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Wyldstar
Zereth
(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.
Manual contents
Basic character creation and
basic/tournament combat system:
introducing simple tournament gladiators.
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.
7. 2 will-power tokens.
Chapter 0, Basic
character
creation and
combat: (overview)
Constitution: 20
10
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
200
20
20 Dam
70%
+10
+10 Dam
+0
1
200
20
20 Dam
11
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
12
nd
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
14
15
16
17
18
19
20
21
Chapter 1,
The Game
(overview)
Introductory terms
Rounding
3. Deeds/Fate: Do I succeed or do I
defend? Rolled on percentile dice;
always try to roll low.
Contests:
22
23
24
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.
25
General
guidelines for
play: (overview)
26
27
28
29
30
31
Chapter 3,
Quickstart
Adventurer
creation
33
34
35
36
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.
37
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,
Races
Life points
10% merit value
Normal merit value
2xs the merit value
3xs the merit value
40
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
41
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
42
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
44
*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.
45
46
47
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
48
49
50
51
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
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.
53
Guilds &
Organizations
Chapter 5,
54
55
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
-
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
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
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
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
Neosapien Guild
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
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.
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
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63
Chapter 6, Auras
Astrology and
Religion
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.
64
65
66
67
68
69
Religion
70
Tycen Dimere
Karma
God/Goddess of wisdom
Aura: Silver
Shell
Goddess of luck
Aura: Blue
71
Chapter 7,
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:
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.
73
General Skills:
details.
74
Range reduction
-10% per cm thickness
-20% per cm thickness
-5%
-10%
-50%
-90%
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.
75
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.
76
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.
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
77
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.
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
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:
Starship
Starship
79
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
82
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
85
86
87
88
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
89
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.
Memorization, Invocation of
abilities without: done with
allocation, memorization or AU
allocation. This may not be used
90
91
Chapter 9,
General
abilities
51-52
Fiery Auras
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
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
Merit Cost: 5
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
Merit Cost: 5
17-18
Merit Cost: 5
Merit Cost: +5
80-81
Merit Cost: 5
14
Merit Cost: 5
Merit Cost: +5
78-79
Merit Cost 13
12-13
Merit Cost: 5
Merit Cost: 5
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
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
Merit Cost: 5
99-00
Cost 3
Same damage as above.
See venom
Merit Cost 13
92
Wings
Merit Cost 10
See mutation
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
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.
General ability,
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
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
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.
94
95
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.
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.
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.
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.
96
Preservation: Transformation.
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
98
99
100
101
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
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
102
103
104
Elemental Possession
105
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
107
108
109
110
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.
111
112
Left blank
113
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
114
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.
115
116
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.
117
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.
118
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.
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.
119
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.
120
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.
121
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
124
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.
125
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.
126
127
128
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.
129
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.
130
131
132
Left blank
133
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
5
5
5
5
5
50
50
50
50
50
134
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.
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
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.
136
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.
137
138
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
140
141
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.
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.
142
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.
143
144
Left blank
145
Chapter 14,
Mutations
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.
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
147
th
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
148
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.
149
150
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
151
Xallipan (Absorber)
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.
152
153
th
154
155
156
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.
157
Rockband
Thunderclap
Jet
engine/gunshot
Stun grenade
110
120
130
Explosives
180
Explosives
200
150
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
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
159
160
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
162
163
164
165
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
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
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
166
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.
167
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
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.
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.
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
171
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
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.
173
174
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.
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
176
Left blank
177
Chapter 16,
Provisions and
equipment
178
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
180
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.
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
183
184
185
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.
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.
Accuracy:
186
Strength:
Action:
War:
187
Vitality:
Shield:
Gauntlet:
Will:
188
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:
189
190
Item: Drake,
191
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.
193
194
Left blank
195
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.
196
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.
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: 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
200
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: 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.
201
Item: Rifle,
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.
202
203
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.
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.
204
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.
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.
205
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.
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
Autollista, Lt
Autollista, H
Compound Lt
Compound H
Crossbow Lt
Crossbow H
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
206
$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
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
207
$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
700
550
19,250
15,800
7,100
4,950
12,500
9,050
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
Standard
Explosive
High explosive
technology within
the blast radius
for a duration.
+$1,000
per kg
As per
missile
+5
minutes +
1 minute
per kg.
5/g
10 / g
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.
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, 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.
212
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.
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.
213
Sensors, Quantum
214
Left blank
215
Special
Substances
216
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.
None.
Value per gram: $1,000, In Stock: 100%.
Origin: Enchanted continent, Forbidden continent and
Berava.
Found in: milligrams.
217
218
219
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.
220
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
222
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.
224
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
226
227
Chapter 17,
Cybernetics
These alterations may be used in a
variety of ways, all dependent upon
Fates approval.
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.
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
229
Force max
+10
+25
+50
+1,500
+5,000
Dam max*
10%
25%
50%
X1.5
X2%
230
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.
231
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.
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.
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.
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.
235
236
237
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.
238
Advantage
10
2
2nd
5
4
3
2
1
10
2
3rd
5
4
3
2
1
10
239
240
241
not rolled.
Chemicals/poisons, affecting
a subject: chemicals/poisons hit
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.
242
243
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, 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.
Concentration, damage
distraction example: If 50% of
244
Controlling hardware or
software: Merit x tech level =
cogency to control/hack. The user
must surpass the devices cogency
to control it.
245
1st - Shields
2nd - Fields (immunities)
3rd - Armor/Protection factors
4th -Targets life points/mass in kg or
10% merit value.
Darkness or invisible
combat: Use the Blind attack
246
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.
247
248
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
Equivalent
2 Giant
2 Large
2 Med (human)
2 Small
2 Tiny
249
250
251
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
253
Grappling in detail.
254
255
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.
256
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
258
damage.
259
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.
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
261
263
-10
-30
-50
-70
-90
-100
-120
-140
264
265
Restraint, Escaping: A
266
267
268
269
Super strengths
th
270
X*
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
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
Adv order
of agents
Alpha: 8
Beta: 7.5
Charlie: 7
Delta: 4
Edward: 1.5
271
272
273
274
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.
275
276
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.
277
278
279
Chapter 20,
Adjustments
This chapter is divided between limitations,
adjusting the character after character
creation and adjusting the abilities.
280
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
282
283
284
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
20 per +1m
Total
1,000
3,000
6,000
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
Merit Cost
10 per +1 Sec.
10 per +1 Min.
10 per +1 Hr.
10 per +1 Day
285
286
Left blank
287
Chapter 21,
Adventuring
288
289
Commodities: Various
290
Badger
Bat
Bird
Cat
Coyote
Dog
Ferret/weasel
Fox
Lemur
Monkey
Otter
Rabbit
Raccoon
Rat
Seal
Snake
Squirrel
Tarantula/spider
Toad/frog
Wolverine
291
Merit
cost
20
basic
+10
+20
+30
292
293
294
295
296
297
298
299
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.
300
Step 9: Congratulations! It is at
this point that you have finished the
character!
301
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%
302
Nulled
B.A. +20%
35%
20%
= 35%
= 20%
= 20%
= +13
Nulled
Base+40%
Shield
Normal
B.A. +20%
Special Protections
Temp
1+
+
Race
class+
Life Points:_200; AUs: 100+ ____= 100 40Aus; WP: 2 +___ = 2 WP.
Con Gate: 5 +__= 5 CG, Constitution: 50 + ___= Con
= 40%
Nulled
=
2/1
+10
+
+-
Con
Merit
Mage Warrior
50
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
Wt
Kg
Force
+
+10
Temp
1+
+5
Temp
2+
Temp
3+
Normal
+18
Nulled
+13
303
Details
C. T
Range
Duration
AUs
Con
Total merit
allocated
Transform; Panther
Brilliant Defender
Hex Bolt
Cancellation
Illusions
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
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
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
M/S
2.2
Merit
Temp
Temp
Temp
+
+
M/S
0.89
M/S
Swim speed
0.89
M/S
+
M/S
304
305
Race
Org+
+
Race
Org+
Notes:
Special Protections
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
+
+
+
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
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
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
307
Provisions
Con
Merit
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
Wt
Kg
Force
+
Temp
1+
Temp
2+
Temp
3+
Normal
Nulled
+10%
+10%
308
Appearance: Ht cm:_____ Wt kg:_____ Hair: ______ Eye:_____ Sex: ____ Skin: ________
Aura:__________, Astrological Sign: __________________, Deity/Spirit: __________________
Physical description:_____________________________________________________________
______________________________________________________________________________
______________________________________________________________________________
Sensitivities or diet:______________________________________________________________________________
Details
C. T
Range
Duration
AUs
Con
Total merit
allocated
Base
Kg
Kg
Kg
(Max Lift)
Swim speed
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
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
310
311
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
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
314
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
316
317
318
319
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
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
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
323
324
325
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
327
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
329
330
331
332