him alive.
Abruptly, a blue radiance snapped
around Coalax like a fishbowl, dampening all
sound and movement. The assassin
glanced at his belts power meter and noted
that the psispell was draining his shields
cogency quickly. Fortunately, while the
binding did not affect him it did stop the
enemys fire. Unfortunately it also made his
own weapon useless; pressing against the
bindings force he made his way toward the
stairs, as if walking underwater, unscathed.
The Shadowmaster watched the
assassin reach the stairs within the blue
glow before he angrily canceled the Binding.
Free of the effects, Coalax shifted his aim,
and with a bark of fear, the master vanished.
Abandoned, the guards opened fire
almost simultaneously. Coalax wasted more
of his shields energy by standing amidst the
hail and cutting them all down. When the
last body fell Coalax thought it prudent to
make for the rooftop.

The assassin reached the rooftop to find


Shiva valiantly attempting to struggle into
the fresh harness. Almost comically, the
drake had gotten himself tangled.
The lights from the control panel in the
antigravcraft, illuminated the
Shadowmasters sour expression as he
looked over the pilots shoulder and ordered:
Switch the image to thermal. The view on
the monitor fuzzed, and the outlines of the
drake and assassin came into view as
silhouettes.
The Shadowmaster growled, Fire.
The gunner shook his head, Negative,
sirthe capture orders. Besides, weve
already done enough property damage, sir.
The Masters face beneath the bright
telepathic glow grew even more perturbed
and then the gunners screams began.
Moments later, floodlights panned
across the drakes pen, and the new gunner
opened fire.
Shiva took a deep breath and braved
the phalanx. Trailing gunfire, he darted over
the side of the tower. Coalax aimed his
weapon and it locked as they fell;
automatically a missile launched from
beneath his mounts wing. With no urging,
Shiva plummeted as the vehicle was
wrapped in an explosion above.
From the histories of Coalax
Assassin and savior of the Worldship

237

First lets begin with the A as in


Action

Chapter 19,

Gaming
situations, how
to play: In detail.

Actions
Characters typically start out with a
single action in a second. In general
additional actions per second are
very difficult to come by and cost a
great deal of merit to acquire.

All random rolls may be adjusted in


one way or another by Constitution
and merit. Combat can be simplified
or made very complex. This is Fates
decision. The specific second by
second controls, while they may
seem tedious at first, are essential
for modeling FAST adventurers later
on in the game.

Delaying an action: A player with


an action earlier within a second may
always elect to hold back 1 action
until segment 1.
Actions, Merit adjustment to start:
none. See Chapter 20, adjusting
aspects of a character.

From the basic combat, you have


learned the primary method of
working out what happens with the
simple Advantage, actions, shot and
Fate. This format is used for the
advanced combat and what you
have learned will help you make use
of the guidelines in this section.

Actions, Con adjustment: 5


Constitution adds 1 action for a
single second.

Actions, additional Appendages:


in these instances add one action
per second to the subject, unless
otherwise stated. This guideline is
suspended in the case of centaur
beings. Fate may wish to create a
different combat guideline separating
the physical from the metaphysical
action however this is discouraged.

The burning of constitution rules are


especially important as if the
expanded role of Fate.
This section, for ease of reference, is
alphabetized and the guidelines
presented are not in any combat
order.

Players take action typically by


rolling a Shot or Aim

All of the following skill examples are


based a 1.75 meter tall, 75kg
(165lbs) Weremen by the name of
Jimmy Chicago: he has 5 on the stat
force which equals 50 kilos (110lbs)
of lifting force and, as you will soon
see, he is having a problem with a
creek.

238

Advantage

Who goes when and how often?

This is who attacks first on the


starting segment. The players attack
in order of advantage starting with
the winner.

Table 66, Advantage combat example


Adv
5
4
3
2
1

10

2
2nd
5
4
3
2
1

10

2
3rd
5
4
3
2
1

10

Advantage is rolled as previously


described in the basic system, using
a d10, plus the addition of a surprise
segment if necessary.
a. Power up for advantage: Players
take five Con markers and place
them on the character sheet ready to
be used for this turn of combat. Willpower need not be placed in the
sheet. Characters may spend as
many will-power points in a second
as they wish and the respective
Constitution they bestow.

The order of actions goes from


highest advantage to lowest as it
moves along each segment.

NOTE: It is at this point the player


can burn the Constitution to increase
the advantage or attacks in a second
if they so choose.

In the previous example: the winner


of advantage gets a free action and
acts first on the starting segment 5
even though the character does not
have an action until segment 2. As
with the basic example winning
advantage means the character
takes action first on the starting
segment regardless of the number of
actions they have in any given
second of the turn.

b. All players roll Advantage:


Advantage is rolled once every three
seconds.
In the following table: we have 5
characters, all with varied
advantages and actions per second.
The fastest character has 5 actions a
second and this sets the segments
for this second at 5.

From the winner we move down the


advantage order on the starting
segment and get to the lowest
advantage roll and that character
takes an action; after that action we
move on to segment 4 and start at
the top moving down in advantage
order and find that adv 7 takes
action. From advantage 7 we move
down the advantage order till we get
to a character that can take and

239

action. Once done we move over to


segment 3 and proceed down once
more in advantage order allowing
each character with an action in
segment 3 to take their turn.
This is played out for three seconds
in the advantage order.

Automatic weapons: This is used


for continuous effects like a stream
of water and requires an action to
begin. When using the automatic
weapon for coverfire and with the
automatic weapon only, a subject
receives 3 actions a second
regardless of how fast or slow they
really are.
During autofire, a user may only roll
a shot on a target if they have one
on the given segment otherwise the
weapon is aimed at its original
target. The user must have an action
to change targets. Using this type of
weapon is considered a duration
effect; one of three possible to start.

Advantage, Flat: The Flat


advantage roll is used in particular
circumstances when Fate wishes to
see who, or what, acts first in a given
situation.
Examples: The door is opening and
the character wants to see if they
can stop it.

Automatic weapons, damage,:


(3 rounds per segment). Faster
automatic weapons would do more
damage a segment.

Advantage and surprise: If surprise


is a concern in the combat this is
dealt with first. Ambushes, allow
other agents a chance to act first on
the starting segment whatever it may
be. See surprise.

All attacks during this time are made


with the automatic weapon only. See
exception below.

Agility example: Bramble Thorn the


elf ninja, is attempting to dive
through a small open window. If
done defensively, the Agility-Deed is
rolled in addition to the Fate, Dodgedeed and is adjusted by the Shot or
Aim. If done offensively, only the
Agility Aim is rolled.

If the subject would otherwise take


an action on any of these automatic
segments during coverfire, they may
do so as normal, while maintaining
autofire, so long as any powerbased
or other automatic weapon usage
does not exceed the limit of duration
effects at once. See Locutious
cognomen, duration effects.

Agility example: Running up an


anchor chain. The minimum target
number to balance with an Aim is 60
or better. Fate should adjust this
target number accordingly

Autofire, elimination of: when a


user breaks concentration or is
forced to make a Fate/deed as a
defense roll, this breaks Autofire until
the subjects next action. Exception:
Sacrifice. A successful Fate,
sacrifice indicates the user maintains
or starts the autofire.

Narrower than a foot width:


1d20+30
the foot width: 1d20+20
Foot width: 1d20+10

240

Automatic weapons, jamming of:


This type of event tends to be a
calamity and is rolled by Fate only.
Unless caused by someone with
Telekinesis. (Called shot)

for the Shot roll to hit an unseen


target is drastically increased.
Typically it requires a great burn of
Constitution or a great bonus to the
Shot roll, to hit an invisible target.

Blinding actions: The blinding


action requires a successful Surprise
Action-Aim and a called shot, unless
otherwise stated.

Blind fighting, and called shot


target numbers to hit:
Close Quarters Combat: 105
Close range blind attacks: 110.
For med range blind attacks: 120.
For long range blind attacks: 130.
For ex long range blind attacks: 160.

Blinding materials: the following


materials or movements can be used
to effectively blind a sighted
opponent.

Blocking, Shields, physical, beam


attack: a shield or physical barrier
may block a beam attack
powerbased effect. Fate, block +5%.

Cloth: Must be large enough to


completely obscure the subjects sight:
minim 20cm square (normal handkerchief)
for medium sized beings.
Flanking: moving behind the target
requires a Surprise action-Aim. If successful,
the target receives only BA Actions/Fates for
the duration of the blindness.
Illumination: caused by fire elementals
stun grenades and TDI units.
Liquid: Any liquid qualifies: Must be at
least 250ml (1 cup)
Particulate material: Sand etc: must be
at least a handful.
Strike: striking the targets vision with
an extremity or other object.

Blocking, Shields, physical, area


effect: A hand held shield does not
block area effects unless it
completely surrounds the defender.

Blood, Con value of: 20% of a


subjects current Con points per liter
per 70kg of the subjects weight.

Bypassing protection factors:


If the weapons is sharp, and made of
a special material, there is also what
is called bypassing protection
factors. (Bpf) In these instances,
some or all of the defenders
protection factors may be ignored by
the weapon.

Blinding materials, max range of:


2 meters in still air. Fate is
dependent upon how fast the
material is being tossed. In general,
roll normal Fate(s).
Blindness, Duration: 1d4 actions;
Targets roll 1d4 to reduce the
blindness duration, then Constitution.

Example, bypassing protection


factors: in this instance the sharp
weapon is made of Hadrathium and
it does 30 points of damage; Bpf: 6.
If the subject were in armor and had
the max protection factors of 10/1;
ordinarily a steel swords damage
would be divided by 10, so 30 points
would only do 3. However, in this
example, the weapons special

Blind attacks: There are instances


in which a subject is no longer
surprised but is confronted by an
opponent/event that the character
cannot see, such as when flanked or
running away. Under these blind
attack conditions the target number

241

substance has a Bpf: 7 which


bypasses 7 of the ten protection
factors, dropping the protection
factor down to 3/1; now the weapon
does 10 points of damage to the
targets life points.

Chemicals or poisons: The


strength of a chemical or
poison/venom is rated in cogency.
Treat the cogency contest like a
shield. The cogency of the cure, or
defense, chips away at the cogency
of the chemical. Once the poisons
cogency is eliminated, the chemical
is neutralized.

Catching a payload example:


The sac of gold is tossed across the
creek to, Jimmy.

Trauma, chemicals and


poisons: the chemical cogency is

First, can Jimmy catch the sac? This


is determined by the throw; treat as
the appropriate Shot roll based on
range and visibility.

not rolled.

Chemicals/poisons, affecting
a subject: chemicals/poisons hit

If the throw is intend to be caught by


the subject: every point above 100
ADDs to the Jimmys Manipulate
materials-Deed. If the throw is below
the target number, every point
REDUCES Jimmys Deed chance.

with 10% the total cogency value


upon contact and take 3 seconds
from the moment of exposure to
build to full cogency and begin
affecting a subject, unless otherwise
stated. Once the chemical/poison
takes effect, it does damage based
on cogency each second for the
duration of effect.

If the throw was NOT intended for


Jimmy to catch: treat as appropriate
Shot with every point above 100
REDUCING Jimmys manipulate
materials target number and
adversely for every point below the
target number INCREASE Jimmys
Deed chance.

Chemicals/poisoning,
treatments of: Treatments,
whether they are powerbased or
physical, are rated in cogency per
dose, and doses can only be
administered at a particular
frequency as is listed in the
descriptions.

The sac weighs 70kg, (154lbs) 50%


of 125kg, is 62kg, making this sac
just above the weight limit. If the
player does not temporarily increase
the combat stat force damage
adjustment, Jimmy will not be able to
hold the sac even if it is caught.

The cogency of the chemical and


poison must be enough to affect the
entire biomass of the subject.
1 cogency point affects 10kg of
biomass. The biomass of the subject
is the amount of organic matter than
can be affected. Cyborgs have less
biomass and often succumb to minor
poisons easier due to this fact.

242

Order: Fate announces exposure to


chemical/poison, subject must avoid
exposure.

Climbing with a payload


example: Climbing up a wall with a

In the case of warheads. A warhead


delivers the gas in an area effect. If
not directly struck by the blast radius
of the warhead, roll normal Fate
dodge or block to evade exposure to
the gas, if the gas is visible; if not,
then subjects roll BA fate dodge or
block to evade exposure. A
successful Fate indicates the target
is not affected for that minute.

weapon at max speed, starting with


125kg force the payload limit for the
subject at 25% is 31kg. So, for every
310grams carried by the climber
decreases the speed by 1%. In this
instance the climber is carrying a
2.5kg (2500 gram) weapon on their
back. Divide 2500 by 310 in this
instance for a decrease of 8% the
speed. So, under optimal conditions
the subject climbs at a maximum of
0.5m/s (1.1mph) minus 8% of
0.5meters for 0.46m/s (about 1mph).

Climbing Example: The subject

Combat Break: This is the action

has a 5 force and can max climb a


wall at 0.5m/s or (1.1mph) under
optimal conditions. A bipeds max
climb speed cannot exceed 10
meters per second (22mph), without
the use of cybernetics or a
powerbased ability. With the
exception of the races with unusual
climbing adaptations such as the
Elves and the Loter.

of pausing combat. Used for


ROLEPLAYING dialogue or
negotiation. Break may be called on
any segment by a player that has an
action. If successful, ALL the
previous dice rolls for combat stand
until if or when combat resumes.
Fate Call as to the duration.
Abuse alert: do not continuously call
break!

Climbing with a payload:

Combat Break guidelines:

Subjects cannot climb with more


than the payload limit. Start with the
payload amount. Decrease whatever
the speed the climb is by 1% for
every 1% of this payload amount that
is carried during the climb. Even
basic equipment can decrease the
speed.

This is a persuasion-Aim. The


subjects must roll on or below their
credulity-Deed target number to take
action.

Chemical exposure example:

243

Combat Skills and Stats: In the

Concentration and skill use


example: Subtract 1 Con to use

full version of the game adventuring


characters have a wider range of
combat stats and skills particularly
on the defensive side of combat.
Each of these stats is adjusted
permanently by Merit at a simple
ratio of 1 to 1 to begin with and
temporarily by Constitution.

minimum. A successful
Concentration-Aim adjusts the
following skill-Aim or Deeds target
number or dice roll by the subjects
intelligence skills bonus; a failed
concentration roll indicates no
intelligence adjustment.

Concealment, concealing
self, example: The subject rolls

Concentration and Fate rolls:


rolling a Fate does not break
concentration.

the Concealment-Aim. Any score


above 100 reduces the opponents
Vision deed as per the prime game
mechanic. The environmental
conditions such as light and range
can add to the concealment bonus
and further adjust the opposing
vision-Deed.

Concentration, Distraction
from damage: Reduce the
concentration Target Number based
on the amount of life points the
player must subtract from the
character in a percentage ratio.

Concealing a trap, example:

Concentration, damage
distraction example: If 50% of

After a successful manipulate


devicesAim. The subject wishes to
conceal the trap: now the player rolls
the concealment aim for the trap. If
successful, an opponent must roll
the vision-deed to detect as adjusted
by this aim. Note: As concealing the
trap is, in general, done outside of
combat, in theory the subject could
burn all of the Constitution and
willpower to conceal the trap;
thereby pressing the concealment
bonus to the aim roll up to a nearly
impossible target number
adjustment. This mechanic should
be applied any time concealment is a
factor.

the characters life points are


removed by one action-there-by
causing a severe distraction- the
deeds target number is reduced by 50.
Paris Manhattan is concentrating on
her levitation spell and is 300 meters
in the air. The RPG explodes close
and does 100 life points of damage
in one hit, this is more than 50% of
Pariss life points so she is
distracted.
To maintain concentration on her
levitation spell and not fall, Pariss
player must roll a concentration-deed
subtracting 50 from the target
number of 40; this cannot be done
without spending Constitution to
increase the dice roll to above -10, or
if Manhattan has a very high
concentration bonus.

244

Controlling technology: There

Credulity example: In this

are several powerbased methods for


hacking or controlling technology
externally.

instance, Salamar the flymen


salesman is attempting to sell
Micheal Sternheart an Aganti gnome
an electric razor.
The Aganti hate technology and is
already made the credulity,
suspicion: +25 on the CredulityDeeds target number.
The flymen is a VERY good
salesmen: +50.
Flymens Persuasion-Aim roll: 72 +
50 = 122. 22 off of the Aganti
gnomes (40 + 25) for 65 target
Number or lower to not be
persuaded. The gnome rolls a deed
of: 90 and is persuaded to buy the
razor!

Controlling hardware or
software: Merit x tech level =
cogency to control/hack. The user
must surpass the devices cogency
to control it.

Controling hardware and


software combined: combine
the software and hardware merit xs
the highest of the two tech levels =
cogency to control/hack. The user
must surpass the devices cogency
to control it.

Damage: the damage of any attack

Coverfire, using: This action is

is broken into two types: physical


force damage and powerbased force
damage. Players should always
have the damage an attack does
calculated.

specific for the purpose of distracting


the targets; if successful, subtract 50
on the target number for the
opponents concentration-Deeds to
return fire. In most instances, the
cover fire, while generally aimed,
seldom harms the opponents.
Exception: natural roll of 95-00, then
a target is accidentally hit.

Damage, physical force: with


the exception of bullets, all physical
weapon damage is determined by
three factors: the weight of the
weapon/object, plus the force behind
the weapon and then the damage
multiplier-if the weapon is sharp; this
number needs to be determined for
the weapon once only.

Coverfire, attacking while


under: Targets under cover fire roll
a reduced Concentration-Deed;
success indicates the opponents
may attack despite the cover fire,
failure indicates the opponents do
not attack for the duration of the
cover fire.
Order: Concentration-Deed (-50)
Shot.

Squeezing damage: 70 kilos of


squeezing force does 7 points of
damage per second of pressure.
Unprotected throats have very low
life points and strangulation can be
accomplished quickly in some cases.

Coverfire, elimination of: See


Autofire breaking of.

245

Damage, powerbased: All

The order of fields:

powerbased damage is determined


by the cogency of the effect.
Order of attack: have damage
amount ready and then roll Shot!

1st- abilities in order of casting.


2nd- Immunities

Damage progression, order


of: a character must have all of

Once past the fields, the


cogency/force damage moves on to
protection factors and is once more
reduced before it strikes the targets
life points and has effect.

these types of defenses for this


entire list to be applicable.

Note: Physical damage can bypass


protection factors via the special
substances Bpf.

1st - Shields
2nd - Fields (immunities)
3rd - Armor/Protection factors
4th -Targets life points/mass in kg or
10% merit value.

Damage, velocity: This


additional velocity should only be
factored in when velocities over
30kph are a consideration.
Treat velocity as force damage
adjustment. 10kph (6mph) is +10
points of force damage adjustment.

Damage progression, fate,


armor, shields: Do not consider
armor in need of repair until struck
over 100 times. See Shields,
blocking with.

Velocity damage example: A

Damage progression, special


protections: The following section

Landraver going at 100kph (62mph)


hits a tree: Landraver weight: 800kg.
or 800 Dam + 100 for 900 Dam total.
To both!

deals with Damage after a Fate roll


has been failed and the subject is
struck.

Darkness or invisible
combat: Use the Blind attack

Unless otherwise stated, the effects


progression after the Fate roll has
been failed is as follows:

guidelines. If the combatants cannot


see each other, then they have blind
attack Shots. If the combatants
cannot see the incoming attack or
event, they have blind attack Fates.
Blind attack Fates are used when
the character is flanked or running
away.

1. Field based effects. This definition


is very important in this instance as
the effect encounters a shield and
then a field that extends from a
subjects body. These field defenses
can be a wide range of passive
protections from mutations to the
immunities. The damage or effect
must pass through these layers of
defense, if available, on its way
toward the subjects life points.

246

Defilade, elimination of: Movement


by the subject from the protected
position, or of course a significant
change in the opponents position,
eliminates this protection.

Death: This is the instance when


the character reaches 0 life points
the subject is dead. If below 5 life
pouints the subject falls unconcious,
no metabolic shock roll.
st

1 of Lupanii, Shamas divine plane via


portal in the city Mortis, 644 AD, Altanant:
None.
Alorius and I emerged into what
appeared to be a clearing, the boulders
arranged into a corridor of sorts, a sliver of
perpetually gray sky above beckoning like
the broken promise of life. Amidst the
narrow clearing was a congregation of souls,
their helplessness as poignant as a wail. As
one, the ring undulated in a tormented
dance, circling in endless loss about some
dreary pivot of despair. With cold spectral
throats the sad chorus moaned a song of
plaintive mourning and the lamenting dirge
caressed a part of my soul that few of the
living would ever know.
From the journal of
Tarlan Prehina
Visitations to the realm of death

Defilade, shields as: This is only


accomplished in combat by
consistently rolling a Fate roll for
each event unless
A- The subject must remain in the
same position and can completely
hide behind the shield from the
attack.
B- The attacker remains in the same
position.
Any changes in these circumstances
eliminate the automatic protection
and a Fate, block must be rolled for
the defense.

Dehydration: a 100kg being

Defilade: Natural cover, such as

requires a minimum of 8 liters of


water per 24 hours to regain full
Constitution.

trenches, trees, walls and the like


are often employed to give
combatants protection while allowing
them to attack. If there is no cover to
speak of, this guideline cannot be
used. Successful use of defilade is
employed by a successful Fate,
dodge into the cover.

Disarming/opening a trap,
example: Automatically subtract 1
from the targets Disarm or lockpickDeed per 5 merit: -2 to start. This
basic merit adjustment is then added
to any points above 100 as per the
prime mechanic and the cogency of
the skill.

Defilade, attacking from


protection: See cover fire, attacking
while under.
Defilade, attacking protected
targets: If the subject attacks from
the protection of defilade, subtract 50
from opponents shot rolls to hit the
subject under this type of protection.

Disarming a well-made trap,


example: a 20 added for a basic +
5 in every combined general skill
plus 10 for force adds the +30; for a
max roll of 130 on the metalsmithAim. 130 100 = 30. Reduce any
Disarm-Deed target number by 30
for this trap.

247

Diseases: dealing with the effects

Disease, treatments of:

of this circumstance is a fact of life


for the average adventurer, who
during the course of their missions,
are often exposed to illness.

Treatments, whether they are


powerbased or physical, are rated in
cogency per dose, and doses can
only be administered at a particular
frequency as is listed in the
descriptions.
The downside to diseases, unlike
chemicals and poisons, is that once
the subject begins treatment of a
patient, if the malady is not cured
completely, the malady returns and
begins to re-build within 1d6 days.
Once this process begins the malady
builds at a rate of 10-100% (1d10)
cogency per 24 hours and builds to
twice the former cogency within 72
hours.

The strength of an illness, i.e.


malady, is rated in cogency. Treat
the cogency contest like a shield.
The cogency of the cure, or defense,
chips away at the cogency of the
malady. Once the maladys cogency
is eliminated, the malady is cured.

Disease, trauma: When a target


is struck by one of these maladies,
the severity of effect is then
determined by a Trauma roll. A roll of
1 equals 25% of the effects
cogency; a roll of 4 would be 100%
of the cogency.

Some maladies cannot be cured by


powerbased effects. Alchemist
Ambrosia, Heal Spring Melons are
powerbased. Fate can reference
existing drugs and treatments and
assign them a cogency value or
simply have healing chemicals or
herbal medicinal treatments that
have enough cogency and do not
rely on powerbases.

Disease, affecting a subject:


Unless otherwise stated, when a
malady first attacks a patient, it hits
with 1% of the total cogency value of
the malady and that builds over the
course of the infections time to take
effect, until the malady reaches
100% of its cogency, whereupon the
malady takes full effect. The subject
becomes symptomatic during this
process, but the disease, chemical
or poison does not do any
damage/effect until it reaches full
cogency.

248

disrupted. This skill may be used


repeatedly on opponents until the
opponent makes the concentration
deed once; from that point on, that
opponent does not fall for
misdirection again from that subject
using that particular method of
distraction whatever it may be.

Distraction example: Sense


touch reduction by
misdirection: The opponent(s)
must be able to see the subject.
Bessica is flashing her opponent, in
an effort to distract him from noticing
her associate as he picks a pocket.
Normally: the pickpocket Aim would
be played out against the touchdeed. In this instance, the distraction
aim is played out first as follows:
The distracting player rolls the aim; if
successful, the opponent rolls a
Concentration-deed. If the deed
succeeds, the opponent is not
distracted. If the concentration-deed
is failed, add +100 to the pick
pocket-Aim. This type of distraction
may be used repeatedly on
opponents until the opponent makes
the concentration deed; from that
point on, that opponent will not fall
for misdirection again from that
subject using that particular method
of distraction.

Dual weapon usage: The usage


of one physical weapons per
appendage; be they firearms or
simple fists, is of importance in
combat. Unlike powerbased effects
that cannot be invoked or cast
simultaneously without the use of
Constitution, physical actions do not
have such a limitation. The limitation
is the number of appendages and
then the targets. See multi targeting.

Engagement limitations: in a
crowded situation a medium sized land
bound being should only face a max number
of 5 medium sized opponents (or the
equivalent) that have completely encircled
them.
In flight: plus 2, Fates Call.

Distraction, misdirection,
breaking concentration:
1 Con to use minimum. This a Game
mechanic not a model of reality.
The opponent(s) must be within
close range and be able to see the
subject.
The distracting player subtracts 1
Con, presumably in shouting,
attempting to attract attention etc.
and rolls the Distraction-Aim target
number 80 or better (the 1st Con
does not adjust the aim); if
successful, the opponent rolls a
Concentration-deed; if the deed
succeeds, the opponent is not
distracted. If the concentration-deed
is failed, the opponent loses
concentration on one duration effect
in this order: first started, last

Table 67, Engagement size


comparison
Size
1 Huge
1 Giant
1 Large
1 Med
1 Small

Equivalent
2 Giant
2 Large
2 Med (human)
2 Small
2 Tiny

NOTE: When a single character is out


numbered in combat, split advantage
combat up between adventurers. In this way
a single land bound adventurer (med size)
only rolls advantage against a maximum of 5
opponents at any given time.
In flight: add two: Fates call.

249

Fate, Merit adjustment to start: 1


merit point adds 1 to this base 40; for
41%.

Fate: In basic combat, the Fate roll


is an inclusive term for any type of
defense usable by a tournament
character. Adventuring characters
have a number of defensive Fates to
choose from; each designed to
award the defending player the
maximum degree of freedom. After
character creation each of the Fate
combat stats is listed and adjusted
separately and the adjustment is
very expensive, see chapter 20,
adjusting aspects of a character. All
characters have a 40% Base Fate in
each category to start.
Unlike the basic system in advanced
combat there are five Fate
categories.

Fate, Con adjustment: 1 Con adds


5, to a single Fate roll.
Normal Fate(s): The Normal base
Fate is 40% or lower, meaning that
the defender -without any merit or
Constitution burn- must roll on or
below 40% on the percentile dice, to
make a successful defense or evade
the event and take no damage.
Powerbased shields are designed to
be used with the NORMAL Fate
chance in each category.

Fate failure: When a defender fails a


Fate roll, the effect progresses
toward the subject. See Damage
Progression, order of. Exception: in
some instances, a defender then
rolls their trauma, see trauma.

B.A Fate: The Blind Attack or Beam


Attack Fate base is: half the normal
fate in the specific catagory or lower.
Used when the subject is flanked
and cannot see or is unaware the
event, and /or when the event is
moving faster than normal; such as
with a spell or bullet.

Fate success: If the subject makes


the Fate roll, then proceed to treat
the attack as per the Fate used. In
most instances the subject is not
affected by the event with a
successful Fate roll.

Fate, wide Beam Attack: The Wide


Blind Attack or Wide Beam Attack
Fate base is Beam attack. Wide
beam attacks are considered cone
type attacks such as a shotgun.
Fate, area effect: the wide beam
attack Fate. Exception: if the
subjects can tesseract/teleport or
cast a shield that completely
surrounds the subject, then the Fate,
dodge or block is rolled with a +5.
See Locutious cognomen, shields.
To dodge an area effect, the subject
must be able to move more than the
area of effect in a single second. .

Fate success, with a shield: If the


character uses a shield of any type
with their Fate roll, and is successful,
the shield takes the damage first.
Fate(s): Rolled on percentile dice, all
Fates are permanently modified with
merit and temporarily with
Constitution. Fate defenses are
performed quickly or in an
uncomplicated action.

250

Blocking with a physical shield:


Unless otherwise stated: a subject
always receives a +5 to the Fate
block roll, when using a physical
shield.

Fate, Block: The term was


covered in the beginning of combat
under the title Fate. In this
instance, the specific definition is,
Fate, Block and with this combat skill
the character rolls to see if they
block any incoming event. Blocking
is done with weapons, natural
weapons, shields and physical items
or powerbased abilities.

Blocking with powerbased


defenses: Unless otherwise stated:
the subject receives a +5 Fate block
roll to block BA attacks when using a
powerbased shield.

Fate, B.A, Block: The beam or blind


attack version of this skill is used
when the event is invisible or moving
too quickly to be seen.
Order of block, powerbased or
normal:
1. Subject rolls Fate, Block. If
successful go to step 2, if not the
damage is passed along to any
remaining defenses or special
protections, then the subjects life
points.
2. If using a powerbased shield to
block, reduce the shields cogency
by the damage or cogency of the
opposing effect. If using a weapon to
block, the subject takes no damage.
See Fate, success with a shield. If
using defilade, armor, see defilade
and armor for more details.
Block, offense: Treat as an Aim.
The bonus to the Blocks Fate is now
added to the dice roll for the BlockAim roll.
1. Subject rolls the Block-Aim. If
successful go to step 2, if not
subjects block is not effective.
2. The target rolls Fate defense.

251

4. The weapon is: the subject picks


either a or b as in disarm, offense.
a. Removed from the opponents
control.

Fate, Disarm: In this instance, the


specific definition is, Fate, disarm
and with this combat skill the
character rolls to see if they disarm
an opponent removing the item from
their control. Disarming is done with
weapons, shields and physical items
or powerbased abilities.

b. The subject keeps the opponents


weapon.
Disarm, offense: Treat like a Aim
roll.

Fate, B.A, Disarm: The beam or


blind attack version of this skill is
used when the opponent is invisible
or moving too quickly to be seen.

1: Subject rolls a Disarm-Aim. The


bonus to the Disarm Fate is now
added to the dice roll for the DisarmAim roll.

Fate, Disarm: defense. If used


empty handed, all but members of
the Tiger Guilds do so with a -20.

2: Target receives a manipulate toolDeed, to avoid losing the weapon. If


the deed is failed, go to step 3; if the
deed is successful the opponent
does not lose control of the weapon.

NOTE: The user of Fate, disarm


must be strong enough to do so to
an opponent: within 10 force points
or better.

3. The weapon is: the subject picks.

1. Subject rolls Fate disarm; if


successful, go to step 2. If
unsuccessful, the subject fails the
disarm.

a. Removed from the opponents


control and thrown/ tossed away.
b. The subject keeps the opponents
weapon.

2. Subject rolls a Manipulate toolAim. In this case, the player does not
worry about a target number, for at
this point, they cannot fail. What we
are looking for with this Aim roll is if
the subject reduces the opponents
defense roll with the prime
mechanic.
3. The opponent of the manipulate
tool- Aim rolls a Manipulate toolDeed to retain control of the weapon.
If the opponent fails the Manipulation
deed, go to step 4; if they succeed,
the opponent does not lose control of
the weapon; however, they do lose
that particular action.

252

Fate, dodges and agility moves:


defense: Should the player wish to
have the character perform a
gymnastic or acrobatic type move
along with the dodge treat as follows:

Fate, Dodge: The term was


covered in the beginning of combat
under the title Fate. In this
instance, the specific definition is,
Fate, Dodge and with this combat
skill the character rolls to see if they
evade any incoming event.

1. Player rolls Fate, dodge. If


successful go to step 2.

Fate, B.A, Dodge: The beam or


blind attack version of this skill is
used when the event is invisible or
moving too quickly to be seen.

2. Player rolls an Agility-deed. If


successful, the character completes
the maneuver successfully.
Fate, dodges and agility moves,
offense: Treat as an Agility-Aim.

Fate, Dodge: defense, In general,


dodging an attack is the most
common defense.

1. The player rolls the characters


Agility-Aim. If successful, go to step
2, if not the subjects move is not
effective.

1. Player rolls Fate, Dodge. If


successful, the subject takes no
effect from the attack.

2. All opponents next attacks on the


subject; those within the same
second, are rolled with a -10 plus
any amount the player rolled above
100 on the Aim.

2. if unsuccessful, the subject takes


the effects of the attack.
Dodge, offense: Treat as an Aim.
The bonus to the Dodges Fate is
now added to the dice roll for the
Dodge-Aim roll.
1. The player rolls the characters
Dodge-Aim. If successful, go to step
2, if not the subjects dodge is not
effective.
2. All opponents next attacks on the
subject; those within the same
second, are rolled with a -10 + any
amount the player rolled above 100
on the Aim.

253

Grappling, offense: Treat as an


Aim. The bonus to the Grappling
Fate is now added to the dice roll for
the Dodge-Aim roll.

Fate, Grapple: In this instance,


the specific definition is, Fate,
Grapple and with this combat skill
the character rolls to see if they
grapple any incoming event.

1. Grapple-Aim: The subject adds


the grappling bonus to this roll in an
attempt to reduce the opponents
Fate roll. Roll damage if necessary.

Fate, B.A, Grapple: The beam or


blind attack version of this skill is
used when the grapple is invisible or
moving too quickly to be seen.

2. Opponent rolls Fate defense. If


unsuccessful, the opponent is
affected by the grapple maneuver,
whatever it may be.

Fate, Grapple: defense. In close


quarters combat. Grappling is a
common offense and defensive
combat tactic. If the subject attempts
to use a grappling maneuver to stun,
the player must state so. Subject(s)
roll a Metabolic shock -Deed to
remain conscious.

See advanced gaming situation for


the full details of grappling. This
includes special moves and other
vital information for using this
combat stat.

1. The player rolls Fate, grappling; if


successful, goto step 2.

Grappling in detail.

2. Subject rolls a Grapple-Aim. In


this case, the player does not worry
about a target number, for at this
point, they cannot fail. What we are
looking for with this Aim roll is if the
subject reduces the opponents
defense roll with the prime
mechanic.

The merit bonuses: The merit


bonus purchased for increasing the
Fate chance is also added to the
skills aim bonus equally. In this way
both aspects of the skills, its defense
and offence are adjusted together.
Time to use: Special Decrease the
time to perform a maneuver in
normal manner See adjusting
abilities; minimum time to use: 1
Action. The flying maneuvers are not
decreased in time.

3. Opponent rolls Fate, defense. If


unsuccessful, the opponent is
affected by the grapple maneuver,
whatever it may be; in the case of
stun, the target then rolls a metabolic
shock-deed vs the Grapple -Aim.

Duration: while in use, grappling


counts as a duration ability and
requires concentration.
Golden/Scarlet Tigers and
Beravans: all grappling moves are
made as beam attacks from a G/S
Tiger or Beravan; Mage tigers do not
get this adjustment.

254

Blocking with an opponents


body: while grappling the situation
may arise when the user may need
to block an action with how/what
they are wrestling: Order: Fate,
block, and a successful GrappleAim. The opponent gets a grappledeed to avoid being moved into
harms way once in harms way the
opponent gets their Fate roll; if
successful they avoid the effect.

Flying moves: A flying kick: add the


dam of the flying move: 1 per 10
kilos: so a 100 kilo subject would do
10 + the Dam of the kick: 2, for a
total of 12 + the subject Fda.
Holds/locks: The hold can be
applied as an offense or a defense.
Once successfully completed, a hold
can be maintained indefinitely
depending upon the exertion
required and the available
Constitution of the subject. A subject
cannot apply a hold to a target with a
force greater than three times what
the subject can generate. A hold can
be made to inflict 1 point of damage
per force point of the subject per
second of contact.

Bone breaking: Order: Fate,


Grapple-Aim, above 105.
If the subject already has a hold.
Order Grapple-Aim 60 or better.
The damage must exceed 10% of
the targets life points to break the
extremity selected. This can only be
accomplished defensively with a
Fate, Sacrifice; the Grapple-Aim is
used in place of a shot roll.
Combinations: Combinations of
maneuvers listed, plus additional
maneuvers not listed in the table
typically increase the time required
to fully complete. Add the time to do
a maneuver to another maneuver for
the time required to accomplish a
combination.

The subject of a successful hold/lock


receives -25 to shot or non-grappling
related fates, for the duration of the
hold or lock. The subject is not
considered to be stationary unless
the grappling maneuver states
otherwise.
Jam: The grappling maneuver jam, if
successful, stops the opponents
action for the duration of contact.
The subject must have equal or
greater force than he opponent to
successfully execute this maneuver.

Escaping: When a target is


successfully in a hold, they may
attempt to break that hold on the
next segment he/she or it/ can take
action. If the target has a force less
than the subject, subtract 1 from the
targets Fate for every 10 points of
additional force the subject has over
and above the target, and add +1 to
the Fate for every 10 points of force
less. The escape on a hold may only
be taken on a segment in which the
target has an action.

Leverage bonus: This is based on


the reach of the subjects and is a
very important aspect in grappling.
The leverage bonus is added to or
subtracted from the Fate whenever it
is rolled. See leverage bonus table.

255

Push: Defensively and offensively: a


failed Fate, on the part of the
opponent, can mean the target is
pushed back: 1 meter per 10 kilos of
force above the targets weight.
Another result is the opponent
falling. If the subject wishes the
target to fall off balance it requires: a
successful Agility: Aim on the part of
the subject and a failed agility-Deed
on the part of the target.

Slams: always add the users weight


to the damage when slamming an
opponent.

Reversal: This skill allows the target


to escape any grappling maneuver,
and then apply a grappling
maneuver of their own. Roll
Grappling Fate (to escape) and then
flat advantage, if both are
successful; the subject escapes the
hold and rolls shot. This skill may be
applied as a defense to a grab/hold
from an opponent and if the subject
has a free action remaining in the
second.

Throwing a target into another


target: Roll Grapple-aim and then a
shot roll as normal. If used
defensively it must be done as a
sacrifice, with the grapple aim
replacing the shot.

Throw/slam/sweep/drop,
Controlled: This is the default
condition for the throw unless
otherwise stated. Controlled throws
inflict the maximum damage and are
considered a duration effect while in
progress.

Throw, the subject of: While being


thrown, the subject is considered to
be surprised for the duration. Roll
agility-aim vs Agility deed to
determine if the subject lands on
their feet.

Throw, grappling: While this ability


can be done offensively and
defensively as described in detail
within the combat guidelines, the
exceptions to this is when the throw
is simply to put the opponent out of
the way and is not intended as a
controlled throw of any sort. In this
instance, the action is done
defensively or offensively as either a
fate roll or an Aim roll and the
subject need not be forced to use the
full number of actions required to
fully complete a controlled throw.

Optional guidelines: Throw, the


subject of: The following guidelines
are extremely precise and should
only be used with Fate approval.
While being thrown the subject is
considered to be surprised for the
duration. Should the subject wish
they may burn Constitution to reduce
the effect of the surprise and defend
themselves with a Fate roll every
segment for the duration of the
throw, and should they happen to
have an action during the process of
the throw take action accordingly.
Keep in mind with this guideline, the
physical position, type of throw and
every detail of the process must be
broken down into segment by
segment aspects for a lot of detail

NOTE: Unless the subject uses a


controlled throw, the subject takes
25% of the normal damage.

256

with very little payoff for any save the


most detail oriented player.

rolls a metabolic shock-deed at the


end of the six seconds and every
second thereafter.

Squeezing damage: 70 kilos of


squeezing force does 7 points of
damage per second of pressure.
Unprotected throats have very low
life points and strangulation can be
accomplished quickly in some cases.

Wrestling and targeting: when two


agents are wrestling in order to hit
the desired target reduces the shot
roll by 25.
The following table describes some
typical maneuvers, associated times
to use, and damages they inflict.
See combat, how to play, for more
details.

Strangulation: The strangulation


must be maintained for a minimum of
6 seconds. The user must do 10% of
targets life points each second to
maintain the strangulation; the target

Table 68, Grappling maneuvers


Maneuver
Damage
Time to use
Flying move
The targets weight / 10 +
+1 Action
weapon** Dam + Fda
Grab/jam hard
3 + Fda
1 Action
Grab/Jam light,
3
1 Action
Defense
Hold/lock
5 + Fda
1 Action
Lift
1 Action
Twist
1 Action
Pull
1 Action
Push-hard
5 + Fda
1 Action
Push-light, defense
2 only
1 Action
Reversal, defense
Breaks a hold
1 Action
Reversal, offense
Breaks a hold
1 Action
Slam*/Throw
The targets weight / 10 +
2 Actions
Fda
Sweep/drop
The targets weight / 10
1 Action
* From standing height only. ** The weapon can be the user.
Table 69, Leverage
Leverage ratio definers
Tiny-small, less than 50% the height of subject
Normal, equal in height.
Large, 50% taller in height than the subject
Giant, up to twice the height of subject
Huge, over twice the height of the subject

Tiny-Small
0
-15%
-30%
-45%
-120%

257

Normal
+15%
0
-15%
-30%
-45%

Large
+30%
+15%
0
-15%
-30%

Giant
+45%
+30%
+15%
0
-15%

Huge
+120%
+45%
+30%
+15%
0

attempt: default to the sacrifice


guidelines. Aside from the obvious
benefit, a player earns 10 Merit
points per successful Heroic
Attempt.

Fate, Sacrifice: (Heroic Attempt)


In this instance, the specific
definition is, Fate, sacrifice and with
this combat skill the character rolls to
see if they attack before the
opponents action takes effect.
Sacrificing is done with weapons,
shields and physical items or
powerbased abilities.

Example of a heroic attempt


to save a vase from falling.
Fate states: Your character bumped
the table. You see a vase is falling.
Roll a heroic attempt to catch the
vase.

Fate, B.A, Sacrifice: The beam or


blind attack version of this skill is
used when the event is invisible or
moving too quickly to be seen.

As this is NOT IN COMBAT the


player need not worry about having
an action this segment.

Fate, Sacrifice: This can only be


used by a defender if they have an
action on the segment they are
attacked upon or later in the same
second. The sacrifice, if successful,
uses that next action.

Heroic attempt order: Player must


make a Fate roll first. If successful,
the player now rolls a FLAT
advantage vs the falling vase with
fate rolling the FLAT advantage for
the vase.

1. Defender rolls Fate and then


FLAT Advantage with no merit
bonuses.

FLAT advantage is an advantage roll


without any bonuses. If the player
succeeds in both rolls, the player
catches the vase.

2. The defending player must make


the Fate roll and then win the FLAT
advantage roll, for a successful
sacrifice. If the player is successful in
both attempts, they subject avoids
the incoming attack and make take
an action.

In the heroic attempt or sacrifice it is


NOT permissible for the player to
burn Constitution to adjust the FLAT
advantage roll.

Fate, Heroic Attempt: played out as


a sacrifice and is used to defend
against an event -for another
character or target.
Exception: the subject does not need
to have an action to perform a Heroic
Attempt. Heroic attempts do not use
up an action. Heroic attempts may
only defensive actions on behalf of
the target such a push/pull, block or
trip. If the subject wishes to perform
an offensive action as a heroic

258

Force: This is how strong the

Flight with wings example:

character is and how much


additional damage is added to the
damage of the weapon used.

damage.

The subject has a 5 force and can


max fly at 10+5m/s for 15m/s or
(33mph) under optimal conditions. A
winged subjects max flight speed
cannot exceed 55 meters per second
(125mph), without the use of
cybernetics or a powerbased ability.

Force, Con adjustment: 1 Con

Flying with a payload: Subjects

adds 5 points of force, to a single


use.

cannot fly with more than the


payload limit. Start with the payload
amount. Decrease whatever the
speed the flight is by 1% for every
1% of this payload amount that is
carried during the flight. Even basic
equipment can decrease the speed.

Force, Merit adjustment to


start: 1 merit adds 1 point of force

The characters Force stat is


essentially the measure of how
strong the character is.
Unless otherwise stated the force
skills gain their root adjustments
from the basic score. If the Force of
a character changes, so do all of the
associated force skills.

Flight with a payload


example: Flying up a valley, with
creek down the middle, at max
speed; carrying a weapon: starting
with 125kg force the payload limit for
the subject at 25% is 31kg. So, every
310 grams carried by the flyer
decreases the speed by 1%. In this
instance, the subject is carrying a
2.5kg (2500 gram) weapon. Divide
2500 by 310 in this instance for a
decrease of 8% the speed. So,
under optimal conditions the subject
flys at a maximum of 15m/s (33mph)
minus 8% of 15meters for 13.8m/s
(about 30mph).

While the general Force score is


used to adjust them, the player can
also allocate Merit within the specific
skill to adjust it separately. This
reflects the characters specialty to a
certain point.

Flight: Most flight has a reduction


on Fates that involve physically
evading the attack; this
determination is a final call on Fates
part. Acceleration and deceleration is
factored into the movement rates.
The stealth skill may be used while
in-flight to glide quietly at the
reduced stealth velocity.

Flight classes: Fate has the details


for the Flight Classes.
NOTE: If no constitution is burned,
the subject must subtract a minimum
of at least 1 Con point every hour of
continuous use.

Flight, payload hindrance in:


winged characters can carry normal
payloads in flight. Reduce the flight
speed as you would normal
movement.

259

Ground fighting: Done at a -20

Intelligence puzzle example:

from all Fates with the exception of


Grappling.

opening a box. The creator of the


box rolls an Intelligence-Aim for the
design. The individual attempting to
open the box must roll an
Intelligence-Deed to open the box.

Healing: Characters may be healed


with Skills, special substances or
abilities. Normally a character heals:

Jumping, con burn: the Con can


Beginner: 10 life points per day
Easy: 5 life points a day
Normal: 2 life points a day
Extreme: 1 life point a day.

be burned into the force of the jump


or the jump skill Aim roll if called for
by Fate. If no Constitution is burned,
the subject must subtract a minimum
of at least 1 Con every 10 jumps.

Infection: 1 cogency point infects

Jumping Example: 5 force damage


adjustment bonus = 50 kg of lifting
force or 50 centimeters (19 inches)

10kg of biomass. The biomass of the


subject is the amount of organic
matter than can be affected.
Cyborgs have less biomass and
often succumb to minor infections
easier due to this fact.
Order: Fate announces exposure to
illness; then the subjects roll
Trauma.

Jumping with a payload:


Characters cannot jump with more
than the Jumping payload limit
without a powerbased ability.
Start with the payload amount.
Decrease whatever the range of the
jump is by 1% for every 1% of this
payload amount that is carried during
the jump. Even basic equipment can
decrease the ranges.

Illusions vs Enhanced
Senses: Illusions used to fool
Enhanced senses are dependent
upon the users ability to manipulate
the illusion: via a Persuasion or
Manipulate, materials Aim vs the
enhanced sense-Deed.

Jumping with a payload example:


Jumping over a creek with a
weapon, starting with 125kg force,
the payload limit for the subject at
25% is 31kg. So for every 310 grams
carried by the jumper, decrease the
jump distance by 1%. In this instance
the jumper is carrying a 2.5kg (2500
gram) weapon. Divide 2500 by 310,
for a decrease of 8% the distance.
So, under optimal conditions the
jumper may leap a 2.5m x 3 = 7.5
meters (24ft) minus 8% of 7.5 meters
for 6.9 meters. (Approx 22ft) This is
different for each jumper of course.

Illusions vs Invisibility:
Illusions used for invisibility reduce
the opponents shot by 25. The user
is not invisible. Every time the user
moves or attacks, there is a visible
distortion, and the opponent rolls
sight-deed; if successful, no shot
reduction.

260

Lifting example: Standing in a

Block/anchor, example: Jimmy

creek and lifting a 100kg (220lbs)


rock. Jimmy, the 75 kg subject with 5
on force damage = 75+50 for 125kg
(275lbs) of lifting force. Under
optimal conditions, Jimmy can lift the
wet rock and carry it 10 meters.

Push or pull example: Jimmy is

is trying to stop a rather large


Scarrok from crossing the bridge
over, Trouble Creek.
In this unfortunate instance, Jimmys
player has made the Fate, block roll
to interpose Jimmy. Now the
question remains...is Jimmy ABLE to
block the Scarrok or does he simply
get pushed out of the way?
First we can determine the force the
charging Scarrok is impacting with:
run: 5 m/s = +5 force = 50kg of lifting
force. Scarrok max lift: 200kg +
provisions of 10kg. 200 + 50 +10 =
260kg.
Jimmys max lift 125kg; his
provisions: 31kg: for a total of 156kg
of blocking or anchoring force. 260 156 = 104 kg shortfall. As 1 Con = 5
force or 50kg, for 2 Constitution
points Jimmy can block the Scarrok;
that is if the scarrok does not add
any constitution.

pushing a cart holding a large sac of


gold across a bridge over, wait for
ita creek.

Manipulate device example,


chainsaw: Jimmy is sawing a

NOTE: The subject does not get an


evasion Fate roll when carrying the
max payload under any
circumstances with the exception of
transformation or tesseract/teleport
type abilities which may be used as
normal.

Lift, Press constitution burn:


the subject can press the weight for
1 minute per Con. No Constitution
drain for a single catch/bend, after 9
catches/bends subtract 1 Con for 10
and 1 Con for every ten thereafter.

bridge across a creek before the


Scarrok cross it. The player rolls the
Deed and must roll beneath the
Deeds target number successfully to
use the chainsaw correctly.

First, how much does the cart and


gold weigh? Say 150kg
Next, Jimmys max lift = 125kg. This
means that without adding 5
Constitution, Jimmy will not be able
to push the cart across the creek. 5
constitution points adds 50kg of
force for a total of 175kg.

Manipulate tool example,


hammer: Jimmy is hitting a nail for
a bridge he is building across a
creek. The player rolls an Aim to use
the hammer correctly; any points
above 100 are simply a more
effective use. Keep in mind that as
the nail is a stationary target add +50
to the Aims dice roll.

NOTE: the subject does not get an


evasion Fate roll when
pushing/pulling the max payload
under any circumstances with the
exception of transformation or
tesseract teleport type abilities which
may be used as normal.

261

Manipulate material example,

Manipulate material example,


pulling over a cart: Jimmy is

rope: Jimmy is tying up a Scarrok


that made it across the bridge. The
player rolls the Aim and makes the
target number to successfully tie the
knot.
Were the player to have exceeded
100 with this Aim roll; the knot would
be tied very well and reduce all
opposing Manipulate material-Deeds
made to untie it.

pulling over a cart to detain another


Scarrok that made it across the
bridge. The player rolls the Aim and
makes the target number to
successfully tip over the cart.
Were the player to have exceeded
100 with this Aim roll; the cart would
be tipped very well and might even
be enough of a barrier to reduce the
Scarroks Fate rolls to manipulate,
dodge, push or block the cart out of
his/her way.

Manipulate material example,


lasso: Jimmy is making a lasso for
a Scarrok that made it across the
bridge. The player rolls the Aim and
makes the target number to
successfully tie the knot.
Were the player to have exceeded
100 with this Aim roll; the knot would
be tied very well and reduce all
opposing Manipulate material-Deeds
made to untie it. Once tied, the
player must make another
successful manipulate material Aim
in place of the Shot roll to
successfully lasso the opponent.

Medical aid skill, example:


The chemical, illness, damage has
cogency: The cogency of the event
is compared to the cogency of the
subjects skill. Con x merit =
cogency. The higher cogency wins.
When multiple skilled characters
work in gestalt, add the total cogency
of all the members together and
compare it to the cogency of the
event.

Memory example: Jimmy is told


Manipulate material example,
making a bed: Jimmy is making a

a combination to a safe and must


memorize it. When it comes time to
recall the combination, the player
must roll the deed and if successful,
the character remembers the
information.

bed for the Scarrok he tied up that


made it across the bridge, and
through the gate. The player rolls the
Aim and makes the target number to
successfully make the bed.
Were the player to have exceeded
100 with this Aim roll; the bed would
be made very well and might even
bounce a terrum.

Metabolic Shock: Divide the


subjects current constitution by the
subjects max constitution and
multiply this result by 0.5. This
percentage is the metabolic shock
Deed. If failed, the subject is affected
by the event. Note: the dice roll may
only be adjusted with willpower.
In the beginning, the current score of
50 con is the metabolic shock
percentage.
262

Single target: Firing/striking at one


target, with dual weapons or
simultaneous actions is done with a
manipulate tool-Aim, if using a
weapon only, and single shot roll.

Mounted combat: When actively


piloting: -25 from the pilots shot
rolls.

Moving targets: Unless otherwise


stated all targets are considered to
be in motion. In the instance of a
subject moving from cover position
(defilade) to cover position the
guidelines to hit such a target are as
follows.

Separate targets: firing at separate


targets, requires a manipulate toolAim; if using a weapon, and a single
shot roll; however, the shot bonus is
divided between targets. If the
reduced shot is successful, the user
hits the targets.

Order: A: roll sight-deed, if


successful, the subject sees the
target briefly as they move from
concealed position to concealed
position.

Multi-targeting and wide beam or


area effect abilities: Divide the
cogency of the effect between
targets.

B: roll advantage. If the subject wins


they have a SINGLE action to take
the shot.
C: the target rolls a sight-deed first;
this deed is adjusted by concealment
etc; if successful, the target rolls a
fate as normal vs the shot. If failed,
the target then receives a Surprise
reaction-deed, also adjusted by the
subjects concealment stealth etc.
or for simplicities sake, the Surprise
reaction deed can be made with the
sight bonus added to the reaction
deed bonus.

Non-lethal combat: see Stun for


more details. It is in general possible
for a subject to engage in non-lethal
combat. The approach to this is
simple the subject chooses how
much damage they wish to do to the
target. There are several weapons in
the provisions that can assist this
process. In all cases, the weapons
do not have to be used to kill. The
flat of a sword is as effective, and
non-damaging as a paddle, when
wielded correctly.

Multi targeting: No called or blind

Nourishment: A 100kg being

shots with multi targeting. In


situations when characters aim at
multiple targets simultaneously: after
the type of action an important
consideration is the number of
targets.

must consume a minimum of 2,000


calories a day to restore full
Constitution for use with abilities,
Skills and combat stats.

A user can aim at a single target with


the weapons/actions or separate the
targets, one for each weapon/action.

263

Payload hindrance, Table 21


duplicate,
Percentage of
MAX carry
25%* payload limit of
normal carry
30%
40%
50%
60%
70%
80%
90%
100%

Running with a payload:


Subjects cannot run with more than
the payload limit.

Fate, dodge, Grap


Sacrifice reduction
-0

Running with a payload


example: Running up a creek at

-10
-30
-50
-70
-90
-100
-120
-140

max speed with a weapon, starting


with 125kg force the payload limit for
the subject at 25% is 31kg. So, for
every 310grams above the payload
limit carried by the runner decreases
the speed by 1%. In this instance the
runner is carrying a 2.5kg (2500
gram) weapon. Divide 2,500 by 310
in this instance for a decrease of 8%
the speed. So, under optimal
conditions the subject runs at a
maximum of 5m/s (11mph) minus
8% of 5meters for 4.6m/s (about
10mph).

Payload carrying constitution


burn: The subject can normally carry
the payload limit: 2km (1.2 miles) per
Con. In the case of turn, twist or grip
the duration is 1 minute, per Con.
Carrying example: Carrying a 10kg
(22lbs) sac of gold up a creek. 25%
of 125 kg = 31kg (69lbs) the subject
can carry 31kg as a normal payload
has a 31kg max grip, turning or
twisting force with both arms.

Persuasion example: In this


instance, Salamar the flymens
brother, Brathazar is attempting to
sell Micheal Sternhearts lovely wife
Esmeralda, an electric can-opener,
with a blue ceramic finish!
The Aganti hate technology and are
automatically suspicious: +50 on
credulity.
The flymen is a decent salesmen:
+25.
Brathazars persuasion-aim roll: 63 +
25 = 88; while successful, it takes
nothing off of Esmeraldas +50%
Credulity bonus; for a total of 90%
credulity target number.
The gnome rolls a deed of: 78% and
is NOT persuaded to buy the canopener!

NOTE: for every 1% above the


payload hindrance limit decrease the
distance by 200 meters and the time
by approx 45 seconds.
Example: In this instance, as Jimmy
has a MAX lift of 125kg, the weight
of the sac of gold is 50kg. 50 / 125 =
0.4 or 40%; on the Payload table
above this reduces the Fates by -30;
now Jimmys base fate of 40 drops
to 10.
NOTE: the subject does not get an
evasion Fate roll when pressing,
catching the max payload under any
circumstances with the exception of
transformation or tesseract teleport
type abilities which may be used as
normal.

Persuasion example: In this


instance, The Bloodmage is
attempting to persuade the child to
get in his vehicle.

264

The bloodmage spends two will


power points and gains a +50 to the
Persuasion-Aim roll.
In this situation the subject first rolls
an credulity, suspicion-Deed to see if
they are suspicious; if that is failed,
the subject has no additional sense
rolls and simply rolls another
Credulity-Deed now adjusted by the
persuasion-Aim; if failed, the subject
is persuaded to get into the vehicle.

action, one object per appendage


only; should the Aim be failed, the
subject acts on the next following
action as normal. See simultaneous
targeting.
Order: Manipulate Aim then Shot roll.

Programming skill example:


With programming a firewall and
hacking said firewall; the languages
must be the same. Treat like an Aim
to build the program and treat like a
Deed to hack the program.

Piloting example, Shamus


Blackwater is piloting his aircraft
between buildings and one of the
skyscrapers, hit by a missile, is
collapsing across his flight path. In
this instance: the player rolls a
Piloting-Deed. Fate rolls the
buildings Aim and makes a random
determination on how much to adjust
the Aim; in this case: +20. A roll of
61 + 20 for a total of 81, indicates
that the player can roll the PilotingDeed with no adjustment to the
target number and if successful,
Shamus will avoid the building, if
notwellmaybe a flashback or a
quiet funeral?

Pushing or pulling a payload:


Max lift. In the case of blocking or
anchoring, add the characters
weight plus the weight of any
provisions.

Pushing or pulling a payload


Constitution burn: The subject
can pull the max weight for 10
meters per Con. No Constitution
drain for a single block/anchor, after
9 block/anchor subtract 1 Con for 10
and 1 Con for every ten thereafter.

Quick use, item limit: This is


Prepared Actions: A character

limited to a special Quick use


payload limit: No more than 25% of
the normal carry can be designated
as Quick Use. This includes
weapons as well as vials, potions
etc.

can prepare and action for release


such as a spell or holding a weapon
ready to attack. This is considered a
duration effect while being held and
requires concentration to hold ready.
If the concentration is disrupted for
any reason, the duration can be
disrupted. Spells and special abilities
with a special effect glow brightly
when prepared for release!

Regaining ones feet: the


subject requires from 1 to 4 actions
to regain their feet once down. The
subject may attempt an Agility-deed
roll, adjusted by the Aim or shot that
caused the fall, on each action, to
regain their feet.

Quick draw: With a successful


Manipulate Device, Tool, or materialAim roll, the subject draws and uses
the object(s) in question in one

265

bipeds max run speed cannot


exceed 20 meters per second
(44mph), without the use of
cybernetics or a powerbased ability.
Max speed with a powerbased ability
or cybernetics is 100 m/s, unless
otherwise stated.

Restraint weapons: Some of the


weapons such a net, bola, and a
lasso are specifically designed to
restrain a target, without doing any
real damage. If a target fails the
defensive Fate rolls: the target player
rolls 1d6, this restraint trauma is for
the number of actions it takes the
subject to extricate themselves if not
strong enough to break the restraint.

Movement rate, example: 25%


of 5m/s is 1.25 meters per sec. this
is the basic distance a character can
move on a second by second bases
without the need to burn
Constitution. Keep in mind this rate
is adjusted by the type of movement
skills m/s.

Restraint, Breaking, ropes or


nets: In the case of ropes, cords
and/or nets, while the force or test
required to break a single strand of
rope is listed in the provisions, each
time a rope is wrapped around the
subject add the amount of force
required to break it to the force
required for the first strand and so
on; even several coils of twine can
restrain someone.

Shields, powerbased: The user


may only add Constitution to a
powerbased defense when it is
damaged and only up to its original
cogency value when initially cast.

Restraint, Escaping: A

Shot: In this more detailed version

successful manipulate materialAim


is required to escape the restraint.
Fate should set the target number by
starting with: 60 then add + 10 per
randomly rolled actions it requires for
the subject to escape max target
number 100; if the subject players
Aim roll exceeds this target number,
the subject frees themselves that
action.

of the system, the term shot -while


still generalized to some extent- also
has strict applications.

NOTE: Each action that the subject


does not make the Aim roll indicates
the character is considered to be
restrained and stationary. In general,
restrained targets do not get a Fate
defense roll. Exceptions: if the
character can transform, teleport or
tesseract out of the restraint.
Max run example: subject has a
5 force and can max run at 5m/s or
(11mph) under optimal conditions. A

Prime mechanic and target


numbers above 100: Under normal
conditions the prime mechanic
adjustment of reducing the
opponents fate roll -based on the
shot roll- begins at 100. The
following is for special shot
conditions with target numbers
above 100.
In these instances the prime
mechanic reduction begins after the

Shot, Merit adjustment to start: 1


merit point adds 1 to the Shot at
character creation.
Shot, Con adjustment: 1 Con adds
+5, to a single Shot roll.

266

increased target number whatever it


may be. If the shot requires a 130 to
hit, the prime mechanic reduction
begins at 130. A roll of 140, 10
points above 130, would reduce the
Fate roll by 10.

Close Range: Within 19.9 meters. A


target number of 10 or better is
required to hit the target with this
category. Below a 10 is a miss.
Mid Range: between 20 and 99.9
meters. A target number of 20 or
better is required to hit the target
with this category.

Shot details: the player rolls the


Shot; this is rolled on percentile dice
(2d10). The Shot roll should be as
high a roll as possible. Shot rolls
above 100% reduce the targets Fate
roll 1% for every point above 100 as
per the prime mechanic.

Long Range: 100 meters 199.9. A


target number of 30 or better is
required to hit.
Extra-long range: 200 meters and
greater: The target number to hit:
60.

Example: A Shot roll of 110%,


subtracts 10% from the targets Fate
roll.
Automatic miss: a natural roll of 01
on a Shot roll ALWAYS misses.

Blind Attacks, Close quarters


combat: the target number to hit
105; reduce the Fate after 105.

Shot roll conditions: In advanced


combat all targets are considered to
be in motion.

Blind Attacks, Close range: the


target number to hit: 110; reduce
the Fate after 110.

Shot, stationary targets: If a target


is stationary for more than 10
consecutive seconds, and can be
seen, the subject receives a plus 50
to all shot rolls until the target starts
moving once more.

Blind Attacks, Mid ranged: The


target number to hit: 120; reduce
the Fate after 120.
Blind Attacks, Long ranged: The
target number to hit is 130; reduce
the fate after 130.

Shot conditions and target


numbers. Unlike in the basic system
there are many shot categories.

Blind Attacks, Extra long range:


200 meters and greater: The target
number to hit: 160; reduce the Fate
after 160.

Combat, close quarters: Within


arms reach of the subject: A Target
number of 5 or better is required to
hit the target with this category.
Ranged actions: these shots are
rolled whenever a character uses an
action that leaves the direct physical
control of an extremity: IE throwing
or shooting.

267

Called Shots: The target number


required to successfully hit is the
same target number as blind attacks
based on range.
Called shots may not be used for
Blind Attacks.

available duration slots, up to three


to start.
The simultaneous action, unlike dual
weapon usage, may be powerbased
actions. Dual weapon usage is not
considered a simultaneous action in
this regard.

Sight, example: Foulrun


Spellfighting: The act of using an

Redbeard the golden tiger is


searching for traps in the dark
hallway. Darkness: -60%. Foulruns
vision-deed: 40% for a target number
of -20. The player must push up the
target number with Constitution or
will power to have a chance at
detecting the trap. Foulruns player
burns: 1 WP for +25 pushing the
target number up to 5, and then
burns another 3 Constitution for an
additional +15 for a total target
number of 20% chance to see the
trap.

ability is almost always done with a


dramatic gesture as if performing a
martial art. Unless otherwise stated,
this can be accomplished with
objects in hands such as weapons
etc.
All spells require a shot roll to reduce
the opponents defense rolls via the
prime mechanic. See Locutious
Cognomen for more details.
Stealth, moving silently, example:
The subject rolls the Stealth-Aim.
Any score above 100 reduces the
opponents Hearing-Deed as per the
prime game mechanic. The
environmental conditions such as
surface can reduce the stealth bonus
and further adjust the opposing
hearing-Deed.

Sight example: Jimmy has a +10 on


Sight; by burning 2 Constitution the
player temporarily pushes the bonus
up to +20; Jimmy can now see: 2
meters in the dark and 10 meters at
night for 1 vision deed roll only; then
the vision returns to normal.
The Con burn does not last for a
significant amount of time unless
otherwise stated and is a game
mechanic adjustment as opposed to
a model of any true circumstance.

Simultaneous actions: during


any point in a combat, if the user has
enough available Constitution (5)
they may innate a simultaneous
action on a segment they take
action.
A character may take as many
simultaneous actions in a single
action segment as they have

268

Order for a force based stun: use


for any stun done with physical or
energy damage. The user can
control the force damage as per nonlethal combat.

Stun: Stun is a very powerful event.


In essence it leads to the one hit one
kill scenario, which is an instance
that while hard core reality is also
not-much-fun for the receiving
player. The following guidelines tame
some of the bite of this event.

A. The subject rolls a shot clearly


stating their intention to strike to
stun, this is a shot based on the
range of the target; the damage
inflicted must exceed 10% of the
targets life points.
B. The targets Fate: if the target fails
the Fate roll and is struck with the
appropriate amount of damage,
move on to the next step.
C. Subject then rolls a metabolic
shock-Deed; if the Deed is failed, the
subject is stunned for the duration of
1 second.

A stuns affect: When a target is


affected by a stun they are
considered stationary have no Fate
and are unable to take any action or
move for the duration. When struck
and affected, subject(s) roll a
metabolic shock to resist the effect.
Stun breaks all concentration.
Stun duration: The default, unless
otherwise stated is: 1 second of
duration.

Stun unconscious: the damage


inflicted must exceed 80% of the
targets life points or be a
powerbased effect. As with a normal
stun, the subject rolls metabolic
shock-deed after a failed fate roll.
The user rolls the unconsciousness
duration: 10 seconds: 1d10. Stun
grenades are an excellent example
of a stun unconscious effect.

Stun: reducing the duration of: in


all cases the target may reduce the
duration of a stun by spending
Willpower in this manner: 1
willpower: reduces the duration of a
stun by 1 second.
NOTE: Multiple stun effect durations
stack up on a target.

Order for powerbased Stun


effects:
A. The effect must have enough
cogency to affect 10% of the
target(s) life points, merit value, or
mass: if the effect has enough
cogency, then proceed to the next
step.
B. The target rolls defense Fate; if
failed move on to step C
C. Subject then rolls a metabolic
shock Deed. If the Deed is failed,
the subject is stunned for the
duration of 1 second.

269

Super strength, running: even with

Super strengths

super strength, a subject cannot exceed 100


meters per second.

th

9 of Civet, 511 AD. I can scarce believe


how hard I must always concentrate on
being gentle. The only time I can seem to
relax is in the heat of battle as strange as
that sounds to anyone sane. Last week,
trudging through the jungles of the
Forbidden continent newly renamed
Raptievik by the Terran Council; a titanium
scorpion attacked us. The monsters were
entrenched in a region believed to be the
site of an ancient city called, Fort Powell.
As you may remember, Fort Powell is
the last known location of the great treasure
of Encarrian. Whose crown jewel is the
memory chips with the plans for the fastest
starship even constructed, the legendary,
Pulsar Reef.
I threw one of the titanium scorpions into
the cliff side and we were rewarded with a
great splat and an avalanche that revealed
the entryway. Unfortunately for us, thats
when Warrik, the hell hydra ruler of the
isolated valley, came crashing down on us.
Even with all my might, we were no match
for that monster!
Kaylee Shan
Warrior
Combat with super strengths can be
convoluted or simplified or played anywhere
in-between. Concepts such as knocking
back a subject can make the game visually
interesting but often complicates the combat
situation. For the sake of ease of play do not
add any impact effects unless Fate decides
to implement his or her own guidelines.
The super strength abilities in the game
allow a character to become extremely
strong and possibly do more damage with a
physical weapon than might be possible with
technology or even a powerful spell. In all
instances the Fda, or force damage
adjustment, is applied to any type of
physical attack where it seems applicable.

270

Surprise in the middle of a turn of


combat!
Adv order
2 1 2 Seg 1 2
of agents
S
Alpha: 8
X X
X
Beta: 7.5
X
X
Charlie: 7
X X X
X X
Delta: 4
X
X
Edward: 1.5
X
X*

Surprise and everything


associated with it
Segment S: The addition of
surprise changes the advantage
order by adding what is called the
Surprise Segment or segment S.

Surprise in the middle of a turn of


combat: but not everyone was surprised!
Adv order
2 1 2 Seg 1 2 1
of agents
S
Alpha: 8
X X
X
X
Beta: 7.5
X
X
X
Charlie: 7
X X X
X X X
Delta: 4
X
X
X
Edward: 1.5
X
X*
X

Step 1: The subject(s) involved in the


surprise event roll advantage normal.
In the following example the shaded
characters are the ambushers.
All agents in the combat except Charlie have
1 action a second; Charlie has 2.
Seg
S

X*

X
X
X
X
X

X
X
X
X
X

X
X
X
X
X

*In the above example, Edward has surprise attacked


during the middle of the turn and everyone by Delta is
surprised! Next, move the non-surprised agents and
Edwards action to segment S; remove Edwards and
the non-surprised agents actions from the following
segment.

Surprise actions: This combat


mechanic covers attacking
unexpectedly or an unexpected
event.

*Alpha takes the extra action on the starting segment


regardless of how many segments are in the combat
second; however, Alpha cannot take action before the
ambusher if alpha IS SURPRISED.

Adv order
of agents
Alpha: 8
Beta: 7.5
Charlie: 7
Delta: 4
Edward: 1.5

Seg
S
X*

X
X
X
X
X

X
X
X
X
X

X
X
X
X
X

X
x
X
X
X

*In the above example, Edward has surprise attacked


during the middle of the turn. Move Edwards action
segment to S wherever it may fall.

Segment S is added to the combat


second once any agent targeted has
been successfully surprised.

Adv order
of agents
Alpha: 8
Beta: 7.5
Charlie: 7
Delta: 4
Edward: 1.5

Duration of surprise: The surprise


extends for 1 second.
Surprise Action Order: the user rolls
Surprise action-Aim, the targets roll the
appropriate-Deed adjusted by the Surprise
Action-Aim; if the deed is failed, the target is
surprised.

*If Alpha is not surprised, as the winner of advantage


Alpha takes the additional action on the starting
segment which in this case will be segment S. Had
Alpha not won advantage, and yet was not surprised
they would take their action as normal on the starting
segment after the surprise segment.

By appropriate deed, we mean the target of


the surprise rolls a sense-Deed, such as
hearing or sight and if no senses can be
used to detect the event the Surprise
reaction deed. These are covered a bit
later.

271

Surprise actions, use of


concealment/stealth:

Coordinated attack, ambush: one


user calls the action, counts down;
all involved in the ambush act in
order of advantage on the surprise
segment, or segment S.

A. Is the subject/event stealthy or


concealed?
This may be established from a previous
skill vs sense roll; if has not; and the subject
has made a successful skill roll use A-1.
This guideline in an effort to reduce the dice
rolls.

Surprise actions, the weapon


switch: switching a knife from one
had to another or any object for that
matter is considered a surprise
action.

If the concealment, stealth, cloak is a


powerbased effect: See A-1.

Weapon switch order: Manipulate


tool-Aim and Surprise Action-Aim;
then shot. If any roll is failed, by
default, the action is not successful.
These three rolls can be compressed
into a spontaneous skill. The
spontaneous skill would then require
simply a surprise action-Aim, adding
the manipulate bonus, and a shot
roll.

If a sense Deed has not been employed


then use method B-1.

B. Is the subject attempting to be


stealthy or concealed?
C. If neither, roll the surprise ActionAim as normal.
A-1: If the subject is already stealthy:
add the stealth skills bonus to the
Surprise action-Aim roll.

Surprise actions, inanimate: In the


instance of a trap or event, any
concealment of the event is added to
the surprise action-Aim roll, made by
Fate, for the event itself. Events
include: landslides, rockfalls, slippery
surfaces, pits, tripping stones, etc.

B-1: If the subject is attempting to be


stealthy: add the stealth skills
bonus to the surprise action-Aim
A-1: If the subject is already
concealed: add the concealment
bonus to the surprise action-Aim.

Situation, throwing a glass of


water into an opponents face by
surprise:
Order: barring any concealment
or stealth or any
distraction/misdirection, the events
begin with the subject rolling the
Surprise Action-Aim.
The opponent then rolls a SightDeed; if failed, the opponent is
surprised for 1 second. All agents roll
advantage as normal.
If the opponent is surprised: This
surprise does not apply to any other
actions that may occur at the same
time.

B-1: If the subject is attempting to be


concealed: add the stealth skills
bonus to the surprise action-Aim
Distraction: A successful
Distraction-Aim adds the distraction
aims bonus to the Surprise actionAim roll.
Using surprise action: some
examples.

272

NOTE: If the action is delayed for


longer than 1 action, the opponent is
no longer surprised against that
surprise action.
Once we know if the opponent is
surprised, or not, we move on to the
effects of the blinding action.

determines the surprise action-Aim


vs what senses, if any, would be of
use in the given situation and calls
for the Deed as adjusted by the Aim.
If no senses are involved then fate
calls for a Surprise reaction-deed.
Failure to make the appropriate
Deed on the part of the subject
indicates the subject is surprised.

The blinding effect: It takes two


actions for the target to clear their
vision from a blinding action.

If it is determined that a subject is


surprised, they receive no Fate rolls
for 1 second, take no actions and are
considered stationary targets!!!

The subject rolls called shot +50 for


the blinding action based on the
targets range. If successful, the
opponent as they are surprised and
therefore stationary- does not get a
Fate roll for the duration of the
surprise.

Note: as this Deed is not actually a


skill, it is not permanently adjusted
by merit.

A blinded subject operates under


Blind Attack guidelines for the
duration of the blindness.

Order: Surprise action-Aim roll: appropriate


Deed roll.

Surprise Reaction: This Deed is


rolled to determine if a subject is
surprised by an event that cannot be
detected by any senses. The base
chance is, like all other deeds 40%
to start; meaning that when rolling a
surprise reaction the player must roll
on or below 40 on the percentile dice
to NOT be surprised by something
they cannot sense. This is a game mechanic

The senses and surprise:


unless otherwise stated by the
player: it is assumed that the
adventurer is ALWAYS looking for
trouble.
When in any given situation, Fate will
call for a deed based on the sense or
combination. Such as roll a hearing
and sight deed. Which means add
the bonuses for the general skills
hearing and smell together to
increase the target number, and
therefore the ease of making the
random percentage, and roll the
deed.

and not a model of reality.

Surprise Example, Close range


ambush from concealment: The
target(s) rolls hearing/sight/smellDeed adjusted by concealment and
stealth bonuses and all the sense
bonuses added to the target number
of 40.

Note: This deed can be to notice


something or for surprise!

Surprise, Example, approaching a


trap: As this is an inanimate object
causing surprise, Fate must
determine how the trap affects the

In the instance of danger such as an


ambush or unseen attacker, Fate

273

characters Sight-Deed target


number of 40. Fate adds any
concealment bonus to the traps
Surprise action-Aim roll; in this way
the creator of the trap is essentially
there by default. Rolling the dice for
the traps Aim.

Example of a backstab or close


ranged invisible opponent: User
rolls Surprise action-Aim; since the
backstabber is -in essence- invisible,
add their concealment skills bonus
to the Surprise action-Aim.
Example of a backstab or close
ranged invisible opponent with
stealth: Add concealment as before
and if silent, add in the users stealth
bonus.

Fate rolls a 73 + 50 (for the


concealment bonus) = 123 or -23%
from Foulruns, and anyone else in
the parties, Sight-Deed roll.

Example of a backstab or close


ranged invisible opponent with
stealth and cloaked: Add
concealment as before and if silent,
add in the users stealth bonus and
then add the cloak bonus against the
sense of smell. In the worst case, the
target can be put at a great
disadvantage!

Foulrun rolls a Sight-Deed adding in


the sight bonus of, in this example,
+15. 23-15= -8 so now we only
reduce Foulruns Deed by 8. 8 from
40 is 32. With a roll on or below 32,
Foulrun sees the trap and is not
surprised.

The invisible attacker at a


distance: the concealment bonus of
100 for the invisibility is added to the
Surprise action-Aim and the target
rolls a Sight-Deed. Failure indicates
surprise.
Example, the invisible sniper on a
hill, 1 kilometer away, and
downwind at night: add 100
concealment to 100 stealth to the
surprise action-Aim vs the surprise
reaction deed of 40. Thats a
minimum of +200 and whatever the
dice roll for a potential of 300 off of
the surprise reaction-Deed!
Surprise reaction, Sleeping: When
the character is asleep or
unconscious, the surprise reaction is
limited. Subtract 50% on Surprise
reaction-Deed add the subjects
hearing bonus to the Deed roll if
appropriate.

274

Swimming example: The subject


has a 5 force and can max swim at
0.5m/s or (1.1mph) under optimal
conditions. A bipeds max swim
speed cannot exceed 10 meters per
second (22mph), without the use of
cybernetics or a powerbased ability.
With the exception of the races with
unusual swimming adaptations such
as the Aquarians and the
Tenjohussan.

Trauma
Tarlans family had worked honeybees
on a stretch of steep cliffs for as long as any
could remember. The difficult and
dangerous task, a source of influenceand
not so little wealthmade the family one of
the more prestigious in the tiny isolated
village. Throughout the summer and partly
into the fall, the brave collectors hauled
themselves up the sheer cliffs to harvest the
precious cargo.
Dangling far above the green on thin
cords fashioned from strangle vines, the
workers used reeds to smoke the fierce
creatures from their hives. The
magnificently rich honey then provided for
the little village, with the rest sold in the
great town of Riveralia, three days to the
south by river.
When Tarlan was a small boy, he had
stood at the base of the family cliff, gazing
up at his father, who seemed to float against
the cerulean brilliance on the thin ropes
Tarlan had helped fashion. Tarlan halfremembered smiling as a large black
shadow lazily detached itself from the cliff
and then the bees fell on him in a malignant
wave. Within a moment, all was white light,
terror, and absolute agony.
The shaman had promised nothing as he
packed the boys swollen body in mud.
Once this process was complete, he had
administered what meager magical aid lay in
his power. Fortunately, the spirits saw fit to
stave off death, but little else. It had taken
Tarlan a year to make a complete physical
recovery; the resulting trauma left the boy a
head smaller than all the other children in
the village his age, and his nightmares were
often filled with stingers and all consuming
liquid fire.

Swimming with a payload:


Subjects cannot swim with more
than the payload limit. Start with the
payload amount. Decrease whatever
the speed the run is by 1% for every
1% of this payload amount that is
carried during the run. Even basic
equipment can decrease the speed.
Swimming with a payload
example: Swimming up a creek with
a weapon, starting with 125kg force
the payload limit for the subject at
25% is 31kg. So, for every 310
grams carried by the swimmer
decreases the speed by 1%. In this
instance the swimmer is carrying a
2.5kg (2500 gram) weapon on their
back. Divide 2500 by 310 in this
instance for a decrease of 8% the
speed. So, under optimal conditions
the subject swims at a maximum of
0.5m/s (1.1mph) minus 8% of
0.5meters for 0.46m/s (about 1mph).

Trauma rolls: The trauma roll


statement indicates that a dice is
rolled to determine the duration or
severity of effect. The dice is usually
a 1d4. This may not always be the
case.

275

Burning Constitution to resist the


effects of disease and chemical
cogency: In all cases, the target
reduces the effect, or cogency, of a
malady by burning Willpower and/or
Constitution in this manner: 1 Con:
Reduces the cogency by 5.

Throwing a payload, Shot: In the


case of throwing a payload at a
specific target, use the subjects full
shot bonus and treat as a normal
shot based on the circumstances
such as range and visibility.
Throwing a payload, velocity of:
(Meters per second) divide the max
lift by the objects weight in kg, plus 2
m/s.

Diseases only: This Constitution


bypasses the Constitution Gate. If a
subject has enough Constitution they
can completely reduce the maladies
cogency, keep it reduced, and not
succumb. Should the subject be low
on Constitution, they have a chance
to combat the infection each day in
the same manner.

Example: Jimmy generates 125


kilos of force with a max lift and is
throwing a 1.5 kg sword. 1.5 kg + 2
m/s = 3.5. Divide 125 by 3.5, this
equals 42 meters per second (93
mph). If the velocity of the weapon
exceeds 100 m/s, it is considered a
beam attack.

Chemicals and poisons: The


constitution is limited by the Con
Gate.

Uncomplicated actions: are for

NOTE: Multiple maladies cogencys


stack up on a subject.

blocking with shields/defenses or for


releasing a trigger, flipping a switch
and may be used as often as a
target needs to roll a Fate.

Throwing a payload, Damage


to: Divide the payloads mass by 10
plus the subjects force damage
adjustment, for the total damage
done to a payload if thrown onto a
solid surface.

NOTE: This flipping of a switch or


trigger activity must only be used in a
defensive capacity. Uncomplicated
actions are NEVER for attacking in
any fashion.

Throwing a payload, Range of:


Divide the subjects max lift by the
items listed weight; +1 meter, to get
a max range, in meters, for how far
the payload is thrown.

Underwater, combat: Subjects


subtract 50 on Fates and Force and
50% on actions per second,
minimum 1 action per second, and
are under a swim status for
movement rate. Subjects also
subtract 15 from all Sense skill-Deed
target numbers.

Example: Jimmy is trying to throw


the sac of gold he caught earlier
back across the creek
Jimmys max lift: 125kg; throwing a
sac of gold weighing 70kg. Divide
125 by 70 for 1.78 meters +1 meter
for a total of 2.78 meters.

Underwater, depth: With a


mechlung and manta leather suit,
max depth 600 meters plus 1 meter
per force of the subject.

276

How to play out or run combat


in vehicles

Underwater, holding breath: A


subject can hold their breath and do
combat for 30 seconds before
requiring air or if swimming normally
up to 3 minutes. Special skill of
holding ones breath, while it is not
listed, could fall under the skill
classification of, Free-diving.

Vehicle combat, step 1: Set up the


ship like the combat stats of a
character: Fate, Shot, Advantage,
Attacks. In place of merit, combat
stats are augmented by EGs from
the power source on a segment by
segment basis plus the operators
skill bonuses providing the operator
has the specific skill. Otherwise, the
adjustments to each aspect of the
vehicles combat stats are made only
by the EG allocation from the power
source plus the Constitution of the
subject operating the vehicle.

Vehicles, Combat:
Piloting: for the most part the skills
can be used to effectively determine
a host of instances, however in the
instances of piloting ships vehicles
with multiple weapons systems and
the need for multi crew members,
the combat guidelines are altered
somewhat. To start, use the normal
combat engine and assign the
various aspects of the ships
systems between the players as if
they are all playing one character.

Vehicle combat, step 2: Next, assign


each player a vehicle station so to
speak, as listed above.
Vehicle combat, step 3: Begin
combat as normal with the
Operations controller rolling the
ADVANTAGE dice based on the
merit allocated plus any of their own
Con burns. Proceed as if the ships
were characters in the arena.

Fate rolls: = Evasion, navigation,


driver. Players roll all Fate rolls for
the vehicle in question. This is also
to be used for piloting rolls. The
vehicle must be in motion for it to
receive a fate roll.

Weapon rate of fire ROF: The


weapons controllers roll shot each
action.

Shot = Weapons targeting systems.


Players responsible for this position
make all shot and damage rolls for
the weapons systems in question.
This can be divided up between
multiple weapons systems.

NOTE: Fate can assign specific skill


type categories for each of these
skills and award merit that can be
used to adjust the ships functions,
should the game require extensive
combat in a vehicle.

Advantage = Operations: Weapons,


Armor and Shields: The player
responsible rolls advantage and all
deeds or aims outside of piloting.
Responsible for the allocation of the
ships EGs.

This method of combat can be used


when piloting any vehicle during
combat, even something as simple
as an ill-tempered llama in battle

277

armor or a starship. See additional


skills, piloting, powerarmor.

action/event. The preceding


determination is a Final Call on
Fates part. Blocking with a
powerbased shield can still be
accomplished at normal ratios as the
shield appears where the subject
wills it to.

Vehicle combat, starships:


Treat as normal; combat velocities
are sub-light.

Willforce: The will-force or


hypnotic effects cogency must
surpass 10% of the targets merit
value (cogency mass) to be
effective. In this way it is easier to
will-force a cow than a flymen. The
caster must phrase all commands to
a target(s) within twenty words.
The extent of a will-force is nearly
unlimited in some respects. The
caster may order a subject to do
virtually anything. A will-force effect
does not stop a subject(s) ability to
concentrate until the target is under
the subjects control. Once in the
will-forced state, a subject(s)
personality is suppressed; they
become openly submissive and only
obey the instructions from the caster.
The subject of the will-force ignores
all other Persuasion-Aims to the
contrary, unless it comes from
another powerbased source with a
greater cogency; in this contest, the
stronger cogency wins.
Zero gravity: A very tricky aspect,
combating in zero gravity can be
difficult to model. One important
factor to all of this is being anchored.
If a subject is anchored in some
manner they can do combat as
normal. Exception if using a hand to
be anchored: the subject can only
manipulate objects with one hand. If
not anchored, the subject subtracts
25 on all Fates that involve
physically evading or blocking the

278

Standing on the platform ready to


receive their robes of graduation, Tarlan was
tremendously proud and surprised at his
feelings. Gone was the little boy who was
afraid of bees, and who thought glass was
magic. Left was a man, rich with
knowledge, who had once loved a girl that
had been erased from all existence, save his
heart.
Without knowing it, he had started
crying, the small tears echoed by the rest of
the former apprentices. Swallowing his
emotions, Tarlan proudly marched down the
steps and into the rest of his career as a
Magewarrior for the World of Synnibarr.

In the final months of schooling, Tarlans


instruction alternated between the most
mundane of affairs and the mystical
maelstrom of the Art. When Tarlan awoke
on the final day, he felt as if he could take on
the world, and win.
Eating and dressing quickly, Tarlan
cleaned up his new room and packed his
meager belongings. By the time he was
finished, the ceremonial bell began its
austere call for graduation.
The maiming was a part of graduation
that every candidate despised. It consisted
of a trial of skill and strength, the catch being
an enforced temporary physical handicap.
With part of their arm missing, hence the title
the maiming, the apprentices were expected
to endure the shock, to cross a short
gauntlet toward a Heal Spring melon. Once
the melon was consumed, and the missing
limb regrown, they were then expected to
win a mock dagger fight with their off-hand.
After what Tarlan had been through in the
last year, it was a piece of Crystalberry
cake.
As the call to graduation reverberated
through the guildhall, Tarlan could hear the
continuous movement of the great school
fall to a standstill. For thirteen beats, the
bell tolled its salute to the graduates, ringing
out to all the Worldship that great new
powers had entered the fray.
As the last peal of the bell cleared the
academy campus, Tarlan and the other
apprentices gathered before the Maiming
grounds. In the stands, he saw Pernicis,
Bittersalt, Balgar, Alorius, and Blackforge,
the whistles of the gigantic mutant louder
than the cheers of the assembled.
When Tarlan took his test, he passed on
the first try.

279

Chapter 20,

Adjustments to Combat stats and


Skills: The Skills Target number or Dice

Adjustments
This chapter is divided between limitations,
adjusting the character after character
creation and adjusting the abilities.

roll may be permanently adjusted as


described in the chart below by allocating
the required merit.

Time to train: The aging process is tied to


this, while for game play, the process is
instant. Est. time is 1,000 merit per year.

Table 70, Combat stat and skill


adjustment costs and ratios.
Skill
Merit Cost
Fate (Any)
10 per +1
Force
10 per +1
Shot
10 per +1
Skills (Any)
10 per +1

Limitations: Some of the aspects of the


game are open ended with the merit costs
increasing each step of the way. The
adjustments allow for the spending of merit
within the aspect most aspects, be it a
combat stat such as Shot or the range of an
effect. There are however, some aspects of
the game that have strict limitations
involving merit. Unless otherwise stated,
these limitations are for mortal characters;
as always, all of these guidelines are
determined by Fate.

With the exceptions of Force, no combat stat


or Skill can ever have a permanent
combined Merit adjustment of more than
+50; this includes racial bonuses,
guild/organization bonuses.
Force: may be adjusted up to +100.
Fates: Each of the 5 Fate categories is
adjusted individually.

Limitations: Constitution based. The


limitations can be temporarily exceeded
through the use of Constitution or
powerbased abilities. Unlike merit based
adjustments, temporary bonuses may
always be nullified unless otherwise stated.

Adjusting advantage: Advantage may be


adjusted after character creation as follows.
Table 71, Advantage adjustment
Advantage Merit cost
Total merit cost
+
+5
5
+1
+10
15
+1
+15
30
+2
+20
50
+2.5
+25
75
Etc

Merit and allocation: At the end of a


gaming session, Fate awards Merit to the
characters. Merit is allocated to adjust
points to many different aspects of a
character: combat stats, skills and other
abilities. Merit allocated is not spent it is
allocated and locked until the player
receives a re-allo. The player must keep
record of all merit awarded to the character.

Table 72, Actions per second adjustment


Actions
Merit cost
Total merit cost
+1
+1,000
1,000
+2
+2,000
3,000
+3
+3,000
6,000
+4*
+4,000
10,000
+5
+5,000
15,000
Etc*Max number of actions per second for
mortals

Re-allo: all the characters merit may be


reallocated every 10,000 merit. The
character may not alter race, organizations.
or practitioners.
Note: Unless otherwise stated in this
section, merit costs for any adjustments are
as listed within the abilities themselves. If
not listed in either this section or within the
ability itself, the aspect is NOT adjusted.
Adjusting aspects of a character after
character creation: There are several
aspects of a character that should be
adjusted by allocating merit.

280

Enchanted items, limit of: Fates


call on this limitation. No more than
15,000 merit worth of items total
divided among six slots for
enchanted items. A character cannot
carry more than six enchanted items.

Ability units: To increase a


characters ability units: 1 per 1
merit: 10 merit adds +10 Aus.
Life Points: increase with with the
characters merit value based on the
difficulty of game.

Enchanted items adjusting Limit


of: plus 1 merit = 5 merit to the limit
of magic items; this is divided among
the six slots.

Adjustments to Constitution: The


cost to add +1 Point to a characters
total Constitution is 10 merit per
additional Con point. As a side
effect, a character always has 1 Willpower for every 25 Constitution, by
default.

Adjusting/ acquiring cybernetic


modifications: See cybernetics for
the details. Adjust cybernetics after
character creation at a +1 per 10
merit ratio for combat stats only.

Constitution Gate: The Con Gate of


a character can also be opened by
allocation of merit. Each extra
Constitution Gate point costs 100
merit per 1 con point above the
starting 5 con points per second.

Acquisition of new abilities with


Merit: The acquisition of new
skills/spells/abilities after character
creation is limited by merit awards
and the powerbase studied. Players
choose form the powerbase and gain
the ability from the mensamantic
university. The merit must be
allocated.

Table 73, Adjusting Con gate


Merit
Total merit
Con Gate
Cost
Cost
5 (Base)
0 (Base)
6
+100
100
7
+200
300
8
+300
600

Acquiring a New Practitioner of


the Art: for every 1,000 or more
merit a character has amassed, it
can acquire a new Practitioner
Education Skill in order to learn new
power-based abilities it didnt start
out with during character creation.
The cost of these abilities is 1 merit
per Merit Point of the new ability
being purchased.

Etc
Protection Factors: Merit
adjustments are within the General
ability: Protection factors.
Powerbased immunity abilities: a
character may not be immune to
more than two powerbases
simultaneously. The max bonus to
immunity Fates and immunities
effect in any fashion is 75%. Special
substances do not increase the
immunities percentage.

281

Acquiring a New Guild or


Organization: If a character has
purchased an organization or guild at
character creation for every 5,000 or
more merit a character has
amassed, they may join a new Guild
or Organization for ten times the
normal character creation cost.

Adding a weapon to the Shot Stat


Example: This is one area where we
simplifyafter character creation,
characters may buy and use any weapon
with normal shot bonus. The purchasing of
said weapon includes training. After
character creation Fate may choose to have
the character allocate the Merit value of the
weapon, essentially to the weapon itself,
and then allow the item in question to be
used at the normal shot bonus.

When moving up a practitioner the


previous merit spent on acquiring the
skill is subtracted. Adjust if this is
done after character creation as
above, unless the subject is
switching powerbases. Unless the
subject is a mixed mystic artist, each
powerbase must be acquired
separately.
Buying abilities and spells: If in an
organization: unless otherwise stated
an ability or spell is purchasable for
$100 per merit value of the ability
spell.
Buying spells and abilities if not in
an organization: the cost is $1,000
per merit point.
Adjusting the EG Gate of a
technology item: same as adjusting
the Con gate. This merit is added to
the merit of the item for the
calculation of cogency.
Adjusting a technology items
merit value: This costs $10,000 per
merit point. This additional merit is
added to the resource merit value of
the provision and is used in the
calculation for cogency.
Adjusting tech level of an item:
this will be detailed in the UAG II
edition within engineering.

282

could be spent increasing ONE combat stat


a minor 3%.

Adjusting a character Example:


Jimmy Chicago spends 30 merit. Any time
you allocate merit the merit is locked into
that aspect of the character and cannot be
changed until the character reaches 10,000
merit.

Were it not for the dramatic inflation in the


merit cost after character creation, 100 merit
would max out a combat stat!
Adjusting force skills: With any
adjustments to Force, the player should
recalculate all of the force skills if they want
the maximum benefit of the adjustment to
the strength of the character.

One of the first aspects a player might look


at is the core stats. Does the player want to
adjust the Constitution available and thereby
increase the Con pool and willpower, does
the player want more AUs, or does the
player want to open the Con gate for more
Constitution per second?

Skills: Jimmy has adjustments of one type


or another in Senses, Agility, Persuasion
and Stealth. As the adjustments to the skills
are also 10 to 1, with 30 merit the players
choices are limited.

After the core stats, does the player want to


add merit to the combat stats? As this is
after character creation, this adjustment is
very expensive.

Excluding adjusting combat stats and skills,


the 30 merit can be spent acquiring another
spell or skill.

Next we have the skills themselves; likewise


as expensive as this is after character
creation. Does the player want to increase
their sense Deeds or the concealment-Aims,
etc?
Then does the player wish to acquire
additional abilities/spells for Jimmy?
And lastlywith the abilities and spells
the character already has, does the player
want to adjust the aspects within the
ability/spell itself?

In this instance, Mr. Chicago spends the 30


merit and acquires the Teleportation spell.
This spell requires 30 AUs to use; however,
as the character has 40 AUs remaining;
they can use this spell without needing to
purchase more AUs.

First, the awarded merit for the


adventure is added to the total merit, which
in this case is the starting 200, for 230 total
merit. List this in the total merit location on
the sheet.
Now the 30 merit is available for allocation.
For the core stats: the player considers
increasing Jimmys Con Gate one point: for
a total of 6 Constitution per second; at a
very expensive cost of, 100 merittoo
expensive at this point. The merit can be
better spent elsewhere at this juncture.
Especially as now that the character has
been created the costs to adjust the skills is
10 times what it cost to adjust them at
character creation.
Adjusting Combat stats: NOTE: the
limitation of 30 merit to any combat stat is
suspended after character creation.
As the adjustments cost is inflated to 10
times the character creation costs, 30 merit

283

In the case of payloads: the


amount of additional weight that can
be affected is: 10 kilos per cogency
point value of the effect, unless
otherwise stated within the specific
ability. Adding Merit to any aspect of
the ability empowers the effect and
this covers this adjustment as it
increases the Cogency of the ability
by default which in turn increases the
payload affected. Adding merit to
increase the range increases the
overall merit of the ability which is
reflected by the Constitution x merit
= cogency.

Adjusting aspects within


an ability after acquisition
Every ability has adjustments that
can be made to the Range, Duration,
and the effects cogency, by
allocating additional Merit and or
Constitution. Rather than list these
modifications repeatedly, the
guidelines for the adjustments are as
follows: Remember: all merit
adjustments are permanent all Con
adjustments are temporary.
Categories of increase, Example: 1
second increased to 1 minute, you do not
increase the duration to the minutes
category from the seconds category of
progression, once a minute is reached.

Casting times: All abilities have


casting time unless they are, always
on. Always on abilities are activated
when affected by an event they are
designed to deal with.
Abilities with a casting time of: None
are often always on abilities.

Increasing the aspects: all aspects


are in specific units; once a
mathematical point is reached, say
from 1 meter to 10 meters: DO NOT
jump to the next category and begin
increasing the range in 10 meter
increments.

Decreasing casting times: To


permanently decrease casting time of one
specific ability selected by 1 action, costs an
added 20 merit per action.
Example: permanently decrease the
selected abilities casting time by 2 actions
for 40 additional merit, etc.

Effects: in general, adding merit to


the aspect of abilities increases the
cogency of that particular ability and
subsequently increases its effect.

NOTE: The minimum casting time for any


ability -that is NOT A SHIELD- is 1
action/attack, unless otherwise stated.

Effect, abilities with more than


one: in this instance while merit must
often be spent to acquire the new
effect, the new effect DOES NOT
require any additional AUs to use.
Special merit consideration:
acquiring general abilities: after
character creation: all of these types
of abilities cost the listed merit costs.

284

Table 75, increasing the number of


beneficial duration effects

Increasing Range: The Range of


Powerbased abilities may be
increased as shown below.
Note: a Range of Touch or Self
cannot be increased; yet, Self +
Other can be increased; in this case,
only the range of affecting others is
increased.

Number
+1
+2
+3
Etc

Merit Cost
10 per +1m
20 per +1m
10 per +10m
20 per +1m
10 per +100m
20 per +100m
10 per +1km
20 per +1km
10 per +10m

Range (+ Other, Diameter)

20 per +1m

Total
1,000
3,000
6,000

Table 76, increasing the number of


concentration duration effects

Table 74, Increasing ranges with merit


Base Range of Ability
Range (Base 1m)
Range (Base 1m Diameter)*
Range (Base 10m)
Range (Base 10m Diameter)
Range (Base 100m)
Range (Base 100m Diameter)
Range (Base 1km)
Range (Base Diameter in km)
Range (+ Other)

Merit
cost
+1,000
+2,000
+3,000

Number
+1
+2
+3
Etc

Merit cost
+1,000
+2,000
+3,000

Total
1,000
3,000
6,000

Increasing the Duration length:


Any Powerbased ability that requires
Concentration and lists a beneficial
or negative Duration may be
increased in duration as shown.
Table 77, Increasing the duration with
merit

*Diameters are sometimes tied to the


cogency of the effect.
Increasing the number of duration
effects: To start, three abilities can
be active simultaneously. Merit may
be allocated to concentrate or have
active more duration effects.

Base Duration of Ability


Duration (Base 1 Second)
Duration (Base 1 Minute)
Duration (Base 1 Hour)

Merit Cost
10 per +1 Sec.
10 per +1 Min.
10 per +1 Hr.

Duration (Base 1 Day)

10 per +1 Day

Increasing Chemical Cogency of


Venom: Cost is 10 merit per +1 Chemical
Cogency. Venom has a limit of 100
Chemical Cogency per milliliter.

Increasing Number of Summoned


Intelligence Agents: Cost is 200 merit
for two Intelligence Agents, and another 300
for 3, for a total of 500 merit to have three
active intelligent agents. This merit does not
add to the cogency of the ability.

Intelligent agents, Adjusting


combat stats: based on the casters
nulled combat stats. Merit should be
allocated to the casters combats stats to
increase the intelligent agents combat stats.

285

Example of adjusting aspects


within an ability: Note, in this example
rather than purchasing new spells or abilities
Jimmys player wants to spend merit on
adjusting the characters Hex bolt and the
Brilliant defender. In this example he has
100 merit to allocate.
Looking within adjustments the player finds
that he/she may adjust three primary
aspects within the spells: the Range, the
duration and the cogency for damage
which is automatically adjusted by the
addition of merit in any aspect of the ability.
Hex Bolt: Range: The range is 100 meters.
For 40 merit the player may increase the
range to 500 meters: 100m + 400m = 500m.
Effect: The player, by allocating the merit to
the range aspects within the spell, increases
the overall merit of the ability in question and
as was mentioned above and by default the
effects cogency: which is used to determine
the damage of the hex bolt. 10 +40 = 50
merit total. Now when the ability is cast: its 1
con x 50 for 50 points of cogency force.
Brilliant Defender: Duration: with the
remaining 60 merit, Jimmy can adjust the
duration of his shield: +6 minutes. Now the
shield lasts for 7 minutes and has a cogency
of 10 + 60 for 70. 1 con x 70 = 70 points of
cogency.
NOTE: Increasing the merit of an ability
does not increase the amount of AUs
required to use it. The AUs are based on
the initial merit cost, or value, for the ability.

286

Left blank

287

Chapter 21,

The Phoenix Fish: Located in

Adventuring

new Templemere. Owner operator


the Princess Delphiea Aggda the
52nd daughter of the King Eelcrusher
features a large aquarium running
through the restaurant filled with
Phoenix fish.
The princess is very knowledgeable
and 90% has a job that needs doing.

Now that you have a character and a


small idea about the Worldship they
live in, its time to start exploring.

Identification: All citizens are


required to obtain a valid ID. IDs act
as a passport and may grant ultrasecure access to the Forbidden
Banking system via an Omni should
the subject so desire. ID verified by
Omni DNA scan.
IDs are issued in any village of over
1,000 at a banking location and are
good for 5 years.

The Meat Caf: Located in the


Forbidden City. As dangerous a
place and any on the Worldship;
patrons may- if not very polite and
political- end up on the menu.
The cafs staff is very
knowledgeable and all of them have
a job (90%) that needs doing.
The nature of the place has created
a demand for all types of meat.
Average payment is $1.50 per lb for
any type of fresh meat.

If you have not already, take a peek


at the atlas and the subsequent
information about cities; there you
will find seeds that can be used to
start adventurers.

The Glass Anvil: located in


Swordholm. The tavern is well
known for being place of mystery.
The owner/host, a Giant called
Seabeard Wavemaker, is most
knowledgeable and (90%) has a job
that needs doing. Also, beneath the
tavern are three access points to the
Worldveins. These are all locked
and should only be accessed with
the owners permission.

Some information not presented in


the atlas pertains to particular outlets
for adventures.

The Blind Owl: Located in the city


Terra. There are help wanted ads
posted on a bulletin board that lines
the ceiling of the stairwell leading
down into the main bar. The ads
range in type, as do any placed in a
public posting location.
The owner/bartender, a 2 meter tall
elf who goes by the name of
Halfhan is most knowledgeable and
typically 90% has some type of job
that needs doing.

The Orbit Room: Located aboard


the JL1 space station. Owner/host:
Prince Richard Alabane. The Prince,
as the ruler of the spacestation, has
access to a large number of
starships of all sizes and capabilities.
The Prince and the staff are very
knowledgeable and all of them have
a job (90%) that needs doing.

288

The box owner: Box ownership is


determined by two things: a
password and up to two keys. The
keys are enchanted as part of the
Spelltrap when the box is opened. It
is not possible to duplicate the keys.

The Forbidden Bank: With


branches around the Worldship in
every village using technology with a
population of 1,000 and over. In
regions where technology does not
function or is against the law, the
bank functions via mystic means and
quill and ink.

The electronic banking network:


The electronic network upon which
currency may be exchanged is
accessible through the account
holders omni. Funds may be
transferred, withdrawn as required
either at an ATM or physical bank
location. The electronic network is
defended by several redundant
security systems with over 50,000
cogency apiece plus the assistance
of the Sunstone Oracles and their
precognitive capabilities.

Account Requirements: valid ID.


The organization is supported and
defended by the financial reserves
and resources of the Emperor of the
Forbidden City, the unique financial
institution functions, in part, via a
series of interconnected portals to
the customers safe deposit boxes.
The boxes are accessed via a
Spelltrap, only by the customer, at a
branch location. Hours: 9 to 7pm, 6
days a week.

Omninet: Treat as the internet with


all functionality. The omninet is
supported primarily by the
Alchemists in the Mirrored City
located within Terra, Cyberakk
Emerald Downs, New Templemere
and The Forbidden City.

Each of the personal vaults is 3


meters square and physically kept in
a secret location known only by the
Emperor. This location is presumed
to be inter-dimensional perhaps even
interdimensional on the Lost
continent to further deter mystic
location or detection. The boxes are
defended by several redundant
security systems with over 50,000
cogency apiece plus the assistance
of the Sunstone Oracles and their
precognitive capabilities.

Roaming: In remote areas, primarily


outside any village with technology
and a population of over 1,000, the
satellite signal is at 20% plus 1d20.
A successful roll on or below the
target number indicates that the
device has a signal for 1 minute.
Re-roll the signal strength every
minute of the communication.

The portals open as if they were a


vault door. The door remains open
for up to 5 minutes per 24 hours.

Signal Strength: The Omni satellite


communication does not function
submerged and/or if blocked by
more than 1 meter of a solid
substance.

Boxes are subject to inspection by


the Emperor at any time.

289

Commodities: Various

Bounties: There are always

substances can be found around the


Worldship and these are valuable
commodities and can make the
collector money. The type of
commodity can be any material Fate
desires. The average price sought by
every retailer is 50% below the retail
price of the commodity in question.

bounties available: payment is per


the merit value of the suspect 1
silver tier per merit point: the
payment is only 50% of the subject is
returned dead. Bounties are paid in
any village with a population of over
1,000.

Pets: Be it a trusty mount or a small

In general, the percentage chance


the material can be located is half
the percentage chance it is in stock.

animal, bought, caught or trained. A


pet can be a useful addition to any
adventurers provisions. See
Shinpuri collaring ritual.

Once discovered, just how much of


the commodity is discovered is
called a find. Roll 1d4.

The usefulness of a pet is primarily


dependent upon the creature
selected and the situation the pet is
placed within.

Table 78, Size of finds, special


substances
Rand Find size
1Poor find: small amount. 1
of the commodity such as 1
Blood Orange. 100 grams -1
kilo, or 1-10 grams or 1-10
milligrams.
2
Small find: 2 + 1d4 of the
commodity, 1 kilo -4 kilos or
10-40 grams or 10-40
milligrams.
3
3- Medium find: 6 + 1d10 of
the commodity, 10 kilo -100
kilos or 50-150 grams or 50150 milligrams.
4
4- Large find: 20 + 120 of
the commodity, 100 kilos 1,000 kilos or 200-1 kilogram
or 2-10 grams.

Here are a few typical pets. These


are natural animals and have no
special abilities to speak of and are
usually priced below $100
Table 79, Common Pets
1d20 Pet type
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

NOTE: should the maximum roll be


made for any commodity Fate may
decide that the find is larger. In this
way it is possible to discover
legendary reserves of a precious
substance.

290

Badger
Bat
Bird
Cat
Coyote
Dog
Ferret/weasel
Fox
Lemur
Monkey
Otter
Rabbit
Raccoon
Rat
Seal
Snake
Squirrel
Tarantula/spider
Toad/frog
Wolverine

The Shinpuri Collaring ritual: this


enchantment ritual creates a special
link between the master and the
subject (pet).

Table 80, Collar ritual effects


Collar ability

Owner: communication only; owner must


be able to hear the pet.
Lord: telepathic communication. The
communication is strictly telepathic.
Range: up to 10 kilometers.
Master: the master has complete control
over the subjects actions and may
telepathically direct them as if using
telepathy, See telepathy, will-force.
Range: up to 10 kilometers.
Lord and master: through sympathetic
invocation: The lord and master can cast
powerbased abilities through the pet.
The Pet becomes a Vector but may not add
Constitution to the effect. The Pet gains
ownership over the ability for the duration
once completed by the lord and master as
normal.
Special Note: tainted Constitution is not
passed along the link. The link depends
upon the communication effect. If
communication is severed or blocked, the
effect does not function.
Range: up to 10 kilometers.

Collar: Shinpuri enchantment,


Communication, Will-force, transfer.
Powerbase: Earthpower.
Constitution: 100 to invoke ritual.
Merit: 50.
Enchanted item cogency: 6,000
Enchanting time: 5 hours per collar; once
around a pets neck, the effect becomes
active.
Range: See table below.
Duration: Permanent, as long as the collar
is on. Note: the pet does not willingly
remove the collar once it is on.
Required Materials: two strips of black
manta leather, each with a forgotten steel
buckle: one for the pet(s) with a ring; the
other for the owner without: no less than
$1,000 in value per pet. The master must
wear the control bracelet, for the ability to
function.

291

Merit
cost
20
basic
+10

+20

+30

It is at this point that some of the


characters physical appearance is
determined by the nature of their
race, along with dietary
requirements, and/or special
sensitivities. The height and weight
of the character must be determined
and then listed on the character
sheet. The examples are in the
beginning of the race section on
table 3: go there now; determine this
information and then return here and
continue.
Note: this particular race was
selected because of some of the
intricate adjustments. The fact that
the character race has two forms,
each with separate stats, is
something that is very common and
should be understood from the
beginning.

Chapter 22, Adventurer


character creation in
detail!
Step 1: Fill out the character
sheet. Make a copy or reasonable
facsimile and begin.
1.1 List your characters name. It
can be any name you choose.
For this character creation example, weve
named our sample character, Jimmy.

1.2 Players are awarded a


suggested 100 Merit points to
allocate, or spend, on a race, guild,
general abilities and cybernetics.
NOTE: Unlike the merit for combat
stats and skills, this merit may be
spent on any other aspect of
character creation.

1.2.2 List any adjustment to any


specific Skill awarded by the race -if
any- on the character sheet. In some
instances, the bonuses are only
available on a temporary basis.

1.2.1 Purchase a Race, at this point.


See Table 3, races; once you have
chosen-or randomly rolled-the race,
subtract the Merit cost for the race
from the 100 to start. By turning to
the race chapter the player finds
three important tables. One for
height/weight and from the weight
we get the characters life points; the
other for racial bonuses to the
combat stats and the last table lists
the bonuses to the skills and
abilities.

In Jimmys case, all Weremen have


a plus 10 on the skill persuasion
when in human form only. So, this
bonus is listed under the racial
bonuses, but the player must
remember: when in animal form,
remove this bonus.
Next we see that, while in animal
form only, all Weremen have
Enhanced senses, Agility, Combat
stat bonus to Force, (strength) and a
plus 0.5 to something called a
protection factor. A protection factor
divides the damage a character
receives.

Example: The player selects the race,


Wereman. So now Jimmy is a Weremen.
The player subtracts 30 merit for the race for
a remainder of 70 merit. Remember the
merit spent is allocated to the race; it is not
actually discarded it is simply...allocated.

The player writes the bonus to sense


in the temporary column in the

292

Sense row on the character sheet.


Any bonuses are be added together
under the right circumstances to tell
the player how well their character
can use its senses.

list the details of the spell/special


ability on the second page of the
character sheet.
Example: All Weremen must also select
an animal form they can shift into and list the
natural weapon damage.

The temporary bonus to the Force is


listed in the Combat stat Force in the
temporary column. Once again, any
bonuses are only added together
under the right circumstances to tell
the player how strong their character
may be and this is dependent upon
what form they occupy.

As has been described, the


Weremen receive adjustments that
are exclusive to just a particular skill.
Some of these adjustments are
available only when in animal form
and others only when in human form;
each particular to the body type.

The temporary bonus to protection


factors is added to the (1)/1 listed on
the bottom of the character sheet.
Add the bonus to the first of these
numbers. Now, in this instance,
Jimmy has +0.5; so the 1/1 becomes
1.5/1. Now the player divides any
damage the character takes by 1.5.

Example: Jimmy selects to be a werepanther. So now, when in animal form,


Jimmys senses are sharpened; he is
stronger and is resistant to damage.
Example, Special sensitivity: all Weremen
are sensitive to titanium. The player lists this
on the sheet and moves on.

Each race has similar adjustments,


special abilities and skills. Select
your race and follow the guidelines
or chose human and simplify this
aspect of the creation process. After
you have selected a race for your
character and made the adjustment
on the character sheet, move on to a
guild or general abilities and
cybernetics. Purchase this next
phase of the character and make
any necessary adjustments to the
character sheet; then move on to
step 1.3.

Example: Jimmy has 212 life points. Divide


any damage taken by 1.5 and the remainder
is passed along. 10 points divided by 1.5 =
6.6 life points. See, protection factors.

1.2.3 See the Race description for


details: List the racial ability, if any,
awarded with the race- if any. It is
important to mention that there are
adjustments within the special ability
that may be made with the additional
allocation of merit at this point. You
may choose to allocate a portion of
the remaining merit within the ability
instead of spending it on a guild,
cybernetics and/or spells/racial
abilities. If you do so, list any of the
changes in the appropriate rows on
the sheet. If you choose to spend
merit on cybernetics and spells,
special abilities then likewise list any
changes to ability scores, skills in the
appropriate column and if desired,

293

And now comes the fun part:


selecting an organization.

1.3 Core Stats: List these scores on


your character sheet.
Ability units: 100
Constitution: 50
Con Gate: 5
Will-power: 2

Jimmys player elects to look at two


aspects: the general abilities and
cybernetics or the guilds.
The skills and abilities will let Jimmy
be able to do a wide range of
activities from astral projection to
using abilities and spells.
The guilds award abilities as well
as other unique skills and equipment
and a large series of bonuses to the
skills and combat stats. The
Cybernetics are useful..?

Note: In the case of some of the


smaller races Con Gate is reduced
to start.
Metabolic shock: based on
constitution. See Stun. Do not worry
about this at this point.
List 200 -unless Fate has decided
otherwise- in the total merit section
for now; this will be a place where all
of the starting merit and all merit
awarded throughout the characters
career will be listed.

The player selects to spend merit on


a guild; for a guild, the player selects
mage Warrior, for a cost of 50 Merit;
leaving 20 merit for spells.
All organizations award a great
deal to the character for very little
actual merit cost this is the appeal.
The choice of Mage Warrior provides
the following: additional bonuses to
the combat stats and skills: the two
tables at the beginning of the
organization chapter list the bonuses
to combat stats and skills. Just as
you did with the racial bonuses, add
the guild bonuses, before adjusting
them with the 50 merit.
The mage guild also awards the
special skill of constitution storage
in an item: the details are found in
the chapter Locutious Cognomen
under general abilities.
The last skill the guild provides
the ability to learn / use any magic
spell and with this knowledge comes
the ability to sense the powerbase of
magic, See General abilities.
For learning starting spells, the
player must now purchase spells
with any remaining merit, although

Choose you characters height and


weight as well as gender.
Life Points from merit: the starting
merit is the characters life points.
This can be adjusted by Fate. In this
example the characters life points
are 200.
Step 2: List the height, weight and
life points and on the character
sheet.
Step 2.1 selecting a guild
cybernetics or abilities: It is at this
point that the player has some of the
specifics of the race. Some general
outlines of the character have been
defined. Yet the player has 70 merit
left to spend
NOTE: Players must select a
practitioner of the art or enter a guild
to have access to any of the abilities
within the powerbases.

294

they awarded at least one 10 merit


ability.
For starting spells, Jimmys
player turns to Locutious Cognomen
in the Magic section and selects for
him: Brilliant defender for his free
10 Merit ability, Hex bolt for another
10 merit, Cancellation and for the
last 10 merit, Illusions.
Now, as Jimmys player has
allocated the merit for the spells: the
player must now look at something
called, Ability Units.

NOTE: No more than 30 points may


be put into any one combat stat to
start.
This part should all be familiar to you
from the tournament characters
although, as you may have noted
from the character sheet, the role of
Fate has been expanded.
It is important to mention at this point
that AFTER character creation the
merit costs for adjusting combat
stats is increased by 10. See
Chapter 20, adjusting aspects of a
character.

All characters start with 100 ability


units and every powerbased ability
requires that the player use a portion
of these so called ability units to be
able to USE the ability after it has
been acquired with merit; now Jimmy
has these abilities:

Advantage and action


adjustments to start: merit may not
be allocated to advantage or actions
at character creation.

The transformation from being a Weremen


The 4 spells from the Mage Warrior guild.

Fate rolls: In the basic version of


combat there are two Fate rolls, Fate
and Fate, Sacrifice. In advanced
combat there are 5 Fate rolls and
each designed for a particular
instance in combat.

The spells total 40 merit which


equals 40 ability units.
The Weremen transformation ability
is valued at 20; for a grand total of
60 of Jimmys starting, Ability Units.
Note: the skill Intelligence + memory
= Bonus AUs.

Example, distribution of starting


50 Merit for the combat stats.
Fate(s): Each type of Fate Roll must be
adjusted separately and is considered a
separate combat stat.

List the information on the character


sheet and make a note of the ability
units used. Then move on to the next
step.

Note: all Fate rolls are adjusted by the skill,


Agility.
Fate, Block: 55% (15 merit added here)
Fate, Disarm: 40%
Fate, Dodge: 55% (15 merit added here)
Fate, Grapple: 40%
Fate, Sacrifice: 40%

Step 3: Determining Combat Stats


Allocating the 50 starting merit:
Once allocated, the merit adjustment
is permanent.

Shot: 5 Merit on Shot means +5% on the


Shot roll.

295

Force: 5 Merit on Force means with every


physical attack add 5 points to the damage
done with a weapon. This is called the force
damage adjustment or Fda.

In the normal and nulled column, the player


lists block as 55% and B.A, block as 28%.
That takes care of nulled Fate, Block rolls.
Fate, Disarm: 40 +0 for 40%.

Advantage: this can be adjusted with merit


at the start. See advantage adjustment
table???.

Fate, B.A. Disarm: 20 + 0 for 20%


In the normal and nulled column, the player
lists disarm as 40% and B.A disarm as 20%.
That takes care of nulled Fate, disarm rolls.

Actions per second: this cannot be


adjusted with merit at character creation.

Fate, Dodge: 40 +15 merit for 55%.

3.2 Racial adjustments, Fates: Add


the bonuses listed for racial
adjustments to the specified scores if
any are listed; then list temporary
bonuses from any special abilities,
such as transformation adjustments,
to the specified Fates base 40, to
determine the racial adjustments to
Fate for every category: dodge,
block, grapple, disarm, and sacrifice.
Next, these are added to the merit
bonuses. In this instance, none of
the racial traits increase fate, save
Agility, which adds a +1 to all Fate
rolls; only while the character is
transformed.

Fate, B.A. Dodge: 28% B.A. Dodge


In the nulled column, the player lists dodge
as 55% and B.A, dodge as 28%. That takes
care of Fate, dodge rolls.
Fate, Grapple: 40 +0 for 40%.
Fate, B.A Grapple: 20 + 0 = 20% B.A.
Grapple.
In the normal and nulled column, the player
lists grapple as 40% and B.A, grapple as
20%; that takes care of Fate, grapple rolls.
Fate, Sacrifice: 40 +0 for normal base of
40%.
Fate, B.A Sacrifice: 20% + 0 = 20% B.A.
Sacrifice.

3.3 Nulled Fates: All categories


have nulled sections. For this, add
up all of the bonuses that are not
temporary and/or cannot be nullified.

In the normal and nulled column, the player


lists sacrifice as 40% and B.A, sacrifice as
20%.

We shall cover the additional


adjustments to Fates first.

That takes care of all of the Fate,


rolls for this stage; next we move on
to Shot rolls.

Example, determining Fate, block:


In Jimmys case, the player allocated 30
merit to Fate(s) splitting it up between block
and dodge. This is a permanent adjustment
and it cannot be nullified.

Shot: 0% 15 merit allocated plus the Mage


Warrior guild bonus +3.
With 5 merit allocated to Shot rolls, Jimmy
gets a bonus of 1% per merit point. So, for
15 merit, Jimmy gets a plus 15 on every
Shot roll. The mage guild also provides a
bonus of +3; together Jimmys shot is a +18.
This bonus is applied all weapons aside
from any natural weapons, the subject may
have. Fate may wish to have the character
allocate merit for each weapon, as if in
training, although this is not necessary.

Fate, Block: 40 +15 merit for normal base


of 55%.
Fate, B.A. Block: of 55 is 27.5 or 28%
B.A. Block.

296

The player lists the Shot bonus of +18% in


the normal and nulled columns.

As you can see by the layout of the


character sheet, you add up the
racial bonuses, the merit bonuses
this space should also include any
Organization adjustment, and any
temporary bonuses, to the normal
base. Then in the nulled section add
up all of the bonuses that cannot be
nullified and list them. The player
must use the appropriate score,
dependent upon the situation.

That takes care of Shot rolls.


Next: The player should remember to
purchase weapons such as knife, sword and
handgun and list them in the notes. See
weapons. Money is the main limiter here.

Next we move on to Force


Force: The player allocated 10 points to
Force and the Weremens panther forms
temporary bonus of plus 5 to force is only
added when Jimmy is in his panther form.

Con adjustments: When actually


using the skills: 1 Con point equals
+5 points of adjustment for that one
use only, unless otherwise stated.

List this force bonus in the temporary


section and in the normal base section list
+10/15. Do not add this bonus if Jimmy is in
human form.

Example: Your character is different and


may focus on different skills. This example is
based on the Weremen and Mage warrior
organizational adjustments, fine-tuned with
the 50 merit.

In the nulled section list +10. That takes


care of force.

Step 4: Skills, example of merit


allocation.

The range of the senses: See table(s) 17,


each sense has separate range bonuses.
Use these tables for any range increase In
the skill details you will find the tables for the
ranges of each of the categories listed: for
hearing, scent/taste, sight/touch. Use the
tables to determine the range bonus to the
three skills and list the adjustments to these
ranges on the character sheet. Each of the
three tables lists the base ranges for the
different conditions such as for sight at night;
these base ranges are multiplied by the
Sight range bonus. For a total of how far the
characters senses extend.
Example: In the sense ranges row, the
player lists their best bonus of x2. This only
applies when the character is transformed.
Dark: 2 meters, Night: 10 meters, low lt: 30
meters. Next we move on to hearing.
Stealth: 2 meters, Quiet: 6 meters, and low
volume: 20 meters.

4.1 Fill out the skills section by


allocating another 50 Merit after the
adjustments awarded by the Race
and Organization (if any).
NOTE: no more than 30 merit points
may be allocated to any one skill at
character creation.
Merit adjustments: 1 merit equals 1
points of adjustment when creating a
character only.
The additional 50 merit mentioned
above is used to acquire and /or fine
tune the skills and individually
customize them to suit your
particular character. Keep in mind
that some of the skills have at least
one specific racial adjustment if not
more.

That takes care of senses and ranges. Note:


with enhanced senses, subjects may push
the bonus past the limit of +50, to a bonus of
+90.

297

Agility: Temporary Racial bonus +5 while in


panther form. For agility Deeds/Aims, the
player allocates 10 merit. The player then
lists in the merit column +10/15 and in the
Deed base: 50/55, as with senses, when
transformed the player adds another +5 to
agility.
In the Agility Aim slot list : +10/15; then in
the nulled Deed base: +50; and in the nulled
Aim: +10.
That takes care of agility, except for one last
thing- with a +10 agility we add +2 to ALL
fate rolls; with a +15, we can add +3.

Persuasion: For persuasion-Aims, the


player adds 10 merit to the racial bonus of
+10 and lists in the normal base column
+20/10% and in the nulled +20%. When in
panther form, remove 10 from persuasion.
Sight/touch: See table 17 for sense ranges.
Jimmys player knows that the Weremen
race has enhanced sight/touch for a bonus
on the skill ONLY when in animal form along
with the other senses. Jimmy puts no merit
into sight column and lists the bonus 5 from
his race in the temporary column, plus the
Deed base of 40 and lists 45/45 in the
normal base and then 45 in the nulled
section of the Deed and that takes care of
sight.

Concealment: For concealment-Aims,


Jimmy allocates another 10 merit and lists
+10 normal and +10 in the nulled column.
And that takes care of concealment.

Smell/taste: See table 17 for sense ranges.


Jimmys player knows that the Weremen
race has enhanced smell/taste for a bonus
on the skill ONLY when in animal form along
with the other senses. And it can be best to
optimize this bonus from the start. Jimmy
puts 5 into smell/taste in the merit column
plus the bonus 5 from his race in the
temporary column, plus the Deed base of 40
and lists 45/55 in the normal base and then
45 in the nulled section of the Deed and that
takes care of smell taste.

Credulity: the Mage Warrior guild awards a


+12 on Credulity and the player lists +12 in
the normal and +12 in the nulled column and
that takes care of credulity.
Concentration: the Mage Warrior guild
awards a +15 on concentration and the
player lists +15 in the normal and +15 in the
nulled column and that takes care of
Concentration.
Hearing: See table 17 for sense ranges.
Jimmys player knows that the Weremen
race has enhanced hearing for a bonus on
the skill ONLY when in animal form along
with the other senses. And it can be best to
optimize this bonus from the start. Jimmy
puts 5 into Hearing in the merit column plus
the bonus 5 from his race in the temporary
column, plus the Deed base of 40 and lists
45/55 in the normal base and then 45 in the
nulled section of the Deed and that takes
care of hearing.

Stealth: For stealth-Aims, the player


allocates 10 merit to stealth for +10%
normal base and nulled.
That takes care of stealth and concludes the
skills.
For the skills: distraction concealment,
manipulate: devices, tools, materials, and
Surprise actions, the player decides not to
allocate any starting merit.

Intelligence: the Mage Warrior guild awards


a +20 on intelligence and the player lists +20
in the normal and +20 in the nulled column
and that takes care of intelligence.
Memory: the Mage Warrior guild awards a
+20 on memory and the player lists +20 in
the normal and +20 in the nulled column.
Note: int + mem = bonus AUs: add 30 to the
character sheet and that takes care of
memory.

298

Step 5: Force Skills: This section


covers. Force Damage adjustments
and lifting force. 1 point of force
damage equals 10 kilograms (22 lbs)
of lifting force.

Example: Jimmys normal carry is 49kg: 49


/ 10 = 4.9 meters per second + 4 = 8.9 m/s.
In Animal form: 74 / 10 = 7.4 + 4 = 11.4 m/s.

5.1 Determine a characters max


lifting force, add the characters
weight and the combat stat force
damage adjustment score (x10)
together.

0.25 = 2.2 m/s. In animal form: 11.4 x 0.25%


= 2.8 m/s; Nulled 8.9 m/s

Max climb speed: 25% of max run


Example: Jimmys max run is 8.9 m/s; 8.9 x

Max climb ceilings AND swim


speed: 10% max run.
Example: Jimmys max run is 8.9 m/s; 8.9 x

Example: Jimmy weighs 96kg. When in

0.10 = 89 cm/second; in animal form: 11.4 x


0.10 = 1.1 m/s; nulled 89cm / second

human form his max lift is 196kg.


When Jimmy is in animal form, his maximum
lift is: Force +5. That means that Jimmy can
lift an additional 50kg when in animal form
for a total of 246kg (541 lbs).

Jumping distances, standing:


Vertical: based normal carry
Example: Jimmys normal carry is 49kg: for
49 centimeters of vertical height. In animal
form 74kg becomes 74 centimeters; nulled
49cm: triple this distance for running vertical
leaps, (minimum of 3 steps.)

From the max lift, the rest of the


force skills are determined. See
force skills.

Jump, horizontal: based on normal


carry.

5.2 Figure all the force skills: lifting,


running Jumping, climbing,
swimming. For flight see flight ability.

Example: Jimmys normal carry 49kg: 49


divided by 10 is 4.9 meters. This is the
running vertical leap distance, minimum of
three steps. For the standing vertical leap:
49 x 0.33 = 1.61 meters.

Max lift: (Force x10) + characters


weight in Kg = max lift.
Example: Max lift in human form: (+10 force
= 100kg) + 96kg = 196kg; Jimmys max lift
when in panther form: (+15 force = 150 kg)
+ 96kg = 246kg; Nulled Jimmys max lift is
196kg.

Wings, Max flight speed with: 5m/s


+ 1 meter per second per kg of
normal carry = Max flight speed.
Example: (Jimmy Chicago with wings)
Jimmys normal carry when in human form
is: 49kg. 49 kg = 49+5 for 54m/s (120 mph)
In panther form, yes I know he wouldnt
have wings; but this is an example, he would
fly at 61.5 +5 for 66.5 m/s = (148 mph)

Normal Carry (Payload): 25% of


max lift.
Example: Jimmys max carry is 196kg: 196
due to weight and force.196 x 0.25 = 49kg.
In animal form 246kg x 0.25 = 61.5 kg;
Nulled, normal carry is 49kg.

5.3 Movement Rate: The Movement


Rate is 25% of the ALL maximum
speeds, for each of the movement
categories.

Lift-Press: = 50% of max lift


Push Pull = Max lift
Max run (Sprint): 4 +1 meter per
second per 10 kg of Normal Carry.

Example: Jimmys max run is 2.2 meters


per second. 2.2 x 0.25 = 55 centimeters per
second. So jimmys player can move the

299

character a little less than a full meter every


second to start at normal movement.

He is in armor which also adds +1.5; for a


total of 3.
Now, while transformed and in armor, jimmy
Chicago divides all damage taken by three.

Like all force skills burning


Constitution or an increase in the
characters force score, changes
everything.

A note about physical armors:


they typically reduce Fates and sight
for the wearer; this reduction is listed
with the armor.

It is best to have the base movement


rate worked out and listed on the
sheet and then, when the player has
the time, they might work out just
how fast they can run with the
addition of force from a special ability
or simple Constitution.

6.3.1 Damage multiplier (DM): a


damage multiplier of x2 is awarded
to any weapon that is sharp. In the
case of special materials, the
weapon may now bypass protection
factors. In all cases, multiply the
damage the sharp weapon does by
this number AFTER adding the
Force Damage adjustment.

Step 6: Special Protections


6.1: Immunity: The immunity is only
to a single powerbase. List the
powerbase and the percentage in
the column on the immunity row; see
general abilities, immunity

Example: Jimmy -with a 10 force- is


wielding a sword weighing 1.5 kg. The
weapons weight does 15 damage +
wielders (Fda) force damage adjustment of
+ 10, times 2: for a total of 50 points of
damage.

6.3: Protection Factors (PF):


Protection Factors come from Armor
and abilities. Typically armor cannot
be nullified as can a powerbased
ability; this is the reason for the
distinction.

Wt + FDA x DM = damage.
6.4: Physical Shield Fate bonus:
Add 5 to Fate, block rolls.
6.5: Physical Shields Shield points:
all physical shields have shield
points. When damaged beyond the
shield points, the remaining damage
is passed along to the holder; if the
shields life points are not exceeded,
the shield still provides protection.

List any special ability protection


factors in the temporary columns.
Protection Factors are added
together to reduce the damage taken
by a character. See bypassing
protection factors.
Clarification: A protection factor of
0.5 +1.5 = 2/1; This means that the
character divides damage taken by
2.
Example: In this instance, Jimmy has a
1.5 protection factor when in animal form.

300

Example: Jimmy has a titanium shield. In

Step 8: Equipping the character

this case the special substance titanium


doubles the points of a steel shield without
increasing its weight. A normal shield has
150 shield points; raise that to 300 for the
titanium as listed in the table in the
provisions section.
Shield, Titanium:
shield points: 300.
Fate, Block: +5

8.1 Starting Money: $5,000 silver


tiers ($1 per silver tier) to start
8.2 Purchase and list provisions on
the character sheet. Include weight
of the equipment and merit value.
Example: Purchasing special bullets. The

Step 7: Aura, astrological sign and


religion.

player elects to purchase a handgun and


some special bullets for the character,
Jimmy.

7.1 Choose the aura for your


character. This reflects how your
character should react in particular
situations vs. those of specific aura
types: see Auras.

In the provision section in Ranged weapons,


under special ammunition: the player finds
the description for Pelleum tipped
ammunition. At $30 per round the player
spends $300 and buys 1 clip of 10 rounds.
In this instance the Pelleum bullets Bpf: 7,
ignores 7 protections factors. As this is not a
durable asset do not add the merit for the
Pelleum.

Example: the player selects for our hero,


Jimmy, Blue: narcissist-mild, moralist-mild,
generally law abiding: follows laws unless it
does no harm to break them, avoids harm,
typically kills only in self defense.

Step 9: Congratulations! It is at
this point that you have finished the
character!

7.2 Choose your characters


astrological sign and birthday.
Astrological signs, unlike auras are
not binding.

Move on to the basics of play!


Adjusting aspects of a character:
Chapter 20, adjustments or adjusting
aspects of a character: is for
advancing the character AFTER
character creation. This merit costs
and adjustments procedures change
after character creation.

Example: the player selects the month


Lupanii for, Jimmy. Month 13- Lupanii, the
wolf (Darkmonth)

7.3 There are two types of religion,


spiritual and theistic for details see
Religion.

PLAYTESTERS!!! The following


example character sheet has been in
a state of constant flux, and will
undoubtedly change once more once
we have the capability of building
one in in a publishing program.

301

Name: Jimmy Chicago_ Race: Weremen


Total Merit: 200 Merit Allocated: 200
Race
Combat Stats:
class+
FATE, BLOCK
FATE, DISARM
FATE, DODGE
FATE, GRAPPLE
FATE, SACRIFICE
SHOT
+3
FORCE
ADVANTAGE
ACTIONS PER SECOND
Skills/abilities, Deeds and Aims:

Acuity- Senses/surprise
Acuity- ranges: Acuity bonus: + 20 = Xs 2
Agility- Balance/climb
Concealment
Credulity
Concentration
Distraction
Education:
Intelligence
Manipulate device
Manipulate tool
Manipulate material
Memory
Persuasion: Race + in human form only.
Piloting
Stealth
Surprise Action
Surprise Reaction:

Temp
2+
+

Temp
3+
+

= +10/15

55%
40%
= 55%
= 40%
= 40%
= +13
= +10

Merit

Temp
1

Temp
2

Temp
3

+10

+10

= 60%

Dark

Night

Low lt

Stealth

Quiet

Low vol

+10
+10

+5

12
+15

2m
+
+

+
+

15

1/1

Merit
+

15
0
+15
+0
+0
+10
+10
+
+

10 m

30 m

2m

6m

Normal
Base +40%

55%
40%
= 55%
= 40%
= 40%
= +13

35%
20%
= 35%
= 20%
= 20%
= +13

1
Normal
Deed
40%

20 m
=50/55%

1
Normal
Aim
TN:60

Nulled
Deed
40%

20 cm
+10/15%

= 52%
= 55%

Norm bonus

Nulled bonus

= 50%

+10%
+10%

+20

15
+10

+10

+10

= 40%

Base

Merit

P. Base

P Base

P. Base

Normal

T. Arm
PF +1

Race
-

Temp
+0.5

Temp
+

Temp
+

+++++-

=+

= 40%
= 55%
= 40%
= 40%
= 40%
= 55%

+20
= 40%

++++++20

= 40%
+10
+
+-

2.5/1

Extra listing

+10

= 52%
= 55%
=+

= 40%
= 55%
= 40%
= 40%
= 40%
= 55%

Nulled
Aim
TN:60

= 50%
Slight

+ 10%

points, (+5 Fate): ____ - ___ for life points: 212

302

Nulled
B.A. +20%

= Total Arm Pf: +1/1

35%
20%
= 35%
= 20%
= 20%
= +13

Nulled
Base+40%

Shield

Normal
B.A. +20%

Special Protections

Protection Factors to Start:


Armor PFs
+
+
+

Temp
1+
+

Race
class+

Aims, target number: 60; Deeds Base 40%

Life Points:_200; AUs: 100+ ____= 100 40Aus; WP: 2 +___ = 2 WP.
Con Gate: 5 +__= 5 CG, Constitution: 50 + ___= Con

= 40%
Nulled
=

2/1

+10
+
+-

Additional character aspects, Jimmy Chicago


Skills and Cybernetics

Con

Merit

Mage Warrior

50

Effect: Note: Only 3 duration effects can be active simultaneously.


Always on effects do not count.

Pure practitioner of the art: magic

Description: The weight of these items should be less than the carry normal amount to avoid any
payload hindrance. Basic items such as pocket knives and specific tools necessary for some skills
should be included as per Fates discretion

Provisions
Omni $300
Backpack: $300+Hoverboard $2,000
Handgun: $500
Special clip
Armor, manta $1,000

clothing etc, plus a Medkit


51 Dam, 10 clips 10 rounds each $100
1 clip with: Pelleum bullets $300, Ppf: 7
PF:+1, 2 kg weight.

Weapon Type base damage, Ammo.

Natural weapons: Fist-1 / kick-2 + Fda


Claws: 3 damage

Wt
Kg

Force
+

+10

Temp
1+

+5

Temp
2+

Temp
3+

Normal

+18

Nulled

+13

Resources: Money: __$1,800___, Durable assets: _$4,200_ Total wt: _7+-__kg.

303

Character Sheet Jimmy Chicago


Appearance: Ht cm:_192_ Wt kg:_96_ Hair: _Grey_ Eye:_Green_ Sex: _M_ Skin: tan_
Aura:__Blue__, Astrological Sign: ___Lupanii____
Physical description: In human form Jimmy dresses in fashionable suits, with fedora hats and
trench coats. Once transformed, Jimmys green eyes stare out of a blue black panthers face.
Sensitivities or diet: Titanium acts like Hadrathium to Weremen.
Primary Guild/Org:_Mage Warriors__, Guild/Org:_____________ , Guild/Org:_____________
Merit: Total Received:_200_ Total merit Allocated:_200_ Remaining Merit:_0__________
Magic item Merit:_8____ Items Merit:_20+___
Powerbased abilities/disciplines/spells
Name

Details

C. T

Range

Duration

AUs

Con

Total merit
allocated

Transform; Panther
Brilliant Defender
Hex Bolt
Cancellation
Illusions

+ force, senses and agility


Shield 1 Con x merit
Dam 1 Con x merit
1 Con x merit
Area of effect: 1 m dia /10 cogency

2a
1uc
1a
1a
1a

Self
1m
100 m
1m
10 m

1hr
1 min
concent

20
10
10
10
10

2
1
1
1
1

0
10
10
10
10

Total AUs: _100__, AUs used:_40___, AUs remaining: _60__


Force Skills
Max force, Lift/carry (hold) (base wt + (force x 10))
Normal carry, (twist, turn, grip) (25% max lift)
Lift- press (catch, bend) (50% of Max lift)
Pull, push, (block, anchor) (Max Lift)
Jump: (Vert: 100% normal carry in centimeters)

Base

Merit

96Kg
49kg
98
96kg

+100kg
+

Temp

49

50

Temp

Temp

Normal

Nulled

196/246g
49/74kg
98/140kg
196/246g
4.9/7.4m

196Kg
49kg
40kg
196Kg
4.9m

49cm

Long

Vert

49/74
Cm Vert

Cm

long

Movement specifications

Base+

Normal

Nulled

4 + 1 Meter / second per 10 kilos of Normal carry = Max Run

8.9

8.9/11.4

8.9

M/S

M/S

2.2/2.8

2.2

M/S

M/S

0.89/1.1

0.89

M/S

M/S

0.89/1.1

0.89

M/S

M/S

= M/S

= M/S

(Horz: normal carry / 10 in meters)

M/S

Max Run x 0.25

= Max Climb speed: cliffs, trees

2.2

Merit

Temp

Temp

Temp

+
+

M/S

Max Run x 0.10 = Max

Climb speed: ceilings. Walls

0.89

M/S

Max Run x 0.10 = Max

Swim speed

0.89

M/S

1 m/s per kg of normal carry = Max

flight speed w/ wings

+
M/S

Movement rates: 50% of Max speeds. Meters per second


M/S
M/S
M/S
Run:
4.4
4.4/5.7
4.4
Climb, cliffs, trees:
1.1
1.1/2.2m
1.1m
Climb, ceilings, walls:
0.44
0.44/.60
0.44
=
=
Flight:
Swim:
0.44
0.44/.60
0.44
Bi-ped run speed cannot exceed 20 meters per second without the aid of a powerbased ability. Max speed with a powerbasd ability 100 m/s unless
otherwise stated. Use of max speeds drains a minimum of 1 Con. Plus 1 Con per minute of sustained effort, unless otherwise stated.

304

305

Synnibarr: Invicta character sheet


Name:______________________, Race: ______________
Merit value:
Cogency mass: Merit Allocated:
Race
Merit
Combat Stats
Org+
+
+
+
FATE, BLOCK: Merit allocated:
+
+
FATE, DISARM: Merit allocated:
+
+
FATE, DODGE: Merit allocated:
+
+
FATE, GRAPPLE: Merit allocated:
+
+
FATE, SACRIFICE: Merit allocated:
Notes:

Race
Org+

FORCE: Merit allocated:


ADVANTAGE: Merit allocated:
ACTIONS / SECOND: Merit allocated:

+
Race
Org+

Notes:

Shot: Merit allocated:


General Skills, Deeds and Aims:
Aims, target number: 60; Deeds Base 40%

Agility- Balance/climb: Merit allocated:


Concealment: Merit allocated:
Credulity: Merit allocated:
Concentration: Merit allocated:
Distraction: Merit allocated:
Hearing ranges, bonus: + = Xs
Intelligence: Merit allocated:
Manip. Device: Merit allocated:
Manipulate tool: Merit allocated:
Manip. Material: Merit allocated:
Memory: Merit allocated:
Persuasion: Merit allocated:
Piloting vehicle: Merit allocated:
Sight/touch- ranges, bonus: + = Xs
Smell/taste- ranges, bonus: + = Xs
Stealth: Merit allocated:
Surprise Action, Merit allocated:
Surprise Reaction:
Additional Skills
Merit allocated:
Merit allocated:
Merit allocated:
Merit allocated:

Special Protections

Protection Factors to Start:


Armor PFs
+
+
+

1/1
= Total Arm Pf:

Skill
+
+

Temp
1+
+

Temp
2+
+

Normal
Base +40%
=

Nulled
Base+40%
=

Temp
1+

Temp
2+

=+

=+

+
Temp
2+

=
Total shot
+

Merit
+
+
+

Life Points:______, AUs: 100+ ____=___ Aus; WP:__ +___ = ___ WP


Con Gate: __ +___=___CG, Constitution: ____ + ____ = _____ Con

Skill
+

Normal
B.A.

Normal

Merit
+

Skill
+

+
Temp
1+

+
Race
Org+

+
Merit

+
Temp
1

+
Temp
2

+
Temp
3

Stealth
M=

Quiet
M=

Low vol
M=

Normal vol

Loud

+
+

Normal
Deed
40%
%

Nulled
B.A.

=
Nulled

Nulled
shot +
Normal
Aim
TN:60
= +

Nulled
Deed
40%
=

=+

=+
Nulled
Aim
TN:60
=

=+
=

=+

=+

=+

=+

=+

=+

=+

=+

=+

=+

Night
M=

Low lt
M=

Normal

Bright

%
%

Dark
M=

=
=

Slight
M=

Minor
M=

Light
M=

Med

Normal

=+

=+

=+

=+

Hear
+

Sight
+
Merit

Smell
+
Temp
1

+
Temp
2

Temp
3

=+

=+

=+

=+

=+

=+

+
Base

+
Merit

=+

P Base

P. Base

=
%
Nulled

=+

P. Base

=
%
Normal

T. Arm
PF +

Race +

Temp
+

Temp
+

Temp
+

/1

=+

%
Normal
Deed
40%

=
Normal
Aim
TN:60

/1

Shield
Extra listing
points, (+5 Fate): ____ - ___ for life points:________

306

=+

%
Nulled
Deed
40%

/1

Nulled
Aim
TN:60

Order of damage progression: a character must


have all of these types of defenses for this entire list to
be applicable.

Useful Data:
Constitution x merit = cogency.
1 point of cogency = 1 point of damage or
protection or 1 kg of lifting force or 1 kilo of
mass can be affected.

1st - Fate
2nd - Shields,
3rd- Fields (immunities)
4th - Protection factors
5th Targets life points

Target number for Aims: 60 or above.


Target number for Fates: 40 or below.

Sharp weapons: weight + force x DM (damage


multiplier) = life points of damage. Sharp weapons can
bypass protection factors.

Metabolic Shock: divide the subjects


current constitution score by the total
constitution score.

Bpf: Bypassing protection factors: in general special


substances bypass twice their protection factors.

1 Con = +5 to Aims/Shots dice roll or


Deeds/Fates target number.

The metric system


Simple mental conversions (approx):

Automiss: A natural Shot roll of 01


automatically miss the target.

0.39 inches = 1 centimeter

Stationary targets: If the target is stationary


and visible: +50 to shot rolls.
Range
Close Quarters Combat (CQC.)
Close range w/in 19.9 meters
Mid range, 20 to 99.9 meters
Long range, 100 meter to 199
Ex Long range: 200 and above
Called Shot: in short add 100 to the
target number.
CQC, Blind Attacks
Close range, Blind Attacks
Mid range Blind Attacks
Long range, Blind Attacks
Ex Long range: 200 and above

3.2 feet = 1 meter (100 centimeters)

Target number
5 or better
10 or better
20 or better
30 or better
60 or better
See blind
attacks
105 or better
110 or better
120 or better
130 or better
160 or better

0.62 miles = 1 km kilometer (1,000 meters)


62 mph = 27 m/s (meters per second)
62 mph = 100 kph (kilometers per hour)
2.2 lbs = 1 kilo
1 lbs: 448 grams
1oz = 28 grams
4 cups = 1 liter
1 cup = 250 ml+-

307

Additional character aspects


Skills/abilities and
Cybernetics

Provisions

Con

Merit

Effect: Note: Only 3 duration effects can be active simultaneously.


Always on effects do not count.

Description: The weight of these items should be less than the carry normal amount to avoid any
payload hindrance. Basic items such as pocket knives and specific tools necessary for some skills
should be included as per Fates discretion

Weapon Type base damage, Ammo.

Wt
Kg

Force
+

Temp
1+

Temp
2+

Temp
3+

Normal

Nulled

Natural weapons: Fist-1 / kick-2 + Fda


Immunity:
Immunity:

+10%

+10%

Resources: Money: ______________ Durable assets:_____________ Total wt: _____kg.

308

Appearance: Ht cm:_____ Wt kg:_____ Hair: ______ Eye:_____ Sex: ____ Skin: ________
Aura:__________, Astrological Sign: __________________, Deity/Spirit: __________________
Physical description:_____________________________________________________________
______________________________________________________________________________
______________________________________________________________________________
Sensitivities or diet:______________________________________________________________________________

Primary Guild/Org:________________, Guild/Org:_____________ , Guild/Org:_____________


Merit: Total Received:________ Total merit Allocated:_______ Remaining Merit:____________
Magic item Merit:_______ Tech Items Merit:_________
Powerbased abilities/disciplines/spells
Name

Details

C. T

Range

Duration

AUs

Con

Total merit
allocated

Total AUs: _______, AUs used:________, AUs remaining: ______


Force Skills
Max force, Lift/carry (hold) (base wt + (force x 10))

Base
Kg

Normal carry, (twist, turn, grip) (25% max lift)

Kg

Lift- press (catch, bend)

Kg

(50% of Max lift)

Pull, push, (block, anchor)

(Max Lift)

Jump: (Vert: 100% normal carry in centimeters)


(Horz: normal carry / 10 in meters)

Movement specifications: m/s = meters per sec


5 + 1 Meter per second per 10 kilos of Normal carry = Max Run.
25% Max Run = Max

Climb speed: cliffs, trees

10% Max Run = Max

Climb speed: ceilings. walls

10% Max Run = Max

Swim speed

Base 10 M/S + Max Run = Max

flight speed w/ wings

Kg

Merit

Temp

Temp

Normal

Nulled

= Kg

= Kg

= Kg

= Kg

= Kg

= Kg

Temp
+

= Kg

Horz

Cm

Base+

Merit+

M/S
M/S
M/S
M/S
M/S

Vert

= Kg
Horz

Temp

Temp

Temp

Normal

Nulled

= M/S

= M/S

= M/S

= M/S

= M/S

= M/S

= M/S

= M/S

= M/S

= M/S

Vert

Movement rates: 25% of Max speeds. Meters per second


Movement at this rate does not drain constitution every minute.

Bi-ped run speed cannot exceed 20 meters per second without the aid of a powerbased ability. Use of max speeds drains a minimum of 1 Con.
Plus 1 Con per minute of sustained effort, unless otherwise stated.
Notes:_________________________________________________________________________________________________________________
______________________________________________________________________________________________________________________
______________________________________________________________________________________________________________________
______________________________________________________________________________________________________________________
______________________________________________________________________________________________________________________
______________________________________________________________________________________________________________________
______________________________________________________________________________________________________________________
______________________________________________________________________________________________________________________
______________________________________________________________________________________________________________________
______________________________________________________________________________________________________________________

309

A Priests Pet, 71
A Shamans Guide, 70
Ability units, 281
for using abilities, 87
accidental hit
cover-fire, 245
Acquiring a New Guild or
Organization, 282
Acquiring a New Practitioner of
the Art, 281
Acquiring abilities, at start, 85
Acquisition of new abilities with
Merit
after character creation, 281
Action statement
Example, 27
poor example, 27
Action Statements
player commitment, 26
Actions per second adjustment:
For weights above 10,000kg, 41
Adding a weapon to the Shot Stat
Example, 282
Additional Appendages
advanced combat detail, 238
Adjusting a technology items
merit value, 282
Adjusting aspects of a character
after character creation, 280
Adjusting aspects within abilities
with Constitution, 236
Adjusting aspects within an ability
after acquisition, 284
Adjusting cybernetic
modifications, 228
Adjusting force skills, 283
Adjusting tech level of an item,
282
Adjusting the EG Gate of a
technology item, 282
Adjusting/ acquiring cybernetic
modifications
after character creation, 281
Adjustments to Constitution and
Constitution Gate, 281

Advantage, 11, 12, 22, 239, 277,


295
determining how many segments are
in a second, 12
Advantage and action
adjustments to start
Special limitation, 33, 295
Advantage and surprise, 240
Advantage combat example
advanced combat, 239
Advantage, Flat
Details, 240
Agility, 27, 74, 223, 265
Air Elemental, 105, 108
Alchemist Disciplines, Alchemist
ambrosia, 111
Alchemist Disciplines, Create
Creature, 111
Alchemist Disciplines,
Displacement sphere, 112
Alchemist Disciplines, Singularity
String, 112
Alchemist Guild, 56, 57
Alchemy Discipline, Alchemist
Armor, 102
Alchemy Discipline, Alchemist
Eyes, 102
Alchemy Discipline, Ball
Lightning, 103
Alchemy Discipline, Blur, 104
Alchemy Discipline, Call Lesser
Elemental, 108
Alchemy Discipline, Elemental
Possession, 105
Alchemy Discipline, Enforcement,
106
Alchemy Discipline, Language
Arts, 103
Alchemy Discipline, Matter to mist
crystals, 103
Alchemy Discipline, Philosophers
Sphere, 112
Alchemy Discipline, Philosophers
Sphere-minor, 106
Alchemy discipline, Provision, 104
Alchemy Discipline, Starbolts, 107

310

Alchemy discipline, Techkenitic,


105
Alchemy Discipline, Werewind,
107
Alentien, 41, 42, 43, 44
Allergy, 40
Alorian, 41, 42, 43, 44, 132, 165
Alorius, 19, 20, 28, 29, 30, 130,
132, 247, 279
Alter probabilities
understanding abilities, 85
Alternate usage: Hitting with a
handgun, or ranged weapon
detail, 200
Always on, 94, 95, 107, 151, 159,
186, 187, 188, 284, 308
Amazon, 41, 42, 43, 44
ammunition, 201, 205, 206, 207,
208
Ammunition
Bola-type, 208
overview, 200, 206
Ammunition details, Cannon, 207
Ammunition details, Rocket
propelled grenade, 207
Ammunition, Autollista
details, 206
Ammunition, details, Special, 208
Ammunition, Firearm
details, 207
Ammunition, firearm details,
Handgun and rifle
round sizes, 207
Ammunition, firearm details,
Shotgun, 207
Ammunition, firearm ranges,
velocities and merit value, 207
Ammunition, Missile Guidance
system details, 209
Ammunition, Missile guidance
systems, 209
Ammunition, missile/mortar costs,
208
Ammunition, missile/mortar
ranges and velocities, 208
Ammunition, mortar details, 208

Ammunition, Thunder missile


details, 208
Ammunition, Tigershark missile
details, 208
Ammunition, Warhead payload,
209
Anadae, 41, 42, 43, 45, 52
Analyzer
Omni Ap, 183
Aquarians, 41, 42, 43, 46, 102, 103
Arackmen, 41, 42, 43, 46
Area effect, 85
Area Effect, 250
Armor, 84, 147, 180, 181, 220, 278
Armored Mantis, 41, 42, 43, 46
Arrow ammunition
details, 206
Arrow costs, 206
Arrow Ranges, 206
Arrow Velocities, 206
Arrows, 206
Assassin, 61, 237
Astrological sign, 65
Astrology, 64, 65, 77
Attachments: Knives and grenade
launchers, 200
Aura, 309
Aura flux, 64
Auras
selection, 64
Auto pilot
Omni Ap, 183
autofire, 240
Autofire, elimination of, 240
Automatic weapons, 205, 241
Automatic weapons, jamming of,
241
Average life span of a character,
40
B.A Fate: The Blind Attack or
Beam Attack Fate base, 250
Balgar, 28, 29, 30, 279
Barrean Pirates, 56
Basic combat dice rolls, 11
Basic Effect, Communication
Telepathy, 170, 173, 174

311

Basic Effect, Sensing


Telepathy, 170
Batmen, 41, 42, 43, 47, 102
Beam Attack, 207, 233, 250
Beravan, 41, 42, 43, 47
Bessica
Tarlan's girlfriend, 196
Binding, 96, 98, 136, 185, 237
Bio scanner
Omni Ap, 183
Bio Syntha Cyborg, 41, 42, 43
Biogladite, 41, 42, 43, 48
Biomass, 41, 222
Bio-spectral Analysis field
Metamorph spell, 139, 159
black titanium, 44, 84, 93
Black titanium, 220
Blackforge, 19, 28, 29, 30, 31, 279
Blast diameter explosives in
general, 209
blind attack, 106, 115, 168, 169,
241, 246, 251, 252, 253, 254, 258
Blind attacks, 241
Blind Attacks, 267, 307
Blind fighting target numbers to
hit, 241
Blind fighting, and called shot
target numbers to hit:, 241
Blinding actions, 241
Blinding materials, 241
Blinding materials, max range of,
241
Blindness, Duration, 241
Block, offense, 251
Blocking with a physical shield,
251
Blocking with powerbased
defenses, 251
Blocking, Shields, physical, area
effect, 241
Blocking, Shields, physical, beam
attack, 241
Blood Oranges, 217
Blood, Con value of, 241
Bloodmage, 56
Bone breaking, 255

Bonus ability
Practitioners, 94
Bounties
payments, 290
Bpf
bypassing protection factors, 241
Burning Constitution and using
will-power.
The basics of play, 234
Buying abilities and spells, 282
Bypassing protection factors, 241
Called shot target numbers to hit,
241
Called Shots, 268
Carry: normal payloads
Wings, 148
Carrying a payload, 264
Casting Time
overview, 88
Casting times, 284
Catching an object, 242
Cattar, 41, 42, 43, 48
Chameleon Drake, 41, 42, 43, 49
Chapter 1, The Game
Overview, 22
Chapter 10, Alchemy Disciplines,
102
Chapter 11, Chi Disciplines, 114
Chapter 12, Earthpower spells,
124
Chapter 13, Magic spellls, 134
Chapter 14, Mutations, 146
Chapter 15, Psionics, 166
Chapter 16, Provisions and
equipment, 178
Chapter 17, Cybernetics, 228
Chapter 17, Skills and Stats, 72
Chapter 18, The basics of play,
234
Chapter 19, Advanced Combat,
how to play, 238
Chapter 2, Basic character
creation and combat:, 10
Chapter 20, Adjustments
Adjusting a character with merit, 280
Chapter 21, Adventuring, 288

312

Chapter 22, Adventurer character


creation in detail!, 292
Chapter 3, Quickstart Adventurer
creation, 32
Chapter 4, Races, 40
Chapter 5, Guilds and
Organizations, 54
Chapter 6, Auras Astrology and
Religion, 64
Chapter 9, General abilities, 92
Character creation
Advanced, 292
Basic, 10
Starting Core Stats, 33, 294
Suggested starting merit, 32, 292
character sheet, 8, 33, 38, 56, 295,
301
Chemical Cogency of the effect,
222
Chemicals Poisons, drugs
overview, 222
Chemicals/poisoning, treatments
of, 242
Chemicals/poisons, affecting a
subject:, 242
Chi Discipline, Advancing
phoenix, 120
Chi Discipline, Binding, 116
Chi Discipline, Chi Armor, 121
Chi Discipline, Chi Dim Mock, 121
Chi Discipline, Chi force, 114
Chi Discipline, Chi Shout, 117
Chi Discipline, Chi-Strike, 114
Chi Discipline, Cloak, 116
Chi Discipline, Create chi-objects,
116
Chi Discipline, Flying foot, 114
Chi Discipline, Invisibility, 117
Chi Discipline, Kiku Taijutsu, 119
Chi Discipline, Manruki Gesarui,
118
Chi Discipline, Quiet foot, 116
Chi Discipline, Shadow, 119
Chi Discipline, Shadow vision, 115
Chi Discipline, Shadowract, 118
Chi Discipline, Spelltrap, 116

Chi Discipline, Stopping the


charge, 121
Chi Discipline, Tesseract, 121
Chi Discipline, Tiger Strike, 118
Chi Discipline, Tuch
drain con, 119
Nerve Pinch, 119
Willforce, 120
Chi Discipline, Tuch, divination,
115
Chiromancy, 111, 124, 127, 130
understanding abilities, 86
clairvoyance, 86, 126, 135, 153,
166
Clairvoyance, 86, 102, 166, 167,
169
Climb skill
determining, 83
Climbing, 83, 92
Clip discharge, 179
Coalax, 61, 132, 165, 236, 237
Coating a weapon, 197
Cogency, 22, 23
introduction, 23
Cogency calculation formula,
Constitution x Merit = Cogency,
23
Cogency Gate, Elemental, 108
Cogency mass, 23
cogency mass of energy, 154
cogency mass of fire, 155
cogency mass of gravity, 161
cogency mass of light, 153
cogency mass of sound, 157
cogency mass of time, 163
Cogency of a skill
determining, 72
Cogency required for surpassing
the Continental effects, 91
Cogency to control, technology,
178
Cogency to surpass the
Werewinds, 91
Cogency, how to determine, 85
Cogencys effect, all or nothing,
85

313

Collar ritual
Shinpuri enchantment, 291
Combat
Attacking, phase 2: Shot details,
267
Attacking, phase 3: Damage, 245
Combat Break, 243
Combat Skills and Stats
details, 244
Combat stats
basic characters and limit, 10
combat stats, basic
Merit and Con adj., 10
Combat Step 1: Advantage: Who
goes first?, 239
Combat, close quarters
Target numbers, 267
Combat, starships, 278
communication, 70, 86, 96, 102,
126, 182
Communication, 86, 96, 170
Comprehension of abilities or
spells, 89
Comprehension of Skills, 73
Con adjustment
Actions per second, 10
Advantage, 10
Fate rolls, 10
Shot rolls, 10
Con adjustments
Primary usage in the game, 297
Con burn for additional actions,
238
Con burn, minimum for flying with
wings, 259
Con burn, range
lifting and carrying, 82
Con Gate, 24, 93
Con storage, 219
Concealment, 29, 70, 74, 119
Concentration, 58, 73, 74, 90, 136,
152, 166, 170, 175, 188, 233, 245
Concentration and Fate rolls, 244
Concentration on abilities, 88
Concentration, breaking
effects of, 88

Concussion crystal, 207, 217


constants, 87, 175
Constants, 139, 151, 169
Understanding abilities, 86
Constitution
Replenishing, 23
To adjust aspects of a character, 23
To adjust the effects of a skill, 23
To adjust the effects of abilities, 23
usage overview, 23
Constitution adjustments, 234
Constitution burn
payload, 264
Constitution burn, jumping, 260
Constitution burn, max speed
climb/fly/run/swim, 83
Constitution burn, Movement rate,
83
Constitution burn, pressing
weight, 261
Constitution burn. pushing or
pulling a payload, 265
Constitution burns, 82
Constitution Gate, 281
limits and usage, 234
Constitution, combining or
Gestalt, 235
Constitution, cost for additional
actions, 235
Constitution, cost for adjusting
advantage, 235
Constitution, regaining
constitution and will-power, 234
Constitution, restoring
Blood orange, 217
Constitution, skills, 72
Constitution, the power source
Overview, 88
Constitution, vector limit
Gestalting abilities and skills, 235
Constitution, withholding, 234
Constitution:
introduction, 23
construct, 86, 104, 108, 116, 136,
137, 212
Containment

314

damage multiplier, 37, 197, 216,


245, 300, 307
Damage progression, Shields. See
shields, blocking with
Damage progression, special
protections, 246
Damage, Automatic weapons, 240
Damage, physical force, 245
Damage, powerbased, 246
Damage, velocity, 246
Damage/effect progression, 246
Damage/Trauma, Stun, reducing
the duration with Constitution
How to, 269
Darkness or invisible combat, 246
Data Storage, Skills, 72
Data Storage: Abilities/spells, 88
Death, 247
Decreasing casting times, 284
Decreasing the casting time with
Constitution, 236
Defenses, powerbased
Cogency limit, 266
Con limits, 266
Defilade, 247
Defilade, attacking from
protection, 247
Defilade, attacking protected
targets, 247
Defilade, elimination of, 247
Defilade, shields as, 247
Dehydration, 247
Demolitions
specialty skill, 77
Details: sniper optics, 202
Determining Combat Stats, 33, 295
Disarm, offense, 252
disease, 100, 181, 226, 248
Disease, affecting a subject, 248
Disease, treatments of, 248
Diseases, 248
Disguise
specialty skill, 77
distraction, 74, 171
Distraction
Surprise, 272

Understanding abilities, 86
Contests
skill, cogency, force, 22
Continental and werewind effects
on low merit powerbased
abilities, 91
Continental effects
Cogency required to surpass, 91
Coordinated attack, ambush
surprise, 272
Core Stats, 10
Cover fire, attacking while under,
245
coverfire, 240
Coverfire, elimination of, 245
Coverfire, using, 245
Credulity, 74
Crime locator
omni app, 183
Cryptography, 77, 96
Cybernetic Healing, 228
Cybernetic installation and
reconstruction, recovering from,
229
Cybernetic reconstruction, 228
Cybernetic size adjustments., 230
cybernetics, 72, 93, 124, 229, 232,
233, 281
Cybernetics and chemicals, 229
Cybernetics and Life Points, 229
Cybernetics and temperature
extremes, 229
Cybernetics, detecting, 229
Cybernetics, fabrication and
installation times, 228
Cybernetics, nullifications, 229
Cybernetics, replacing biomass
and powerbased abilities, 229
Cybernetics, Special
Section, 233
Cybernetics, special size notes,
230
Damage
attacking, 245
Damage from throwing, 276

315

Distraction, breaking
concentration, 249
DM, 220, 307
Damage multiplier for sharp objects.,
196
Dodge, offense, 253
Download/upload times
cybernetics and skills, 233
Dual weapon usage, 249, 268
Duplicating an individual
metamorph spell, 140, 160
Duration effects
over view, 88
Duration effects: Limitation of
Detail, 88
Duration of surprise, 271
Duration, concentration effects
limit of, 88
Duration, limit of beneficial
effects, 88
Duration, limit of negative effects,
89
Dwarves, 41, 42, 43, 49
Earth Elemental, 106, 109
Earth elemental, Stonewalk, 109
Earthegg, 216, 217, 221
Earthpower Spells, Barrymores
Vertigo, 128
Earthpower Spells, Binding, 126
Earthpower Spells, Blue-Bolt, 124
Earthpower Spells, Earthsphere,
124
Earthpower Spells, Heal/repair,
124
Earthpower Spells, Immunity, 129
Earthpower Spells, Luck, 129
Earthpower Spells, Mass
Heal/repair, 129
Earthpower Spells, Minor Comet,
130
Earthpower Spells, Mist of Death,
130
Earthpower Spells,
Necromancers call and dance,
127

Earthpower Spells, Refreshment,


126
Earthpower Spells, Reliance, 128
Earthpower Spells, Resurrection,
130
Earthpower Spells, Resuscitation,
129
Earthpower Spells, Roots of ruin,
129
Earthpower Spells, Security Ward,
126
Earthpower Spells, Silver
Pentacle, 131
Earthpower Spells, Summon and
control animal, 125
Earthpower Spells, Thwart, 131
Earthpower Spells,
Transanimation, 125
Earthpower Spells, Wardens
Protection, 128
Earthwarden, 56, 57, 124, 125
Education note, practitioner of the
art, 80
Effect
overview, 89
Effect, abilities with more than
one, 284
Effect, Telescartoma
Telepathy, 173
Effects
The result of adding merit, 284
EG Gate, 178
EGs, 179
Electro magnetic pulse
Omni Ap, 183
Elves, 41, 42, 43, 49
EMPs and the nullifying effects
on technology, 178
Enchanted Item: Bracelets of Will
Provision, 188
Enchanted Item: Bracers of
Strength
Provision, 187
Enchanted Item: Buckles of
Evasion
Provision, 186

316

Enchanted Item: Greaves of War


Provision, 187
Enchanted Item: Magnificent
Gauntlet
Provision, 188
Enchanted Item: Magnificent
Shield
Provision, 188
Enchanted Item: Medallion of
Action
Provision, 187
Enchanted Item: Merit Badge
Provision, 187
Enchanted Item: Rings of
Accuracy
Provision, 186
Enchanted Item: Rings of Vitality
Provision, 188
Enchanted Items, 186
Enchanted items adjusting Limit
of, 281
Enchanted items, limit of, 186, 281
Enchanted items, limitation on
adjustments, 186
enchantment, 102, 126, 137, 167,
186, 187, 188
Enchantment, 86
Engagement limitations, 249
Engagement size comparison, 249
Enhanced Strength
General abilities, 94
Estimation/Prospector
Specialty skill, 78
Ether Elemental, 106, 109
Example
determining max run speed, 266
Example of a backstab, 274
Example of a constructus guard,
136
Example of adjusting aspects
within an ability, 286
Example of concentration and
powerbased abilities, 88
Example of disarming a well-made
trap, 247

example of merit allocation,


skills., 36, 297
Example of normal movement
rate, 266
Example of protection factors
Explination of how they work., 94
Example Scene set-up, 26
Example trap, Disarming/opening,
247
Example, action statement, 27
Example, Adding protections
factors together
Armor and ability, 37, 300
Example, adjusting a character,
283
Example, adjusting a shield with
special substance, 37, 301
Example, adjusting force when in
different form, 299
Example, Anadae score
adjustment, 45
Example, Basic combat, 12
Example, Basic combat: with
burning Constitution, 13
Example, block/anchor, 261
Example, burning Constitution,
234
Example, bypassing protection
factors, 241
Example, cogency test, 25
Example, concealing a trap, 244
Example, Constitution Burn for
actions, 13
Example, credulity and
persuasion, 245
Example, determining a
characters weight and height:,
41
Example, determining Fate, block,
296
Example, distribution of starting
50 Merit for the combat stats
Adventurer characters, 295
Example, Fates Call, 27
Example, Flashback, 25

317

Example, flight speed with wings,


36, 299
Example, lasso:
manipulate materials, 262
Example, Manipulate materials
Pulling over a cart, 262
Example, Manipulate tool
Hammer, 261
Example, payload, catching, 242
Example, persuasion, 264
Example, piloting aircraft, 265
Example, poor action statement,
27
Example, Prime Mechanic, 72
Example, Prime Mechanic- basic
interplay, 24
Example, Prime Mechanic: skill
interplay, with merit and
Constitution, 24
Example, programming, 265
Example, protection factors
additional explination, 293
Example, push or pull, 261
Example, racial adjustments, 293
Example, selecting a race, 292
Example, Sight
range in darkness, 268
Example, Story descriptions, 9
Example, throwing a payload
Includes velocity note for beam
attacks, 276
Example, throwing a sac
distance, 276
Example, Trap
Damage of, 79
Example, Type A spelltrap, 137
With a trapped ability, 137
example: Agility, 240
Example: Climbing up a wall with
a weapon at max speed, 243
Example: Coating ammunition
with armor oil., 217
Example: concealing self, 244
Example: Concentration and skill
use, 244

Example: Flying with a payload,


259
Example: Object weight and force
damage, 196
Example: object weight plus force
damage times damage
multiplier for sharpness, 196
Example: Persuasion, 264
Example: Purchasing special
bullets, 38, 301
Example: Running up a creek at
max speed with a weapon, 264
Example: Running up an anchor
chain.
Agility, 240
Example: Sight, 268
Example: Special sensitivity, 293
Example: Stealth, moving silently,
268
Example: Swim speed, 275
Example: Swimming with a
payload, 275
Example: Touch reduction by
misdirection, 249
Example: using memory, 262
Example: Weight and damage, 196
Example:distraction from damage,
244
Fate adjustment, 41
For weights above 1,000 kg, 41
Fate failure, 250
Fate roll, 11, 13, 87, 246, 247, 250,
267
Fate rolls, 34, 266, 273, 277, 295
Fate success, 250
Fate success, with a shield, 250
Fate, Block, 188, 251
Fate, Disarm, 252
Fate, Dodge, 253
Fate, dodges and agility moves,
253
Fate, dodges and agility moves,
offense, 253
Fate, Grapple, 254, 255
Fate, grappling, 254
Fate, Heroic Attempt, 258

318

Fate, Sacrifice, 14, 34, 258, 295


Fates Call, 27, 249
Fire Arrows and Molotov
cocktails, 206
Fire Elemental, 106, 110
Fire, additional damage from, 206
Firewall
Omni Ap, 184
Flanking, 241
Flashback example, 25
Flashbacks, 25
Flaviea, 217
flight, 83, 108, 110, 139, 142, 149,
151, 193, 249, 259, 309
Flight, 86, 259
Flymen, 41, 42, 43, 50
Force, Con adjustment, 259
Force, Merit adjustment to start,
259
Foreign language
Specialty Skill, 78
Forgotten Ore:, 218
Game overview
introduction, 9
General abilities, Mystic, 94
General ability, Astral projection,
93
General ability, Constitution
Storage in an Item:, 93
General ability, Mixed mystic art
practitioner, minor, 94
General ability, Mixed mystic art
practitioner, partial, 94
General ability, Practitioner of the
art, Full, 94
General ability, Practitioner of the
art, Minor, 94
General ability, Practitioner of the
art, Partial, 94
General ability, Venom
Altered appearance, 92
General skill, 96, 103, 115, 116,
117, 119, 125, 166, 232
general skill augmentation, 102,
109, 119, 120, 144, 146, 166, 175
general skills, 146, 187, 193

Gestalting Constitution, 235


Gestating, skills, 72
Giant, 41, 42, 43, 50, 61, 249
Gnome, 41, 42, 43, 124, 125
Godpower, 52, 71, 91, 219
Gold, 217
Gold, black, 218
Gold, White, 218
Golden Tiger, 56, 59
Grappling in detail, 254
Grappling, offense, 254
Gravanium, 218, 221
Grenades, Smoke, 207
Grenades, special shot
conditions:, 207
Grenades, Stun, 207
Ground fighting
Combat detail, 260
Hacking hardware and software
combined, 245
Hacking hardware or software,
245
Hadrathium, 49, 206, 218, 221
Halfbreeds, 53
Haliathean, 41, 42, 43, 50, 116
Handheld weapons
overview, 197
hazmat suit
Manta leather armor, 181
healing, 226, 228, 248
Healing, 260
Hearing, 74
Height
character, 41
Hell Iron, 111, 126, 130, 218
heroic attempt, 258
Heska, 41, 42, 47, 106
How to play out or run combat
in vehicles, 277
Human, 41, 42, 43, 50
Hypnosis, 172
Identification
Characters, 288
Illusions vs. Invisibility
Shot reduction and sight rolls, 260
Immortal Born, 53

319

Immunities, Special Limitation, 95


Immunity, 50, 95
Immunity, Chemical agent, 95
In the case of payloads
automatic adjustments based on merit
and cogency., 284
Increasing Chemical Cogency of
Venom
adjustments within an ability, 285
Increasing Number of Summoned
Intelligence Agents
adjustments, 285
Increasing Range
adjustments within an ability, 285
Increasing ranges with
Constitution, 236
Increasing the aspects
correct proportions, 284
Increasing the Duration listing,
285
Increasing the duration with
Constitution, 236
Increasing the number of duration
effects, 285
Infection, 260
Intelligence, 73, 75, 79, 89
intelligent agent, 60, 70, 86, 125,
136, 140
Intelligent agent, 86, 108, 127, 136
Intelligent agents cogency gate,
86
Intelligent agents combat stats
and force skills, 86
Intelligent agents and cogency
usage:, 86
Intelligent agents, Adjusting
combat stats, 285
Invisibility, 97, 99, 117
Item: A.T.V -Terrain trooper
Provision, 189
Item: Agility enhancer
Chemical, 223
Item: Arm blades
Cybernetics, 230
Item: Armblaster
Cybernetics, 230

Item: Autollista
Provision, 204
Item: Axe
Provision, 197
Item: Axila: aura changer
Chemical, 223
Item: Bike gyrocopter -Quicksilver
Provision, 190
Item: Bike, electro -Windrunner
Provision, 189
Item: Black manta leather.
Provision, 181
Item: Black Rose petals, sedative
Chemical, 223
Item: Blowgun
Provision, 201
Item: Boat, hydrofoil Wakemaker
Provision, 190
Item: Boat, inflatable catamaran
Delphini,
Provision, 190
Item: Body Mod-1
Cybernetics, 230
Item: Body Mod-2
Cybernetics, 231
Item: Body pocket
Cybernetics, 231
Item: Bola
Provision, 201
Item: Bow, compound
Provision, 201
Item: Bow, cross
Provision, 201
Item: Brainline
Cybernetics, 233
Item: Bullwhip
Provision, 197
Item: Camodermitites
Cybernetics, 231
Item: Cannon
Provision, 204
Item: Cannon, (Sabot)
Provision, 205
Item: Cannon: auto, (Spike)
Provision, 204

320

Item: Cannon: Laser/sonic


(Dragon)
Provision, 205
Item: Cannon: Laser/sonic (Hydra)
Provision, 205
Item: Car, high velocity -Landraver
Provision, 190
Item: Chaingun (Spreader)
Provision, 205
Item: Chainmail
Provisions, 180
Item: Cyber tentacle
Cybernetics, 231
Item: D.M.S.O,
Chemical, 224
Item: Dog, Pit-bull
Provision, 191
Item: Drake-small storm
Provision, 191
Item: Ear Mod
Cybernetics, 232
Item: EG generator-solar
Provision, 179
Item: EGs
Provisions, 179
Item: Eye Mod
Cybernetics, 232
Item: Firearm, Suppressor
Provision, 210
Item: Force-field
Cybernetics, 232
Item: Force-field belt
Provision, 180
Item: Grapnel line
Cybernetics, 232
Item: Hammer
Provision, 197
Item: Handblaster
Provision, 201
Item: Handgun (Heater)
Provision, 202
Item: Handgun, pocket (Jimmy)
Provision, 202
Item: Headchip
Cybernetics, 233
Item: Headcube

Cybernetics, 233
Item: Heavy armor
Provision, 181
Item: Helm
Provision, 181
Item: Horse
Provision, 193
Item: Horse, winged
Provision, 193
Item: Hoverboard -Torpedo
Provision, 193
Item: Knife
Provision, 197
Item: Launcher, Multi-missile,
(Hammer)
Provision, 205
Item: Manipulation enhancer
Chemical, 224
Item: Matter to mist crystal
Provision, 182
Item: Mechlung
Provision, 185
Item: Medkit
Provisions, 185
Item: Memerase, amnesiac
Chemical, 224
Item: Mnemonic enhancer
Chemical, 224
Item: Mortar launcher
Provision, 203
Item: Net
Provision, 198
Item: Neuro-accelerator
Chemical, 225
Item: Neutralizer
Chemical, 225
Item: Omni
Provision, 182
Item: Plane, jet -Thunderbolt
Provision, 191
Item: Plane, sky-crane -Atlas
Provision, 192
Item: Plane, turbo-prop -Falcon
Provision, 192
Item: Poison, general
Chemical, 225

321

Item: Powerarmor, Mace class


Provision, 210
Item: Rifle, automatic
Provision, 202
Item: Rifle, phazed plasma
Provision, 203
Item: Rifle, rocket propelled
grenade launcher
Provision, 202
Item: Rifle, shotgun
Provision, 202
Item: Rifle, sniper
Provision, 202
Item: Riot gear
Provision, 181
Item: Rocket propelled grenade
launcher
Provision, 205
Item: Rope
Provision, 184
Item: Sai
Provision, 198
Item: Sense enhancer
Chemical, 223
Item: Shield
Provision, 181
Item: Staff/spear
Provision, 198
Item: Starship Corvex
Provision, 194
Item: Submarine, flying -Manta
Provision, 194
Item: Survival gear
Provision, 185
Item: Survival rations
Provision, 185
Item: Sword, plasma/sonic
Provision, 198
Item: Sword, rapier
Provision, 198
Item: Synthetic ambrosia
Chemical, 226
Item: Tactical disorientation
illumination, unit. TDI
Provision, 211
Item: Teslink

Cybernetics, 233
Item: Truth serum
Chemical, 226
Jhan, 42, 43, 51
Jump, horizontal: based on
normal carry., 35, 299
Jumping distances, standing:
Vertical: based normal carry, 35,
299
Jumping skill, distances, 83
Laser vision
mutation sensor effect, 147
Leverage bonus, 255
Life Points, 281
Lift, normal carry
determining AKA payload
hinderance, 82
Lift, press
determining, 83
Lifting skills, 82
Lifting, maximum
determining, 82
Light
Runelight, 97
Limitations, 280
Limitations: Constitution based,
280
Lip Reading
Specialty skill, 78
Locater
Omni Ap, 184
location, 87
Location, 96, 97
Lock pick
Specialty skill, 78
Locutious Cognomen, 84, 286
Loter, 41, 42, 43, 51
Mage-Tiger, 56, 57
Magewarrior, 56, 57, 104, 138
Magic Spells, Anchor, 134
Magic Spells, Binding, 136
Magic Spells, Blackfire, 142
Magic Spells, Brilliant Defender,
134
Magic Spells, Cancellation, 134
Magic Spells, Cloak of mist, 136

322

Magic Spells, Constructus, 136


Magic Spells, Denebs Wind and
Door, 143
Magic Spells, Effect, 2 Payloadport, 141
Magic Spells, Hex-Bolt, 135
Magic Spells, Illusion, 135
Magic Spells, Levitation, 139
Magic Spells, Lowering the Gate,
142
Magic Spells, Magnificent Deadly
Rain, 143
Magic Spells, Metamorph, 139
Magic Spells, Mortification, 142
Magic Spells, Pool of Nesere, 144
Magic Spells, Portal
Effect 2, Teleportation, 141
Magic Spells, Spell Haste, 142
Magic Spells, Spelltrap, 137
Magic Spells, Suspension, 144
Magic Spells, Syphon, 140
Magic Spells, Tasets Dark
Thunderbolt, 142
Magic Spells, Teleport, 140
Magic Spells, Tesseract
Effect 1, Teleportation, 140
Magic Spells, The Irresistible
Whirlpool, 143
Magic Spells, Weakness, 141
Maneuvering guidelines for
mechanical vehicles, 189
Manipulate, devices, 75
Manipulate, enchanted item
Specialty skill, 78
Manipulate, materials, 75
Manipulate, tools, 75
Mass/Weight
character, 41
Medical-Aid
Specialty Skill, 78
Melon, Heal spring, 218
Memorization of abilities or spells
Time required, 89
Memorization of skills, 73
Memorization, Invocation of
abilities without, 90

Memory, 73, 75, 89, 97, 127


Memory-Deed, failure
teleport, 141
mensamantic university, 28, 281
Mensavanguard, 56, 60
Merit
allocation required, 89
For character creation, 22
introduction, 22
To adjust aspects of a character, 22
To adjust the effects of a skill, 22
To adjust the effects of abilities, 22
Merit adjustments, Protection
factors
Cybernetics, increasing the protection
factors., 230
Merit cost and racial abilities, 40
Merit exception, Cybernetics, 178
Merit value
Provisions, 178
Metabolic Shock
details, 262
Method of administration
Chemicals, 222
Microwave vision
Mutation sensor effect, 148
Missiles and Mortars
overview, 208
Molotovs, 206
Money, 38, 55, 301, 308
Money, from Orgs, 55
Moonstone, 218
Mounted combat, 263
Movement skills, 83
Moving targets, 263
Multi targeting, 263
Mushrooms, Psisheen, 218
Mutation, Amorphous: (Control
body molecules), 149
Mutation, Atlanius: (Ultrastrength), 159
Mutation, Control Mass, 149
Mutation, Defensor Ultima
(Shielder):, 159
Mutation, Delsutor (Bio-force), 146

323

Mutation, Dominus (possession),


161
Mutation, Electrous (Energy
kinetic), 154
Mutation, Invulnerability, 161
Mutation, Majormorph, 159
Mutation, Morbentiea (Power
Transfer), 163
Mutation, Nullvoid, 151
Mutation, Ornautus (Bio-armor,
147
Mutation, Pyrous (Pyro kinetic),
155
Mutation, Radar:, 160
Mutation, Ramalus: Regeneration,
157
Mutation, Sententiea (Sensor), 147
Mutation, Solna (Sonic kinetic),
157
Mutation, Temporalis (Temporal
kinetic), 163
Mutation, Velocitus
(Hyperkinesis), 160
Mutation, Wings, 148
Mutation, Xallipan (Absorber), 152
Mutations, AU Note, 146
Mutations, Hyperflight, 151
Mutations, Newtonus (Gravity
kinetic), 161
Mutations, Photonous (Photon
kinetic), 153
Natural weapon, 50, 109, 229
Natural weapon base damage, 40
Navigation, 78
Neosapien, 28, 30, 41, 42, 43, 51, 56,
60
Neosapiens, The DCT, 146
Neptunes Breath, 218
Nightvision
Omni Ap, 184
Ninja, 56, 58, 114
no roll for success is necessary!!!,
24
Non-lethal combat, 263
Normal Carry (Payload): 25% of
max lift., 35, 299

Normal movement rate, 83


Nourishment, regaining
Constitution, 263
Nulled, 296, 308, 309
Nulled Fates, 296
Nullification, 86, 90, 107, 151, 175
omni, 182
Omni applications, 183
Order for a force based stun:, 269
Order for powerbased Stun
effects:, 269
Organic electronic, 48
organic electronics, 124
Our rules, 27
Ownership
of abilities or spells, 89
Ownership of a possession, 167
Palladium, 218, 221
Pantherian, 41, 42, 43, 51
payload, 60, 82, 108, 110, 119, 139,
178, 259, 264, 265, 276, 308
payload hindrance, 82, 259, 308
Payload, climbing with, 243
Payload, flying with, 259
Payload, jumping with, 260
Payload, pushing or pulling, 265
Payload, running with
determining, 264
Payload, swimming with
determining, 275
Pelleum, 109, 206, 212, 219, 221,
230
persuasion, 65, 243
Persuasion, 75, 125, 135, 278
Pets, 71, 290
phazed, 203, 232
Physical properties of materials
Table, 221
Pick pocketing, 78
Piloting, 76
Piloting, mounted combat, 76
Piloting, Powerarmor.
Specialty skill, 79
Piloting, Starships, 79
Platinum, 219
Players guideline, 22

324

poison, 218, 242, 243, 248


poltergeists, 69
Power Iron, 219
Power sources for Technology
devices, 179
Power up for advantage, 13
Powerarmor
Provisions, 210
Powerbased construct, 86
Powerbased defenses, 251
Powerbased immunity abilities
limits, 281
Powerbases and Nullification, 90
Practitioner limitation
Intelligence required, 94
Prepared Actions, 265
Priests, 71
Prime mechanic, 11
Prime Mechanic Example of skill
interplay, basic, 24
Prime Mechanic Example of skill
interplay, with merit and
Constitution, 24
Programming
Specialty Skill, 79
protection factor, 94, 106, 137
Protection Factors
General abilities, 94
Limits, 281
Protection factors, Bypassing, 241
Protomantic dominions, 85
Psielf, 56
Psisha, 219
Psisha Adreamus, 219
Psispells, Alter probabilities, 175
Psispells, Binding
See Magic spell, Binding., 169
Psispells, Caprenium silence, 175
Psispells, Clairvoyance, 166
Psispells, Cloak of mist, 166
Psispells, Location, 167
Psispells, Post-cognition, 169
Psispells, Precognition, 175
Psispells, Psi-spray, 169
Psispells, Restoration, 175
Psispells, Tactile telekinesis, 170

Psispells, Telekinesis, manipulate,


169
Psispells, Telekinesis, shield, 168
Psispells, Telekinesis, strike, 168
Psispells, Telepathy, 174
Psispells, Telepathy, alter
memories, 172
Psispells, Telepathy,
communication, 58, 170
Psispells, Telepathy, distraction,
171
Psispells, Telepathy, hypnosis,
172
Psispells, Telepathy, Illusions, 173
Psispells, Telepathy, instruction,
173
Psispells, Telepathy, shield, 171
Psispells, Telepathy, will-force,
176
Purchasing abilities and spells,
282
Pure cogency force, 91
Pure power interaction, 91
Pure Water, 110
Quartz, nova, 219
Quick draw, 265
Quick use, item limit, 265
Race, 136
Racial abilities and Merit cost, 40
racial ability, 85
Racial ability: Adhere to any
surface
Elves, 49
Racial ability: Aquatic respiration
Aquarians, 46
Racial ability: Astral projection
Amazons, 44
Racial ability: Breath weapon: fire
Chameleon drakes, 49
Racial ability: Camouflage
Chameleon drakes, 49
Racial ability: Extra sensory
perception
Vanguardians, 51
Racial ability: Extract:
Ravashem, 51

325

Racial ability: Godpower Glaive,


52
Racial ability: Hold breath
Tenjohussan, 51
Racial ability: Immunity
Gnomes, 50
Racial ability: Insubstantiality:
Transformation
Alentien, 44
Racial ability: Manipulate oxygen
Aquarians, 46
Racial ability: Midnight Sunstone
Bio syntha cyborg (B.S.C.), 48
Racial ability: Scorpion Tailstinger
Arachmen, 46
Racial ability: See Auras
Biogladites, 48
Racial ability: Sonar
Batmen (Heska), 47
Racial ability: Spider silk-line
Arachmen, 46
Racial ability: Sting
Flymen (Repus), 50
Racial ability: Tracking
Alorians, 44
Racial ability: Transform
Weremen, 52
Racial ability: Vampiric bite, 52
Range
overview, 90
Range: for throwing
weapons/objects only
detail, 200
Ranged actions
Target numbers, 267
Ravashem, 41, 42, 43, 51, 135
Reducing the effect of a malady
by burning Willpower and/or
Constitution, 276
Refereeing the referee, 27
Regaining ones feet, 265
Religion, 38, 64, 70, 301
Repair, 212
Repair provisions
Specialty Skill, 79

Replacing materials in
ammunition, 206
Repossession, 56
Repus, 42, 50, 106, 202
Resource Value, 178
Restoration, 86, 124, 126
restraint weapon, 197, 198, 201
Restraint weapons, 266
Restraint, Breaking, ropes or nets,
266
Restraint, Escaping, 266
resurrection, 111, 130
Resurrection, 111, 130
ROF, 200
Rate of Fire, 277
Rounding, 22
Run, max speed
determining, 83
Rune of Rammok, Binding
Runecraft, 98
Rune of Rammok, Nullification
Runecraft, 98
Rune of Rammok, Obfuscation
Runecraft, 98
Runecraft, 96
Runelight, 87, 97
Runes of Rammok
overview, 98
Running with a payload, 264
SalKava
Shock vine, 17
Sample gladiators, 11
Scarlet Tiger, 56, 59
Scarrok, 41, 42, 43, 51, 124
Segment S
The surprise segment, 271
Sensing powerbases
Natural sensitivity, 94
Sensor
Omni Ap, 184
Shadarkeem metal, 111, 130, 219,
221
Shadowmaster, 29, 56, 58, 166, 167,
169, 219, 236, 237
Shamans, 70

326

Sharp weapons: Damage


multiplier
Damage adjustment, 196
Shemite, 217, 219, 221
Shield
powerbased, 86
Shields
Details, including standard diameter
and shape, 86
Shields- physical, blocking with a,
251
Shields- powerbased, blocking
with, 251
Shiva
Coalax's storm drake mount, 61, 132,
165, 204, 236, 237
Shot roll, 11, 90, 186, 212, 265,
266, 267, 307
Shot roll conditions, 267
Shot, Con adjustment, 266
Shot, Merit adjustment to start,
266
Shot, stationary targets, 267
Sight/touch, 75
Silver, 219, 221
Simultaneous actions, 268
Simultaneous multi-targeting and
wide beam or area effect
abilities:, 263
Size and weight
Provisions, 178
Skill Adjustments Constitution
and Merit:, 24
Skill augmentation, 87
Skill Education, Create
Distillations
General abilities, 95
Skill Education, Runecraft
General abilities, 96
skills
Starting merit limits, 36, 297
Skills, Gestating, 235
Smell/taste, 75
Smithing
Specialty skill, 79
Special chemical agents

Nerve and sleep agents, 226


Special coatings, ammunition, 206
Special dietary requirements, 40,
46, 47, 48, 50, 52
Special materials, construction,
178
Special merit consideration:
acquiring special protections:,
284
Special note about armor, 180
Special note about shields, 180
Special protections
Understanding abilities, 87
Special provisions
section, 210
Special Skill: Telepathy, basic
Shadowmasters, 58
Special substance Cogency
multiplier, Amplifications
details, 216
Special substance damage
Multiplier
details, 216
Special substance, item
construction prices
details, 216
Special substance: Antimatter
(Iron), 217
Special substance: Apples, silver,
217
Special substance: Armor Oil, 217
Special substance: Berries, Mist,
217
Special substance: Blood
Oranges, 217
Special substance: Concussion
crystal, 217
Special substance: Diamonds, 217
Special substance: Diamonds,
fire, 217
Special substance: Diamonds,
flawed fire, 217
Special substance: Earthegg, 217
Special substance: Earthroot, 217
Special substance: Flaviea, 217

327

Special substance: Forgotten Ore,


218
Special substance: Gold, 217
Special substance: Gold, black,
218
Special substance: Gold, White,
218
Special substance: Gravanium,
218
Special substance: Hadrathium,
218
Special substance: Hell Iron, 218
Special substance: Melon, Heal
spring, 218
Special substance: Moonstone,
218
Special substance: Moonstone,
daylight, 218
Special substance: Mushrooms,
Psisheen, 218
Special substance: Neptunes
Breath, 218
Special substance: Palladium, 218
Special substance: Pearl, black
fire, 218
Special substance: Pearl, red fire,
218
Special substance: Pearl, white
fire, 219
Special substance: Pelleum, 219
Special substance: Platinum, 219
Special substance: Power Iron,
219
Special substance: Psisha, 219
Special substance: Psisha
Adreamus, 219
Special substance: Quartz, nova,
219
Special substance: Shadarkeem
metal, 219
Special substance: Shemite, 219
Special substance: Shemite,
Amber:, 219
Special substance: Shemite,
Black, 219

Special substance: Shemite, Red,


219
Special substance: Silver, 219
Special substance: Steel, 220
Special substance: Steel,
Forgotten, 220
Special substance: Sunstone, 220
Special substance: Sunstone,
midnight, 220
Special substance: Tesseract
twigs, 220
Special substance: Titanite, 220
Special substance: Titanium, 220
Special substance: Titanium,
black, 220
Special substance: Wood Magetree, 220
Special Substances
Section, 216
Special substances effects, Merit
value, 216
Special Substances In stock
details, 216
Special Substances monetary
value
details, 216
Special substances, Powerbases
details, 216
Specialty Skill: Construction,
advanced, 77
Specialty skill: manipulate phased
weapon-Aim, 203
Specialty Skill: Piloting: Starship
evasion specialist, 79
Specialty Skill: Piloting: Starship
tactical systems, 79
Specialty skills, 77
Spellfighting, 268
spelltrap, 98, 137
Spelltrap
Magic Spell, 137
Spontaneous skill, creation of, 81
Spontaneous specialty skills, 81
Stardrive, 213
Starship Components
Section, 212

328

Starship creation
section, 212
Starship operation guidelines
Section, 212
Starship operation skills
Section, 212
Starship, Hulls
details, 212
Starting Constitution, 234
Starting maximum running long
jump, 83
Starting maximum running
vertical jump range, 83
Starting maximum standing Long
jump, 83
Starting maximum standing
vertical jump range
(centimeters), 83
Starting Money, 38, 301
Starting supplies, 8
Stealth, 70, 76
Steel, Forgotten, 220, 221
Stun, 87, 103, 114, 124, 135, 169,
207, 208, 263, 269
Stun duration, 269
Stun unconscious, 269
Stun, unconscious
Duration of.., 269
Suggested starting money, 178
summoning, 126, 169
Summoning, 87, 125, 127
Sunstone, 48, 206, 221
Super strength, running, 270
Super strengths, 270
Surpassing nullifications, 90
Surprise Action, 76, 110, 241
Surprise actions, 271
Surprise actions, inanimate, 272
Surprise actions, the weapon
switch, 272
Surprise actions, use of
concealment/stealth, 272
Surprise and everything
associated with it, 271
Surprise Reaction, 110, 273
Surprise reaction, Sleeping, 274

Surprise, Example a trap:, 273


Survival
Specialty skill, 80
Suspicion, 74
Swim skill:
determining, 83
sympathetic invocation, 291
Syncing multiple powersources,
179
Table 1, Combat stats: Carc, 11
Table 10, Organization starting
general skill bonuses, 56
Table 11, Astrological sign, 65
Table 12, Memory retention
adjustment, skills, 73
Table 13, Intelligence
comprehension adjustment,
skills, 73
Table 14, Concentration, 73
Table 15, sense range bonuses, 74
Table 16, Hearing range:, 74
Table 17, Hearing range w
interference:, 75
Table 18, Sight range:, 75
Table 19, Scent range:, 75
Table 2, Combat stats:
Soontodie, 11
Table 20, Specialty skills, 77
Table 21, Payload hindrance
Standard Fate reductions, 83, 264
Table 22, Memory retention
adjustment, Abilities, 89
Table 23, Intelligence
comprehension adjustment,
abilities, 89
Table 24, Concentration, 90
Table 25, Altered appearance, 92
Table 26, Merit adjustments for
protection factors., 94
Table 27, Runecraft runes., 96
Table 28, Alchemy disciplines, 102
Table 29, Chi disciplines, 114
Table 3, Races and starting
physical stats, 41
Table 30, Effect: decreases the
actions per second., 121

329

Table 31, Earthpower spells, 124


Table 32, Magic spells, 134
Table 33, Lowering the gate
special Merit allocation, 142
Table 34, Mutations, 146
Table 35, Wings, 148
Table 36. Control mass special
note: Con Gate reduction, 149
Table 37, Control mass: action /
second modifiers, added mass,
150
Table 38, Control Mass: action /
second modifiers, reduced
mass, 150
Table 39, Control mass: force
reduction, reduced mass, 150
Table 4, Races and starting
combat stat bonuses, 42
Table 40, Hyperflight details, 151
Table 41, Hyperflight details, 151
Table 42, Photonic control, 153
Table 43, Electrical cogency mass,
154
Table 44, Sonic control table, 158
Table 45, Hyperkinesis actions per
second augmentation, 160
Table 46, Time manipulation,
slowing down time, 164
Table 47, Psispells, 166
Table 48. Clip details
Powersources, 179
Table 49, special substances,, 180
Table 5, Races and starting
general skill bonuses, 43
Table 50, Special ammunition
coatings
Bypassing protection factors, 206
Table 51, Arrow costs, 206
Table 52, Arrow Ranges, 206
Table 53, Arrow Velocities, 206
Table 54, Ammunition costs,
weight and damage, 207
Table 55, Ammunition, firearm
ranges, velocities and merit
value, 207

Table 56, Ammunition,


missile/mortar costs, 208
Table 57, Ammunition,
missile/mortar ranges and
velocities, 208
Table 58, Ammunition, Missile
guidance systems, 209
Table 59, Ammunition, Warhead
payload, 209
Table 6, Anadae species, 45
Table 60, Mace class power armor,
210
Table 61, Quantum sensors
Provisions, 214
Table 62, Physical properties of materials,
221
Table 63, Cybernetic size
adjustments, 230
Table 64, Body Mod merit
adjustments, 230
Table 65, Con cost for adjusting
Advantage, 235
Table 66, Advantage combat
example, 239
Table 67, Engagement size
comparison, 249
Table 68, Grappling maneuvers,
257
Table 69, Leverage
grapple, 257
Table 7, Anadae adjustments, 45
Table 70, Combat stat and skill
adjustment costs and ratios.,
280
Table 71,Combat stat Advantage
adjustment
merit, 280
Table 72, Actions per second
adjustment, 280
Table 73, Adjusting Con gate, 281
Table 74, Increasing ranges with
merit, 285
Table 75, Increasing the number of
duration effects, 285
Table 76, increasing the number of
concentration duration effects, 285

330

Table 77, Increasing the duration


with merit, 285
Table 78, Size of finds, special
substances, 290
Table 79, Common Pets, 290
Table 8, Weremen races and
bonuses, 52
Table 80, Collar ritual effects, 291
Table 9, Organization starting
combat stat bonuses, 56
Tainting, 91
Tainting the powerbases with the
pure powers, 91
TANC, Mantis, 56
TANC, Marine, 56
target numbers, 26, 87, 189, 241,
267
Target numbers, Deed and Aims,
72
Tarlan, 16, 17, 18, 28, 29, 30, 31,
99, 100, 127, 130, 135, 169, 247,
275, 279
Taser
Omni Ap, 184
Teaching
Specialty Skill, 80
Tech level, 178
technigeists, 69
Telekinesis, 87, 97, 99
teleport, 109, 118, 236, 250, 266
teleportation, 84, 126
Teleportation, 87
temporal manipulation, 175
Tenjohussan, 41, 42, 43, 51, 102
tesseract, 20, 126, 140, 250, 266
Tesseract twigs, 220
The Adventurers Mantra, 32
The Blind Owl, 288
The cogency mass
Merit value = Cogency mass., 23
The core calculation to determine
cogency, 23
The Forbidden Bank, 289
The metric system, 8
The primary game mechanic
Aims/Deed skills, 23

The Prime Mechanic, 72


The pure powerbases, 91
The senses, 74
The senses and surprise, 273
The Shinpuri Collaring ritual, 291
The three primary dice rolls, 22
Throwing a payload, Damage to,
276
Throwing a payload, Range of, 276
Throwing a payload, Shot, 276
Throwing a payload, velocity of,
276
Throwing a target into another
target:, 256
Time travel, 143
Titanite, 180, 206, 220, 221
Titanium, 206, 221
Tracking, 80, 87
Specialty skill, 80
Tracking Areas, 167
Tracking Beings, 167
Tracking by scent, 75
Transfer, 87
Transformation, 44, 87, 93, 96, 97,
103, 109, 119, 149
Transformation-insubstantial, 87
transformations, 126
Trap, detect
Specialty Skill, 80
Trap, Disarm, 80
Specialty skill, 80
Trauma, 95, 169, 248, 260, 275
Triggers
wards and spelltraps, 126, 137
Truth or falsehood sense
Mutation sensor effect, 148
Tuch
God of the ninja, 122
God of the Ninja, 118
uncomplicated action, 102, 109,
114, 124, 134, 146, 151, 152, 219,
220, 232, 250
Uncomplicated actions, 276
Understanding Abilities- (Details),
90
Underwater, combat, 276

331

Underwater, depth, 276


Underwater, holding breath, 277
Unskilled attempts, 73
Using Will-power, 234
Vanguardian, 41, 42, 43, 51
Vehicles
Provision, 189
Velocity of the thrown
weapon/object
detail, 200
Venderant Nalaberong, 48, 70, 91,
99, 169, 219
vitriol, 110
Vladd, 41, 42, 43, 52
Warchild, 41, 42, 43, 52
Water Elemental, 106, 110
Weapon/object weight, 197
Weapons
Provisions in general, 196
Weapons for vehicles
overview, 204
Weapons, ranged
overview, 200
Weight Fate adjustment, 41

Weight limit for a one handed


weapon, 197
Weremen, 41, 42, 43, 52
Werewind, 91, 107
Werewind duration, 91
Werewinds
Cogency to surpass, 91
Wide Beam Attack, 250
Wide beam attacks, 85
Willforce, 87, 120, 176, 278
Will-power, 234, 235
Will-power, restoring
Silver apples, 217
Wing Span, 148, 191, 192, 193, 194
Wings
Glide ratio, 148
Wings, flight with
details, 83
Wood Mage-tree, 220
Writing a skill, 73
Writing an ability/spell, 90
Zoology
Specialty skill, 80

332

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