Documente Academic
Documente Profesional
Documente Cultură
Core Rules
J. Keith Wykowski
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Credits
Author & Kingpin: J. Keith Wykowski
Authors of Alpha Arkana: J. Keith Wykowski and Trey Coonrod
Supplemental Ideas: Christian Conkle, Trey Coonrod, Keith Doughty, Nick Graves, Dan Greenberg, Jeremy
Heins, Joe Hofman, David Loulis, Jack Schafer, Adam Tate, Jason Valenzuela, and Deirdre Whitford.
Introductory Story: Jason Valenzuela.
Interior Artists: Duane Barbour, Rachael Bright, Christian Conkle, Matt Conti, Jenna Guffogg, Jeremy Heins,
Allison Lukehart, Matthew McGinn, Andre Wallin, and J. Keith Wykowski.
Editor & System Breaker: Jason Valenzuela
Title Logo: Daniel Greenberg
Cover Design: Daniel Greenberg
Character Sheet Design: Jason Valenzuela
Playtesters: Jared Athay, Kortney Brooks, Douglas Broud, Trey Coonrod, Keith Doughty, Ian Gordon, Nick
Graves, Daniel Greenberg, June Heidemann, Jeremy Heins, Joe Hofman, Erik Lerfald, David Loulis, George
Lyons, Dan Mahoney, Mason Murray, Charles Perez, John Rust, Adam Tate, Jason Valenzuela, Ingvar Vining,
Deirdre Whitford, and Maria Wykowski.
Alpha Chronicles Core Rules are Copyright 2009 James Keith Wykowski.
No part of this publication may be scanned, OCRed, photocopied, or reproduced in any way without the express
written permission of the copyright holders. No portion of the document may be published in any physical or electronic
form, except short excerpts for use in reviews, without the express written permission of the copyright holders. All rights
reserved, worldwide, under the Universal Copyright Convention.
All incidents, situations, people, places, institutions, and organizations are fictitious. Any similarity to persons
living or dead, without satirical intent, is entirely coincidental.
This document is entirely fictional and is not intended literally. All of the monsters, demons, and other planar
creatures are not real. The spells and unnatural abilities are likewise completely bogus. If you are nave enough to believe in
any of this we recommend that you put down the book and send a money order for at least one dollar to the address below.
We will not send you anything in return, and we will promptly laugh as we open and receive the letter. We are all very
boring people here and do not recommend the use of drugs, violence, mimes, or the practice of the occult. We especially
mean the part about mimes.
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Authors Note -
Alpha Chronicles is a stand-alone role-playing decide what equipment is available. Voila! Bored of your
game of modern adventuring. If you have never played a current campaign but tired of switching systems or
role-playing game before, welcome. You are about to playing in some other game? Build new characters and
enjoy something that is part improvisation, part strategy, keep our system. Alpha Chronicles can handle any
and all fun. Your blood will sing as your character lurks setting or chronicle you want to play with.
through darkened streets following a villain. You will feel
the immense satisfaction as you finally discover the last More ideas, options, and other equipment will
clue that will end the super-villains reign of terror. You be forthcoming in expansions and on our website. In fact
will immerse yourself in the ideas and personality of there is already a fantasy game utilizing a similar system
someone that is not your own. All you need is an that is available for downloading at AlphaChronicles.com.
imagination, pencils, paper, and a few ten sided dice that The system created in Alpha Arkana and expanded upon
you can purchase from most comic or game stores. Look here is a percentile-based system that utilizes skills and a
for anyone playing with those funny card games or those balance of realism and playability. We hope you fully
odd plastic toys with the clicking bases. Theyll be more enjoy the freedom to be creative and unpredictable while
than happy to direct you to the right place. still having just enough rules and structure to give that
creativity wings, jet-packs, or even matter transmission.
For those of you who are well accustomed to
gaming, welcome friends. This system is designed with If you create something that is just plain cool,
balance in mind. This system of rules is easily adapted send it along. Most likely we will like it too and put it on
towards the power-gamer or the avid amateur actor. the website or in a later supplement with your name in
With a good GM both will survive and prosper with this the credits. We love all the help we can get. Options,
set of mechanics and background material. The option NPCs, pictures, cities, vehicles, magical relics, new
point system for powers and abilities will assist the GM gadgets, spells, monsters, optional rules, or anything else
in giving enough power and abilities to the players for the you can dream up is all right by us. I only ask that you do
desired flavor of the campaign. We fully expect every not use the intellectual properties of others in your
GM to tweak the points given, tinker with the options, creations. Not only will we not post such items, we think
create new options, and even pick and choose the level of that you have a lot more creativity than that. Use your
combat realism. If you dont like something, throw it inspiration to create something wholly new that screams
outlike you need my permission, right? you.
We have included a wealth of rules, ideas, and You will notice a heck of a lot of names besides
descriptions to aid you in creating any modern or near- mine in the credits and in the rules. We had a great
modern campaign you may desire. While focusing on the melding of ideas, concepts, and viewpoints for this book
present day, with only minor tweaking any campaign and I look forward to it continuing for a long time to
could be enjoyed from the same set of rules. Supernatural come. Over the years a great number of very creative
stalkings, comic book heroes, near-future paranoia, and people helped shoulder the burden, and created some very
even pulp adventures are all possible with this book. memorable worlds. We would love for you to join our
Cross genre gaming? A snap. Open up the campaign to community of players and game masters.
allow everything! Have a great idea for a campaign I hope that Alpha Chronicles is as much fun for
world? Focus on a single storyline, specific powers, and you as it is for us.
J. Keith Wykowski
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Table of Contents
Introduction......................................................................................................................................Pg. 005
Character Creation.....................................................................................................................Pg. 010
Step 1 Conception........................................................................................................Pg. 010
Step 2 Hero Type............................................................................................................Pg. 011
Step 3 Personality......................................................................................................Pg. 013
Step 4 Determining Attributes......................................................................Pg. 015
Step 5 Select a Race.................................................................................................Pg. 017
Angel..........................................................................................................................Pg. 017
Demon, Chaosspawn.......................................................................................Pg. 018
Demon, Gehennan.............................................................................................Pg. 018
Human, Common................................................................................................Pg. 019
Human, Engineered.........................................................................................Pg. 019
Mutant Animal.................................................................................................Pg. 019
Spirit..........................................................................................................................Pg. 020
Vampire, Modern...............................................................................................Pg. 021
Werewolf...............................................................................................................Pg. 022
Step 6 Options & Powers....................................................................................Pg. 023
Weaknesses & Flaws........................................................................................Pg. 91
Step 7 Purchase Resources....................................................................................Pg. 94
Step 8 Purchase Skills.............................................................................................Pg. 103
List of Skill Groups......................................................................................Pg. 104
Alphabetical List of Skills......................................................................Pg. 111
Step 9 Purchase Equipment.................................................................................Pg. 126
List of Modern Body Armor.................................................................Pg. 129
List of Modern Weapons..........................................................................Pg. 130
List of Modern Vehicles...........................................................................Pg. 134
List of Pets, Animals, and Livestock.............................................Pg. 134
Step 10 Final Calculations.................................................................................Pg. 136
Advancement........................................................................................................................................Pg. 139
Skill Systems.........................................................................................................................................Pg. 141
Skill Basics.............................................................................................................................Pg. 141
Combat.......................................................................................................................................Pg. 143
Optional Systems............................................................................................................Pg. 148
Thaumaturgy.........................................................................................................................................Pg. 171
Spellcasting Basics........................................................................................................Pg. 172
Optional Spellcraft Systems................................................................................Pg. 176
List of Magical Disciplines..................................................................................Pg. 209
Alphabetical List of Spell Effects.................................................................Pg. 222
Character Sheets...........................................................................................................................Pg. 327
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Introduction
Pain flashed through half closed eyes as another Its not yours Josh my boy... Alistair was
blow landed against his face, causing his head to snap back smiling now his long hair hanging around his face,
violently then loll forward. The blow almost made him clumped by his own drying blood. Never was, never will
forget the broken glass and shards of metal that covered be.
the abandoned factorys floor.
You... Joshua stopped half way. I will find
Im losing my patience Mr. Raynard, and most the pendant. All I have to do is trace your path
often I am a man of great patience. came the cool backward... I found you didnt I? He grinned
collected voice of his tormentor. confidently. Besides did you really think I wouldnt send
men into that orphanage for you... Really Alistair, hiding
Raynard raised his head slowly and blinked behind children? Have you sunk so low?
back tears and blood that clouded his vision. The haze
began to clear and in the dim light that came from the few Alistair just grinned and licked some blood
unbroken bulbs he looked at the man in the immaculate from his lips. Youll never find it... so go to hell.
Armani suit with hate and burning anger. If it wasnt for
the two men holding him back he would have torn the Joshua's face flushed with rage once more and
heart from the mans breast. He coughed. he motioned to the two holding Raynard. Without a
word they dragged him to the door and kicked it open
You know what I want. the man continued, I tossing him a good fifteen feet out into the dying night.
suggest, for your own safety and well being that you give He landed heavily, and ungracefully in the dirt. As he
it to me. He moved closer, crouching down to look into lifted himself first to his knees then to his feet he looked
Raynards face. Alistair, we are both men of culture, so around, for the first time seeing where he really was. The
very similar in so many ways. factory was surrounded by... nothing.
Raynard coughed and shook his head to clear The old factory, whatever it had once been used
some of the cloudiness he was experiencing. His lips for was in the middle of endless fields, with one dirt road
moved and for a moment he smiled. Then before anyone stretching off into the hills, the pale growing light of
else could act, he spit, staining the front of the Armani in dawn revealing the barren landscape to eyes accustom to
thick blood from his own bleeding mouth. The man the night.
recoiled and his associates proceeded to batter and bash
Raynards body. So... this is the end I guess. Came Joshuas
cool voice from behind him. Joshua was standing
Alistair... he growled, dabbing at the front of between the two bodyguards looking out with a smirk
his suit. That wasnt very nice. You know what I want, plastered on his face. A brief thought flickered through
and that eventually I will get it. Why wont you Alistairs mind, when he smirked like that Joshua did look
cooperate? My father and grandfather enjoyed a very so much like his grandfather, ah well.
good relationship with you, in fact my family has only
ever been nice to you. I guess it is then... Alistair looked around one
more time. I suppose Im not to be let back in the
Your family... Came the broken reply. Has building am I?
been abusing and using other people for centuries
Joshua. No. It was a simple reply curt, business like,
exactly what Alistair expected from Joshua. Alistair
Perhaps. But as the saying goes, might makes turned to the east, looking down the road to watch the
right. Joshua sneered, tucking his kerchief in a pocket sunrise.
once more the blood stain dabbed but still evident. Now
tell me where the Key is... or I will have to end my So this is how I die... He laughed. In the
familys relations with you in a most unpleasant fashion. middle of nowhere... at the hands of an upstart bastard
with delusions of grandeur. Grinning now he fell to his
So get it over with... I dont even know what knees once more and stretched his arms out to his sides.
youre talking about. Alistair muttered, which earned At least I get to see a sunrise...
him another blow, this one fierce to his stomach, making
him grunt and wince in pain, but more surprising was As if the mere mention could make it true the
that Joshua himself delivered the blow, face full of rage. sun rose over the horizon, breaking free with golden light,
shining on Alistair's prostrate form. He grimaced,
The pendant you bastard! Joshua screamed, smiled, smoldered, laughed, and finally burst into flames
kicking Alistair again. I want it and you know that it that consumed his body in moments leaving only a pile of
belongs to me! He stepped back after his outburst, blackened ash on a dirt road.
closing his eyes a moment to regain his composure. I
need the pendant so that I can take what is mine... Six hundred years of evil and he has to pick
-5-
this century to grow a conscience... Joshua swore. He wall as well the arch above the door long collapsed.
stared at the remains of the vampire that had supported
and worked with his family for centuries. Bring the car Gibson scanned the floor as the others looked
around. around. From the layer of dust and how their own
footprints appeared he judged that nothing had been in
One of the bodyguards nodded and began to this chamber in a long, long time. He looked up to see
walk around the building. Yes Mr. Larselles. Lieutenant Dobbs walking to one of the walls, running
her fingers across some writing, muttering something
Joshua continued to stare at the ash as a light under her breath. Cybernetic ears picked up what she
country breeze picked it up and began to scatter it to the said, even if no one else could hear. And lo... the gate
winds. He would find the pendant, he would find the opened. And as it opened it revealed unto the chosen the
Key. land of paradise and the powers of the gods, the secrets
* * * * * and answers man has sought...
Is that an exact translation Lieutenant?
TAG YOURE IT! Childish laughter filled Gibson spoke up.
the air as a little boy tagged a little girl and sent everyone Dobbs jumped, fumbling with her flashlight to
scattering away in every direction. Other children hung avoid dropping it and looked up flushed and flustered.
from bars or swung on swings. Recess at the Mary Ummm... no... I mean no, sir. It loses a lot of its
Clarence Orphanage was everyones favorite time. But in dramatic effect in translation though... it is much more
the corner of the playground, settled against the worn red inspiring in the original language.
brick of the building one child sat alone, his knees pulled
up and eyes intent on something in his hands. I see. Gibson turned toward far wall. And... I
suppose that is the gate? He pointed. A great arched
Were anyone to ever pay him more than a doorway stood there, easily thirty feet tall. All lights
passing glance they might wonder why he was alone, but shown on it and reflect off the seemingly unblemished
as it was he merely stared at the bauble in his hand. It silver of the twin doors. Engraved into the door were
wasnt too much to look at, a leather thong holding a scenes of indescribable beauty, but what caught everyones
tarnished piece of jewelry, but if one looked closer it attention were the seven bare circles. They were
seemed utterly impossible a child should have it. It was a positioned symmetrically three down the center where the
circular piece of silver, with a large jewel that was easily doors met and then about half-way between the top and
mistaken for a piece of plastic or glass until one inspected middle one, in the middle of each door was another. This
it closely enough to realize it was a diamond. With pattern repeated with two circles on the bottom.
enough cleaning the dirt would come free of the runes
that ran along its edge, mysterious yet beautiful engraved
script. But, as it was, no one paid attention to a small boy
among a crowd of children, and no one not even the boy Seems almost like the Tree of Life symbol...
noticed as when he stood to join the others, and tucked Dobbs volunteered with a shrug.
the pendant away, the white glow that flashed briefly. Any reason why there would be indentations in
them? Was the only response as Gibson walked towards
* * * * * the door.
Descending down into the chamber. Gibson Indentations sir? What do you mean? Then as
spoke into the headset mic. He held to a cable with one she followed Gibson and the light was better, she saw
hand as he was lowered down. There was a click and a them. In each of the circles was an indentation... as if for
whir as his bionic eyes readjusted, amplifying the low another circle. Ummm no sir... but... no...
light and scanning the room slowly for movement. His Gibson glanced over at Dobbs. Lieutenant... if
arm would have tired by now if it had really been his own. you have something to say... spit it out.
They had been climbing around and over so many things
in this place an organic arm would have been cramped and Dobbs jumped again flustered. Well Captain...
exhausted, but as it was he had never felt better. He sir... perhaps they are there for well.. A Key?
reached the bottom and landed on both feet lightly. Im
at the bottom... everything is clear. Come on down. * * * * *
Moments later one person after another slid Excuse me but have you seen some strange
down the cable, until four of the six-man team stood in men pass through here lately? James hooked one finger
the chamber. Each looked around, flashlights searching under his collar lifting it and pulling to try and get some
the room. Ancient script and paintings covered the walls air under it, he hated Africa, he really did.
behind them and to either side. Statues holding spears
were stationed evenly along either wall of the hall. A What? The tribesmen blinked. The foreigner
door, blocked by rubble, rock, and debris was on the back had just spoken to him in perfect Swahili. Oh yes... of
-6-
course. Yes four men like you came through the village a James pooled and collected blood and smeared it over
few days ago and wanted guides to head into the jungle. himself. After he was covered enough he pushed the head
No one wished to travel into the forbidden places through away and listened intently, lying as quiet as possible. The
and they left quite upset. screaming died, gunfire faded into pleas for mercy, and
then a gurgle as a claw ripped out a final throat.
My thanks friend. James turned back to his
associates and without even thinking about it spoke in Glancing out, James could see furry legs, four
perfect Italian. We are only a few days behind them... it sets... four werewolves. Jesus Christ... Werewolves for
seems that they are headed to the ruins to beat us there. Gods Sake! He held his breath as they sniffed testing the
air, ears perked for signs of life. He prayed to all things
Hmmmm it seems quite unfortunate that they holy they would not find him, and the smeared blood
managed to get ahead of us. replied Tobias, the leader of would mask his scent. Moments later the beasts bounded
the expedition. We must press on though and hope to off into the jungle and James let out a sigh and a thanks to
catch them. Grab the gear, were moving out. God in heaven.
James swore in English. I wasnt hired to chase It wasnt until an hour later that he crawled out
monsters through the jungle... Im a translator. He had from under the rover, coated in blood and dirt. Standing
been hired for just that. There wasnt a language yet that up on shaky legs he surveyed the team, dead to a man,
James couldnt speak to someone in. As long as someone ripped apart, half eaten in some cases. All this... death
in the room or nearby knew the language James could get and carnage. All this... for something Tobias had only
along fine. It was a unique gift. Fairly useless when it half hinted at, with all the reverence of the Holy Grail
came to reading and writing but in areas such as this, itself, for something he simply called the Key.
where writing was minimal anyway and dialects and
language varied, he was an invaluable asset. * * * * *
Moments later the land rovers had been packed Monica swore and ducked a flying book as she
up and everyone settled in and they pulled out, headed in entered the room. It struck the wall behind her and she
the direction that Tobias map told them the ruins were glanced at the cover. The title was written in Latin,
in. It was amazing how far they could actually get in the Beginning Elementalism. She smirked, Idiots Guide to
rovers they stopped only when the jungle began to Energy Control. She had read it cover to cover many
become too dense and tangled for them to continue any times. There was a tingling in the back of her mind. She
further. ducked. Another book sailed past. Looking into the
room she saw her Mentor searching through shelves and
Everybody, out! Shouted Tobias as he hopped through stacks of dust covered books. Scrolls went flying
from his own seat and started to grab his gear. Were on haphazardly all over the room as she walking in robe
foot from here. rustling lightly as she took a seat on one of the
Grumbling and complaining was lost in the comfortable chairs.
noise of unpacking and shoulder gear. There was little Is there something I could help you find? she
else to do but do as told, it was what they were being paid offered politely.
for. In the flurry of motion and activity no one heard the
rustling of the leaves and trees, and it wasnt until the Well if I cant find it and Im two thousand
screams pierced the jungle and the huge furry forms leapt years old what makes you think you can find it, eh
from the underbrush that anyone knew the opposition youngster? His eyes twinkled as he said it. Monica had
was upon them. always loved the old mans eyes. They could be warm and
friendly or any other range of emotion, but there was
The quiet was broken by the screams of men always mystery and ancient truths hidden in them.
dying, torn apart savagely by tooth and claw, and then
moments later by the erupting gunfire as clip after clip Well perhaps I moved it on accident, then how
was emptied into their attackers, often with disappointing would you know where it was? She laughed and then
effects. ducked as another book flew by.
James dropped... rolling under one of the rovers Id scry. He grunted. Dont you remember
he crawled towards the back and shot between it and the simple spells? Locating is easy. He muttered something
next. There was a sickening thump to his left and he under his breath and gestured sending a dozen scrolls
glanced only to recoil as Tobias severed head and lifeless toward the far wall, but this time they landed neatly in a
eyes stared back at him. All this for a couple measly rack.
bucks. If he thought it would have been safe he would
have sworn... instead he grabbed for Tobias head pulling Then why are you still searching Master? She
it under with him. smiled, and began to gesture calling forth energy as she
had learned so early in her training. Her invocation was
James might have been a coward, but he did precise, melodic and finally with a wave of her hand she
what needed to be done. Touching the severed neck, stopped. A moment later, as if invisible hands
-7-
straightened the books, put away in their proper place. been arguing she had opened the book and started
The room was dusted, scrolls retrieved and everything set reading. If Maeven had paid more attention to the
in its place. Master, he wouldnt have needed a spell to read it. Even
though she knew her Mentor was usually right, the story
Hrumph. He frowned. Wasnt Maeven here...
supposed to clean here anyway?
... and what if I told you it was all true! The
Monica shrugged. Prolly. Hes most likely Master laughed again, a deep belly laugh.
pouring over the exact tome youre looking for trying to
learn some ancient spell.
Im not looking for a tome. He waved his It cant be... Maeven retorted but there was
arms and sighed. If that boy worried half as much about doubt in his mind.
his control as what spells he knows hed be better than...
better than... well... better than me. He looked flustered Oh yes it can... He grinned. What would you
and glanced around the room. say if I told you that I did indeed tear apart the worlds and
create multiple dimensions within our own so I could
Monica giggled, she had a tendency to do that scatter the Keys to different Earths, that two of those
around the old man. I doubt that. If you havent learned Keys are in this very house... And that I did so to prevent
more than that upstart in two thousand years what good the dark forces of our worlds from entering the Gate...
are you. She grinned as it was a line her Mentor used
often himself. Maeven and Monica glanced at the book and
then stared at the Master... but neither said a word.
He just glared.
As if on cue, Maeven came sauntering into the * * * * *
room and tossed a book lightly on the table.
Cedric Andrews, by the power invested in me
Ah ha! The master glanced at the book. You by the United States Government, You are under arrest.
did have it! The tone was commanding and steady, no hesitation and
doubt. And the line was delivered by a man in a black
What about it? Maeven grumbled. No bodysuit with a badge emblazoned across the left breast.
spells in it anyway... dont see why you keep it locked up.
Vigilance... The second voice came from
And if I kept it locked up how did you get it, inside the museum. I was wondering if they would send
eh? The master looked at his pupil with an appraising you or some other comic zero. A sinister laugh, followed
eye. the comment and Vigilance could almost hear the smirk
Unlock spells... what else... Maeven waved a behind the tone. You know, you will have to come and
hand dismissively. Had to use a spell to even read the get me... I wont give up so easily.
book too and all it is, is some dumb story. I didnt expect you would but youre still under
Ah yes... I remember now. Maeven the arrest. Vigilance strode up the steps of the museum and
disbeliever, who even though he himself practices magic barely ducked out of the way as a rapid barrage of energy
in a world where all others dont believe in it, cant believe blasts shattered the glass of the front door and impacted
a tiny story. He wasnt angry, he never got angry. where he had just been standing... a stray blast hitting one
Patience was a virtue, and in two thousand years one of the police cars and putting a fist sized hole through it.
learned it took too much energy to be angry, it was never Nice try Cedric, but youre getting slow.
worth the bother. Please, please... Came the sinister taunting
Master, that book is pure fiction... the things voice. Am I calling you by your given name? Least you
that it speaks of are impossible! Impossible even for can do is give me a little respect.
magic. Maeven sat up staring at his mentor as he spoke, As you wish Catalyst... Vigilance smirked;
running his fingers through short black hair. Tearing hed never thought Catalyst was the best name for a
apart worlds, creating new dimensions? Not even... super-villain anyway. He approached the door one more
even... Merlin could do that. time, cautiously, waiting for that familiar sense of danger
Hrumph. The master laughed. So now you to tingle in his mind. It wasnt forthcoming. He kicked
are Maeven, he who judges what Merlin can do and not out the last bit of glass, not that it could really hurt him,
do. Or do you fancy yourself Maeven, judge of all magic. but the noise it caused might make Cedric fire a blast if he
You seem utterly convinced that magic need be limited to was waiting. Nothing happened. Glancing in he saw that
what you yourself can grasp. the museum was well-lit, vast skylights made sure of that.
Vigilance muttered to himself. So much for the element
Maeven just fumed, his face turned red and of surprise...
Monica just glanced between the two, while they had
Having decided the direct approach was in
-8-
order he concentrated a moment and blue flames began to a moment, then with a mighty blow punched a hole
lick around his hands, dancing blue light that had no heat through the wall beside the door. Blasts erupted through
or true flame. Similarly his eyes pulsed with glowing blue the plywood door sending it to shreds, and Vigilance
light. spotting his opportunity extended a hand toward the
stunned Catalyst.
Im giving you one last chance to surrender
Catalyst... Ill give you till three... 1 Vigilance tensed Blue light shot out and encompassed Catalyst,
standing to one side of the door. 2... He balled his and the blasts stopped. Vigilance stood in the doorway.
hands into fists. 3... Catalyst, you know its over. Without your powers,
youre no match for me. Even the cops could arrest you
Vigilance dove and rolled into the building, even now.
as another barrage of energy blasts flew past, barely
missing his head. He was on his feet before you could Catalyst looked at Vigilance, whose physique
blink, and had spotted the villain on the second floor would put most Olympic athletes to shame. He was a
balcony. He reached out with a hand and blue light licked villain, but not stupid...He dropped the bag he was
towards Catalyst, who ducked. holding and swore. Why did it have to be Vigilance?
It wasnt that the blast needed to hit, but he did As the police hauled Catalyst off to jail,
need to see his target. The light drew back and he ducked Vigilance looked through the bag with the loot, inside was
down a hallway, glad to be out of the open like a sitting a small circular silver pendant with a diamond in the
duck. He moved quickly checking doors as he went, center. It was being researched when Catalyst broke in to
finding a stairwell he headed up. Peering out of the door steal it... all that effort over such a measly trinket.
on the second floor there was no danger warning, and no Vigilance shrugged, hed never understood why anyone
sign of Cedric. He began a search reaching toward each would break just laws... maybe that was what made him a
door to open it; it wasnt till the fourth door that he felt hero.
the familiar dangerous tingle. He backed off and thought
-9-
- 10 -
GM has enough work creating the campaign and the Your Game Master will tell the players the
villains you are about to tromp over. On the flip side, the chronicles level of realism and Option Points (OP)
GM needs help creating your cast of supporting non- available. Option Points are the extra little freebies that
player characters. The friends, family, co-workers, and help you to tweak your character and make him that much
associates of your vibrant life-like character. Sometimes more special. They also are required for certain
nothing says more about a person than the friends she occupations, innate powers, and non-human races. If you
keeps, or the enemies she acquires. Parents and siblings run out of Option Points during the creation process you
are great for explaining why the character chose a specific may gain more by selecting weaknesses and flaws. Each
life-path or feels a certain way about a topic. Even the weakness or flaw will give you more Option Points, but
most peaceful person could become enraged by a sore will give your character enemies, a raging temper, poor
subject that has been plucked just one time too many. skills or attributes, or other significant problems. While a
character may choose any number of weaknesses, they
Does the character belong to any organizations, will only receive credit for up to the value allowed by the
clubs, groups, unions, or fandoms? Does she believe in campaign maximum.
the effort or simply trying to please someone in her life?
Does she work part time or volunteer her time to assist The amount of Option Points given during
the cause? Is it a hobby that occupies her attention and creation will have a dramatic impact upon the feel of a
time? Who does she know because of her associations? campaign. The greater the number of Option Points, the
Does the organization pertain to her adventuring life? Is more superhuman and powerful the chronicle will be.
it a religious based organization? Is it medical or For a more gritty setting with mostly human characters,
psychological in nature? Does the character occasionally limit them appropriately. Characters will be able to
suffer from insomnia or migraines? What benefits; expand their starting level of power with additional
social, financial, spiritual; does she receive from it? experience later on during the chronicle.
The last and most important element in any
concept: Why is this character working with the other
player characters? This crucial piece of information will Option Max/Single Max
easily assist the GM in sliding the character into the Level of Realism
Points Option Flaws
group and make your life easier when the other players
want to atomize, molest, imprison, or harass your Gritty 100 75 25
character. Do they share a common enemy? Are they Low Powered 200 125 50
drawn together by common need? Do they share a
specific event that binds them in some way? Why are Average 300 175 100
they together and why will they stay together? What are High Powered 500 300 125
the group dynamics going to be like? How will your
character fit into these relationships with very diverse and Titans & Champions 700 350 150
strong willed individuals? Some GMs may prefer to link
the player characters after the chronicle has already begun,
but many will appreciate the assistance. Ask her. During character creation it is important to
remember that Option Points can be spent at any time
from here on out. Therefore it is important to keep an
accurate account of how these points are spent. Do not
calculate anything based on attributes until the very end of
the purchasing segment. There is nothing more
aggravating than having to re-calculate all of a characters
Step 2 Hero Type skills and modifiers because of an increased attribute or
After you have your characters concept, it is some other trait.
time to begin fleshing her out with statistics, rules, and The first step of spending points is to
game mechanics. Try to keep your nascent character true determine what Hero Type the character will be. Hero
to concept as you select your options, attributes, and Types are broad categories that limit and steer the player
skills. You may choose to alter or modify your initial into a more consistent spending pattern. Each Hero Type
concept, but try to make it a more interesting character will have a differing cost for the specific options that can
and concept rather than simply min-maxing out some be purchased. Some options will not be allowed for that
aspect of the rules. Some of the best characters have Hero Type. If the GM wishes, he might limit the Hero
serious weaknesses, some subtle and some rather obvious. Types available to the players or even ignore the concept
Try not to gimp your character as you make him, not entirely. The latter option is generally only recommended
everyone is as interested in playing in the same group as for beginning players, very mature role-players, or anyone
the blind and deaf gunslinger with multiple personalities who wishes a truly unique chronicle.
as you are. Disruptive characters will lessen the fun for
everyone involved, and make cause inter-player conflicts.
- 11 -
The best way to structure a campaign is by These characters are some of the few with the
using the Hero Type and limiting what the GM doesnt drive, knowledge, and talent to spin spells and cast
desire in her campaign world. Experienced GMs should enchantments. They have spent most of their lives
create additional Hero Types to tailor their campaign searching for the true magic in dusty tomes, arcane
worlds. Additional Hero Types will be created as we trances, and distant locales. Many have items of wonder
create additional campaign universes and genres. Hero and power that they bring to their incantations while
types should not be confused with occupations or classes others rely upon their own wits and indomitable wills.
or anything similar. They are extremely broad and should Their options include Spellcraft, magical weapons and
be used to give structure to a chronicle not cookie-cutter items, unnatural skills, knowledge of other worlds and
one. supernatural creatures.
Another excellent way for a Game Master to
fine tune a campaign is to require each player to select a
specific race or set of powers. Additional options can be
used to specialize and diversify each character from the Psychic
others. It helps provide structure and easy links between They are the masters of the mind. They have
characters. It also allows the players to be balanced opened their minds to the truth of reality and now can
between themselves and still have a nice set of abilities perceive the deeper level of truth that binds the universe
and powers. together. They are often self taught, developing their
powers in secret, fearful of the repercussions of those less
gifted. Those scared that they see too much and know
too many buried secrets. These gifted people are a varied
breed. While many share common powers of ESP,
Cybernetics & Robotics telepathy, and other mind opening disciplines, others have
Created by the most state of the art scientific gained mastery over the elements or the physical body.
knowledge and tools, this Hero Type is a marvel of Most of their options include mental mastery, physical
modern or post modern technology. Seamlessly, or not so mastery, and a smattering of other more unusual powers.
in some cases, combining the physical body with high
technology. Examples include 50 Billion dollar people,
alien cyborgs from other worlds, or even heroes from a
possible future. Most of their options include powers
and abilities that can be duplicated by technology. Natural & Skill Based
They are normal people with an edge.
Whether that edge is a great devotion to a cause, a great
Characters that select this should be able to talent for certain skills, gimmick weapons or equipment,
assume that if they want to be robots, cyborgs, or have or even an almost unnatural mastery of their own body
high-tech power armor that is absolutely allowed. Any they are still not unearthly powers. Most
powers that they select should be built into the anthropomorphic animals, martial artists, monster
appropriate device. These powers generally operate hunters, vigilantes, pulp action heroes, and secret agents
identically to the standard powers, and anything selected fall into this category. Many action movie characters fall
with option points should be generally safely presumed into this category as well as most characters from any
not to be stolen, destroyed, or otherwise altered without modern novels. Chronicles that desire a greater level of
some recourse in the story to restore the device. Stuff realism may wish to select this hero type.
bought with cash however should always be assumed to
be fair game.
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Curiosity How inquisitive is your character? Loyalty This trait measures the personal
Does she always poke into new rooms, open devotion to important people, event, ideals,
any box, learn all about the latest news, and nations, and organizations. Characters with a
follow interesting people? Is she content to sit high loyalty will give their all to help the cause
at home with what she knows and ignore or people they believe in. Similar to Piety and
everything else around her? Curiosity is the Drive, it measures the amount of effort and
trait that denotes how willing your character is sacrifice the character is willing to make.
to discover new people, places, or things. Characters with a high Loyalty are not stupid,
Those with a high Curiosity will be forever and should research any such group before
learning new skills, experimenting with new giving them the full loyalty that the character
gadgets, and moving from discipline to possesses. Characters with a low loyalty are
discipline with very little consistency. Those often very ego-centric and care only for their
with a low Curiosity will have certain interests, own needs and interests.
and will learn more about those interests and be Morality This trait should not be confused
unconcerned with newness. with Piety. Morality is the measure of the
Drive The day to day impetus of a character belief in the social strictures, concepts, morals,
to do what is necessary and the amount of and conventions. It shows how in step with the
energy that the character exerts on most daily rest of society the character stays. Since every
activities. Characters with a high drive often culture is different this trait can be numerically
have a high willpower, but it is not necessary. A identical, but with wildly different results.
high willpower shows that the character can Characters with a high morality often have
choose the right action over the simpler or good etiquette skills, embarrass easily, and
easier one. A high Drive keeps that decision know what is right and wrong without a
constant day after day or is willing to sacrifice shadow of a doubt. Characters with a low
more of the little things to accomplish her goals. morality are often shunned or outcast if their
Characters with a high Drive are also more beliefs are discovered. Those unconventional
focused and consumed by what they do. individuals in society are often ridiculed or
Workaholics often have a high drive. reviled by those with a high morality, until the
Fury How much rage and anger bubbles society at large swings closer to their beliefs and
inside the character? That inner turmoil is conventions.
measured by this trait. Characters with a high Passion This trait measures the sexual and
Fury are often consumed by rage or thoughts of romantic drive of a character. Characters with a
vengeance. Perceived slights or insults will high Passion are often skilled lovers and spend
often be responded to with violence or harsh much of their time focused upon romance and
actions. They often have a high courage and match making. This trait is not at odds with
express themselves accordingly. Those with a the Morality trait. It is an indicator of how
low courage sit there and stew becoming more important an impetus it is within the characters
incased in hate and rage. Those with a low life, not what he is willing to do to get or
Fury are often more peace loving and express it. Characters with a low passion are
compassionate. They tend to forgive bygones typically asexual, unconcerned by the myriad
instead of letting them bubble and fester deep problems and benefits of romance. They may
with the recesses of their minds. simply wish to wait until a more appropriate
Greed The lust of money and worldly power. time in their lives, obsessed with their
This is the only trait that is mostly negative in education, new career, or loyalties to a cause.
nature and is in some ways the opposite of Piety The amount of spiritual belief that a
Compassion. Characters with a high Greed are character possesses. This may not transfer into
often consumed with the acquisition of wealth, any organized religion, but it most often does.
worldly power, and influence. Characters with Characters with a high piety truly believe in a
a low greed arent too concerned about having greater power or pantheon of deities. Those
more than enough to survive. While they are with a low piety often dont believe in any
competing traits, Greed and Compassion are greater powers or are unsure of their beliefs.
not always diametrically opposed. Characters Those with a high Piety will often join the
can have a high level of both and simply believe clergy or become very involved in the affairs of
that they are gathering the power and wealth to their local church.
better everyone around him. The quickest way
to corruption.
- 14 -
Other items are also based on the personality Since beauty is based on the culture and species
traits of the character. A character with an average or of the viewer, the GM should use modifiers
high Faith trait should choose a religious affiliation that liberally when applying or judging Beauty.
they believe in. Characters with lower Faith could also Charisma A measure of the natural
choose a church, but they will just not be as sure of their leadership, friendliness, and personal presence a
devotion. Another wonderful item to detail a character is character exudes. Characters with a high
their political affiliations. While not directly tied to any Charisma often get along with everyone,
specific trait, it does play a factor in which ones are making friends easily and impressing those in
selected with certain ratings. It may also detail the authority. The dark side of charisma includes
motivations of a character. A Liberal Democrat will often the emotional and mental manipulation of those
have a high compassion, but a self serving one may only around the character. Changing the minds of
have a low one. These traits and ratings are wonderful others, poisoning relationships, and turning
for showing how a character is duplicitous. As the saying friends against each other are all possible for
goes Everybody lies about something. such a character. It is also the attribute that
most acting, singing, and stage skills are based
on.
Dexterity Details the fine motor skills and
hand-eye coordination of a character. A
Step 4. Determine Attributes character with a high dexterity is excellent with
using their hands for everything from shooting
Some of the most important and descriptive of a a gun, to driving a car, to building a model. A
characters traits are his Attributes. Attributes are steady hand is a reflection of a high dexterity.
physical, mental and social descriptions of a character that This is the most common attribute that applies
detail his physical prowess, intelligence, and other basic to weapon skills.
quantifiable aspects. Each attribute is important to Health The natural health, endurance,
understanding your character. The reason why your hardiness, and constitution of the character. A
character has spent part of his life either loving or hating character with a high health resists disease far
some activity may be a direct result of one. They may easier, can withstand more physical pain, and
explain some of your characters personality. One may can suffer more injury than most others. They
explain the occupational life-path your character has tend to be well built and in good shape. This
chosen. Beyond all consideration of character concept, attribute is used for determining the starting
attributes are important because they are used to tell how number of Injury Points. A character with a
good a character is at each basic fundamental. The low health may be in poor shape, sickly, or
following are the ten attributes. simply infirm.
Agility Details the physical prowess of a Intellect A measure of the intelligence,
character. A character with a high agility is far memory, and problem solving skills of the
better at sports, gymnastics, jumping, climbing character. A character with a high intellect will
and running. It includes the whole body and its be able to think faster, remember more, and
movements. It does not include hand-eye analyze more accurately than others.
coordination or fine motor skills; that is the Characters that seem to think slowly may be
bailiwick of dexterity. A characters movement thinking about more consequences than others
ratings are based upon Agility. and simply speaking less. Most knowledge and
science skills are based upon intellect.
Awareness The natural observational ability
of the character. A character with a high Luck A rating of how fortunate and charmed
awareness tends to notice little details that the character is when misfortune falls. Not
others overlook. They tend to be more curious used in any skills, this attribute should be used
and attentive to detail. This attribute includes when a completely random event occurs or the
all five senses: Vision, Hearing, Tactile, Smell, GM is mystified on what trait to use. Do not
and Taste. A character with a low awareness rely too much on this attribute, for lady luck is a
may be impaired in some way, extremely truly fickle spirit. Characters with a high luck
focused, or simply naturally oblivious. are often gamblers: whether they bet their lives
in risky stunts or just money is up to the
Beauty A rating of how physically attractive
character.
the character is to others of their species. A
character with a high beauty is often noticed Strength Details the physical ability to lift and
and receives preferential treatment from the move heavy objects. A character with a high
opposite sex. Characters with a more average strength can lift and move heavier loads, hit
beauty are usually overlooked and less observed. harder, pull more, and have bigger muscles.
- 15 -
The carrying weight of a character, extra bonus There are three systems that can be used to
to injury dealt, and lifting maximum are based determine starting attributes. The Game Master will
upon this attribute. A character with a high determine which are available to players to choose from.
strength often weighs more than those with a Each system has its own benefits and detriments. Once a
low strength. system is selected that system must be used for all
Willpower The sheer mental endurance and attributes.
resistance of the character. This attribute is the
ability to ignore temptation, fight the cravings,
and resist the wishes of others. While it does Random Generation This system of attribute
not describe the characters long term ability to generation is the most random of all of the
remain mentally strong, it is used in a pinch to possible systems. It is used best when trying to
withstand mental stress, anxiety, fear, determine a concept randomly. Players who are
temptation, and strong emotions. This unsure of exactly which way they wish to take a
attribute is used for determining the starting character can use this system and play with the
number of Sanity Points of a character. results generated. Roll 9d10 and add the results
Characters with a high willpower are often very together. This is the characters Agility rating.
individualistic, stubborn, or pig-headed. Repeat this method for all of the other
attributes, placing each result in alphabetical
order. The only exception to this rule is Beauty,
which is always a 10d10 roll.
- 16 -
Step 5. Select a Race through the darkness, and were His voice. They should
have virtuous natures, good personalities, and must
A characters race in Alpha Chronicles does not continually do good deeds. Why have these beings
refer to the color of his skin or national heritage. It is returned to the world, and why have they decided to act
more akin to the characters species than any mere on our behalf? The answers to this question may be the
cosmetic difference. Characters of differing races cannot core of a chronicle that features Christian angels and
successfully mate and produce viable offspring without demons.
high technology or significant magic. Therefore Elysian Angles are a truly different breed.
characters can only have one race, and there are extremely While physically identical to Christian Angels, they hail
few hybrid races. There are more races in the Alpha from a dimension called Elysium. Elysium is a world of
Chronicles continuum that will be presented in the Alpha law, order, and righteousness. They have been at war
Arkana and other setting guides. While these races can be with the demons of Gehenna for all of Eternity. Both
used in any Alpha Chronicles campaign, they are better sides have traveled far and will offer much to sway those
suited for their individual environments. The Game neutral parties of strength and power to their faction.
Master should inform the players which races are Neither has gotten the upper hand in all of the millennia
available in the current setting. Many races should use that they have fought. They serve any of the neutral and
the Common Human race type and simply use options good aligned deities of Selan and other worlds in the hope
and flaws to create the differences between the two races. that their efforts will garner more sympathy and support.
This system will lead to the greatest diversity and They do not belong to the Christian world view and do
strongest game balance between player characters. not fit into a chronicle that uses the Christian religion as
the correct or true history. They are generally good and
noble, but they are fighting a bloody and seemingly
endless war.
Fallen Angels are also known as Christian
Demons. They are also physically identical to Christian
Angels, but sided against God in the wars for heaven.
They have been banished to hell to dwell in torment, pain,
and hatred. Having escaped they may still be filled with
rage and wrath, or they may be looking for forgiveness
and redemption. Fallen angels do not have the standard
Holy Aura option common to the other angels, nor do
they have the Faith Option. Instead they have a tainted
aura of supernatural evil that permeates their very being.
Each demon has personal goals, desires, and philosophy
of eternity. Any demon, especially Christian demons,
should not be stereotyped into a ravening creature bent on
destruction and mayhem. While those types of demons
are out there, having lived for an eternity grants a measure
of patience and wisdom. Christian Demons only cost 140
Angel 250 pts. Option Points.
Angels are holy, blessed, and divine creatures.
They are creatures of law, order, goodness, and light. AGL: + 10 AWA: + 10 CHA: + 10
There is however different forms of angels based upon DEX: + 10 HEA: + 10 INT: + 10
the religion or mythos used for the campaign. The LUC: + 10 STR: + 10 WIL: + 10
primary types of angels include: Christian, Elysian and
Fallen. Each has similar powers and abilities, but a very Racial Summary
different viewpoint on life and their place in the grand Alter Ego from Angel to Human
plan. Angels should always be of a Supernatural Hero Angelic Aura (Tainted for Fallen)
Type and rarely ever have cybernetics. Angels in their Detection: Angels and Demons
natural forms often stand well over 6ft tall and are always Faith (N/A for Fallen)
in good shape. Their hair color tends towards lighter Immortal
colors, often blond or white but any color of hair is Winged Flight (Mounted on Back)
possible. Eyes are often a vibrant color that resonates
strongly with the angels purpose in creation. Upgrades:
Christian Angels are followers of Gods plan. +60pts Empathic Healing
They strive to sound his name, carry his messages, fulfill +70pts ESP
his works, and defeat Evil. They stood with Him +100pts Supernatural Attribute
throughout eternity, shaped the world, shepherded man +125pts Magical Knowledge - Apprentice
- 17 -
- 18 -
their current location. This ability allows them to hide normal intercourse of parents who were created in
their presence and seem innocuous to most. While they scientific situations.
may look like a specific race, they do not gain any of the
inherent powers of that race and do retain all of their Players may choose to distribute up to 20
supernatural powers. additional points to the racial attribute modifiers. The
final racial modifiers are what should be used to
determine the racial maximum for each engineered
AGL: + 10 AWA: + 10 CHA: + 10 human. Since genetically engineered humans are created
DEX: + 10 HEA: + 10 INT: + 10 in a very carefully screened and monitored process, very
LUC: + 10 STR: + 10 WIL: + 10 few have mental or physical defects that their creators do
not wish to include. This is not to say that mistakes are
Racial Summary never made and that unforeseen complications do not
Alter Ego from Demon to Human arise, but they are far less common than those of common
humans.
Demonic Aura
Detection: Angels and Demons
Immortal AGL: + 10 AWA: + 10 CHA: + 10
DEX: + 10 HEA: + 10 INT: + 10
Upgrades: LUC: + 10 STR: + 10 WIL: + 10
+60pts Winged Flight (On Back)
+70pts ESP Engineered Human Age Groups
+100pts Supernatural Attribute Infant Child Adolescent Y. Adult
+125pts Magical Knowledge - Apprentice 0-2 3 - 10 11 - 18 19 - 30
Adult Middle Age Mature Elder
31 - 47 48 - 64 65 - 81 82 - 100
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Upgrades:
-30pts Trapped and bound to a specific person, place,
or thing. The spirit may never travel more than
mile from the edge of the binding focus.
Often this is the location where the character
died, a loved one, or a beloved possession.
- 20 -
bright and beautiful sunny summer day. damnation. It is a delicate balance that some strive to
+30pts Prestidigitation maintain while others simply dive into their damnation
+45pts Astral flying. Character may move in any with a vengeance. Game Masters should feel free to
direction at their maximum run. manipulate the strengths and weakness of the modern
+45pts Horrific Visage vampire to create a version that best reflects their favorite
+60pts Life Drain movie, book, or game.
+95pts Telekinesis
+100pts Materialization. The character can use his Modern vampires are stronger, faster, and
strength of will to gather enough ectoplasmic tougher than humans. The darkness that flows through
substance to create a temporary body. This their veins grants them immortality and a huge physical
body has all of a characters original attributes, advantage. They are predators, although the more
skills, and abilities. This option will only humane try to resist their baser urges and subsist on the
remain in effect for the rest of a scene, after that blood of animals. Some relate them to addicts, only these
the ectoplasm will disintegrate. addicts crave the life essence of living sentient creatures.
+140pts Possession All vampires must drink blood or begin to starve. Every
+150pts Direct Neural Interface vampire requires the equivalent of 10 Health Points of
blood from a victim every night. This is an amount of
fresh blood from a living victim. Fresh blood that was
stored outside of a living vessel may be imbibed, but will
only have half its normal potency and taste less appealing.
Any blood taken from a corpse or not kept fresh will only
provide 1/3rd the normal potency and may sicken the
vampire. A Health roll is required for the vampire to
avoid vomiting the tainted blood and 3d10 points of other
blood.
Those that do not receive their meal will feel
hungry but can resist at first. The remaining needed
blood is simply added to the next nights total. Every
twenty points of missed blood will require a willpower
roll with a penalty equal to the needed vitality to resist the
hunger. A failed roll will send the vampire towards the
closest and easiest victim. In their ravenous state most
vampires will not notice as they suck their victim dry.
First the vampire should roll Awareness with a penalty
equal to the level of hunger that sent them feeding.
Assuming they are successful they may then roll full
willpower for every ten points of blood (health) they
ingest. A failed awareness roll means that the feasting
vampire does not realize what he is doing until it is far too
late. Remember that victims will begin to suffer health
penalties at 30 Health.
Vampires should take the Human Resources
resource to acquire a group of humans willing to give
their life to the vampires kiss and share the burden. The
humans that experience the kiss of a vampire feel pleasure
and ecstasy during the act, often comparing the sensation
to that of sexual relations. A vampire may draw no more
than five points of Health from a victim each phase.
Vampires use their stolen blood for a variety of
uses. Vampires also do not recover their Drain Pool as do
Vampire, Modern 115pts. most races. They can only replenish their Drain Pool by
When it comes to vampires, Modern Vampires imbibing blood of creatures beyond their normal hunger
have become the norm in popular culture today. From level. Vampires will heal normally, but may also quickly
novels by Anne Rice to the more serious vampire movies, regenerate their wounds. As they imbibe blood they may
they have become the current standard. Modern choose to regenerate Injury Points rather than
Vampires have most of their original personality, replenishing their drain pool or feeding for sustenance.
rationality, and skills intact from their previous life. They Every point of Health drawn from a living source will
are however undead with all of the drawbacks and instantly heal one Injury Point.
penalties that come from being an unholy creature of
- 21 -
Racial Summary:
Night Vision
Fangs deal 1d10/2 Injury.
Special Regeneration (See above)
Requires blood for sustenance.
Undead and Immortal. They can be banished.
Major weakness from silver, wood, and
sunlight. These items will deal injury to the
vampire. Such injury does not regenerate.
Upgrades:
-25pts Major weakness to holy items and garlic.
-25pts Addicted to the drinking of fresh human blood. While in human form, werewolves have no
special abilities. Silver will hamper the werewolfs ability
+30pts Immune to the effects of silver as a weakness. to shift forms, requiring a Body Modification skill roll at
+30pts Able to morph into a bat or a wolf. (Choose
-10 for every ounce of silver carried. While in wolf form
one) the character benefits from the claws and jaw of the wolf,
+30pts Small (7 point) reservoir of blood.
but not any of the regenerative abilities or enhanced
+60pts Medium (14 point) reservoir of blood. attributes. The wolf form also grants their enhanced
+75pts Able to morph into a mist form.
senses of night vision, hearing, smell, and taste. While in
+90pts Immune to the injury dealing effects of their mixed form they gain all of the abilities of their race.
sunlight, but all options, powers, and unnatural
They also suffer fully from their silver weakness and can
abilities are negated in sunlight. easily become enraged.
+90pts Large (21 point) reservoir of blood.
+95pts Supernatural Attribute. Lycanthropy is different that being born a were-
+100pts Supernatural Quickness. wolf. While werewolves do not generally experience
+120pts Huge (28 point) reservoir of blood. their first change until adolescence, they are still born
+200pts Character is immune to sunlight and retains all with the genetic markers of being a werewolf.
options, powers, and abilities. Lycanthropy is a disease that can be contracted by
humans and wolves. Most humans and wolves are
immune to the disease, and only 0.1% of those bitten by a
werewolf will contract lycanthropy.
Those suffering Lycanthropy will gain all of the
Werewolf 330pts. abilities and weaknesses of a werewolf if they are exposed
Werewolves are a savage race of predators to the light of a full moon. They will automatically
crossbred from humans and wolves. They have become enraged, striking out and killing anyone who
mankinds intellect and viciousness combined with the threaten or restrains them. They will stalk, hunt, and
instincts and pure physical ability of the wolf. They are feed upon anyone they encounter especially those with
often bitter loners who travel from one small town to the strong emotional ties to the character. They will lose
next, keeping ahead of hunters and the law. Anger and most of their memories from their evenings spent as a
rage seethe inside their hearts, desperately seeking to werewolf and will only remember if they make a
spring forth and slaughter. Born of either wolves or man successful Memory resource roll. There is no known
they can shift between forms at will, along with a horrific cure for lycanthropy.
mixture of the two. It is in this partial shape that they
gain the greatest benefit from their unnatural powers.
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Action Hero
So ya wanna play rough, do ya tough guy? +12pts Off Screen Escape
This option creates a stereotypical hero from 1980s and +27pts Improvisational Weapons Master
1990s action/adventure flicks. The most common +45pts Ammunition
examples of this option were portrayed by actors such as +45pts Combat Trained
Arnold Schwarzenegger, Sylvester Stallone, Mel Gibson, +45pts Presence of Self
and Kurt Russell. Each of these actors played characters +45pts Sidekick
that were tougher, faster, and took a beating before +50pts Danger Sense
busting heads at the finale. +60pts Gives the character one re-roll per session. It
can be used on any roll made by any player or
Their only weakness was a reliance on tag lines even the GM. The hero may even choose
and cheap one-liners while fighting for their lives. which results to follow between the two rolls.
Characters with this option must create an appropriate
one-liner during every battle or suffer from Bad Karma
(see weaknesses) during the next battle. If a character
creates a tag line such as Ill be back they must repeat it
during every session or else they suffer Bad Karma during
the next session.
Adhesion
Option Summary This option allows the character to stick to
Choose any 3 physical attributes. They become nearly any surface by their hands or feet regardless of the
exceptional attributes at +10. material. In order to be effective, each appendage can not
Hardened. be covered by a glove or shoe. The character has a 100%
Power Fists & Kicks. chance to move along any surface with at least two
appendages adhering. The character may move along at
One-liners & Tag lines Weakness.
full applicable movement. The character will never drop a
weapon in combat if being held in a hand with adhesion.
Upgrades:
If the character gains additional organic limbs through
-30pts PG13 Rating. Both the character and the player
another racial feature or option they can also adhere to
must remain within the guidelines for a PG-13
solid surfaces. The player must determine the mechanism
rating. This means little swearing, very little
of the power that allows the adhesion. This option
nudity & sexual content, and a few other
requires the Body Modification skill.
limitations as determined by the Game Master
and Player.
- 27 -
Alter Ego
Allows the Character to change their physical
form into a Hero Form. If this power is taken then the
other powers taken by this character will only activate in
the hero form. This power is great for super identities,
when a quick change is required to save the day with only
moments to spare. The base appearance of the Hero
Form is of a well designed and tailored costume made of
spandex, latex, or other normal materials. Coloration,
styling, and general appearance are up to the player at
creation.
In order to change the appearance of the Hero
Form after creation, the character must somehow create
the new costume from scratch. This costume should be
time consuming to manufacture and very personal to the
character. Once the costume is made the hero simply
wears the new costume and exerts his will to bond to the
Age Manipulation new outfit.
This option requires the Control Skill. The age
manipulation option will allow the character to physically
age or youthen one subject. The subject must be touched, Upgrades:
and unwilling subjects may resist with a contested Health +5pts The character is able to use one option in either
versus Control roll. Each use of this option will require the Hero form or their natural form.
the expenditure of one point from the Drama Pool. +20pts The character is able to use all of their super
Successful uses will alter the age of the subject by 1d10 + abilities, powers, and options in either the Hero
1/10th Control Skill rating in years. If the subject Form or their normal form.
successfully resists, they will still suffer 1d10 + 1/10th +20pts Regardless of the costume or disguise, while it
Control Skill injury. This injury cannot be reduced by is donned the character cannot be identified as
any armor. anyone other than the characters persona. This
upgrade protects the voice, face, and any other
Inanimate objects that are the subject of this identifying marks.
option will also be affected. The exact results will depend +20pts Total Transformation. The character no longer
upon the nature of the object, the likely longevity of the resembles their true self. The player with only
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Animal Communication
Ammunition This option allows the character to speak with
The character with this option will never run any animal, insect, or other semi-sentient creature. This
out of ammunition during most firefights. The character does not include intelligent animals that have a language
is presumed to have a near infinite amount of other than their normal animal counterparts. The
ammunition on him, picking up fallen weapons, or has character must actually bark, whine, wheeze, or otherwise
some form of energy weapon. On a critical failure using mimic the animal to communicate.
the weapon, the GM may determine that the character has This option does not grant any control over the
expended his current ammunition capacity. The GM may actions of the animal, and the animal will always act in the
also choose to do this at any dramatically appropriate time manner of its nature. Predators hunt, small fluffy
during a confrontation with a major villain. Without any creatures hide. Getting an army of killer rabbits by
upgrades this option can support one weapon with a stoking their fear and rage is not within the power of this
Standard rate of fire. option. Characters with this option may increase their
Menagerie resource above 6. This option requires the
Upgrades: Translation skill.
+20pts Character can dual wield firearms using
Ammunition. Upgrades:
+30pts Character will not run out of ammunition on a -20pts Allows communication with only one species of
critical failure. animal.
+30pts This option will support a Semi Automatic
Firearm. +15pts Empathetically knows the emotions and general
+50pts This option will support a Fully Automatic motivations of animals and groups of animals.
weapon. +20pts Control the emotions of animals.
+50pts Ammunition is a special formula or design. +30pts Allows silent, telepathic communion with
Silver bullets, exploding rounds, dum-dums, animals.
and hollow point bullets are all examples. The +50pts Control Animals
GM must determine the effects of any special
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Anti-Magic
This option grants the character a bonus to save
against a multitude of magical and supernatural effects.
Against any harmful spell, ritual, enchanted device, or
supernatural power the character gains a bonus of +10 to
resist. Game Masters must be careful with Supernatural
Powers; most options do not fall into this category. This
is a final catch-all for magically based abilities that are not
easily classified. Mentalism and psychic powers do not
qualify as magic or supernatural for this option.
If a spell or ability does not normally give any
attempt to save, the character will still receive a chance to
ignore the effect. This is a percentage chance identical to
the normal bonus to resist.
Upgrades:
-15pts Character must roll to save against all magic:
helpful or harmful. Every saving check will
receive the normal bonus.
Animal Companion +5pts Increase the bonus against magic and
The character has bonded with one pet that is enchantment by +1.
extremely loyal and well trained to protect its +30pts Increase the bonus against magic and
owner/companion. Animals should be small and not enchantment by +10.
powerful in combat. Cats, dogs, rats, weasels, raven, and
bats are all good examples. The two share a telepathic
bond not unlike that of a Summon Familiar spell. Deeply
committed to the well being of the other they will often
give their lives to save each other.
Animal Companions are not fully sentient Astronaut
creatures, they are still animals. Players may transfer The character has had the ability to learn space-
option points into their companions as if they were an faring skills earlier in his life. The player may select any
unnatural or cybernetic Hero Type. Once selected for the of the following skills assuming the character has any
companion, this may not change. prerequisites: Astrogation, Micro-gravity Training,
Maneuvering Packs, Space Shuttle, and Space Vessel.
Upgrades: Characters have most likely had some flight time and
-20pts The pair does not have a telepathic bonding. experience in low gravity environments. Some science
The pet is extremely well trained and obedient, fiction campaigns may allow this option free to the
but is still only a normal animal. players.
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Awareness versus the Mentalism skill of the character to a top speed equal to their running movement. Special
notice the intrusion. Those who succumbed to the option stunts or dangerous actions should require an Agility roll.
will either not notice the change or will explain it away. Most characters should have a built in system of
This option will remain in effect for the rest of the scene. brachiation and do not require a system of well-placed
ropes to accomplish this movement. Locations without
large buildings, trees, telephone poles, stalactites, and
Upgrades: some other locations cannot be traveled through using
+5pts Additional 10 feet of range. brachiation.
+10pts One additional person may be affected.
+20pts Remains in effect for one full day per level of Upgrades:
experience. Characters may not unselect and +30pts Move a top speed of 15 miles per hour. This
reselect a new victim until the effect wears off. upgrade may be selected additional times to
Victims may roll a new willpower check each increase the top speed of the character. Players
day to resist. must keep in mind the mechanism used when
+30pts May attempt to sway up to five individuals plus determining their maximum top speed.
one per additional level of experience.
+50pts May attempt to sway an entire small group or
crowd simultaneously. Maximum of ten
individuals plus one per additional level of
experience.
+90pts Command. Cannon Fodder
+90pts Hypnosis. This option allows the character to have a small
+100pts May attempt to sway a large crowd following of retainers that follow the party throughout
simultaneously. Maximum of fifty their adventures. Unlike most NPCs they should not be
individuals plus five per additional level of given a name, much description, or even a personality.
experience. They have no skills of note, no exceptional attributes, and
never have any options. They are there to accomplish
very simple and mundane tasks that very few heroes
would try. Torch bearing, personal assistant, and
investigating creepy hallways wearing red shirts is about
the limit of their abilities.
The character rolls their Extras Resource at the
beginning of every session. A failed roll denotes that no
one was stupid enough to join the character this session.
A successful roll denotes that one follower is willing to
join the character for that session. The character can
choose to recruit an additional extra for the session if the
roll succeeded by more than three. If the session ends
during the middle of a scene, or a place where the extras
cannot be easily explained away, retain them until they
can. There is a penalty of one to the die roll for every
extra that is killed during the current story. This option is
best suited for starship officers, police lieutenants, and
others with a large source of cheap lives that can be
explained away.
Clairvoyance
Characters with this option can sense far
beyond their normal range of sight. They can sense
distant happenings as if they were physically present. It
Brachiation does not grant night vision or any enhanced senses, but
The character can swing across chains, tentacles, any enhanced senses that the character already has may be
vines, ropes, webbing, or whips with ease. The character present with the proper upgrades. This option requires
never needs to roll during most maneuvers and can reach the Mentalism skill.
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While most often used in conjunction with strikes suffer double the normal penalties to
sight any one of the five senses may be selected: Sight, strike.
Sound, Smell, Taste, or Tactile. This selection is +70pts Darkness
permanent and cannot be changed after creation. The +100pts Shadow Form. Character transforms into a
character can use the selected sense as if they were at any living shadow. While in this form the character
location with one mile per experience level. The greater cannot interact with any physical matter.
the range of projected sensation the larger the penalty to
the skill roll when trying to sense. The character cannot
interact with anything at the target scene and cannot use
options or abilities through the Clairvoyance.
Combat Trained
Upgrades: This character has survived the rigors of actual
-30pts Characters only have a range of 20 plus five combat along with real pain, sudden attacks, ambushes,
feet per additional level of experience. and the horror of death up close. These characters have
Additional range may be purchased for five feet been trained to act no matter what carnage is actually
base per option point. occurring around them. With this option the character
will gain additional actions at levels 2, 4, and 5. In
+10pts Increase total range of clairvoyance by one addition the character receives a bonus of +20 to any
increment. Characters will have the range as if willpower roll to act in desperate or shocking combat
they were one level of experience greater than situations. This bonus only applies if the character would
they actually are. normally freeze in utter terror.
+20pts Senses ten miles per level.
+30pts The character may select one additional sense to
use with Clairvoyance. Sight, Sound, Smell,
Taste, or Tactile. Upgrades:
+50pts Senses one hundred miles per level. +5pts Character may select the Unarmed Combat
+100pts Senses one thousand miles per level. skill.
+150pts Senses ten thousand miles per level. +30pts Character never freezes in combat. Cannot fail
+250pts Senses anywhere on the planet. appropriate Willpower rolls.
+350pts Senses anywhere in the solar system. +30pts Will gain additional actions at levels 2, 3, 4, and
5.
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Common Upgrades:
Control Animal -30pts Character cannot create the element but can
The character can control any one animal within control it.
a 50-foot range until the end of the scene. Normal
animals have no chance to resist. Animals being +5pts Increase maximum range of attacks, creation,
controlled by another or familiars may resist with a and manipulation by ten feet.
contested Willpower of the current controller versus a +30pts PC gains Resistance to the specific element
Mentalism skill check. Intelligent animals may use their chosen.
own willpower to resist such a mental violation. The +50pts Only requires one action to control or create
character may also increase the Menagerie resource above element instead of a full phase.
six if so desired. The Mentalism skill is required for this +75pts Major Elemental Control.
option.
Upgrades:
-30pts. Can only control one chosen species. Specific Forms:
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+30pts Create a 10x10 area of compressed air that will weaponry, and has an automatic immunity to
lessen the impact of all missile weapons. Acts cold-based attacks. Fire and heat based
as a PV 15 wall that can absorb any amount of weapons automatically deal critical hits. Attack
injury before breaking. Characters attempting forms that do not use the critical hit table deal
to pass through must roll a contested Strength double injury.
check against the characters Control skill.
+60pts Wingless Flight
+90pts Control Element - Cold
+90pts Transform into a creature of mist. Character is Earth
effectively phased and cannot harm or be The element of Earth is a very strong and stable
harmed by normal means. Creatures of mist form. The ability to cause very local earthquakes, create
cannot suffocate a victim. tunnels through the earth, and modify stone shapes may
+90pts Weather Control take more time to accomplish than the other elements.
Unlike the other elements, all such results are permanent
and may outlive the creator. Those with this option may
create a small earthquake within 50 feet that will affect a
Cold 20 foot area. Everyone within the range of this mini-
Very similar to that of Air and Water, Cold quake must roll a contested Agility versus Control skill
deals mostly with temperatures and ice. The character roll. Failure will drop the victim to the ground.
can manipulate the forms of ice and snow within his
immediate area, shaping the area, burrowing out tunnels Earth Upgrades:
or collapsing snowdrifts onto others. They can also create +25pts Attribute Boost of Supernatural Strength.
chunks of hard ice to injure their opponents. This ability +30pts Tracking. As long as the terrain remains earth
requires the skill Ranged Strike and deals 2d10 + 1/10th and rock the character can track someone
skill in injury. without difficulty. If the trail is broken by
asphalt, concrete, or water then there is a
Cold Upgrades: cumulative 5% chance per five feet of distance
+30pts Freezing Aura. Creator can affect a 10-foot that the trail will be lost.
radius around himself. Everyone within this +30pts The character has an uncanny feel for the shape
area must roll Health or suffer a penalty of five and nature of the land. They will instinctively
times the creators level of experience to all rolls know the physical terrain for one mile per level
and suffers 1 IP per round. A successful Health of experience.
roll, resistance to cold, or warm clothes will +30pts Create Stone weapon. The weapon can be of
negate this effect. any shape the creator desires. The weapon
+30pts Create Ice weapon. The weapon can be of any requires the appropriate weapon skill to use and
shape the creator desires. The weapon requires will always inflict 3 / 6 / 9 / 11 / 13 / 16 / 19 /
the appropriate weapon skill to use and will 21 / 23 / 26. It may be further upgraded using
always inflict 3 / 6 / 9 / 11 / 13 / 16 / 19 / 21 / the Natural Weaponry upgrades.
23 / 26. It may be further upgraded using the +30pts Stone Meld. Character can meld into stone and
Natural Weaponry upgrades. The weapon travel through it at a rate of 30 miles per hour.
will melt in 1d10 + level rounds if away from This must be natural earth or stone not
the creator. concrete, asphalt, or other man-made materials.
+45pts Ice Board. Creates a pathway of ice underneath The maximum speed can be increased by 10
the character that will allow travel up to 30 miles per hour for every additional 20 option
miles per hour. Only the creator can ride it points.
with impunity, all others must roll Agility or fall +250pts Stone Form
from the board. The ice left behind as the
character travels will melt in 1d10 rounds. The
maximum speed can be increased by 10 miles
per hour for every additional 20 option points.
+50pts Create ice wall. 10 by 10 wall that can absorb Fire
100 points of injury before it shatters. The It is Mankinds constant threat and companion.
creator may choose its exact shape. If used to The character can create small amounts of flame, fan
encircle a larger target, multiple ice walls may be small flames into larger flames, and direct the course of
required or multiple actions to create larger ice the burn as it travels about. The character can create
walls. mini-fireballs that fly from his mouth, hands, or eyes.
+90pts Control Element Air. This ability requires the skill Ranged Strike and deals
+90pts Control Element Water. 2d10 + 1/10th skill in injury.
+90pts Transform into Ice Form. This form will grant
a natural PV of 15, is immune to all light based
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Water
Electricity & Lighting Water is the element of life. Without water
Electricity control is not the subtle nothing on the planet Earth would continue to survive.
manipulation of electronics and high technology. It is the In the appropriate circumstances this elemental control
harnessing of lightning, the manipulation of one of form can be the most powerful. Water can destroy rocks
natures most potent and beautiful forces. Characters or metal. Water can wash away even the strongest of
with this option can create a large jolt of electricity that opponents. Controllers of this element can create a cubic
can be used to deal 2d10 + 1/10th skill in injury to foot of pure water out of nothing each phase. With a
another person. This ability requires the ranged strike plentiful supply of water: a pool, lake, or even ocean they
skill and will inflict additional injury based upon the may be unstoppable. The character can create a stream of
amount of metal currently being worn or carried by the high-powered water that can injure or push a victim
victim. backwards.
See the section on Specialty Attacks in the rules This ability requires the skill Ranged Strike and
chapter. The strike also has a percentage chance equal to deals 2d10 + 1/10th skill in injury. If the knock-back
the amount of injury dealt to short out any non-hardened option, from Energy Strike, is selected then the victim
electrical equipment. Characters can sense the presence must roll Strength with a penalty equal to the amount of
of large amounts of electrical energies, electromagnetic Injury that would have been inflicted. The victim is
fields, and other crude forms of electricity. knocked back one foot for every 2 points of failure.
Water Upgrades:
+15pts Can walk upon water. Fighting or faster
Electricity Upgrades: movements require an Agility roll each phase to
+90pts Transform into Electrical Form. This form is avoid slipping into the water below.
immune to all normal attacks. It also cannot +30pts Can move normally upon water.
stand still for more than one phase without a +45pts Water-born.
Willpower roll. It can move extremely fast, +90pts Transform into Water Form. This form is
approximately one 1000 feet per phase, or even entirely indistinguishable from normal water
faster if traveling by power cables. and can alter its shape into any form. Normal
Unfortunately traveling this way through weapons will inflict no injury to the Water
conduits is a one-way trip as the character burns Form. Fire and heat will inflict automatic
out the cabling as he goes. Traveling above critical injuries or double normal injury. The
ground can be dangerous; if the character travels water form will also receive 2d10 injury for
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from the character. Failure will paralyze the 10 feet for 5 option points.
victim. Only an outside force can separate the +30pts The character has up to one day to activate this
victim from the murderer. ability.
-30pts Coma will last for 1/10th the victims Health in +50pts The character has up to one day per experience
rounds. level to activate this ability.
+50pts The character only needs a small portion of the
+25pts Character will inflict an additional +1d10 injury victims body at the time of death to attempt a
even if the victim resists. reading.
+30pts Coma will last for only one phase after the +80pts The character has up to one week per
attack. experience level to activate this ability.
+50pts The option has a base range of ten feet. +100pts The character has up to one month per
Additional range may be purchased at a rate of experience level to activate this ability.
ten feet for twenty option points.
+50pts Dim Mak. Character may choose to halt all
natural and supernatural healing in the victim.
This must be announced before the murder
attempt. The victim resists identically to the
standard murder attempt. If the victim fails to
Deflection
resist they cannot be healed by any means: This option enables the character to ward off
spells, options, natural, or even divine. Only ranged attacks. The exact method of deflection should be
the character or someone else with this ability based upon the characters other options. For example
can reverse the effects. The Game Master may mystical knights may use a sword to parry and deflect
allow additional methods of reversing this dire bullets, while a telekinetic would use their psychic powers
condition, but they should be perilous and very to defend themselves. Each characters version of this
rare. Character may opt to select this upgrade ability should be unique to them. The character may roll
in place of the standard death ability. In this contested Full Defensive Tactics versus the strike roll for
case the upgrade costs no additional points, but each ranged strike or burst that has the potential to strike
the character cannot instantly kill his foes. him. Attacks with areas of effect can never be deflected.
Each attempted deflection requires one normal or
reflexive action.
Upgrades:
Death Tell - 30pts Requires a specific item to use this option.
Characters with this option can see the last few Without this specific item the option is useless.
moments of a victims life by touching the head of the The GM may allow the PC to bond with
corpse. In addition the character automatically knows the another item if the focus is ever permanently
cause of death. There is a limited window of opportunity lost.
for the character to use this ability. Once the characters
experience level in hours has passed then the soul has +30pts The character may attempt to deflect ranged
been departed for too long and this ability is useless. This strikes back at the attacker or another target.
option requires the Death Tell skill. Base range for this The character must successfully deflect the
option is touch and the victims head must be present. strike before rolling a Ranged Strike against the
This option is commonly taken by criminal investigators new target. If the method used for deflection
and priests of death. uses a weapon or other skill, then that skill may
be substituted. The maximum range for the
weapon or attack cannot be exceeded for the
Upgrades: entire attack. This redirected attack will always
-20pts The character cannot witness the last few require one action, even if the deflections do
moments of life, but still automatically knows not.
the cause of death. +50pts May deflect any number of attacks per round
-15pts The character must arrive during the same scene without the use of additional actions.
as the death occurred to use this ability.
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Diplomatic Immunity
Devoted Student The character is a diplomat, aide, or other
Characters with this option have either spent notable working for another government. In friendly
more years in school or had more classes per semester. countries the character will be immune from prosecution
This option requires the College Education level and for minor offenses, and will suffer only extradition for
grants an additional 60 Education Points. This option major crimes. This option requires an Influence:
does not allow characters to spend more than 50 Diplomatic resource of three or higher.
Education Points on a single skill; the Higher Education
option is required for that intention.
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Direct Neural Interface (DNI) This option requires that the character follow the primary
This option is the direct connection between a beliefs of the majority. If most people do not believe in
human and a computer. Most characters use an external magic, then the character may attempt to disbelieve spells
DNI, but some psychics, comic book heroes, and cast in his presence. If superpowers arent known by the
unnatural creatures send their consciousness directly into general populace then the character may attempt to
the computer. People who directly jack into weapons, disrupt those superpowers.
vehicles, or other technological devices will also require The primary viewpoints for this option include
this option. Most modern day chronicles will require a Technology, High Technology, Ultra Technology, Low
minimum Information Technology resource rating of six Magic (under 100 skill), High Magic (over 99 skill),
or higher. Superpowers, and Psychic Powers. Most skeptics will
In addition to the benefits of instantly have multiple items that they do not believe in. If the
communicating with a computer, the DNI will give character ever fails a contested roll for disbelief the player
bonuses to all of the linked devices. Further benefits of must attempt to create a semi-plausible rationale for the
the DNI will be explained in later source books on event or item in question. If the player cannot then the
computer science. All forms of this option require direct character permanently loses 1d10 points of sanity.
physical contact with the device.
Upgrades:
+15pts EMP shielded. Disease
+15pts Cybernetic Computer. Purchase Information This option can inflict a non-magical disease
Technology resource separately for this upon a victim once per scene. The victim must be within
computer. touch of the creator. The victim may roll a contested
+30pts +1 bonus to initiative with DNI. Health versus Control skill of the creator to resist
+30pts Wireless. Can access a linkable device within infection. Retain the roll of the creator if successful.
10. This is the virulity of the disease. The disease will require
+30pts Skill-ware. Character may select one skill to one day for incubation in the afflicted character: only then
store inside the DNI. Such skills use either the will the effects be felt. Most diseases are debilitative, and
Computer Science skill of the character or the will reduce the skills and attribute rolls of the victim by
level of proficiency programmed into the chip. ten times the experience level of the creator. In addition
the character will suffer temporary health losses equal to
1/10th the creators Control skill for every week of
sickness. This health loss will recover once the disease
has been eliminated from the characters system at the
normal rate of healing. Should the character ever reach
zero health then they will perish.
The effects will remain for three days per
experience level of the attacker. Every week of sickness
will allow the character one additional attempt to resist
the disease. Critical failures on this roll will result in an
additional week of sickness. Re-roll the initial contested
Health versus the virulity of the disease. Other characters
that come into contact with this character must roll to
save against the disease. Medical skills and options may
be able to aid the character in resisting or eliminating the
disease. This option requires the Control skill.
Upgrades:
-30pts Disease can only be transmitted via bodily fluids
and excretions. Physical contact cannot
transmit the disease.
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travel path cannot resist this. Those that the -30pts Unable to control duplication. Creating or
character stops to observe may resist normally. absorbing a duplicate requires a full WIL roll.
Each hop requires one minute of seeming travel Times of stress may require a WIL roll not to
as the character passes through various duplicate themselves accidentally.
mindscapes.
+30pts Sleeping characters with this upgrade may +30pts Duplicates remain for one day per level of
physically enter the dream realm. All injury experience.
suffered by such a character is treated as normal +30pts Can absorb duplicate up to 1000 feet away.
injury points, and any loss of Sanity Points due +50pts Duplicates remain for one week per level of
to ejection is treated as Injury Points. experience.
+50pts Any number of sleepers within range may be +50pts Can absorb duplicate up to one mile away.
drawn into the dream realm. +50pts Up to ten duplicates may exist at any one time.
+50pts Characters may astral teleport directly to a +60pts Cumulative penalty of only 5 per duplicate.
known sleeping individual. The sleeping +100pts No time duration of duplicates.
individual must be within one hundred miles +100pts Can absorb duplicate at any distance.
per level of the character. +150pts Any number of duplicates may exist at any one
time.
+150pts No cumulative penalty on skills or attributes.
+200pts Retains all of the equipment and powers of the
original.
Duplication
This option gives the ability to form duplicates
of themselves who possess any clothes and basic
equipment the character has on him at the time. This Eidetic Memory
option requires the Body Modification skill. Each This option gives the character the ability to
duplication requires the full concentration of the character remember anything they have ever seen. Be it a picture, a
for one entire round. A duplicate within 100 feet may be document, or even a scene from their own past they have
recalled back into the original body at will, otherwise the amazing powers of recall. If the character could
duplicate will return at any range after 24 hours have remember a fact or detail from a previous game session
passed. then they simply remember it. All Intellect based skills
gain a bonus of +10. If the piece of knowledge is a major
When a duplicate is returned to the original, all part of the characters background then they simply
injury and other ailments will be transferred to the remember it. Characters must purchase the Memory
original. If the duplicate had 10 points of injury and the resource to remember things that may or may not be part
flu, then the original will also suffer the injury and the flu of the characters background or game experience.
once reabsorbed. This absorption will never lower a
character below one injury point. If a duplicate is ever Upgrades:
killed, the original must successfully roll Willpower or +20pts. Eidetic Memory includes anything heard as
be catatonic for one full hour. well.
+20pts. Eidetic Memory includes the sense of smell and
Characters may create up to four duplicates of taste.
themselves. Each duplicate will have the identical +20pts. Eidetic Memory includes tactile sensation.
appearance and personality of their creator. Every
duplicate will have a cumulative penalty of 10 to all of
their attributes and skills as the creator tires and is less
precise in the duplication. Every duplicate is a sentient
being that can react and adapt to changing situations, as
would any normal person. They are all exact
psychological replicas of their creator and have identical Empathic Healing
values, beliefs, and motivations. Players may never use This option allows the character to take the
the duplicate to gain additional unwarranted experience injuries of others onto themselves. With a single touch,
for the original. and a successful skill roll, the character can absorb up to
2d10 + 1/10th Empathic Healing skill in injury per
action. Injuries absorbed in this way regenerate at 1/10th
Upgrades: HEA each round. It does however add to the
-15pts The duplicates have different personalities than accumulated injury total, which does NOT heal at the
their creator. While most are exaggerations of accelerated speed. The character must take the Empathic
certain qualities possessed by the original, some Healing skill.
may be extremely different.
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Empathy
The psychic can sense the emotions and feelings
of a target sentient being within line of sight. The
stronger the emotions the easier the character can sense
Energy Strike
A very basic short-range energy based attack.
them. The psychic cannot control emotions with this
However, the same basic attack can be increased with
option. This option requires the Mentalism skill and is
quite a few upgrades to create a very powerful weapon.
tested against the Willpower of the target.
This power requires the Ranged Strike Skill to
successfully hit the target. Base injury dealt by this power
is 2d10 + 1/10th Ranged Strike skill. All injury done is
Upgrades: by a blast of telekinetic force or some similar
+50pts Mind-skimming phenomenon. The effective range of this option is thirty
+75pts Control Emotions feet, with a maximum range of fifty feet, and a penalty of
+100pts Telepathy -20.
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Mentalism. They cannot use more skill than the target Wealthy, or Well Connected options are required for that
has, nor can they use more than one skill at any one time. intention.
Victims of the slight psychic intrusion will only
notice with a Awareness check. Aware victims may Upgrades:
attempt to resist with a contested Willpower check. +7pts Character receives one additional point to
While unnatural skills may be borrowed with this power, allocate between resources.
it does not grant the option required to use the power, +50pts Character receives eight additional points to
any spells possessed by the target, or any additional allocate between resources.
talents. This option is extremely useful when attempting
to infiltrate a very skillful circle of professionals.
Upgrades:
+30pts Increases range to 100 feet. Faith
+30pts Borrowed skill may last up to 1 hour after This option is the rock solid belief in a greater
leaving the targets range. power to watch over mankind. Grants the character the
+60pts Increases range to 500 feet. ability to learn the skill Banishment. The character also
+90pts The character may borrow one additional skill develops a feeling of unease around evil extra-planar
simultaneously. creatures. The character must be generally good in intent
and action or the power will not work until the character
atones. The character will be immune to all possession
attempts, unless the character willingly accepts the spirit.
Exceptional Attribute
Adds +10 to any single attribute. This attribute Upgrades:
cannot be raised beyond the racial maximum limit. This +15pts The ability to detect supernatural evil with an
is determined by the racial attribute bonus + 90. awareness roll.
Standard humans cannot go above a 100 in any attribute. +30pts Grants an effective 100% Banishment skill.
Characters cannot combine Exceptional and Supernatural +30pts Bonus of +10 to all strike rolls and injury
Attribute options with the same attribute. They can be inflicted against supernatural evil.
purchased separately for different attributes (Strength + +50pts Character can bless holy objects and create holy
Dexterity). water. These items will help keep supernatural
evil creatures and characters at bay. They will
not have any effect on most evil characters
Upgrades: without supernatural powers.
+1pts Adds an additional +1 to the selected attribute. +60pts Gives the character one divine re-roll per
+10pts May exceed the racial maximum of this one session. It can be used on any roll made by any
attribute by 5. This upgrade can only be player or even the GM. The faithful player may
purchased once per character. even choose which results to follow between the
two rolls.
Exceptional Resource
This option allows the player to choose any one
resource and increase it past the normal ceiling of six.
Resources increased past six cost 20 Option Points per Flight
rating point. Players may wish to consider the Well
Connected or Wealthy options for social resources and
financial resources respectively. Anti-gravity floating
This form of floating is more like swimming
through space. While not truly anti-gravity, the character
can project a small pocket of micro-gravity around his
body. While not very graceful, the character can carry up
Extensive Resources to their full STR + HEA in pounds. The only method of
Characters with this option have spent a great propulsion is by contacting another object, using
effort acquiring Resources. This option grants an propellant, or swimming at 5ft per round. Inertia is also a
additional 7 points to allocate amongst any number of problem for the character: the only way to stop is via a
resources. This option does not allow characters to propellant, hitting another object, or canceling the power
increase any Resource above 6; the Exceptional Resource, and falling to the ground. This form of flight cannot use
any speed upgrades.
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Force Field
The character can create and concurrently
Wings mounted on back maintain two force fields plus one additional for every
This power permanently places wings on the additional level of experience. Each force field is a 5 by 5
back of the character. These wings can cosmetically wall that can absorb 100 points of injury before it
resemble anything wing-like the character wishes: bat disintegrates. The creator may choose its exact shape. If
wings, bird wings, insect wings, or mechanical wings. used to encircle a larger target, multiple force fields may
The character may fly up to their maximum running be required or multiple actions to create larger force
speed, and may only carry their STR + HEA fields. Force fields remain until the end of the scene or
attributes. Any amount of weight in excess of this causes until destroyed. Gases and other minute particles will
the flight to become a controlled fall. Characters may use pass through the force field. A force field may be erected
their arms and hands normally with this form of flight within 20 feet of the creator.
and may engage in combat.
Upgrades:
+5pts Increase the range of the force field by five feet.
+15pts Allows creation of one additional force field
Wingless
concurrently.
Wingless flight is an unnatural form of
+30pts 10 x 10 Shield
propulsion through the air. The character may have some
+30pts The force field will last 1 hour per level of the
visible and rational contrivance such as a jetpack or they
creator or until destroyed.
may simply fly through the air like most comic book
+45pts Extra Strong. Additional 50 BP per force field.
heroes. This is cosmetic and entirely up to the players
+60pts The creator may choose to restrict the flow of
design. This form of flight enables the character to fly up
air and other gases through the field.
to their maximum running speed, and may only carry
their STR + HEA attributes in pounds. This form may
not purchase encumbrance upgrades.
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- 50 -
+150pts Maximum size is now 5 times original size. experience point cost to improve by three.
+300pts Maximum size is now 10 times original size. +300pts The gifted skill group reduces the total
experience point cost to improve by four.
Gifted Skill
While some people have the exceptional talent
in their field, others just seem to have a knack for that one
special thing. Talented beyond measure, these people
excel beyond all others at their one special talent. The
player chooses a single skill and that skill gains a +10
additional bonus to its rating. Bonuses gained from
Gifted Skill do not stack with those from Gifted Skill
Group; the higher of the two is used when determining
the bonus for the gifted skill. The gifted skill also costs
one experience point less to improve per point of skill
rating. All skills require at least one experience point to
increase the rating by one. This option may be purchased
more than once for separate skills.
Upgrades:
+4pts The gifted skill has an additional bonus of +5 to
the skill rating at creation.
+30pts The gifted skill reduces the total experience
point cost to improve by two.
+60pts The gifted skill reduces the total experience
point cost to improve by three.
+90pts The gifted skill reduces the total experience
point cost to improve by four.
Gravity Manipulation
This option allows the character to increase or
decrease the amount to gravitational pull between objects.
The character begins with the ability to apply levels of
concentration to a target. The target must be
Gifted Skill Group approximately man-sized to require only one level of
The player chooses one type of skill group. The concentration. Smaller targets may require less, while
skill groups are Combat, Covert, Innate Powers, Modern larger targets and areas of effect will always require more.
Knowledges, Post Modern Knowledges, Physical, Up to three levels of concentration may be divided
Piloting/Drive, Social, Modern Technical, Post Modern amongst targets.
Technical, Thaumaturgical Disciplines, Thaumaturgical
Related, and Wilderness. Additional thematic groupings One level of concentration can reduce the
of skills are possible, but discuss this with the GM during effective weight of an object by . Two levels will reduce
character creation. The player chooses a single group and the weight to 1/10th the original weight, while three
every skill in that group gains a +5 bonus to its rating. levels will result in weightlessness. Characters that are
weightless act as if they had the Flight - Anti-gravity
Bonuses gained from Gifted Skill do not stack Floating option.
with those from Gifted Skill Group; the higher of the two
is used when determining the bonus for the gifted skill. The flip side of increasing weightlessness is the
The gifted skill also costs one experience point less to enhancement of gravity. One level of concentration will
improve per point of skill rating. All skills require at least increase gravity and the weight of objects by two.
one experience point to increase the rating by one. This Characters must begin rolling Strength or Health as
option may be purchased more than once to obtain appropriate to accomplish any strenuous tasks while
different Gifted Skill Groups. affected. Two levels of concentration will increase the
weight by 10 times and will force 1/10th Strength or
Health rolls to continue normal activities. Three levels of
Upgrades: concentration will immobilize almost anyone. A 1/10th
+100pts The gifted skill group reduces the total Strength roll is required to simply stand or accomplish
experience point cost to improve by two. actions while on the ground.
+200pts The gifted skill group reduces the total
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These characters can also spend concentration Other resources besides just the Property and
to link any two objects together. A 1/10th Strength roll is Lifestyles resource may be invaluable in creating the
required to separate these items once bonded. The ranges Headquarters. Several other resources may be combined
of all of these manipulations are 100 feet maximum and with this option to improve the Headquarters. Thaumic
must be within line of sight. The only duration is the sites and natural resources can be coupled to give a
length of time that the character stays within range and strategic locale for the characters. Workshops and
continues to concentrate. This option requires the Libraries are excellent for doing late night research from
Control skill. the comfort of home. Menagerie and Arsenal can be a
significant boost when defending any headquarters.
Allies, Extras, and Friends who actually live and work on
Upgrades: the premises can simplify a busy adventurers lifestyle
+5pts Additional 10 feet to range of ability. when trying to prevent the end of the world and also buy
+15pts One additional area / level of concentration. the right groceries on sale. Players may define any
+30pts Effect has a duration of 1d10 minutes after number of resources as being located or tied to this
character has left the normal range of the effect. option, but if the Headquarters is ever lost, destroyed, or
+60pts Force Field. The character can focus the invaded the resource may be lost or temporarily
gravitational forces around her to protect her unavailable.
from injury.
+90pts Wingless Flight as the character uses the forces
of gravity to propel herself through the air with Upgrades:
ease. -10pts Squatters. The character does not have any
legal right to the Headquarters. Often placed in
sewers or subway tunnels, these Headquarters
are part of some long forgotten section of the
area. Characters may have to deal with other
potential squatters, legal authorities, and simple
decrepitude of their Headquarters. These
Hardened Headquarters can be as large as the characters
The characters injury points are equal to 1.5 desire, but larger Headquarters will have more
times the characters Health. The character enjoys an intrusions and legal headaches.
additional bonus of (1/10th HEA x1.5) + 1d10 Injury +2pts Automated Security System. Keeps track of the
Points at all levels instead of the usual amount. Character entry points of the building. Unauthorized
can also ignore the first level of pain due to injury. access will activate an alarm, call the police, or
activate some other system as the players desire.
Upgrades: +2pts Hidden Storage Area. This area is a portion of
+30pts The IP modifier is now two times the Health the headquarters that is hidden or concealed
for creation and level advancement. from the rest of the grounds. Access to this
+30pts Ignore all pain modifiers due to Injury point locale is generally restricted and is often tied to
loss. the other security measures in place.
+60pts The IP modifier is now three times the Health +2pts Secret Escape route.
for creation and level advancement.
+90pts The IP modifier is now four times the Health +5pts Minor Technological Generator. This low-tech
for creation and level advancement. energy generator is designed to keep very
+120pts The IP modifier is now five times the Health simple systems working in the event of outside
for creation and level advancement. power loss. It can power lights, electronic
doors, security systems, and other electric
systems. If the headquarters is too large or has
features that require too much power then this
generator will only power the smaller systems.
+5pts Computer Networking. A large scale Local
Headquarters Area Network is spread throughout the entire
This option usually requires the character to complex. Access terminals are available in most
have a Property or Lifestyle resource. Adventurous locations, some even housing multiple units. A
players may choose to spend points to upgrade the free large mainframe monitors activity and stores
rental property as a headquarters, but all upgrades belong information.
to the actual owner. Players may pool option points and +5pts Maze & Tunnels. The entryway is protected by
Property ratings to purchase this option for the group. a series of long twisty tunnels forming a
Characters can improve their headquarters through game labyrinth. If the character desires there may
play, gaining some of the upgrades or even base be a series of secret doors or other passages that
headquarters free of point cost. shorten the time needed to enter for those who
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know of them. come. The players may dictate how they want
+5pts Impenetrable Security. This upgrade checks the their headquarters to exterminate itself: what
identity of the entrant based upon finger-prints, method, how long of a timer, how messy to the
retinal scans, voice authorization, or even DNA. outside, and how to cancel the order.
Checking with a central database allows the +10pts Jail Cells / Brig. A secure system of cells,
system to respond as necessary. interrogation chambers, locked hallways, and
+5pts Servants / Self-cleaning machines. Someone to observation equipment to restrain most normal
carry out basic repairs, maintenance, and humans. Non-humans and characters with
cleaning up around the house. These servants some options may not be restrained without
may be anything the players desire including additional option points and options.
Domovoi, humans, robots, or devices built into +15pts Observationally Shielded. This upgrade
the building itself. prevents any form of magical, technological, or
+5pts Airfield. The characters have cleared a small superhuman observation into the headquarters.
area of the surrounding grounds, or dug enough This includes all forms of astral projection and
of a tunnel to act as a runway. This runway has sensory based options. Players should decide
landing lights, observation towers, radar, and upon the mechanism or ability that protects the
other airport necessities. Headquarters.
+10pts Snares & Traps. The entryway or even the +15pts Skilled Workers. The character has hired and
building itself houses small mechanical traps supports enough skilled workers to support
throughout. From simple snares, pit traps, and other resources and upgrades present in the
poison needles all the way up to machine and Headquarters. This upgrade should not be used
hidden explosives. Damage varies by the type to supplant important Allies, Contacts, or other
of trap. Players should detail and determine the important NPCs. They are simply those
manner of operation for all of the traps and workers who are a cut above unskilled servants
snare inside the Headquarters. who make everything run smoothly.
+10pts Automated Defense System. This system
constitutes a non-lethal response to invasion
such as tear-gas, sleeping agents, or entrapment
measures. For more lethal defenses the point +30pts Translocation Shielded. This upgrade prevents
cost should be based upon the potential injury any form of magical, technological, or
dealt and the coverage of the defenses. superhuman translocation into the
+10pts Communication Arrays / Sat System. The Headquarters. Characters may choose to limit
headquarters has a built-in communication the manner of translocation to specific locations
system including a modern satellite transmitter/ and specific methods. This upgrade will also
receiver array, land phones, cellular phones, all protect against all forms of astral projection,
band radio, laser communications, and other phasing, and dimensional shifting.
state of the art communication devices. +30pts Multi-dimensional Area. The outside of the
+10pts Underground. The entire complex is headquarters is much smaller than the inside.
underground. There may be an entrance above The creators of the headquarters have used
ground that appears to be another multi-dimensional physics to alter the
structure, but the important locations are topography of the interior. The size of the
underground. Underground locales are safer interior can be anything desired by the players
from most attacks, resist temperature changes, and GM. Depending upon the nature of the
and are excellent for staying hidden or campaign and the manner of creating the multi-
unknown. dimensional area, the owner may be allowed to
+10pts Magical Guardians. These simple spirits act as purchase Will Working at a reduced cost.
immortal watchdogs that are always on duty. +30pts Transformable. The entire complex can shift its
Prowling around the grounds they will detect layout to several preset configurations. Some
most intrusions and will follow orders from GMs may allow the players more freedom to
there. More powerful guardians or monsters manipulate the layout on the fly. The method
can be purchased for additional points as and manner of the transformation should be
determined by the GM. determined by the players beforehand.
+10pts Human Guards. 1st level guards that monitor +30pts Gate / Travel portal. A gate that must be
the security systems, walk the grounds, and activated by an appropriate spell or device that
defend special locations. These guards do not will transport the characters to another location.
have options or many skills, but will include What that location is, and the method of
basic firearms and the skills to use them. activation should be determined by the GM.
+10pts Self-Destruct System. If all of the other +50pts Major Technological Generator. These
security measures fail there is only one last generators are large-scale power plants in one
remaining option. Blow the place to kingdom form or another. Depending on the technology
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Heal Another
Characters with this option can heal others Heightened Vision
within 20 feet. Requiring the Control skill, each The character notices more things that he sees
activation will heal the target 2d10 + 1/10th the than the average human. Any Awareness attribute roll or
characters Control skill. This option cannot heal critical skill check that depends upon vision gains a bonus of +10.
wounds, cure disease, or assist with any ailment beyond This option should not be confused with Distance Vision
physical wounds. Such ailments are only able to be cured which increases the distance that a character can see.
through magic, medical technology, or the Empathic
Healing option.
Upgrades:
+5pts Additional bonus of +5 to Vision.
Upgrades: +15pts Additional bonus of +20 to Vision.
-15pts Range is reduced to Touch only. +30pts Additional bonus of +50 to Vision.
+50pts Additional bonus of +100 to Vision.
+5pts Range increases by 10 feet.
+25pts Base Injury that can be healed is increased by
1d10.
Heroic Visage
Characters with this option seem to be strong,
honest, and heroic individuals. They seem to exude
honor and righteousness from every pore, regardless of
their true nature. This option may require the Mentalism
skill depending upon the nature of the character.
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Upgrades:
Higher Education +6pts Additional five minutes of post-duration.
This option requires the College / Technical +30pts The hologram can seem to emit sounds and
Training level of education. Characters with this option speech.
may spend no more than 60 Education Points on any +30pts The hologram can be pre-programmed to react
individual skill. This option does not grant any additional in a certain manner. In this way the hologram
Education Points, simply raises the limit allowed. will retain its believability far longer than
normally.
Upgrades: +45pts Can emit a burst of laser light to simulate other
+4pts Character gains five Education points to spend. attacks. Counts as having the Energy Strike
+10pts Maximum Limit of Education Points is raised option only when using a hologram.
by two. +50pts The hologram is semi-sentient, will follow
+20pts Maximum Limit of Education Points is raised orders, and will continue to exist until its
by five. commands are completed.
+50pts Maximum Limit of Education Points is raised
by fifteen.
Horrific Visage
The character is not just ugly; his entire
High-Tech Background appearance creates terror in anyone who encounters him.
Characters with this option must have Anyone who wishes to come within five feet of such a
originated from a very technical society with mass media, character must roll a contested willpower check versus the
high technology, and impressive schooling. Campaign monsters beauty. Failure will cause the victim to lose one
settings such as cyberpunk, far future, alien worlds, and action from absolute terror. This applies to friends and
even some post apocalyptic will qualify. Some GMs may foes alike. If the initial resistance fails, the victim may not
even allow this option free to the players in such settings advance upon the horrific character. They are not forced
if High-Tech skills are to be commonly known. to flee and may attempt to resist again once per phase. If
Characters may select any of the high tech skills that are the monster advances on the victim, they are allowed a
normally Not Commonly Available. This includes second contested Willpower roll to resist. If successful
piloting skills and Astrogation. The Genius option is not they may stand their ground, otherwise they will flee. If
required for this option. Ultra Tech skills are still not pressed into a corner, the victim may defend and will fight
available unless the Genius option is selected. with a terrified vigor.
For all other events and encounters, apply the
Upgrades: characters beauty attribute as a reversed beauty. Some
+300pts The characters home is so advanced that the people may eventually come to understand and like the
character can learn any of the Ultra-Tech skills character if their willpower allows them, but the average
as if they were commonly available. stranger will never accept, never tolerate, such a hideous
creature.
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Upgrades: Ignored
+10pts Increase range by five feet. This simple sounding option is deceptively
+50pts Supernatural Ugly. +100 to reversed beauty. effective. The character can walk into a room and no one
+100pts Increase range of fear to line of sight. will even notice they are there. They socially blend into a
mental blind spot and can move about freely. Only those
individuals actively guarding an area, item, or person that
is being approached by the character will have a full
awareness check to notice the character. All others will
only have a awareness roll. If combat breaks out then
the character may attempt to focus their full willpower to
notice the ignored character.
If asked about an ignored character later on the
victim may roll an Intellect check to remember the
character, but won't remember much detail. Only a
critical success on the Intellect check will allow the victim
to remember specific details. Video cameras and other
surveillance devices are never fooled; neither are those
outside of the immediate area of the character. This
option requires the Mentalism skill.
Upgrades:
+30pts Victims will create new details about the event
and the character.
+30pts Victims may only roll Willpower in combat
Hypnosis unless they are actually attacked or injured.
This option forces one victim within fifteen feet +45pts Victims attempting to remember the character
to complete all commands given to him or her by the must roll a Intellect instead.
character. The victim must be able to hear and +50pts The ability causes anyone viewing from outside
understand the instructions being imparted. Telepathy the immediate area of the character the same
can negate this requirement. The commands cannot effects as those within.
break the victims personal code or morality. Once the +60pts Character may include others, which are within
victim has left the area of effect they may attempt an physical contact, in this aura of ignorance.
additional willpower roll to free themselves of any
previous commands. If failed, the character will act upon
those commands until completed. A critical failure for
the victim at any juncture will create a permanently bound
servant. They may act as they desire until their master Illuminate
has need of them. This option grants the character some power
This skill requires the Mentalism skill. All rolls over light. The character can create a small ball of floating
for initial control use a contested Willpower check versus witch-light, can shoot light from his hand or other body
the Mentalism skill of the character. Victims that suffer parts, or even illuminate an entire area. The light is
repeated hypnosis by the same controller suffer an incandescent and cannot be used to harm undead. The
additional penalty of -5 for every previous failure. maximum area of illumination by whichever means is 20
Eventually a character that is repeatedly controlled will feet by 20 feet. The area cannot begin more than 20 feet
become the mental puppet of their master. Characters away from the character. This option requires the
that successfully resist the hypnosis automatically Control skill.
recognize the attempted mental attack and the
perpetrator. Victims that fail to resist will not remember Upgrades:
the hypnosis after it concludes unless the character +5pts Range of effect is increased by 10 feet.
desires. +30pts 50 x 50 area.
Upgrades: +30pts Range of effect is increased by 100 feet.
+5pts Additional 10 feet of range. +45pts Energy Strike (Laser).
+60pts Victims must roll Awareness to notice the +50pts Bend light as desired. Character may choose to
attempted hypnosis. use the Control skill instead of the Defensive
+100pts The victim must roll Awareness to notice the Tactics skill to deflect lasers and light based
attempted hypnosis. weaponry. Requires one reflexive action per
deflection. Character may also attempt to
disrupt Holograms or other light patterns.
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Invisibility
This option warps light around the character so
that he is complete unseen. Unfortunately this warping
of light also makes it impossible to see outside the field.
This field does warp all forms of light including infrared
and thermal vision. This field does not impede sound and
the character can still be heard. This option requires the
Control skill.
Inspire
Characters with this option can inspire his Upgrades:
friends into great feats of skill and endurance. With a -30pts Canceled if the character attempts a harmful
few encouraging words of inspiration the character can action.
give a bonus to any skill or attribute check. This can only
be done to each individual once per scene, and the +30pts Character can see other invisible creatures.
individual must be willing to be inspired. The words +30pts Character can see outside the range of the
must relate to the intended action of the subject. If the warping.
subject changes his mind on course of action, then the +30pts Character can include one additional person
benefit is lostbut does not count as the once per scene within the warping field.
limit. If the subject hesitates for more than one round +50pts Character cannot be heard unless desired
then the benefit is lost. If the subject resists in the outside the warping field.
slightest then the attempt is ruined.
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- 59 -
+30pts Drains the victim for 2d10 base injury. Magical Device
+30pts Character has a life battery that he can store A magical device is an item that has option-like
drained life energy within. The character may abilities and powers. They use the powers of magic and
then allocate points to healing or drain enchantments to work their miracles. Magical items are
refreshment at his whim. often disguised as harmless or common everyday tools
+50pts Drains the victim for 1d10 base injury per and items but often have symbolic meanings or occult
experience level of the character. significance. The item may not be a weapon or suit of
armor. This should not be the only method of creating
magical devices or heroes to use them. Later volumes will
include pre-made enchanted objects available for random
rolls, but also use the option point systems flexibility to
Longevity create all sorts of wondrous objects dmagick.
The character will live far longer than the Purchasing a Magical Device grants 40 points
average human. After the age of 18, the character will age to spend on purchasing upgrades and other options for
one year for every three that passes. The character is still the device. These points must be spent on the item and
mortal and suffers from disease, violence, and other any unused points are lost. Options may be purchased at
dangers normally. the Unnatural or Magic hero type cost. Devices are
presumed to be able to be lost, removed, or destroyed
Upgrades: through normal means. Game Masters should limit the
+5pts Character ages one year for every five that destruction of any enchanted items obtained through the
passes. use of Option Points. Such losses should be balanced
+15pts Character ages one year for every ten that with a redistribution of Option Points unless the player
passes. was extremely careless or stupid.
+15pts Character is immune to normal and non-
magical diseases.
Upgrades:
-1pt Device has one fewer option point with which
to purchase installed options. No device may
cost less than ten option points.
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sure that the character has at least the minimum total of The mass that a character can lift depends on
131 between Willpower and Intellect. Other skills that are sheer talent and force of will. The character can also
selected may have additional pre-requisites. Read the levitate an object into the air and have it strike another
section on Thaumaturgy before continuing to select skills, person or object as if it were a short ranged thrown
spells, and upgrades. weapon. A Willpower check can enable a character to lift
1.5 times normal for one round. Characters begin play
The Discipline of Hedge Wizardry must be with the ability to lift 100lbs mentally plus a bonus of
learned by all apprentices. The character may learn up to 10lbs for every additional level of experience. Base range
three additional Disciplines of magic. None of the of magnetic telekinesis is 20 feet from the character. All
Disciplines may have spell effects whose Minimum objects lifted must be metallic in nature.
Ratings exceed 50, or a skill rating that exceeds their
Intellect score. Hedge wizards may attempt to cast The mass a character can lift is reduced by a
written spells and rituals that they have not learned. factor of ten when throwing an object hard enough to
Characters begin the game having memorized three spells inflict injury. For example: A character that can lift 1000
of each known discipline. These spells may be learned lbs could only throw objects weighing up to 100lbs with
without modifiers automatically, or rolled normally to any force. The attacker must roll to attack using the
learn with modifiers. Additional spells may be purchased Ranged Strike skill. The defender retains all applicable
for the Experience Cost in option points at creation. Defensive Tactics.
Spells in written form that are owned, but not
memorized, can be purchased at half price at creation.
Upgrades:
+1pt Additional 1 lb lifting ability.
Upgrades: +5pts Additional 10 lbs lifting ability.
- 25pts Character cannot ever cast a spell or ritual from +5pts Base range is increased by ten feet.
an unknown Discipline. +15pts Additional 50 lbs lifting ability.
+15pts Character can lift one additional object. The
+50pts The wizards resistance penalty is increased by total mass of all the objects being controlled
+5 with all spells. This upgrade may be selected must be equal to or less than the character's
more than once. maximum.
+50pts Character is considered a Professional and +30pts Base range is increased by one hundred feet.
requires a combined Intellect and Willpower of +50pts Additional 250 lbs lifting ability.
151 or greater. Professional wizards may learn +50pts Magnetic Defensive Bubble. No metal objects
up to seven magical disciplines beyond Hedge will pass through this unseen bubble. Any that
Wizardry. None of the Disciplines may have are caught by it will continue to spin around the
spell effects whose Minimum Ratings exceed character until he chooses otherwise. The
120, or a skill rating that exceeds one and a half character can choose to use the Ranged Strike
times (1.5x) their Intellect score. skill to send a spinning object at another target.
+80pts Character regenerates drain at twice the normal +70pts Wingless Flight
rate. +100pts Additional 500 lbs lifting ability.
+100pts Character is considered a Magister and requires
a combined Intellect and Willpower of 151 or
greater. They have no upper limit to the
maximum spell effect or skill rating that any of
their Disciplines may attain. They may learn up
to fifteen separate Disciplines to master.
Magnification
The character is able to see fine details and
grants a bonus of +5 to all fine motor-based skills. These
skills must have time and a calm environment to enjoy the
bonus. This does not include combat.
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Upgrades:
+5pts Range is increased by 10 feet.
+5pts One additional cubic foot of material can be
sculpted. 1 x 1 x 1
+30pts Eight additional cubic feet of material can be
sculpted. 2 x 2 x 2
+50pts 125 additional cubic feet of material can be
sculpted. 5 x 5 x 5
+100pts 1000 additional cubic feet of material can be
sculpted. 10 x 10 x 10
Medium
The character can see and speak to the spirits of
the departed. They can see, hear, and smell any spirit
Mastery within the normal range for those senses. They still
This option can only be purchased in chronicles cannot touch or be touched by the ghost without special
that utilize the optional rule of drain for all supernatural upgrades or magical assistance.
abilities. This option cannot be purchased for spell Upgrades:
casting options, nor for any option that doesnt incur +30pts The character can physically interact with spirits
drain. This option may be selected once per allowable and other non-corporeal beings. This does not
ability. This option allows the character to reduce the include phased characters. This does mean that
drain cost of that specific ability by 25% rounded up. the character can be hurt or killed by any spirit
Upgrades: that desires to inflict harm.
+50pts Characters drain for that specific ability is +60pts Extra Sensory Perception
reduced by 50% of the normal cost. +90pts Sance. The character can try to summon a
spirit who has departed this plane to their final
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rest. This upgrade requires a focal point for the Metal Form
spirit. This focal point could be a beloved Creates a metal sheen around the characters
individual, a favorite item, or a familiar locale. body protecting him from most attacks. Character is able
This upgrade requires the ESP skill, and allows to survive without oxygen, underwater, in space, and is
the character to select it as a background skill. immune to gas attacks. The character also gains a PV of
The difficulty of the roll should increase the 10. This option requires the Body Modification skill.
longer the spirit has been dead, the less
emotionally bound the focus is, and how
interested the spirit would be in appearing. Upgrades:
-15pts Armor is artificial in nature and may be
removed, lost, or destroyed.
-15pts Armor is bulky and prevents any other armor
from being worn.
-15pts PV is only 5 and cannot be increased.
Mental Stun
Characters with this ability can overload one +5pts Increase PV by one.
aspect of a victim and stun them temporarily. Players +15pts Increase PV by five.
must choose if the character can attempt to overload the +30pts Increase PV by ten.
characters physical body or the victims mind. Once +30pts Resistant to cold, electricity, or fire. Choose 1.
chosen this form cannot be changed. Either form will +45pts Resistant. Protected against armor piercing
cause the victim to remain motionless and defenseless for attacks.
one phase. Victims may attempt to resist by using either
their Willpower for mental attacks or Health for physical
attacks. The roll is contested against the characters
Mentalism skill. Stunned characters are completely aware
of their surroundings but are simply unable to interact.
The victim must be within 20 feet of the character to be Military Training
affected. This option requires the Mentalism skill. This option allows the character to select the
Pilot Military Vehicles skill. The character gains the
Unarmed Combat skill without any additional
Upgrades: expenditure of option points, but must still select the skill
+5pts The range of this option is increased by 10 feet. normally. All military characters must choose a MOS
+30pts Character may select both forms of stun: (Military Occupation Specialty) and purchase the
Mental & Physical. They can choose to appropriate skills.
alternate their attacks as desired.
+30pts Victims that fail to resist are stunned for two Characters with this skill must decide if they are
phases. retired or active military. Active military personnel must
+60pts Victims that fail to resist are stunned for one have the Influence Military resource of one or higher.
full round. Others may still be part of mercenary groups or the
+90pts Victims that fail to resist are stunned for a National Guard and have other required resources.
number of rounds equal to the characters
experience level.
+120pts Victims that fail to resist are stunned until the
end of the scene.
Mimic Power
This option allows the character to mimic any
Metabolic Control one option that any other character possesses, with a total
This option allows the character to control their OP cost of no more than 100, until the end of the scene.
metabolic processes such as heart rate, breathing, eye The target must be touched for this borrowing to occur,
dilation, and various consumptions. Characters with this and this option does not transfer the skills needed to use
option only require six hours of sleep every three days, a the borrowed options. However, this option does grant
meal every week, and water every two days. This is to access to all innate skills for purchasing. Without the
maintain optimum condition. The character will be able appropriate option however the skills are useless. The
to last three times as long as a normal human before character may only borrow one power at any one time,
fatigue, thirst, or hunger kill the character. The character but may release that option to mimic another. Spell
can hold his breath for his Health in minutes. If the casting may never be mimicked. Gadgets, cybernetics,
character is ever wounded and bleeding the characters robotics, and other technological options may never be
body will staunch the wound in one action. This option duplicated. This option requires the Control skill.
requires the Body Modification skill.
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Upgrades: Mutation
+30pts Character may mimic one additional power This option gives the character 45 points of
simultaneously. options that can be spent in the Unnatural hero type for
+50pts Total OP range to mimic is increased by 100. external and physical options only. In addition the
+50pts The mimicked option remains in effect for one character must choose one non-compensated physical
additional hour after the scene ends. deformity or obviously strange physical trait as a side
+50pts The character actually steals the option for the effect of their mutation. Additional points may be spent
duration. The original character can resist with in this way, but an additional deformity is required for
a contested Control skill versus Willpower every additional 100 points spent.
check. Options that are permanent and
inherent to the character may not be stolen.
Mystic
Mind Skimming Requires the Extra Sensory Perception (ESP)
This option requires Mentalism and is a lesser skill. The character is able to open herself to the living
version of telepathy. The mind skimmer can read only world around her. The character can extend her senses to
the surface thoughts of the victim within line of sight at a sense the general physical, spiritual, and mental condition
range of 20 feet. A contested Willpower vs. Mentalism of any creature within 20 feet. Mystics can feel the same
check is required to read the victims mind. The mind information from other Mystics within a range of mile.
skimmer must continue to concentrate upon the victim in Mystics can close themselves at will from the life essences
order to maintain the connection. Any combat or around them and hide from the searches of other mystics.
movement faster than a walk will shatter the link.
Upgrades:
Upgrades: +5pts Range is increased by ten feet.
+5pts Additional 10 feet of range. +30pts Additional 100 feet of range.
+20pts Additional 100 feet of range. +35pts Prestidigitation.
+40pts Range is now unlimited line of sight. +45pts Empathy
+50pts Telepathy +60pts ESP
+55pts Empathic Healing
Morphing
This is the ability to transform the body
between two specific, living, and natural forms. The
player may choose one additional form that the character Natural Camouflage
may change into. This form can never change; it always This option causes the skin and clothing of the
looks exactly the same. The form must be equal to or less recipient to mimic the coloration of the surrounding area.
than the characters mass and may not have any unnatural This option does not extend to metallic armors, Kevlar, or
abilities, although the character may be able to use others other man made materials but will change padded and
he possesses. Any claws, night vision, flight, or other leather varieties. This color change will give a natural skill
natural abilities are available; although they may require rating of 95 in hiding to a stationary character. Missile
some practice to understand fully. This option requires weapons, options, and spells receive a penalty of 10 to
the Body Modification skill. hit even if the character is moving.
Upgrades: Upgrades:
+30pts Morph between 3 creatures. Natural, form 1, +5pts Additional penalty of 1 to be hit while moving.
and form 2. +30pts Additional penalty of 5 to be hit while moving.
+30pts Morphing the body into alternate versions of +50pts Additional penalty of 10 to be hit while moving.
target forms. This will allow the character to
have a great disguise.
+45pts Morph between 4 creatures. Natural, form 1,
form 2, and form 3.
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Night Vision
Upgrades: Allows the character to see perfectly in very low
-15pts Hand Held or worn weapon. Can be removed, light level conditions. Absolute darkness will blind the
hidden, lost, or destroyed. May require another character. The darkness of night or darkened rooms with
melee skill to use. little light will seem as if in normal daylight to the
+15pts Increase injury dealt by fangs to 1d10. character. This option will not assist in fog enshrouded
+15pts Increase injury bonus dealt by body spikes to areas or if the character is blinded.
+5.
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+30pts Character can see in fog or smoke clouded More complex creations may be attempted, but
locations with perfect clarity. the character must have the appropriate skills to
+50pts Character can see in absolute darkness with understand the workings of the devices. For this reason,
perfect clarity. many characters with Object Creation will have several
technical skills and knowledge skills. Attempting to
create such a device will require a skill roll using the
appropriate technical skill or knowledge with a penalty
based upon the complexity of the device. The ability to
create complex devices requires the appropriate upgrade.
Obfuscation
Characters with this ability can cloud the ability Upgrades:
of spells, supernatural abilities, and certain options to +1pt Weight Maximum is increased by one pound.
view a character. Abilities such as clairvoyance, scrying, +5pts Range of creation is increased by 10 feet. This
death tell, and the like cannot view the character without only applies if the character has purchased the
being resisted. The character is not invisible to those Ranged Creation upgrade.
physically present. This ability is not invisibility and +15pts Object will exist for creators experience level in
should not be treated as such. He can still be detected by hours.
sound, touch, smell, or taste. The character can also resist +30pts Object will exist for creators experience level in
spells or abilities that will force the character to tell the days.
truth or reveal his true emotions or motivations. +30pts Ranged Creation. Objects can be created
anywhere within 20 feet of the character.
This option requires the Mentalism skill. The +30pts Object can be made permanent by the creator.
character can always force a contested roll with the Requires spending one Drama Point and the
Mentalism skill against applicable options. Powers or object must have some dramatic tie to the plot
abilities that usually allow a specific skill or attribute to or some significant meaning to the character.
resist may roll using either the Mentalism skill or the Objects made permanent in this way will
standard roll with a bonus of +1/10th the Mentalism skill remain in existence until destroyed normally.
of the character. This ability will only shroud the +50pts Characters can create complex devices. These
character from the observation of others. devices cannot require any High Tech or Ultra
Tech skills.
+100pts Characters can create complex devices,
Upgrades: including High Tech devices but no Ultra-Tech
+30pts Casts no reflection. Characters with this devices.
upgrade can resist being seen in reflective +150pts Characters can create any complex devices.
surfaces. The character will not be seen in any
technology that utilizes mirrors or electronic
recordings.
+30pts Character may choose to include one additional
sensation from observation. These may include
sound, smell, touch, or taste.
Observation
This option allows the character to observe a
wide area discretely and unobtrusively. The character
must choose a method of observation, and once selected it
Object Creation may not be changed. The three most common methods
This option allows the character to create of observation are psychic, familiar, and technological.
objects out of nothing. This option requires the Control Each uses a different required skill and has different ways
skill. Simple items such as bowls, forks, crayons, and for others to notice the observation. All require the
paper can be created up to a weight limit of 5 lbs. These Informants: Observation resource. This option can
objects are neither especially pretty nor valuable. A observe up to the area of a large town or small city.
successful Art skill check with an appropriate penalty will Characters must roll their Informants: Observation
improve the appearance of the created object. Object resource to determine if they currently have the ability to
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view the selected area. Assuming they have the ability to to the game with only minor scratches during the next
view the area, they may then roll their required skill. The scene. This option may be purchased more than once, but
quality of visual information is relatively poor and all each time it is used the character scratches off one life
awareness rolls have a penalty of -20. Searching amongst and loses one purchase. No character may ever purchase
many viewpoints for a specific event or individual is this option more than eight times in their lifetime.
difficult, tiring, and time consuming.
Psychic observation uses the group mind gestalt Upgrades:
of the city to allow the character to view communal +60pts The character may be in a less than life
outdoor locations. Requiring the Mentalism skill, this threatening situation and need to escape. As
version of the option can be detected by anything that long as the character is alone and cannot be seen
notices psychic, magical, or supernatural energies. by anyone (including electronic surveillance)
Familiar observation utilizes the animal population of the they may attempt a luck check. If successful the
area to view outdoor areas. Requiring the Mentalism, character has found the secret door, the
ESP or Control skills, this form of the option can control ubiquitous airshaft or some other means of
the animals enough to change the viewpoint of the scene escape.
to be witnessed. This form can also be sensed by any
ability that notices psychic, magical, or supernatural
energies or abilities. Technological observation uses
security and traffic cameras in communal and outdoor
locations to observe the city. This option can only be
detected by options that notice electromagnetic and
Omni-Vision
technological monitoring devices. Omni-Vision gives the characters the ability to
see in all directions (360 degrees) at the same time. The
character must still focus only at one specific spot, but
Upgrades: that spot could be directly behind them. Characters with
+30pts Character has a sharp view of the scene. this option are extremely difficult to surprise and sneak
Character may roll Awareness without normal past.
penalties.
+30pts Character can observe an area equal to the size
of a large city such as New York or Las
Angeles.
+30pts Character can access one specific locale, chosen
at creation, to observe. This locale may be Organization
secret, secure, and indoors. The method of This option gives the character a membership to
observation must be present to attune to the an organization that in theory will protect, train, and arm
chosen locale. This upgrade may be selected them. Every organization will have different resources
multiple times: once for each desired location. available, different motivations, and different acceptable
+50pts Character can observe an area equal to the size forms of behavior. Government agencies, magical guilds,
of a small state such as Rhode Island or criminal families, and even mercenary companies can all
Vermont. be created using this option. Characters may pool option
+75pts Character can observe an area equal to the size points to create an organization, but each character must
of a large state such as Texas or Alaska. purchase their membership level separately. Every
+100pts Character can observe an area equal to the size member of an organization must have the Influence
of the United States. Specific Organization resource. Low ratings may mean
+150pts Character can observe an area equal to the size distrusted or probationary members while high ratings
of a large continent. will denote voting members and leaders. This list of
+200pts Character can observe an entire planet. upgrades should not be considered complete. It is only
designed to be a loose set of rules that will allow the GM
and player to easily create new organizations for the
campaign.
Upgrades:
Off-Screen Escape
A traditional favorite of old time serials and bad
Motivations
television shows. You have just watched the hero shot by
-15pts Criminal. Criminal organizations are out to
the villain in the chest, or the hero just plummeted of the
make money. In most cases they arent
German Airship, or the Astronaut was just expelled into
concerned with who they hurt or injure, just as
space. No chance of survival. This option allows the
long as the cash keeps flowing. Drug running,
dead character to create a semi plausible excuse and return
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prostitution, theft, smuggling, money +5pts Local Secured Networks. The players may
laundering, protection scams, and even safely communicate over scrambled networks
assassination may be fully licensed by the over a small area. Depending upon the
organization. The down side is that the campaign this may include just a single town, or
organization may insist that the character in others up to a planet.
participate in some of these less than legal +5pts Tiny Budget. The organization barely has
activities. And most law enforcement agencies enough to make ends meet. They can however
dont particularly care for criminals or those come up with a hefty amount of cash in a pinch
who consort with known criminals. and can afford to pay their employees.
-15pts Unknown. The characters just dont know Members should not select too high of a
what the motivations of this organization really Wealth, Income, or Lifestyle for characters that
are. They are given assignments and are depend upon the organization for their
expected to have them completed on schedule. livelihood.
Characters with this upgrade cannot also be on +10pts Forged Documents. The organization has
the executive board. GMs should keep the access to either legal documents that have been
players guessing. falsified or a skilled forger to make documents.
+10pts Light Armor. Suits of armor up to Class III
+0pts Known Government Agency. These agencies Kevlar are available for members only. Battle
are most often local law enforcement, FBI, suits and other military armor are not available.
CIA, NSA, or some other regulated agency. +15pts Special Weapons Permit. Members have the
The members enjoy decent public relations, right and legal permission to carry specialty
have some authority, but must have strict firearms and weapons.
guidelines for behavior out in the field. +15pts Moderate Budget. While budget cutbacks and
+0pts Mercenary Company. They have a job to do cost savings are endlessly discussed at home
and want to get paid. They will give orders for office, this organization is actually in the black.
something to get done and it had better be done Able to squeeze a considerable amount of
by then. Within their own ranks they rarely capital if needed, this organization pays its
care about local laws and statutes but the employees well. Characters with this upgrade
member had better follow orders or expect can justify up to a five in the Income resource.
swift retribution. +15pts Tight Security. The organization has enough
+15pts Secret Government Agency. These agencies are internal security personnel to maintain frequent
similar to the known agencies except that they checks on all of its members loyalty, mission
have far less over-sight by other regulators. status, and contacts.
They often have strict orders not to come in +15pts Light Weapons. Characters may be issued light
conflict with local law enforcement, but need to small arms. These weapons may include
get the assignment completed. military issue pistols, sub machine-guns, rifles,
and other firearms. Characters may also
justify an Arsenal resource with this upgrade.
Available Resources / Supplies
+5pts Disguises. The organization can supply the +15pts Long Range Secured Systems. The
character with different costumes, uniforms, organization has enough power and clout to
clothing, fancy dress, and various accessories. create large-scale communication networks
+5pts Basic Equipment. Any basic equipment that the that are reasonably secure from intrusion.
character may require to accomplish the Depending upon the campaign this may
assigned mission assigned will be given. Other encompass an entire country or even an entire
common items such as communication gear and solar system.
laptops may be standard issue. +15pts Technical Electronics. Expensive surveillance
+5pts Background Checks. The organization has items, satellite relays, video equipment, and
enough internal security resources to investigate other high-tech goodies are more likely to be
every potential member fully and competently. standard issue or available when needed.
+5pts Company Car. Characters are issued a normal +15pts Low Magic. Items such as runes, scrolls,
vehicle by their organization for daily use. potions, and other minor magical items may be
Characters have 6 additional points to purchase standard issue or given on an as-needed basis.
or improve a vehicle. The power of these items should generally not
+5pts Sidearm. Characters are issued small pistols, exceed a minimum skill requirement of 50.
knives, blunt weapons, and other less-lethal +15pts Specialty Vehicles. The character is issued a
weapons. Other small arms may be issued, but vehicle by the organization and may be given
the organization will rarely provide expensive or more powerful vehicles on an as-needed basis.
illegal weapons. The GM should decide how many freebie
points to grant to improve the Vehicle option.
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+30pts License to Kill. Characters with this upgrade purchase a small country if the need ever arises.
are legally allowed to use deadly force when All of the members or employees of this
they deem it necessary. There are still strict organization are well-paid professionals. All
guidelines and oversight when these events members of this organization should have at
occur, but the character is shielded from most least a moderate Lifestyle and Income rating.
public scrutiny. Players can use this resource to justify any
desired Lifestyle or Income desired, and may
+30pts Heavy Armor. Any campaign-appropriate suit increase them past six. Any resource increased
of armor is available on an as-needed basis. past six will cost twenty option points per
Most organizations will not give heavy armor rating level.
to members for general use.
+30pts Paranoid Security. The internal security of this +30pts Espionage Units. This organization utilizes a
organization expects its member to be moles, system of spies and intelligence operatives to
traitors, and double agents. It constantly obtain essential information. The organization
monitors and tracks all of its agents and quickly then gives only the required information to
deals with any suspicious behavior. those it feels needs it.
+30pts Heavy Weapons. The organization will keep its +30pts Technicians & Mechanics. The organization
members well stocked in needed small arms and has several garages, electronic shops, fix-it
ammunition. In addition, several military grade places, and weapon smiths who are contracted
explosives and heavy weapons may be or hired full-time to assist their members.
provided on an as-needed basis. These highly skilled mechanics can fix most
+30pts Medium Magic. Items such as runes, scrolls, modern weapons, armor, and vehicles.
potions, and other minor magical items may be Depending upon the campaign they may have
standard issue or given on an as-needed basis. additional High-Tech skills that the
More powerful artifacts such as magical organization may rely upon.
weapons, wands, or armor may be loaned if the
need is great enough to warrant the extra +30pts Criminal Services. This organization has
expense. The power of these items should several freelance and career criminals on
generally not exceed a minimum skill retainer. They may rent out their services or
requirement of 100. provide them free of charge to certain members
+30pts Military Vehicles. The character may be or clients. Prostitution, drug dealers,
assigned an advanced vehicle such as a fighter pickpockets, forgers, smugglers, cat burglars,
jet, helicopter, or tank in the line of duty. safe crackers, thugs, and confidence men are all
While expected to minimize loss of property, available.
not every vehicle is expected back in perfect +30pts Scientists. The organization maintains
condition. contracts with various laboratories, academies,
universities, and other scientific institutions.
+30pts Extensive Secured Channels. The organization These scientists may be relied upon for
utilizes the finest in communication technology research, analysis, or even some investigations.
and security procedures. The character can +30pts Task Force. The organization has a small group
easily expect a clean and secure signal anywhere of irregulars that are skilled in combat,
in the world, and in some campaigns this may investigation, breaking and entering, technical
extend throughout several solar systems or even skills, and not getting caught. These teams
the galaxy. often defend the interests of the organization
+30pts Extensive Budget. Organizations with this and maintain security. Build this group like any
budget make several government agencies drool. other PC party.
Able to siphon a vast amount of currency to +30pts Medical Services. The organization has medical
meet its needs, this organization can easily personnel in safe houses and hidden clinics that
afford to pay its members well. All members of members may use when injured in the line of
this organization should have at least a moderate duty. These doctors are often paid well
Lifestyle and Income rating. Players can use not to ask questions or report to local law
this resource to justify any desired Lifestyle or enforcement.
Income desired, and may increase them past six. +45pts Skilled Assassins. Usually only employed by
Any resource increased past six will cost twenty criminal organizations, black-ops agencies, and
option points per rating level. the truly devoted. Snipers, assassins, and other
+60pts High Magic. The organization likes to keep its for hire killers are kept in the organizations
members well stocked in minor magical items membership and on retainer.
and has a few more powerful items tucked away +45pts Magicians & Psychics. The organization keeps
in case of member need. several powerful magicians and/or psychics on
+60pts Fabulous Budget. This organization can retainer at their major locations. These mages
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have special duties and responsibilities +30pts May seal a path so another path walker cannot
depending upon the other aspects of the travel along it.
organization. +30pts Innate ability to activate any magical gates and
+60pts Mercenaries. The organization has contracts patterns.
with various companies and third world armies +30pts Allows the character to activate any path or
that it can utilize throughout its sphere of dimensional instability that was used within one
interest. Depending upon the size and power day.
of the organization these contracts may be on +50pts May attempt to determine the end point of the
individual basis, or full-time propositions. path with a successful ESP skill roll.
+60pts Allow others to travel along if in physical
contact.
Location
+0pts Strictly Local. This organization is based out of
one city and only has one headquarters. With
all of its operations out of one locale there will Phasing
be fewer if any branch offices. GMs need to Phasing is the ability to phase out of this world
create the individual headquarters used by the and be unaffected by most normal means. The character
organization. cannot interact with anyone or anything while phased,
+15pts Regional. The organization has one primary nor can he be hurt. The character appears to be ghostly,
headquarters but has large branch offices in translucent, and cannot speak or use any equipment
several towns and cities within the region. carried. The character can phase himself and up to his full
Depending upon the campaign this could mean encumbrance allowance. The character cannot unphase
a single state, country, or even planet. something carried and remain phased. The character
+30pts National. This large organization can assist its cannot unphase while inside another object. If attempted,
members all throughout the country. With the character will suffer 20+3d10 injury and be thrown
large branch offices in most major cities, this clear of the object. This option requires the Body
organization often has the muscle and political Modification skill.
savvy to be a major player. Larger scale
campaigns may include entire solar systems in
this category. Upgrades:
+50pts International. This extensive upgrade allows +15pts Completely invisible while phased.
the organization to have a headquarters in every +30pts Can communicate telepathically with non-
country, large offices in every town, and smaller phased creatures in close proximity (5 ft). This
branch offices everywhere. Need help? Well telepathy is limited and only includes directed
be there in less than five. sub-vocalized speech.
+30pts Character can phase only a portion of his body
if desired.
+30pts Character can move as if swimming, climbing,
or walking through a solid material while
Path-walking phased.
Path walking is the ability to travel magical and +50pts Character can move through a gaseous
unnatural paths wherever they may lead. This option substance as normal. This will enable a
requires the Translocation and ESP skills. The character character to walk or run through mid air
may detect any appropriate path within 50 feet and
determine when it was used last. Dimensional travel,
time travel, teleportation, dimensional gates, and other
translocation abilities leave a lingering trace within the
space-time continuum. Path walkers can follow this trail
during the same scene or soon thereafter. Roll the
Translocation skill to follow the created path. Once there,
they can only return if another translocation effect occurs
near them. For this reason Path walkers tend to be
solitary wanderers, well versed in many languages and
often unconcerned with anything but their own interests.
Upgrades:
+5pts Increases sensory range by 10 feet.
+15pts Can actually see dimensional rifts, instabilities,
paths, and translocation effects.
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Upgrades:
+30pts Character is immune to all poisons and toxins.
Power Negation
+30pts Characters may select an additional form of This option is the bane of all of the others. A
poison. The character may choose which character with this ability may attempt to nullify the
poison to generate. options of any one victim within 20 feet. Only
+50pts Character can generate toxins and drugs as well supernatural options can be negated: skills, wealth,
as poisons. The difficulty to the Control skill contacts, exceptional attributes, and the like are immune.
roll will vary upon the nature and kind of drug The character must continue to concentrate upon the
or toxin. victim to negate the options and the victim may attempt a
+50pts Character may generate a poison as if he was contested Control vs. Willpower or required skill check
one level of experience greater than normal. to resist. Any combat, difficult actions, or movement
greater than a walk may disrupt the concentration and
allow an additional contested check to resist. This option
requires the Control skill.
Possession
Possession requires the Mentalism skill. This Upgrades:
option allows the character to mentally control the +5pts Additional 10 feet of range.
movements and actions of another. Victims must be +30pts One additional victim may be targeted.
within 20 feet and may attempt a Willpower vs. +50pts May fight or otherwise act and retain
Mentalism contested action to resist. Failure means that concentration.
the character now has complete control of the victims +100pts An area 20 feet by 20 feet may be targeted.
body. Any physical options are now available to the
possessor. Most supernatural, magical, mental, or social
options are unavailable to the character. The possessor
has no set duration for occupation, but the possessed
character may attempt an additional resist check every 24- Presence of Self
hour period. While the characters mind is in the victims I know who I am, who the hell do you think
body, that characters body is completely immobile and YOU are? Many very stubborn people possess this
defenseless. Steps should be taken to safeguard the option. They know what they want, where they want it
comatose body. from, whom they want with it, and how they want to get
The victim will remain fully conscious and will it. The character must possess a Willpower rating of 60
remember feeling a loss of control during the possession. or greater to purchase this option. The presence of self
Victims may attempt to realize they were possessed with grants a bonus of +20 to resist any mind controlling,
a successful Awareness roll. Those that succeed may mind altering, possession, or mind deceiving effects
attempt to work secretly within their own mind to (including illusions, but not holograms). These people are
subvert or expel the intruder if they have the proper great at saying No to anybody, including him or herself.
options or powers.
Upgrades:
Upgrades: +10pts Increases the resistance bonus by +10. The
-15pts Possession only lasts until the end of the scene. resistance bonus may be a maximum of the
characters Willpower.
+5pts Additional 10 feet to the range of the possessor. +15pts The character is immune to any one of the
+30pts The characters body is temporarily placed above mental influences.
inside the victims. Although dormant, the body +30pts The character can attempt to shield the minds
is safe and cannot be injured. of others. Requires the Mentalism skill. The
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defending character must spend one action and +30pts Increases effectiveness by 5.
roll a contested Mentalism versus the +50pts Effect remains for one full day.
appropriate skill. If successful, then the +100pts Effect remains for one full week.
character grants their level of Presence of Self to +150pts Character is able to apply this bonus an entire
the subject for one round. Subject still must roll group of people instead of a single individual.
to resist the effects.
+50pts The character is immune to all of the above
mental influences.
Protection
This option grants the character a bonus to save
against any one specific option. This must be an option
that is external and not inherent or social in nature. This
Prestidigitation option may be chosen more than once to help protect
This option is a very minor version of against multiple options. The character will receive a
telekinesis. Requiring the Telekinesis skill, the character bonus of +10 to any save or resist roll against the selected
can move a maximum of five pounds at a range of ten option. If the option does not normally allow any save
feet. A Willpower check will enable the character to lift (even Defensive Tactics) then the character will receive a
1.5 times the normal weight for one round. The character chance at immunity. This percentage chance is identical
can never gain enough momentum to inflict injury with to the bonus normally enjoyed.
this power. A successful Telekinesis roll is required to
activate this option. Upgrades:
+3pts Increases the bonus to the chosen option by +1.
+30pts Increases the bonus to the chosen option by
Upgrades: +10.
+1pt Can lift one additional pound of weight. This
can be increased to a maximum of twenty lbs.
+15pts Has a range of 10ft.
+20pts Has a range of 20ft.
+60pts Telekinesis.
Psychic Amplifier
A Psychic Amplifier is an item that grants the
wearer psychic abilities and options. Only characters that
have some latent psychic potential can utilize these
amplifiers. Such amplifiers are often designed to
Probability resemble helmets, crowns, or other headgear. Players
The character controls, tweaks, and cajoles the may choose to embed the amplifier inside the characters
powers of Murphy, chaos, and probability into his favor. brain for five option points. Such implants are considered
The character may choose one target and wish him good cybernetic in origin and follow all of the rules for
or ill. Until another target is chosen, the target will either Cybernetic Implants. The player may select some of the
gain or lose 5 times the characters experience level to all upgrades from the Cybernetic Implants option to
rolls for the rest of the scene. In addition, the target will improve these mental simulators.
have twice the normal critical success or failure, as
determined by the character influencing his luck. Base Purchasing an amplifier grants 40 points to
range of 20'. spend on purchasing upgrades and other options for the
amplifier. These points must be spent on the amplifier
and any unused points are lost. Options may be
Upgrades: purchased at the Psychic hero type cost. Amplifiers are
-10pts Karma. The effects of probability can only be presumed to be able to be lost, removed, or destroyed
applied to the character that has this option. If through normal means. Game Masters should limit the
the character is heroic in deed and outlook then destruction of any amplifiers or items obtained through
they will gain the appropriate bonus. If the the use of Option Points. Such losses should be balanced
character is evil or villainous then they will with a redistribution of Option Points unless the player
suffer the penalty as if it was focused upon was extremely careless or stupid.
themselves. If the character is neither heroic
nor villainous then they receive no modifiers.
Upgrades:
+5pts Additional 10' to range. -1pt Amplifier has one fewer option point with
+20pts Character is able to include one additional target which to purchase installed options. No
in his effects. amplifier may cost less than ten option points.
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+15pts Amplifier will not work for any unauthorized every phase of use. Mental drain affects mental
individuals. Players must determine the manner skills, spell magic, and willpower checks.
of testing (pass-code, retinal scan, DNA, Physical drain affects physical skills.
fingerprints, etc) and those who are considered -10pts Amplifier must be recharged every week.
authorized. It may be possible to hack into the Recharge requires six uninterrupted hours.
processor and bypass this security. -15pts Amplifier must be recharged every day.
+30pts This amplifier can be used by anyone, Recharge requires six uninterrupted hours.
regardless of latent psychic potential. -30pts Requires Energy Clip. This clip contains
+30pts Any unauthorized person who attempts to use enough energy to power ten uses of the
or hold the amplifier will suffer 1d10 injury each amplifier before recharging. For every five
round. Injury dealt can be increased by option points spent, the clip may have one
additional purchases of this upgrade to a additional use or activation. Two points of cost
maximum of 3d10. Players must determine the may be reduced for every use or activation
manner of testing (pass-code, retinal scan, removed from the maximum clip capacity.
DNA, fingerprints, etc) and those who are -30pts Massive Burns. The amplifier draws power
considered authorized. It may be possible to from the users life force. Each phase of use
hack into the processor and bypass this security. inflicts 5 points of injury to the operator. This
+50pts The amplifier is indestructible by normal injury heals at a rate of 1/10th Health per day
means. The GM will determine what attacks and cannot be healed by any other means.
have sufficient strength to damage or destroy -30pts Massive Drain. The amplifier draws power
the amplifier. from the users physical or mental energy.
Choose either Mental or Physical drain. The
amplifier increases the appropriate drain pool
Power Source by ten every phase of use. Mental drain affects
An amplifier is assumed to have an infinite mental skills, spell magic, and willpower checks.
power source. However a amplifier may have a different Physical drain affects physical skills.
power source to help defray the costs of additional -30pts Amplifier has enough power for one hour of
upgrades and options. The character may spend option use. Recharge requires 12 uninterrupted hours.
points later in the campaign to negate the flaws purchased -45pts Amplifier is a single use item. The power in the
in this section, presuming they have access to someone amplifier allows the item to be used one time
with High Tech or Ultra Tech skills. Amplifiers and must then be recharged for 24
requiring recharging may not be recharged at the normal uninterrupted hours.
electrical outlet. These options require that the character
have a special recharging station at a house, headquarters, Varies May be plugged into a standard outlet or solar
or hideout. cell for recharging. Reduces Weaknesses from
recharging by 1/3.
Varies Power Collector. It has an internal generator
-5pts Amplifier must be recharged every week and that must be recharged. Reduces Weaknesses
requires one uninterrupted hour. from recharging by 2/3.
-5pts Minor Burns. The amplifier draws power from
the users life force. Each phase of use inflicts 1
point of injury to the operator. This injury
heals at a rate of 1/10th Health per hour and
cannot be healed by any other means.
-5pts Minor Drain. The amplifier draws power from
the users physical or mental energy. Choose Psychic Translator
either Mental or Physical drain. The amplifier This option requires the Translation skill. The
increases the appropriate drain pool by one character may attempt once per conversation to
every phase of use. Mental drain affects mental comprehend the speech of anyone within 50ft. With a
skills, spell magic, and willpower checks. successful skill roll the character understands and may
Physical drain affects physical skills. speak the language spoken. As long as the character stays
-10pts Major Burns. The amplifier draws power from within range of a native speaker of that language and
the users life force. Each round of use inflicts 1 continues to speak with others, the ability to comprehend
point of injury to the operator. This injury the language is retained. The longer native speakers
heals at a rate of 1/10th Health per day and surround the character the more her accent, dialect, and
cannot be healed by any other means. slang will begin to mirror that community. If the
-10pts Major Drain. The amplifier draws power from character does not converse with anyone for a 24-hour
the users physical or mental energy. Choose period in that language, then the language is lost and must
either Mental or Physical drain. The amplifier be re-focused upon.
increases the appropriate drain pool by five
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Upgrades:
Sensory Shield
+40pts Choose an additional form to resist. Characters with this option have an innate
+75pts Receives only Injury from the chosen ability to resist attacks or discomfort to any one sense.
form(s). This sense must be chosen at creation from the following:
+100pts Immune to chosen form(s). Receives absolutely Sight, Sound, Smell, Taste, or Tactile. The chosen
no injury from that source. If chosen in sensation cannot be changed. Characters with special
conjunction with the all forms upgrade, then the options that grant additional senses may choose one of
character must select a major weakness. those senses instead. The character will automatically
+150pts Resists all energy based attacks. All of the resist any discomfort related to the chosen sensation. Any
above energy forms may be resisted by the direct attack against the sense or other rolls inhibiting the
character. sensation by attempting an overload or deprivation can be
resisted. The character will gain a bonus of +20 to defend
against any such attack.
Upgrades:
-15pts Character only sees the outline and faint
suggestions of features of invisible objects.
Sexual Magnetism
+5pts Range is increased by 10 feet. This option allows the character to subtly
+30pts Range is increased to line of sight. inflame the sexual desire of a victim. This ability will give
the character some control over the victim, and will
reduce their chances of resisting any further seduction
rolls. Requiring the Mentalism skill, this option allows
the character to select the skill as part of the characters
background. This option is one of the subtler of the mind
See Other Worlds control options available, and most victims will not even
The character can see alternate realities, realms, realize that it has been attempted. They will never act
and planes that are adjacent to their own. At creation the contrary to their beliefs or personal self-interest. They
player must select one other world to be able to view. may attempt to resist initially with a contested Willpower
Once selected this world cannot change. When this check versus the Mentalism skill of the character.
ability is active the character sees both worlds super- Victims that succeed in resisting may roll a contested
imposed upon one another. The character may attempt Awareness versus the Mentalism skill of the character to
an Extra Sensory Perception (ESP) skill check to separate notice the intrusion. Those who succumbed to the option
one world from the other, even to the point of completely will either not notice the change or will explain it away.
ignoring one world entirely. Even though the character This option will remain in effect for the rest of the scene.
can view that other world, they cannot interact without
the use of other abilities or options.
Upgrades:
+30pts Character can select one additional other realm Shape-shifting
to witness. The character can change into any living form
+50pts Character can interact normally with any visible he wishes. The mass of the character may only change by
world. +/- 25%. This means that the character could change into
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Upgrades:
+50pts Shape-shift into a form +/- 50% of normal body
mass.
+100pts Shape-shift into a form +/- 100% of normal
body mass.
+150pts Shape-shift into almost any form regardless of
body mass. GMs should use discretion.
Sharpshooter
This option allows the character to choose one
ranged weapon skill and never have penalties due to called
shots. This effect only applies for single shots. Bursts
cannot be given this ability, nor can it be used at point
blank range. All other penalties still apply to the
character. Thrown, Heavy, and Tactical weapon skills Shrink
may not be selected. The character can shrink from their current
height to 1/10th their full height in one action. The
Upgrades: character may stop shrinking at any height desired up to
+10pts. Reduces the dual firearm penalty against their maximum shrinkage. This shrinkage includes all of
multiple targets by -5. This upgrade can be their equipment and clothing. Characters shrunk in this
selected multiple times, but can never be used manner gain a bonus of +50 to hiding and stealth rolls,
to grant a bonus to strike. but also suffer from a reduced strength, movement, and
+15pts. May utilize Short Bursts with a revolver if that other physical attributes. Requires the Body
is the chosen weapon. Modification skill.
+15pts. May utilize Semi-auto with a pump action rifle
if that is the chosen weapon.
+15pts. May utilize Semi-auto with a lever action rifle if Upgrades:
that is the chosen weapon. -15pts Clothing and equipment remain full sized.
+20pts. Choose an additional weapon skill.
+20pts. Characters suffers penalties for firing at +30pts May retain full mass. This includes full weight,
maximum range. strength, and movement.
+20pts. May ignore penalties when using a chosen +60pts Characters may shrink down to one inch.
Burst weapon. Character has an effective hide and stealth skills
+25pts. Off-hand attacks use the same skill percentage of 100%.
with the chosen weapon. +100pts Characters may shrink down to near
+30pts. Character may ignore movement penalties. microscopic. GMs and players must decide
+30pts. Ammunition. how far is too far, and how much they actually
+30pts. Characters suffers penalties for firing at want to play in this micro-world.
maximum range.
+30pts. Character knows just where to hit: double skill
bonus to injury dealt for the chosen weapon
skill. This may not be stacked with other Sidekick
options or upgrades that increase the ratio of This option grants the character a lifelong and
injury based upon skill rating. devoted sidekick. They could be a robot companion, a
+50pts. Characters may ignore maximum range devoted apprentice, an adopted ward, or even just a
penalties. servant. This sidekick may be created by the player and
should be run as an extension of the player. While
sidekicks are devoted and extremely loyal they are not
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stupid and will not leap headlong into danger unless their penalty of 5 times level to all skills for 1d10 + level rounds
good friend is leaping too. In some cases the GM may after the sonic attack has ended. Three concurrent
need to use them as NPCs, especially when they go on failures or a critical failure on the Health roll will result in
side missions that the PC would not be able to monitor. the victim falling unconscious. This option requires the
Mimicry, Ranged Strike, and Control skills.
Sidekicks begin the game with no option points,
450 Attribute Points, and the Self Taught education level.
Players may funnel option points into their sidekicks in Upgrades:
order to make them more powerful. In this case a Hero +5pts Grants an additional 10 feet to the range of the
Type should be determined for the sidekick. Sidekicks silence field or supersonic attack.
may never take weaknesses. Sidekicks never earn +10pts Heightened Hearing
experience points and only increase their skills when the +50pts Sonar
primary character advances. When this occurs, increase
all of the sidekicks skills by five.
Soul Projection
This option allows the character to astral project
her consciousness out into the ether. The recipient will
Sonar slip into a coma-like state for the duration of the
Sonar is the ability to use sonic and supersonic projection. Once in this state the recipients soul can
waves to determine the locations of objects. This option leave the body and travel independently. This soul is
gives the character the ability to know, without sight, the invisible to all senses. Some spells and abilities, including
general locations of objects and Heightened Hearing. See Magic and Identify Magic, may be able to detect the
These waves are emitted by the character and can be heard soul. Spells or options that detect heat, invisibility, or
by others with the appropriate technology or options. night vision will have no chance for success. Creatures
The character can choose to run silently and only guess at such as ghosts, spirits, or other non-corporeal undead will
the locations of other noise making objects. The character see the soul without difficulty. Souls cannot affect living
may use their full Awareness while running silent to tissue, and have an effective strength attribute of 1. Souls
pinpoint these objects. The range of sonar is only 100 can affect other non-corporeal creatures without penalty
feet above water but 1000 feet under water. Sonar will or restriction. They may only travel in a normal fashion:
not work in outer space. walking, running, and climbing. They may step through
Upgrades: walls and other non-living materials. This option requires
-15pts The sonic waves used by the character can be the Mentalism skill.
heard by anyone. Characters may safely remain in an astral state
until the end of the scene. For every hour past this
+10pts The Sonar range is extended by 10 / 100. deadline the character will have a 5% cumulative chance to
+30pts The sonar is so precise that the character can lose their way home. Lost characters must find someway
see using the sonic waves. Does not give to return to their bodies within one hour or the body will
colors, just shapes and depths of the objects in die. Souls trapped in this way may begin to develop the
range. properties of normal spirits and ghosts.
+90pts Sonic Manipulation
Upgrades:
-20pts Requires cryogenics or near death experiences
to trigger ability. Unless the character is near
death or suspended in a death like state the
option cannot activate.
Sonic Manipulation
This option is the ability to focus and alter +50pts Magical Sight
sound waves. This ability can be used to mimic the voice +30pts Characters may physically project their bodies
or sound of any object that has been heard by the into the Astral realm. They suffer the same
character. This requires the Mimicry skill to be done on limitations on interacting with the corporeal
the fly. Otherwise the character must spend a full minute world as does any other character, but their
practicing the sound to get it just right. The character can bodies will not wither and die without their
also create complete and total silence within a 10 area up soul being present. They can still become lost
to 100 feet away. Finally the character can choose to and disoriented in the Astral Realm.
attack a victim up to 30 feet away with a supersonic attack +35pts Astral flying. Character may move in any
that deals 1d10 injury but requires a Health roll. If this direction at their maximum run.
roll is failed then the character is disoriented and suffers a
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+75pts Astral teleportation. Astral creatures may unaffected but cannot breach the stasis field. The
teleport to any location that is known to them, character can place an area 20 by 20 into stasis. The
or has a living person who is personally character cannot move or interact as she is also frozen in
important to them. This upgrade requires the time. A stasis field can remain for no more than the
Translocation skill. characters Willpower in minutes every three hours,
although she can dispel the effect at any time before the
duration elapses. Any unused time may be saved and
used later on before the character replenishes her time.
This option requires the Control skill.
Specialist
The specialist option allows a character to fully Upgrades:
exploit and develop a specialization. The character gains a +30pts Character can move about the stasis area, but
bonus specialization at a +10. This specialization may cannot affect or interact with any objects or
now be developed normally and may be increased up to a people.
total specialization bonus of +30. Characters that choose +50pts Character replenishes used stasis time after only
this option are usually very devoted to their specialization two hours.
and continue to train and practice during most of their +90pts Character can create a 50 x 50 stasis field.
spare time. +100pts Character replenishes used stasis time after only
one hour.
Upgrades: +100pts Characters can move and interact normally with
+15pts Increase specialization to +16 and the maximum those frozen within the stasis field.
level of specialization to +35. +150pts Character can create a 100 x 100 stasis field.
+30pts Increase specialization to +20 and the
maximum level of specialization to +40.
+45pts Increase specialization to +26 and the
maximum level of specialization to +45.
Stone Form
The character becomes a creature of living
stone. The character does not need oxygen, food, or any
other substance to survive. They are not affected by air or
Stalking water pressures and can survive quite well almost
This option allows a character to move anywhere. While in Stone Form the character triples in
completely silently. There is no roll allowed for normal weight. The character also becomes incredibly tough,
humans and most characters in the vicinity have no chance ignoring most attacks and obstacles. This option requires
to hear the character. This option does not make the the Body Modification skill.
character invisible, but does mask the scent of a character
as well. Characters with heightened senses may be able to
overcome this option with a contested Awareness roll Option Summary
versus Stealth. The character with Stalking receives a Alter Ego into stone form.
bonus of +20 to this roll. Characters with this option Unnatural Armor. PV of 25.
may not be more than lightly encumbered, and may only Hardened
move at a maximum of a jog. This option requires the
Power Fist & Kicks.
Stealth skill.
Immune to gases, drugs, toxins, poisons, cold,
and electricity.
Upgrades: Fire deals Injury.
-15pts Does not mask the characters scent.
Upgrades:
+20pts Adds +5 to Camouflage, Hiding, Stealth, and +90pts Supernatural Strength or Health.
Tracking while active. +90pts Control Element - Earth
+20pts May be at Medium Encumbrance. +112pts Crystal Creation
+30pts May move at a trot and remain silent.
+40pts May be at Heavy Encumbrance.
+50pts May move at a run and remain silent.
Stretching
This option allows the character to stretch and
contort their bodies in strange and unnatural ways. The
Stasis character can stretch their main torso up to of their
The character can place an entire room or area Health in feet. Large limbs and the neck can be stretched
of effect into a frozen moment in time for a short up to 1/10th the characters Health in feet. Smaller
duration. Those outside of the area of effect are
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in space or underwater. The character can survive any within range. This option negates the
amount of heat and cold without penalty. Fire and cold requirement for line of sight, but does not
injury is still inflicted, but weather conditions no longer confer full tactile sensation. Any Awareness
injure the character. rolls utilizing tactile sensations will have a
penalty of -20.
+50pts Full Tactile Bio-feedback. As above without
Upgrades: penalties.
+25pts Metabolic Control
+45pts Regeneration +60pts Mental Force shield of PV 10
+45pts Resistance +75pts Mental Force shield of PV 12
+55pts Hardened +90pts Mental Force shield of PV 15
+90pts Supernatural Health +105pts Mental Force shield of PV 17
+120pts Mental Force shield of PV 20
+135pts Mental Force shield of PV 22
+150pts Mental Force shield of PV 25
Telekinesis
This is the ability to concentrate on an object
and move it with the force of their mind. This option
requires the Telekinetic Control and Ranged Strike skills.
They can lift an object or group of objects and move it at
walking speed or manipulate it with the dexterity of a
human hand. The mass that a character can lift depends
on sheer talent and force of will. The character can also
levitate an object into the air and have it strike another
person or object as if it were a short ranged thrown
weapon. A Willpower check can enable a character to lift
1.5 times normal for one round. Characters begin play
with the ability to lift 50lbs mentally plus a bonus of 10lbs
for every additional level of experience. Base range of
telekinesis is 20 feet from the character.
The mass a character can lift is reduced by a
factor of ten when throwing an object hard enough to
inflict injury. For example: A character that can lift 1000
lbs could only throw objects weighing up to 100lbs with
any force. The attacker must roll to attack using the
Telekinesis skill. The defender retains all applicable
Defensive Tactics. The mental force shield ability can be
purchased as an upgrade for the character. Only one
shield can be activated at any time, and can cover only one
individual. Telepathy
Telepathy is one of the most powerful psychic
Upgrades: abilities known to man. The ability to read the minds of
+1pt Additional 1 lb lifting ability. others, project thoughts and emotions, and instantly react
+5pts Additional 10 lbs lifting ability. to the actions of others is nearly unbeatable. Telepathy
+5pts Base range is increased by ten feet. requires the Mentalism skill. A telepath may read the
+15pts Additional 50 lbs lifting ability. surface thoughts of any victim within a true line of sight.
+15pts Character can lift one additional object Binoculars, video equipment, or other devices cannot
simultaneously. The total weight for the objects augment this line of sight. This requires one action and a
to be manipulated may not exceed the new victim may be chosen every action. A deeper probe
character's total lifting maximum. can be attempted into the victims memories, but it
+30pts Base range is increased by one hundred feet. requires one full round for every year that has passed
+50pts Additional 250 lbs lifting ability. since the event occurred.
+100pts Additional 500 lbs lifting ability. Victims may attempt to resist the examination
with a contested Willpower vs. Mentalism check.
+30pts Tactile Bio-feedback. The character can use the Telepathy can also be used for two way silent
TK as a hand to grasp and grope blindly while communications, and to project images and words into
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the minds of others. If the character is using this ability character must be able to see or have been to
to distract a victim they may receive a Willpower or that location some time in the recent past. Any
Concentration skill roll to ignore the effects during other modifiers or conditions may be placed, as
combat. Failing this roll may cause the victim to lose the GM desires.
actions or initiative depending upon the situation. +50pts Teleports one mile per level. The character
must be able to see or have been to that location
some time in the recent past. Any other
Upgrades: modifiers or conditions may be placed, as the
+15pts Combat Teeps have an additional bonus of +5 GM desires.
to all combat rolls versus applicable targets. +100pts Teleports ten miles per level. The character
+20pts Combat Teeps may include one additional must be able to see or have been to that location
target to include within their focus. some time in the recent past. Any other
+45pts Beguile modifiers or conditions may be placed, as the
+45pts Truth Tell GM desires.
+45pts Psychic Translator +150pts Teleports one hundred miles per level. The
+75pts Combat Teep. The character can tap into the character must be able to see or have been to
subconscious of those around him to help avoid that location some time in the recent past. Any
injury, predict their next moves, and slide past other modifiers or conditions may be placed, as
their guard. Unless fully defensive, the combat the GM desires.
teep can only focus upon one victim per round. +200pts Teleports one thousand miles per level. The
With a successful contested Mentalism vs. character must be able to see or have been to
Willpower check the character gains a bonus of that location some time in the recent past. Any
+20 to all combat strike and defensive skills. other modifiers or conditions may be placed, as
+90pts Command the GM desires.
+95pts Everyman +250pts Teleports ten thousand miles per level. The
+95pts Illusion character must be able to see or have been to
+120pts Memory Alteration. A character with this that location some time in the recent past. Any
upgrade can remove or alter a victims memory. other modifiers or conditions may be placed, as
Each memory to be changed requires at least the GM desires.
one hour of constant, delicate work. Victims
will always receive a full Willpower vs.
Mentalism check to resist the manipulation.
With enough dedication, time, and a bit of luck
a victim could be reprogrammed to attempt
certain actions or even given a new personality.
The time and penalties are up to the GMs Time Freeze
discretion. This option allows the character to step outside
+145pts Possession of the normal flow of time. Everyone else in the world is
frozen in time, unable to move, act, or even able to know
what is going on. The active character may move freely
around, but cannot interact with anyone or anything
around them. It requires time to open a door, move a
chair, or shoot someone. The character may un-stick time
at any point they desire, but their own personal time and
aging continues while everyone else is frozen. This
Teleportation option requires the Control skill.
Allows the character to teleport 20 feet for
every experience level of the character. The maximum
amount that can be carried and teleported with is equal to Upgrades:
the STR + HEA of the teleporting character. Characters -30pts Characters may only remain outside of time for
must have line of sight to the target location. This option 1 minute. After ten rounds the normal flow of
requires the Translocation skill. time resumes. The character can only freeze
time once per hour.
-50pts Characters may remain frozen for one round (6
Upgrades: seconds) every thirty minutes.
+5pts Add 5 to the total teleportation range.
+15pts Increase total range of teleport by one +30pts Character has developed this ability into their
increment. Characters will have the range as if form of personal combat. All combat actions
they were one level of experience greater than gain a bonus of +20 as the character seems to
they actually are. flicker in and out of reality.
+30pts Teleports one mile instead of feet. The
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+50pts May include others that are within personal Health and Willpower rolls, even if this sleep is
contact. Breaking of the physical contact will broken into smaller segments.
freeze the others back in time. +30pts Cumulative penalty is reduced to -5 per twelve
+50pts The character may interact with inanimate hour period.
objects normally. Some complex devices that +30pts Character can ignore wound penalties for a
include combustion, electrical impulses, or other number of rounds equal to their experience
technological systems cannot be operated while level. Characters must successfully roll Health
time is frozen. or Willpower to activate this upgrade.
+90pts Supernatural Quickness +30pts Character enjoys an additional 24 hours before
+200pts The character may interact with living creatures any rolls are required. This may be purchased
normally. This upgrade is extremely dangerous multiple times.
and GMs must approve the selection of this
option.
Tolerance
This option grants a bonus of +20 to resist the
Time Travel effect of any single poison, toxin, or drug. The particular
This option requires the explicit permission of poison, drug, or toxin must be selected at creation and
the GM. This option allows the character to travel cannot be changed.
through time. How exactly time travel mechanics
operate, what eras the character can travel to, the range of
the temporal dislocation, the level of manipulation, and Upgrades:
the effects of paradox should be discussed between the +5pts. Additional bonus of +10 to chosen poison,
players and the GM before this option is allowed. I cant drug, or toxin.
stress this enough: THIS OPTION IS DANGEROUS. +5pts. One additional poison, drug, or toxin enjoys the
Time travel can be one of the greatest campaign killers resistance bonus.
and is included only for completeness. That said, a +20pts. The bonus to resistance applies to all normal
campaign built around time travel could be exhilarating poisons, drugs, and toxins.
and kept fresh if done well. This option requires the +50pts. The character is immune to the effects of the
Control skill. chosen poison, drug, or toxin.
True Sight
Tireless True Sight allows a character to see the truth
The character with this option can easily resist that has been hidden from the eyes of most. It peels back
fatigue and sleep deprivation for long periods of time. the veil of lies and illusion that covers some creatures and
This option requires the character to have a minimum objects. Once activated, this option will allow the
Willpower or Health of 80. The character can stay active character to have a strange double vision effect as he sees
for 48 hours without any roll required. After this period both the illusion and the truth superimposed upon one
has elapsed a Willpower or Health roll is required for another. It allows characters to see the true form of shape
every 12 additional hours of consciousness. There is a shifted creatures and individuals, ignore illusions, and
cumulative -10 penalty to every roll after the first. Failure penetrate visual deceptions. The Game Master is the
will cause the character to become tired and listless. final arbitrator of what can and cannot be seen by the
gifted individual.
The character will suffer a penalty to all skills
equal to the cumulative Health / Willpower penalty. This
penalty will remain in effect until the character sleeps for Upgrades:
three hours per 24 hours of avoided sleep. Characters +30pts Character can see through non-magical
that continue to avoid sleep at this point must make disguises.
resistance rolls every hour to remain awake. The +30pts Characters can innately sense supernatural
cumulative penalty increases to an hourly rate. Characters creatures that are not hidden or disguised. They
that receive at least three continuous hours of sleep per often sense a feeling of wrongness from the
day will avoid requiring this roll. individual. Players may choose the exact
sensation or warning they receive from this
upgrade. This upgrade does not inform the
Upgrades: character about the powers or race of the
+15pts Character only needs catnaps. Three hours of subject.
sleep per day will allow the character to avoid
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Upgrades:
Unnatural Limb
+50pts The character can force the victim to speak This option allows the character one additional
truthfully. The victim may resist normally, and arm and hand combination. A set of extra arms (or odd
does not have to say anything. Anything said numbered additional arms) can be used to perform a
however must be the truth if they fail to resist. second task without penalty. However the task must be
similar to the first task. Thus the character cannot disarm
a bomb while sword fighting a Vartith or anything else as
complex. Also attacks must be ranged or close, not both!
Despite having extra arms, the character only
Ultra Vision has two eyes and must concentrate on a target if they are
This character can see in every known spectrum close. Most often the extra arms will come into play for
of light: Visible, Infrared, and Ultraviolet. In addition the holding different weapons to keep them at ready, or to
character can see heat emanations in the air and off fire more times at a single target at range, or engage a
bodies. This does not allow characters to see through single target in hand to hand.
solid objects.
Upgrades:
Upgrades: -15pts Limb is a tentacle instead. Tentacles have only
+50pts Characters can see through solid objects. The of the characters dexterity. Skill use by
range of this ability is dependent upon the tentacles has a penalty of 25 for complicated
density of the material being viewed through. actions. This option can be repurchased for
Denser elements such as lead or gold may each arm and hand combination.
prevent this ability.
+10pts Character has a full pair of extra arms and hands
instead of a single additional arm and hand
combination. This applies only to the first
additional pair.
+30pts One additional arm and hand combination.
Unnatural Armor +50pts Two additional arm and hand combinations.
The character has a self-repairing form of armor
that protects her entire body. The base PV of the
unnatural armor is 10. The form and description of the
unnatural armor can be anything from cybernetic body
armor, lizard scales, fur, toughened hide, metal, stone, or
even energy fields. The more durable and resistant the
unnatural armor, the more obvious it should be to Unremarkable
observers. The character has a knack for staying in the
background of every situation. The character generally
Critical hits may lower the PV of unnatural stays unnoticed and is quickly forgotten by those who do
armor temporarily. While healing normal or accumulated notice the character. The characters Beauty must fall
injuries, 10 points of healing may be diverted into between 45 and 55 and cannot be raised or lowered
regenerating one PV or armor. If the character prefers, without damaging this option. Unremarkable characters
two days of healing can heal 1 PV. cannot choose any options or weaknesses that would
automatically destroy this appearance of normalcy and
Upgrades: mundanity. Alter Ego and options with a marked change
-15pts Armor is artificial in nature and may be to the characters appearance could be used to retain this
removed, lost, or destroyed. ability and purchase options that would normally hamper
-15pts Armor is bulky and prevents any other armor or destroy this illusion. Characters may attempt
from being worn. contested Mentalism vs. Willpower rolls to return to the
-15pts PV is only 5 and cannot be increased. background if noticed. Characters with this option tend
towards average height, average build, brown hair, brown
+5pts Increase PV by one. eyes, and no distinguishing characteristics. This option
+20pts Increase PV by five. requires the Mentalism skill.
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simultaneous launcher require ten additional +50pts Ambient Shields. Grants an additional PV of 10
option points. to all locations. Further shield improvements
+50pts Missile Ordinance Rack. A large system of can be purchased at a rate of 3 PV for every 5
missiles may be installed onto the vehicle. This option points spent. Requires 25 cargo.
rack may be mounted without a turret in a +50pts Pinpoint Shields. This shield system requires a
single direct fire system. Each missile mounted tactical officer. Shield emitters create a small
in this way requires 10 cargo. Racks attached to 5x5 force field that can be projected and
turrets only require 18 cargo for every two maneuvered around the ship. The shield can
rockets in storage and ten for each simultaneous deflect one attack per action and uses the
launcher. Additional simultaneous launchers operators tactical weapons skill in the same way
require twenty option points each. as defensive tactics is used normally. Requires
15 cargo per shield unit.
+1pt Reinforced Grille / Nose. The vehicle has a
percentage chance equal to three times the body
PV of the vehicle not to take any damage from Performance Upgrades
head on collisions. If the vehicle does take +3pt An additional 2% bonus to maximum speed.
equipment damage from such a crash the first +3pt Electric Powered / Hybrid Engine. The vehicle
damage box will automatically be this piece of is either purely electric or a Gas / Electric
equipment. No other effect must be rolled for Hybrid engine.
that damage box. +5pts Additional 20% to maximum range before
refueling. Requires 1/10th total cargo space.
+5pt Computer Assisted Laser Targeting. Grants a +6pts Remote Control Operation. Allows a remote
bonus of +5 to tactical weapon strikes. An operator to pilot, check operational status,
additional bonus of +1 may be purchased for utilize weapon systems, and access vehicle
every two option points spent. computer systems. There is a 10% penalty to
+10pts Auto-Targeting. Computer has a 25% skill in piloting skills when using this system.
tactical weapons and one action per round. A +10pts An additional bonus of +2 to piloting rolls.
bonus of +5 to the skill costs ten additional +10pts Vehicle has a bonus of +5 to handling rolls for
points. An additional action costs fifteen option speeding and exceeding the recommend cruising
points (Max 3). speed only.
+10pts Auto-pilot. 25% piloting skill and an additional
5 skill for every ten additional points spent.
Armor & Body Upgrades +10pts Vehicle has a bonus of +5 to piloting rolls when
+5pts One additional point of PV added to either sudden braking is required.
Passenger or Body PV. Every three points of +10pts Additional Petroleum Engine. Secondary
PV added to the passenger compartment will engine with appropriate linkages in case the
reduce the cargo by 1. primary malfunctions.
+5pts Oversized. Grants a bonus of 10% to available +10pts Solar Powered. Photocells store energy that can
cargo, but grants a penalty of 5 to all piloting be used to power electric or energy using
rolls. vehicles. Requires 3 cargo for storage cells and
+5pts Fireproof. No flame or heat weapons can photoelectric cells.
damage the vehicle. Vehicles without a proper +15pts Fuel efficient. Allows a doubling of maximum
air-recycling or cooling system may cook its range before refueling.
occupants. +30pts Nuclear Powered. Requires 1,000 cargo.
+10pts One additional Damage Box. Each Damage +50pts Mini-Fusion reactor. Requires only 125 cargo.
Box requires 5 cargo. No vehicle may have +100pts Micro-Fusion reactor. Requires 8 cargo.
more than a 50% increase in Damage Boxes.
+10pts Vehicle Separation. The vehicle can split into
several smaller units, be they ejection pods, Special Upgrades
scout ships, or other mobile units. Each +1pt One additional unit of passenger seating.
separation point requires 3 cargo and the Requires 10 cargo.
additional option points to purchase the new +1pt Remote Ignition System. Start the vehicle from
vehicle. 500 feet away.
+15pts Hardened. Vehicle now has full PV against +1pt Winch & Cable System.
armor piercing attacks. +1pt Entertainment System. Television, VCR,
+15pts Radiation Shielded. DVD, console games, and other fine systems to
+30pts EMP shielded. Counts as being EMP shielded shut up the kids. Requires 2 cargo.
for electrical attacks, EM Pulses, or other +1pt Vehicle Tracking System. Allows the owner to
electronic counter-measures. Requires 1 cargo. monitor the position of the vehicle remotely.
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Water-born
+15pts Underwater Propulsion. Allows a vehicle to The water-born are a loose grouping of those
maneuver while underwater. Requires 7 cargo. creatures that have adapted to an aquatic environment.
Maximum speed is 20 MPH. They can all breathe normally underwater as well as
+30pts Space Propulsion. Requires a vehicle that can above, but are limited to either salt water or fresh water.
withstand the rigors of space and 10 cargo. They can all move at their normal movement rates while
These small concealed jets spray bursts of gases in water, and can fight without penalty there as well.
to maneuver the vehicle. Maximum speed is 45
MPH.
+30pts Helicopter Capable. Requires 150 cargo but Upgrades:
will allow another form of vehicle to extend a +15pts Not limited to only fresh water or salt water.
set of helicopter rotors. This will allow the +45pts Animal Communication
vehicle to fly and hover like a helicopter at a +45pts Supernatural swimming speed. This upgrade is
maximum speed of 45 MPH. identical to Supernatural Running Speed but
+30pts Hover Capable. This allows the vehicle to only applies while swimming.
hover up to 15' above the ground, and mimic +55pts Sonar
Anti-gravity vehicles. Maximum speed is 45 +90pts Control Element Water
MPH and requires 10 cargo.
+45pts Flight Capable. Requires 150 cargo to conceal a
set of wings and either a jet or propeller engine.
Maximum speed is 45 MPH.
+50pts Cryo-pods. Stasis / Freezing pods that prevent
aging and other effects. Requires 10 cargo per
Wealthy
The character has a tremendous financial
pod.
portfolio and has attained much wealth during his life.
+50pts Escape Velocity Rockets. Requires 100 cargo
The character has an additional two points of resources to
and a vehicle already capable of flight and is
spend in any of the following categories: Income, Junk,
sealed for space travel. These large rockets
Lifestyle, Natural Resources, Property, or Savings.
ignite and sent the vehicle racing at an
Characters may increase any of these resources above six.
astounding MACH 5.
+100pts Interplanetary Travel. The vehicle moves
extremely fast and can easily travel between Upgrades:
planets in a solar system. This upgrade requires +10pts One additional point of resources to be spent on
150 cargo and may not be available for all a resource with a rating of six or less.
campaigns. +20pts One additional point of resources to be spent on
+300pts Faster than Light Travel. This vehicle utilizes a a resource with a rating of six or more.
system that allows it to travel via hyperspace,
slip-space, or warp faster than the speed of
light. Requires 1,000 cargo.
+450pts Jump Engines. Near instant teleportation
across vast space. Requires 1,000 cargo.
Weather Control
This option allows the character to control the
weather within a 1-mile radius. The character has
complete control over the temperature, wind speed,
precipitation, humidity, cloud cover, and even barometric
pressure of his domain. Major changes require several
minutes to complete and will incur penalties to the
control roll. Any diametric seasonal events or conditions
will always require a Willpower roll to complete and may
have a penalty as determined by the GM.
Unique events such as tornadoes, hurricanes,
immense lightning storms, and monsoons will require a
Special Maneuver and five minutes to summon. The
weather control will last as long as the creator desires, but
repeated attempts will begin to tax the character. This is
entirely at the GMs whim and discretion. This option
requires the Control skill.
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Upgrades: arcane tomes to know how to wield magic, they just call
+15pts Grants one additional mile radius of control. on it and it is there. When purchased, this option grants
+30pts Requires half normal time for weather change. its user three spell effects with a minimum skill of 30 or
less.
Every additional experience level will give the
character a bonus of +30 to the range of allowed
minimum skill for spell effects. The character will
Well-Connected automatically learn one spell effect from this new range of
The character knows a lot of people in many spells. Characters must choose to spend option or
walks of life. The character has an additional two points experience points to gain additional spells effects. All
of resources to spend in any of the following categories: spells cast are cast using the Cast Wyrd Magic skill, and
Allies, Contacts, Extras, Fame, Friends, Human may be selected from any Discipline. There is always a
Resources, Influence, Informants, Mentor, or Patron. penalty equal to the normal spell casting penalty of the
Characters may increase any of these resources above six. spell effect. It should be noted that due to the unusual
channeling of magical energy, a Wyrd Mage can not have
any of the more common magical disciplines.
Upgrades:
+10pts One additional point of resources to be spent on Wyrd magicians are not drained like standard
a resource with a rating of six or less. magicians. Instead the drain is applied as lost temporary
+20pts One additional point of resources to be spent on health. These wounds are unable to be healed by any
a resource with a rating of six or more. means, but return at the rate a mage would recover from
drain. A wyrd mage that drops below thirty Health will
begin to suffer penalties as if their injury points had fallen
to an identical level. If a wyrd mage should ever drop
below one point of Health they will perish unless
immediate medical attention is applied.
Will-working
This very potent option allows the character to
warp reality to suit their desires, perceptions, and whims.
This option can only be selected by characters with a Upgrades:
-30pts Character takes twice normal health drain for
Willpower rating of at least 80 and requires the Control
skill. In general practice the character must roll their spells.
Control skill to gain the desired effect for simple changes.
Changes that involve technology, life sciences, or other +50pts Character only takes half of the normal health
drain for spells. Rounded up.
complex areas of knowledge may require a skill roll in
that field of study rather than a general Control roll. +50pts Character recovers health drain at twice normal
rate.
More complicated changes may have a penalty to this roll.
For example: A character wants to fix their car by just
willing it done. Simple things like basic maintenance or
fixing a flat could be done with a simple Control roll.
Fixing the alternator or suspension system will require a
more detailed knowledge of the car and its components.
Spell-like effects require a spell casting skill in
the appropriate Discipline. Characters with this option
may purchase these skills to implement this ability but can
never learn true spell magic. There is always a penalty
equal to the normal spell casting penalty of the spell
effect.
Wyrd Magic
Wyrd magic is natural magic that flows through
the magician. The flow of magical energy in the mage is
such that magic is natural and easy for him or her. A user
of Wyrd Magic does not need to study books or scrolls or
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Dependants The character has a sick mother mediation, hard work, and tears.
at home, a crippled wife, or a young child. Hunted An organization wants that character
These poor NPCs need the characters love and dead or under their control. This dark
attention and often become the favorite target organization provides 45pts, should be created
of GMs and villains alike. Dependants are by the GM and should have at least 120 points.
worth 30 points for the first and 5 points for Larger organizations are worth 60 points and
every additional. have at least 250 points to spend on
Depth Perception Perhaps the character has organizational upgrades. These organizations
lost an eye, or his vision just doesnt work should follow the same factors as enemies:
correctly. Either way the character has a Frequency; Power; and Motive.
penalty of -20 to all ranged skills and gains 30 Illiterate This weakness is worth 30 points
points of weakness. and is only available in chronicles that grants
Distinctive Features Another trivial free language skills and literacy to characters.
weakness. These features should be impossible Chronicles that do not assume literacy cannot
to remove or permanently disguise. The more benefit from this weakness. The character
odd, unusual, or unique the more they will be cannot select any literacy skill, but can choose to
remembered and the more points they will be purchase additional languages to speak.
worth. 3 10 points maximum. Characters can spend option points to pay off
this weakness later during the chronicle for the
Enemies Ah, personal enemies. What better
full 30 points.
way to introduce NPCs who want to beat the
crap out of the players? The point values on Inept The character just cant seem to
enemies are based upon two things: how understand one category of skills. The
powerful they are; how often they show up to character must choose one skill group (or create
hurt the characters; and how badly they want to a new large related skill grouping) that their
hurt or kill the character. Rivals are mostly character has trouble grasping. The character
those who want to humiliate the character or must have access to the skills within the group,
prove their superiority, but dont wish any and have selected at least one of the skills.
permanent harm. They may even team up with Every skill in that skill group has a penalty of
the players later on to accomplish a shared goal. -10 to all rolls. In addition, increasing the skill
Most enemies are worth 30 points. They are with experience points is more costly by one
equal in power to the character and have experience point per skill rating. The base
resources and abilities that rival the groups value for this weakness is 30pts, but smaller
abilities. The more common the enemy, the groupings may reduce this to 15pts or fewer.
less they should want to hurt the players. The Instability - A certain amount of basic leniency
more powerful the enemy, the less frequently is assumed with most powers. For purposes of
they should appear in the campaign. Enemies convenience, form shifts keep your basic
that have more than one of these factors maxed equipment and apparel intact, auras don't
should be worth 45 or 60 points. disrupt other sensitive equipment, et cetera.
Extra Injury Taken - The character is simply This weakness changes that. The minor
susceptible to some form of attack. The player version (10pts) makes it such that the power it
should choose a fairly common attack form and is applied to causes all sorts of harmless, but
receives 30 points for double injury inflicted. meddlesome, effects. For example, a force field
Every additional multiplier will grant an power might really hamper your cell reception,
additional 15 points to the weakness. a stone form might get all your clothes covered
in rock dust when you shift out, and high
Honor Codes While most beliefs and
gravity might ruin all the elastic in your
personality quirks should not be considered
waistband. There are times where this will
weaknesses there are some codes of honor that
clearly hamper the character, but it should never
do hamstring the character. A knightly code of
be truly dangerous. The major version (30pts)
honor will constrain and control a character
and is far more troublesome. Most form shifts
when they may be dead set against it. A pacifist
utterly destroy your clothing and any items
will never kill even if they want to save
being held. Auras would damage sensitive
anothers life. Stringent codes of honor count
equipment and possibly interfere with nearby
as 30 point flaws. Less stringent codes may
fields. These effects should be truly hampering
only quality for a 10 or 15 point weakness. The
for the character, as well as those around him.
GM may allow a Willpower roll with a hefty
penalty to combat the code, but the character
must atone for this digression with prayer,
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Karma Karma is the universes way of Obsessed The character has one thing in their
balancing everything out. Good deeds are life that comes before all others. Whether this
rewarded, but foul and evil actions are is an object, person, or place the character gains
punished. The character or GM should keep 15 points. Every time this obsession comes into
track of major actions that the character play the character must roll Willpower to resist
attempts. Each good act should give the falling into the obsession. The GM should
character one positive point. Each selfish, apply penalties to this roll depending upon the
uncharitable, or rotten act should give a nature and severity of any threat or large benefit
negative point. And yes hurting someones associated with the obsession.
feelings does count as a negative point. Out of Shape The character is either
Attacking a guard counts as a negative point. overweight or just plain lazy. Dont be
Any combat that is not in purely self-defense offended I have this weakness myself. Every
counts as a negative point. Once the karma minute of strenuous activity requires a Health
goes negative, then the character suffers a roll or the character must rest for one minute.
penalty of 5 times the characters experience This weakness is worth 15 points.
level to all rolls. This counts as a 30-point flaw.
Poor Eye-sight This affects both normal and
Major Debt The character owes someone a any other forms of vision. The character
lot of money. 4d10 + 10 times $1,000 actually. suffers a penalty of -10 to all Awareness rolls
This loan source wants their money back now, concerning vision. The character gains a
and the character had better not think about number of option points equal to the vision
bankruptcy laws unless they want to swap this penalty. Characters with distance vision cannot
30pt weakness over for hunted. take this weakness, but those who wear glasses
Mental Bitch Someone owns the characters or contacts may. Blindness grants 90 points of
mind. This person is usually a rival or a villain, weakness.
and the character will always fail a willpower Power Limitations These weaknesses apply
check against them. The character receives directly to the power just like negative
15pts for this humiliating weakness. upgrades. An option that cannot affect roughly
Monster The character looks to be 10% of possible targets is worth a 5 point
completely alien, monstrous, or unearthly. weakness. A 50% loss of possible targets is
Characters such as bug-eyed space aliens, worth 15 points of weakness. A 75% loss is
mutant animals, and other monsters may take worth 30 points of weaknesses, while an option
this 15-point flaw. Standard races such as that can only affect a select few individuals is
Secotah and Vartith already have this flaw worth a whopping 50 points of weakness.
factored into their point cost. Rage Rules The character is overrun and
ruled by his rage. Certain options or races may
have this weakness mentioned in their
description. The character cannot control their
emotions and will lash out at the slightest
provocation, at least verbally. If the character is
injured, slighted, or greatly annoyed the GM
may require a Willpower roll. If this roll is
unsuccessful then the character flies into an
uncontrollable rage attacking the instigator. If
the roll is successful the character had better get
out of that situation quick, before additional
jibes and aggravation require a second
Willpower roll, this time at -20. The third roll,
if required, should be made with a penalty of
-40. Once the character rages, very little should
allow an additional willpower roll to regain
control. Major events such as killing a good
friend or loved one may allow such a roll. The
character can instantly change victims if a new
victim appears that is more aggravating than the
previous target. Once a victim is on the ground
unconscious (under 0 IP) the character may
attempt an additional willpower roll at the same
level as they failed. If successful the regain
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Allies Arsenal
Allies are non-player characters that assist the This resource describes how many weapons,
character with important or dangerous tasks. An ally is guns, and ammunition the character can acquire with
someone who believes in similar causes, ideals, or beliefs. regularity. Characters will have a steady supply of
As long as you are working for the same goals or pursuits equipment based upon the Arsenal Rating. These
then they will sell nearly any goods, information, or weapons should be considered untraceable: serial
services that they can acquire. Special, dangerous, or numbers shaved off, multiple blind drop points, or
unusual services can often be had for the right price. Easy minimal decoration. Players should decide where the
services, cheap items, or simple services may be given free arsenal is located, and why the character has access to it.
of charge. Some allies will fight or place themselves in The character should never be presumed to have the
danger for the common goal or ideal. Some allies are arsenal on his person.
more mercenary in nature and the only cause they will
strive for is cold hard cash.
Arsenal Ratings
For every two points of rating in this resource 12 Characters can obtain only standard
the character has one ally. Allies begin with 1/3rd the ammunition or simple weapons such as knives
normal option points allowed for player characters. and throwing stars.
Additional option points may be allowed by the Game
Master to flesh out an ally. Allies should be a joint 34 Characters have access to cheaper handguns and
creation between the player and Game Master, and should melee weapons such as swords, clubs, or axes.
be used to balance and further develop the character.
Every ally should be treated as a player character with a 56 Characters are now able to acquire less common
background, concept, history, and personality: not simply ammunition, such as silver or wooden bullets,
as a list of stats and ratings. for firearms. All melee and ancient missile
weapons are available to the character. The
character can now obtain hunting rifles,
shotguns, most handguns, and a variety of
common weaponry. Police style body armor
and some specialty surveillance equipment are
also available.
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This resource should be further defined by the from the players, but it should become known during the
specific occupation, sub-culture, or faction. Common chronicle.
examples of such groupings include Criminals,
Politicians, Police Officers, Professionals, Academics, Lower levels of this resource generally give no
Mafia, Vampires, Bureaucrats, and even Gamers. This bonus in terms of game mechanics. However, non-player
resource can be selected more than once if multiple characters will often act differently around a character
groupings are desired. The player and Game master with destiny as they unconsciously try to assist or hinder.
should discuss how the character gained the contacts and Those with the gift or ability to read the fabric of fate
how he maintains their relationship. may be more adamant and obvious about helping,
obstructing, or remaining neutral. Characters with a
While generally trustworthy, contacts can higher level of Destiny are fated to change the face of
betray or inconvenience a character if sufficient reason nations, alter the course of history, and often become
exists. Game Masters should be generally helpful with legend. Any character with a Destiny greater than six
contacts that are purchased as a resource versus those that adds one to his Drama Pool.
are acquired during play. This is the largest difference
between contacts gained using resources, the streetwise
skill, and good role-playing. The Game Master and
player should describe and create important contacts.
Very few contacts will have any options, abilities, or Extras
powers. Extras are the servants, followers, and
subordinates of the character. They may like and respect
the character, but they either do not have the same
rapport or ability as a friend or ally. They are intended to
be the butler, the chauffer, and the personal assistant.
Each extra should be a full and complete individual with a
Database concept, personality, desires, and goals. As long as the
The character has access to an online database supervisor assists them in garnering their desires they will
or information archival system. This access may or may serve faithfully and well. They may not just be working
not be legal, authorized, or morally correct but the for the character out of a desire for money; many extras
character has experience with the system and a history of are looking for power or prestige. The character has one
accessing it. Reasons for the access could be as simple as extra for every point of rating in this resource. Players
having a girlfriend who works with the database and gives and Game Masters should create any extras together, but
up the pass-codes to as complex as the character extras often do not have any option points.
continually hacking the system. Whichever the situation
the character should have free access to the information
contained within. Every database requires a separate
resource.
The rating of this resource describes how large,
how complete, and how private the information contained Fame
within. Low ratings may only give access to small This resource is a measure of the popularity and
governmental databases that keep track of fishing licenses prestige the character has attained. Famous characters
or school grades. Higher levels of database include state- may benefit from enhanced social modifiers, perks from
wide departments of motor vehicles, FBI criminal fans, and adoration by others. Corporations and
databases, or even NSA systems. Most databases fall organizations may ask the character to endorse products,
somewhere in the middle and require consensus between services, or public messages. Characters may also find
the player and Game Master. others who loathe their personal views and take
opportunities to make it known. The character will
suffer a loss of privacy as everyone wants to know where
they are, what they are doing, and what they had for
breakfast.
Destiny Low levels of fame denote that the character is
Characters with this resource have been blessed only known locally or in a small sub-culture: local football
or cursed by fate to accomplish some action or goal. Any star or web-comic artist. Higher levels of fame should be
aura reading, long term fortune-telling, psychic senses balanced by the target group and the level of renown.
used upon the character will reveal this. The exact fate The smaller the target audience or sub-culture the greater
for the destined character should be decided by the player the fame in that particular group, but a much smaller level
and game master, but the more important or large the of fame in the mass market. Starting with a Fame of
destiny the higher the Destiny rating must be. Some eight characters will begin to become a household name in
GMs may wish to keep the characters Destiny secret national or even international media.
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9 Character has a fabulous income. The character should select which criminal group they are allying
receives an extra $20,000 a month after themselves with and their approximate level of power.
expenses. Being a lieutenant for a gang of thugs is much different
from being a lieutenant for a New Jersey Mafia family.
10 Character has a fabulous income. The character In addition, criminal organizations are often not known
receives an extra $30,000 a month after to each other outside of a certain radius. A New York
expenses. mobster would have a much harder time attempting to
influence anyone out in Washington State, but a few
phone calls might at least get a meeting with a local leader
or two.
Influence The Media in this country today has a huge
Influence is the resource that reflects the level of influence on most Americans. A character with
political muscle that the character has garnered. Influence some level of this resource can dictate what is shown or
includes the political connections, favors owed to the printed, when it is distributed, and how it is distributed.
character by those with power, governmental authority, Those with this resource do not have to be famous to
blackmail information, and other elements that could exercise their power. It is the people behind the scenes
influence the way another person acts. This is entirely a that determine most of what we see everyday: the field
social resource and does not rely on any options, brute reporters, the directors, and the corporate executives.
force, military power, or mind control to have sway. And this resource is not limited to television: radio,
Characters with a low level of influence may only affect a newspapers, internet blogs, magazines, web-zines, and
small number of people greatly, or a great number of recording labels are all possible spheres of influence.
people minutely. Players and GMs should decide on While not as instantly effective as political influence, even
which rating is appropriate for the amount of influence politicians take notice when their constituents seem to
desired. really care about something.
Players must select the sphere of influence that Religious influence has been a great source of
the character possesses. Each sphere of influence is a power in human history. This sphere of influence deals
separate resource and must be purchased separately. solely with the internal politics of the specific church.
Most influence is based upon allies and friends in Characters that desire direct political power should select
government. Political influence is divided into the three one of the other spheres of influence. In some ways this
branches of government: Judicial, Executive, and sphere is similar to both legislative and media influence.
Legislative. Each branch has its own political players, Those in power can alter existing doctrine, enforce edicts,
advantages and drawbacks. A character with a great deal and control church law. They can also instruct priests on
of legislative influence may be able to dictate the way a what to tell their worshippers about certain issues. They
certain law is written and who votes for it, but may not be may also be able, with enough time and influence, to
able to stop the governor from applying his veto. Most change the basic tenets of what is held as good and evil of
executive influence is obtained by actively being a part of the larger culture.
government. Most executive agents from police officers
to IRS agents have lower levels of executive influence: the Academic influence is similar to religious
influence is granted by their governmental authority. influence. Both have a hierarchy that tells those within
Without that authority they are just a guy in a cheap suit what to teach, how to teach, and when to teach. It also
waving a piece of paper. With it they may have control spreads ideas to students and the greater outside culture.
over a situation or the edge to accomplish their goals. While it often isnt as powerful as the other spheres of
influence it often has the longest effect upon the
Politics is not the only form of influence. Every population. Teachers and administrators are shaping the
culture in human history usually has a hierarchy or set of next generation of students, and shaping the next
leaders, rules, and regulations. While some of these sub- generation of teachers and administrators.
cultures may not have power outside of their fiefdoms,
they may control life and death situations within. If the
campaign offers other races, hidden cultures may have
developed with their own unique power circles and
political systems. Each is a possible source of influence.
The more common spheres of influence beyond political Informants
include: Criminal, Media, Religious, and Academic. Characters with this resource have a network of
Criminal influence is a very broad and complex informants, stoolies, and spies that gather information.
sphere of influence. In most societies there are groups of Unlike Contacts, this resource denotes the total size of
competing criminals and organizations. While they may the information network, not the number of individual
occasionally work in unison to further some joint project, people within. Every informant expects to be paid for
most criminal groups do not interact peacefully. Players information, although this payment may not be financial
in nature. Drugs, information, services, freedom, and
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Occult Libraries are very similar to technical Those with a high level of lifestyle often live
libraries except they always deal exclusively with the pampered and luxurious lives in splendor. They own the
occult, supernatural, and magic. They often contain spells finest cars, jewelry, and electronics. They can afford most
and rituals, descriptions of otherworldly realms, services they desire and often travel or entertain regularly.
illustrations of monstrous creatures, and verses of While most characters with this level of lifestyle also have
prophesies. This resource may not be appropriate for all the Property resource, those who do not often have
chronicle settings, although nothing in the rules demands penthouse apartments in metropolitan areas. A night of
that the information contained in any library to be true, the theatre followed by dinner, dancing, and a flight to
factual, or accurate. Aruba may not be out of the question.
Lifestyle Memory
This is not eidetic memory or total recall. This
This resource represents the manner and resource is designed for characters that are immortal, very
expense in which a character lives his day to day life. This long lived, amnesiac, or otherwise missing a portion of
resource is very important and should be selected at some their memory. Often immortals begin to forget details as
level by every character. This resource represents many the years pass by, decade after decade passing into
of a characters expenses and the opulence of his oblivion. The greater this resource the more of the true
possessions. If the character does not own a home, either past they remember. Characters without this resource can
through the Property resource or the Headquarters remember with decent detail the last ten to twenty years,
option, then this resource represents a rented apartment, more with successful intellect rolls. Beyond that and the
townhouse, or single family home. This resource also memory gets hazy. Details are more easily forgotten.
reflects the type of vehicle the character drives. It People and places merge with strange results. The mind
incorporates services such as phones, mass transit, begins to rewrite history. Lower ratings of this resource
internet, recreational pharmaceuticals, lodge fees, are good for those who dont wish to remember, or who
occasional lodgings, food, alcohol, cable, hobbies, gas, have some mental block. Average ratings of this resource
electric, water, vehicle maintenance, nights out on the remember all of the important events and broad histories,
town, timeshares, club fees, satellite radio, incidental but cant remember the details. Those with a high rating
purchases, and any other miscellaneous expenses. of Memory can often remember the smallest details about
Characters without a Lifestyle resource have no events that occurred hundreds of years in the past.
prepaid services and must track every dollar spent or Depending upon the setting and chronicle, this resource
earned. Unless they own property in some way, they live may also be used for ancestral or race memories.
on the street in a deluxe cardboard box or crash at friends'
houses. Those with a low rating may have a cheap
apartment or rent a room from someone. They can
afford fast food occasionally, but eat most of their meals
at home. They may have a ten or fifteen year old car, or
they may just take mass transit everywhere. While they Menagerie
may have the basic expenses and utilities covered, luxuries This resource reflects how many animals a
such as cable, timeshares, and internet are simply too character can use during a chronicle. Most menageries
costly. Clothing and possessions are often secondhand, are well trained animals that are often used for defense,
worn, or threadbare. companionship, or specialized tasks. Others can include
hunting preserves, packs of hungry dinosaurs, or even a
Characters with an average level of lifestyle live dolphin show at an aquarium. The lowest levels of this
in nicer apartments or cheaper townhouses. They often resource are designed for small groups of small harmless
drive used vehicles with low mileage or splurge on a animals, or trained medium sized animals. Average levels
cheaper new car. They can afford to eat out at mid priced may include a small kennel of guard dogs, individual large
restaurants and have an active social life. Some of the animals, or large groups of harmless animals. The highest
cheaper expenses such as cable, internet, and hobbies are levels of this resource may include trained war elephants,
covered while more extravagant services and expenditures dinosaurs, or a jungle full of wild beasts. Keep in mind
must still be purchased a la carte. that this resource does not feed or shelter any animals
acquired unless other resources are selected.
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1 $1,000
2 $2,500
3 $5,000 Workshop
Workshops are places that a character can
4 $25,000 design, build, and repair all manner of devices. In
5 $50,000 addition to granting adequate space, this resource
provides the tools, equipment, some basic supplies, and
6 $250,000 pays the operating expenses. The tools and equipment
should be in keeping with the technological skills of the
7 $500,000
character as well as the chronicle setting. Characters who
8 $1,000,000 wish to use the workshop for enchanting magical devices
may choose to label this resource as such. Any skill that
9 $3,000,000 requires tools and a place to use them could benefit from
10 $5,000,000 this resource.
Workshops with a low rating are often small
rooms, sheds, or garages with a modicum of basic tools
and equipment. Average rated workshops have a plethora
of basic tools as well as specialty tools based on the
Tethers characters skills. They were often empty warehouses or
Tethers are people, places, goals, or items that old gas stations. Higher rated workshops often have
have great significance to the character. They must be better security, any necessary tool or device, and may
emotionally charged with memories that define the encompass several warehouses for testing different
character and his life. Treasured teddy bears, wedding aspects of devices. The highest level of workshop may
rings, loved ones, and the need for revenge are all even include an entire wing of rooms, workshops, and
examples of tethers. Most often used by ghosts, spirits, testing facilities the size of an industrial complex.
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Combat Skills
Skill Name Attributes Prerequisites and Miscellaneous Notes
Armor Training AGL, STR
Assault Weapons DEX
Axe Weapons DEX Can learn Left Handed or Right Handed
Blunt Weapons DEX Can learn Left Handed or Right Handed
Bow Weapons DEX
Brawling AGL, DEX
Chains & Whips AGL, DEX Can learn Left Handed or Right Handed
Defensive Tactics AGL, DEX
Heavy Weapons DEX Minimum strength of 65
Knife Weapons DEX Can learn Left Handed or Right Handed
Martial Arts AGL, DEX Not Commonly Available
Notice Ambush AWA
Pistol Weapons DEX Can learn Left Handed or Right Handed
Pole Arms DEX
Power Tools DEX Minimum strength of 50
Quick Draw DEX Requires one Quick Draw skill per weapon skill to be used.
Ranged Strike DEX Not Commonly Available
Rifle Weapons DEX
Slings DEX
Sub Machine Gun DEX
Sword Weapons DEX Can learn Left Handed or Right Handed
Thrown Weapons DEX, STR Can learn Left Handed or Right Handed
Two Handed Miscellaneous DEX Minimum strength of 65
Two Handed Swords DEX Minimum strength of 65
Unarmed Combat AGL, DEX Costs 10 Option Points
Wrestling AGL, DEX Costs 5 Option Points
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Covert Skills
Skill Name Attributes Prerequisites and Miscellaneous Notes
Camouflage AGL, INT
Computer Hacking INT Requires Computer Science
Concealment INT
Cryptography & Ciphers INT
Disguise CHA, DEX, INT
Escape Artist AGL, DEX
Forgery DEX, INT
Hide AGL, INT
Interrogate CHA, INT
Interview CHA, INT
Mimicry CHA, INT
Notice Concealment AWA, INT
Notice Traps AWA, INT
Palming DEX
Pick Locks DEX
Pick Pockets DEX
Security AWA, INT
Stealth AGL, INT
Streetwise CHA, INT, WIL
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Knowledges, Modern
Skill Name Attributes Prerequisites and Miscellaneous Notes
Agriculture INT
Animal Training CHA, INT, WIL
Architecture INT
Astrogation INT Requires Astronomy. Not Commonly Available
Astrology AWA, INT
Astronomy INT
Brewing INT
Cartography INT Requires Mathematics and Architecture, Astrogation, or Navigation
Chemistry INT Requires Mathematics
Computer Hacking INT Requires Computer Science
Computer Science INT
Cooking INT
Cryptography & Ciphers INT
Concentration WIL
Demolitions & Disposal INT
Early Chemistry INT
Early Engineering DEX, INT
Economics INT Requires Mathematics
Engineering INT Requires Mathematics
First Aid AWA, DEX, INT
Forensics INT
Fortune Telling AWA, INT
Geology INT
Herbalism INT
History INT Each subject is a separate skill
Humanities INT
Investigation AWA, INT
Language INT Each language is a separate skill
Legislation INT
Life Sciences INT
Logistics INT
Lore INT Each subject is a separate skill
Mathematics INT
Medicine INT Requires Life Sciences
Meditation WIL
Military History & Tactics INT
Mining DEX, INT
Navigation AWA, INT
Occultism INT
Physics INT Requires Mathematics
Poisons & Toxins INT
Psychology INT
Realize Worth AWA, INT
Religion INT
Research AWA, INT
Sense Disease AWA, INT
Sense Injury AWA, INT
Small Unit Tactics AWA, INT, WIL
Spellcraft INT
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Knowledges, Post-Modern
Skill Name Attributes Prerequisites and Miscellaneous Notes
High Tech Computer Science INT Not Commonly Available
High Tech Engineering INT Not Commonly Available
High Tech Medicine INT Not Commonly Available
High Tech Multi-Dimensional Physics INT Not Commonly Available
Ultra Tech Engineering INT Not Commonly Available
Ultra Tech - Medicine INT Not Commonly Available
Physical Skills
Skill Name Attributes Prerequisites and Miscellaneous Notes
Boating AGL, HEA, STR
Climbing AGL, STR
Cycling AGL, HEA
Dancing AGL, HEA
Drinking Games HEA
Endurance HEA, WIL
Gymnastics AGL
Juggling AGL, DEX
Hang-gliding AGL
Micro-Gravity Training AGL, AWA Not Commonly Available
Parachuting AGL, HEA
Ride Conveyance AGL, HEA Not Commonly Available
Ride Equine AGL, HEA
Ride Flying Mount AGL, HEA
Ride Lizard AGL, HEA
Ride Swimming Mount AGL, HEA
S.C.U.B.A. AGL, HEA, INT
Skiing AGL
Sports AGL, DEX, HEA Each sport is a separate skill
Swimming HEA, STR
Teamster INT, STR
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Social Skills
Skill Name Attributes Prerequisites and Miscellaneous Notes
Art DEX, INT
Bureaucracy CHA, INT
Composition CHA, INT Requires Literacy.
Dancing AGL, HEA
Deceit CHA, INT
Etiquette CHA, INT
Fortune Telling AWA, INT
Gambling AWA, CHA, INT, WIL
Human Perception AWA, INT
Interrogate CHA, INT
Interview CHA, INT
Leadership CHA, INT
Mimicry CHA, INT
Negotiation CHA, INT
Oration CHA, INT
Performance CHA, INT
Play Instrument DEX Each musical instrument is a separate skill
Procuring BEA, CHA, INT Not Commonly Available
Rapport CHA, INT
Seduction BEA, CHA, WIL
Singing CHA, HEA, INT
Streetwise CHA, INT, WIL
Style & Fashion BEA, CHA, INT
Teaching CHA, INT, WIL
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Thaumaturgical Disciplines
Skill Name Attributes Prerequisites and Miscellaneous Notes
Aeromancy Discipline WIL Not Commonly Available
Alchemy WIL Not Commonly Available
Alteration Discipline WIL Not Commonly Available
Aquamancy Discipline WIL Not Commonly Available
Binding Discipline WIL Not Commonly Available
Communication Discipline WIL Not Commonly Available
Conjuration Discipline WIL Not Commonly Available
Curses Discipline WIL Not Commonly Available
Divination Discipline WIL Not Commonly Available
Enchantment Discipline WIL Not Commonly Available
Flight Discipline WIL Not Commonly Available
Geomancy Discipline WIL Not Commonly Available
Healing Discipline WIL Not Commonly Available
Hedge Wizardry WIL Not Commonly Available
Illusions Discipline WIL Not Commonly Available
Learn Spells INT Not Commonly Available
Mechanical Discipline WIL Not Commonly Available
Nature Discipline WIL Not Commonly Available
Necromancy Discipline WIL Not Commonly Available
Observation Discipline WIL Not Commonly Available
Protections Discipline WIL Not Commonly Available
Pyromancy Discipline WIL Not Commonly Available
Runic Knowledge WIL Not Commonly Available
Sorcery Discipline WIL Not Commonly Available
Summoning Discipline WIL Not Commonly Available
Telekinesis Discipline WIL Not Commonly Available
Temporal Discipline WIL Not Commonly Available
Terramancy Discipline WIL Not Commonly Available
Transformation Discipline WIL Not Commonly Available
Translocation Discipline WIL Not Commonly Available
Vitalism Discipline WIL Not Commonly Available
Wards Discipline WIL Not Commonly Available
Weather Discipline WIL Not Commonly Available
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Wilderness Skills
Skill Name Attributes Prerequisites and Miscellaneous Notes
Arctic Survival INT
Camouflage AGL, INT
Camping INT
Desert Survival INT
Fishing AWA, INT, WIL
Foraging AWA, INT
Hunting AGL, DEX, INT
Orienteering AWA, INT
Predict Weather AWA, INT
Set Snares DEX, INT
Tracking AWA, INT
The following is a brief description of each skill, Aquamancy Discipline - (WIL) This Discipline focuses
in alphabetical order, and any prerequisite skills or upon the classical element of water. Aquamancers can
attribute requirements. A list of possible specializations control water and liquids in a variety of forms. They can
will follow each skill in italics. summon elemental beings to serve them, create turbulent
or high-pressure streams of water to harm their enemies,
Aeromancy Discipline (WIL) This Discipline focuses and they can even become elemental beings of water.
upon the classical element of Air. Aeromancy is used to Aquamancers are often very devoted to their chosen
cleanse the surrounding air, create winds, injure element, and in the modern world often very disgusted
opponents, and even use the wind to fly. All attack spell and angered by the pollution of our seas and waterways.
effects use strong winds and airborne particles to inflict Each spell effect is a separate specialization.
injury. For those of a more scientific mind, consider this Architecture - (INT) This skill is the knowledge of
discipline able to control and harness most gaseous planning and appreciating buildings, structures, and
matter. Each spell effect is a separate specialization. edifices. The character knows the correct terms for
Agriculture - (INT) This is the skill of farming and buildings, the various styles of different cultures and time
tending of fields. It includes a vast array of farming periods, and can design the blueprints for a building.
techniques, animal husbandry, growing requirements for Each culture or time period is a separate specialization.
various plants, and a complete knowledge of all the tools Arctic Survival (INT) Most characters live their lives in
used. Animal husbandry, individual crops, farming tools, a city or a temperate environment. Those who live in the
and individual techniques are all possible specializations. far northern reaches or other very cold climates should
Airplane - (DEX) The skill of piloting a propeller based select this skill. Those with this skill know how to find
airplane. This skill is required to learn the Pilot: shelter, stay warm, find food, and generally survive in the
Helicopter and Pilot: Jet Plane skills. Each airplane has a arctic or any sub-zero climate.
different specialization. Armorer (DEX, INT) This is the knowledge and hands
Alchemy - (WIL) This discipline is the knowledge of on training in outfitting military vehicles with weapons
distilling spell effects and options into liquids, dusts, and and armor. The character is proficient in the repair,
oils. This discipline is very similar to Enchantment and installation, maintenance, and specifications of offensive
Runic Knowledge in that many of the spell effects are systems. This skill requires previous knowledge of the
methods of creating potions and other projects. Each Gun-smith skill. Certain weapons and defensive systems
spell effect or project recipe is a separate specialization. may require electronics or specific High Tech skills. Each
Alteration Discipline - (WIL) This Discipline focuses weapon system or armor repair is a separate
upon changing the material world of the inanimate. specialization.
Alteration effects are most commonly ones that alter the Armor Training (AGL, STR) This skill is the level of
shape, structure, or effectiveness of normal non-magical proficiency that the character has in wearing armor. A
items. Clothing, weapons, and armor are all possible high level of this skill shows that the character is
targets for the alteration discipline. Each spell effect is a comfortable, accustomed, and maneuverable in all forms
separate specialization. of personal armor. The character may reduce the armor
Animal Training (CHA, INT, WIL) This is the penalty of any armor worn by 1/10th the Armor Training
knowledge of the methods and psychology of training skill rating. Each individual suit of armor is a separate
animals. Animals can be trained to a wide variety of tasks specialization. E.g. Cuir-bouilli Lamellar and Banded
and tricks limited only by the type of animal and the Mail are two separate specializations.
characters imagination. Every animal to be trained is a
separate specialization.
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Bureaucracy (CHA, INT) This is the skill in can control any form of communication: verbal, written,
successfully negotiating any institution or governmental magical, or even electronic. Some modern forms of
agency. The character knows what to expect from communication may not be possible based upon the
bureaucrats, how to avoid additional red tape, and where setting of the chronicle or the available equipment. Each
to apply any political pressure needed. Every institution, spell effect is a separate specialization.
government agency, corporate entity, and large Communications (INT) This is the knowledge and
organization is a separate specialization. hands on training in various electronic methods of
Camouflage (AGL, INT) This skill allows the character communication. It includes knowledge of the operation
to hide in an outdoor environment. The character must of radio, sonar, laser, fiber-optic, and other
remain stationary for this skill to be effective. Each locale communication mediums. A skilled character can operate
and environment is a separate specialization. E.g. Forests any modern form of communication, but does not receive
& Deserts are separate specializations. more than basic maintenance in the repair of these
Camping (INT) This is the knowledge of camping out devices. Skilled characters can also use encryption /
in the wilderness. Food storage, good camp sites, decryption machines, jamming technology, and similar
campfires, camping tools, setting up tents and lean-tos are communication based technology. Each medium or
all facets of this skill. device is a separate specialization.
Car / Automobile - (DEX) Characters with this skill can Composition - (CHA, INT) Composition is the art of
drive a car or automobile. The character is familiar with writing and expressing ones feelings and thoughts on
Manual and Automatic transmissions. Each model of car paper. It includes non-fiction, fiction, poetry, and even
has a separate specialization. E.g. Ford Escort, Dodge playwriting. A separate composition skill is required for
Durango, Kia Sephia, or a Jeep. every language known. Composition also requires
literacy in the specific language: at least a 20% skill. Each
Carpentry - (DEX, INT) This skill is required to design
medium of composition is a separate specialization. E.g.
and create wooden furniture and other items made of Poetry and RPG writing are two very different
wood. Structures & Buildings, Artistic Designs, and
specializations.
Furniture are all specializations of carpentry.
Computer Hacking - (INT) The art of infiltrating remote
Cartography - (INT) This skill requires the skills of
computer networks, breaking copy protections and
Mathematics and either Architecture, Astrogation, or programs, and using the Internet to gather private or
Navigation. This skill allows the cartographer to use
confidential information. This skill requires knowledge
navigational aides to create accurate and detailed maps of of Computer Science, which must be greater than this
an area. The prerequisite skills will determine what areas
skills rating. Each program is a separate specialization.
the character can successfully map with accurate detail.
Each prerequisite navigation skill is a separate Computer Hardware - (DEX, INT) This skill governs
specialization. the basic physical aspects of computing, from plugging in
cords and installing a modem to re-wiring an entire
Chains & Whips (AGL, DEX) Characters with this
system. Specializations include PC Assembly,
skill can effectively use weapons that incorporate long or Troubleshooting, and Upgrading.
segmented chains in their general design and whips of all
types. Such weapons include Kusari-Gama, Manriki- Computer Science - (INT) The general knowledge of
Gusari, flails, and Bullwhips. Each individual weapon is a computers, their operation, software usage, and even
separate specialization. programming. A higher level of programming difficulty
requires the skill Mathematics, but simple programs do
Channeling (HEA, WIL) This skill allows the character
not. Gaming, Debugging, Typing, Digital Art, Music,
to transfer a small amount of their personal life energy to Netiquette are all specializations of this skill. Each
another. The character can replenish another casters
program is also a separate specialization.
drain but will cause the character to spend drain. This
occupies all of the actions of the character for the duration Concealment (INT) While Hiding or Camouflage
of the transfer, but the recipient is free to act normally. allow the character to hide himself, this skill allows the
Each recipient is a separate specialization. character to conceal an object such as a chest, door, or
other items. Smugglers, architects, and security experts
Chemistry - (INT) The knowledge of modern all use this skill to build or design secret rooms, hidden
compounds, chemicals, and how to create them. The
compartments, and other concealed items or devices.
descendant of alchemy, a chemist could turn lead into gold
with enough equipment and a heck of a large expense Concentration (WIL) This skill is important for magic
budget. This skill requires Mathematics. users who find themselves in combat situations. Because
it often takes a minimum of one full round to cast a spell,
Climbing (AGL, STR) This skill allows the character to
there is a chance that the spell caster will be harmed. With
climb all forms of surfaces and vertical areas. Walls and a successful use of this skill, the caster will be able to
Buildings, Trees & Plants, Rappelling, Sailing Riggings, ignore what is happening around him or her, and be able
and Mountaineering are all separate specializations. to also ignore any harm that is inflicted upon their person,
Communication Discipline - (WIL) This magical allowing them to cast their spell. This skill may be
discipline focuses upon methods of communication. It selected by anyone who needs solid concentration for
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their occupation. Ignoring Injury dealt is a common directly inflict injury to their victims, but may have a far
specialization as well as Ignoring Loud Noises & Other greater reaching effect upon their life. Each spell effect is
Distractions. a separate specialization.
Conjuration Discipline - (WIL) This Discipline focuses Cycling (AGL, HEA) This skill is the sport of pedaling
upon the creation or summoning of inanimate objects a bicycle. It includes racing, stunts, distance, and off-road
from other locations. Conjurers are often thought of as cycling. Characters can also ride a unicycle, tricycle, or
charlatans or fakirs. Many who claim to be conjurers are other pedal powered land vehicle. Each type of cycle and
often entertainers with a good skill with slight of hand. each style of cycling is a separate specialization.
True conjurers can seemingly create needful items from Dancing (AGL, HEA) The character's skill at dancing
nowhere. Many conjured items are taken from another in an eye-catching way. Failed rolls will make the
locale; they are not truly created by the conjurer. Each character appear to be clumsy or awkward. Every dance
spell effect is a separate specialization. form is a separate specialization. E.g. the Fox Trot and
Construction - (DEX, INT) This skill requires both Jitterbug are separate specializations.
Masonry and Carpentry. This skill utilizes them both to Death Tell (AWA, INT) This skill is possessed only by
create large scale civilian structures and buildings. This certain priests of death and those with appropriate
skill just enables the character to build the structure, direct options. It enables the minister to determine the
small groups of specialized craftsmen, and instruct others approximate time and manner of the victims demise.
in the creation. It does not include the design of the Not Commonly Available.
building, nor does it include military aspects of
Deceit - (CHA, INT) Characters with this skill are very
fortifications. Each type of building is a separate
adept in the arts of lying, subterfuge, misdirection, and
specialization. E.g. A tower and an inn are two distinct
deception. Anyone who wishes to try and lie
specializations.
convincingly to another should know this skill. Anyone
Construction Vehicle (DEX) This skill is the who wishes to try and determine if someone is lying to
knowledge and ability to handle large construction them should make a contested Deceit vs. Human
vehicles. This skill includes dump trucks, cranes, Perception skill check. This skill is not simply verbal: it
wrecking balls, steamrollers, earthmovers, and other includes all of the small tells, clues, and other body
similar vehicles. Each vehicle is a separate specialization. language that convinces another.
Control (AWA, INT, WIL) This skill is required for Defensive Tactics (AGL, DEX) This is the character's
many options that control or command outside forces. ability to defend themselves. This is an important skill to
Not to be confused with the mental control brought by have if the character is a warrior-type, because it makes
Mentalism, this skill specializes in elemental, the character harder to strike. Each injury dealing combat
gravitational, and scientific forces. Every option that skill has a specialization of avoidance. In addition, each
requires this skill is a separate specialization. E.g. weapon specialized for offense is also usable when
Control Fire and Magnetic Manipulation are separate defending with that same weapon. E.g. Dodging arrows
specializations. and Avoiding Sword Weapons are both separate
Cooking (INT) The character's ability to prepare and specializations. Each type of shield may also be
serve food. This skill includes baking, spice knowledge, specialized with.
techniques, and a wide variety of recipes. Each cuisine or Demolitions & Disposal - (INT) The knowledge of how
specific dish is a separate specialization. to arm and disarm explosives. Knows how they operate,
Counter-magic (WIL) Characters may attempt to pro- and how to build them if chemistry and electronics or
actively interfere with another wizard as he weaves a mechanics is also selected. They also know where to
magical spell. The person attempting to disrupt the spell place them for maximum effect. Each form of explosive
must also be a spell caster and must be proactively device is a separate specialization.
weaving magics against the other mage. Each spell to be Desert Survival (INT) Most characters live their lives in
countered or halted is a separate specialization. E.g. Tell a city or a temperate environment. Those who live in the
Truth and Earthquake are two distinct specializations. Sahara Desert or very dry climates should select this skill.
Cryptography & Ciphers - (INT) This is the knowledge Those with this skill know how to find shelter, stay cool,
and skill in deciphering secret codes, messages, and other find food and water, and generally survive in the desert or
ciphers. While not especially common in the traditional wastelands. Every location is a separate specialization.
middle ages, some of the more advanced cultures, such as Destroy Undead (WIL) This is a far more powerful
the elves and dwarves, are beginning to use them more and specialized version of the banishment skill that is
frequently. They may also be used when trying to solve possessed by priests of death and certain options. When
certain puzzles or mind games. used, this skill focuses some of the rage of both the
Curses Discipline - (WIL) This Discipline focuses upon character and their god to inflict injury upon the unholy
curses, poxes, and other detrimental effects. Often undead. It can not be used against any other extra-planar
studied by witches and evil warlocks, these effects are creatures. Not Commonly Available. Every form of
designed to weaken and demoralize a victim. They rarely undead creature is a separate specialization.
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Disguise (CHA, DEX, INT) This skill measures a Enchantment Discipline - (WIL) This Discipline focuses
character's ability to temporarily alter his or her upon magically enhancing mundane items and imbuing
appearance to a variety of characters or known them with magical powers and abilities. These
individuals. Each separate "personality" or character is a enchantments can be kept temporary or be bound into
separate specialization. items to be made permanent. Enchanted items often
Divination Discipline - (WIL) This Discipline focuses fetch great prices if ever auctioned, and are often the
upon the gleaning of knowledge and information. central point of many a tale. Each spell effect is a
Divination includes magical vision, the ability to discern separate specialization.
truth from lies, and methods of detecting magic other Endurance (HEA, WIL) This skill is used to ignore and
than divination. Each effect is a separate specialization. suppress bodily functions such as food, water, and rest
Drinking Games (HEA) There are very few in-game until later. Characters with this skill can go longer than
benefits for this skill except the character can resist the most others without these essential things, but they
debilitating effects of continuous imbibing. The character cannot survive forever. Each necessity is a separate
will still get inebriated and have penalties to skills, but specialization. E.g. Water, food, and rest are all distinct
may not accrue them as quickly or fall unconscious as and separate specializations.
early as his companions. Specializations include Wine Engineering - (INT) Allows the design and planning of
and fruit beverages, Beer and grain beverages, and Hard electrical appliances, mechanical devices, buildings, and
Liquor. even traffic patterns. This does not include the technical
Early Chemistry - (INT) This is a very primitive and skill to build the device once it is created unless the
early form of chemistry that is closer to the science character also has the appropriate Technical skills.
studied by the ancient Earth Greeks than the modern Requires the skill Mathematics before this skill may be
variety. It is based on the five elements: fire, earth, air, purchased. Specializations include Electrical, Mechanical,
water, and spirit. Everything that is matter contains these Weapons, Vehicular, and Civil.
five elements in different amounts. They study how Escape Artist (AGL, DEX) A favorite of criminals, con-
some compounds interact with other compounds, and try artists, spies, and stage magicians everywhere. This skill
to map a similarity of matter. allows the character to contort their bodies and wiggle
Early Engineering - (DEX, INT) This skill is required to enough to slip free from bonds, handcuffs and other
create, build, and operate large primitive equipment, such restraints.
as catapults. Thieves use this skill to disarm traps that Etiquette - (CHA, INT) This skill is the character's
they find. This skill is a pre-cursor to Mechanics. Siege knowledge of the proper way things are done. It includes
Equipment, Non-magical Traps, and Finding Secret courtly manners, speech, attitudes, and protocol. Every
Openings are all specializations of Early Engineering. culture has a separate specialization. Culture could refer
Economics - (INT) Knowledge of all forms of business, to the city, county, or kingdom or could even refer to the
coinage, trading, and economics. Stock trading, probates, culture of a sub-group such as a guild or order. The exact
mergers, and fine print are all well known by the distinction of the culture is determined by the GM.
character. This skill requires mathematics before Extra Sensory Perceptions (AWA, INT) Grants the
purchasing. character unnatural abilities to sense beyond the natural
Electronics - (DEX, INT) This skill measures the range of the five senses. In addition the character will
knowledge and technical expertise in fixing, repairing, suffer prophetic dreams at the GMs whim, and be able to
and building electrical appliances. Televisions, computers, sense strong memories and emotions from items and
and security cameras are all within the purview of the places. They can sense the presence of hidden and astral
electronics tech. This skill does not include any creatures as well as relying upon flashes of intuition about
knowledge of mechanical devices or the design of people, their motives, and abilities. Some psychics can
electrical appliances. These are separate skills of even sense possessing entities, life forces, and inter-
Mechanics and Engineering. This skill requires dimensional chaos. This skill is only available from
knowledge of Mathematics before it may be selected. certain options, including Extra Sensory Perceptions.
Empathic Healing (AWA, HEA, WIL) Allows the First Aid (AWA, DEX, INT) This is a character's skill
character to take the injuries of others onto themselves. at healing themselves and others. It includes binding,
The character can absorb up to 2d10 + level of experience stitching, and setting broken bones. Each race or species
in injury per action. Injuries taken in this way regenerate has a separate specialization. E.g. Humans, Motuls, and
at 1/10th HEA each round. It does however add to the Wolves all have a different specialization. Fishing
accumulated injury total, which does NOT heal at the (AWA, INT, WIL) This skill allows the character to
accelerated speed. This skill is only available if the catch, and knowledge of the basic cleaning of fish for
Empathic Healing option is selected. Specializations meals. Specializations include Salt-water fishing, Fresh
include species/race of the victim, specific injury location, water fishing, Net fishing, Crabbing, and other methods
and individual subjects. of catching fish.
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Flight (AGL) This skill is required for characters who Geology - (INT) This skill measures a character's
wish to perform high-speed aerial maneuvers without the knowledge of rocks, minerals, and soil. It can be used to
aid of a vehicle. This includes most forms of self help determine where to erect a building, or where to sink
propelled methods of flight including Winged, Wingless, mines for various purposes. Specializations include every
magical, and high tech devices. This skill is not Local Area, each type of rock or mineral, and various real
commonly available. Every method of propulsion is a world applications for geology.
separate specialization. Geomancy Discipline - (WIL) This Discipline is the
Flight Discipline - (WIL) This Discipline focuses knowledge and mastery of ley lines and geomantic places
upon mans eternal dream of flight. Flight is a very of power. This is not the discipline that deals with the
narrow and focused discipline that incorporates personal classical element of Earth; that is Terramancy. Students
flight and the ability to engender flight in other people of Geomancy learn to recognize, attune, and create
and objects. While in some ways related to Telekinesis, thaumic links with places of power. Each spell effect is a
the discipline of flight is more a method of conveyance separate specialization.
and travel. Enchanters often learn this discipline in order Gliders (DEX) This skill is the knowledge and basic
to make flying carpets, cloaks, and other enchanted items. operation of non-motorized winged vehicles. Some
Each spell effect is a separate specialization. gliders will have a very small engine or source of motive
Foraging (AWA, INT) This skill allows the character to power. This skill may also include magical forms of
find edible plants, roots, and herbs in the wild. Each gliders including wing boards. Flying carpets, and other
locale and environment is a separate specialization. E.g. non-traditional flying devices, should use the Ride
Foraging in a Forest versus the plains. Conveyance skill. This skill does not include the ability
Forensics - (INT) This skill includes many facets of crime to use hang-gliders. Each flying device is a separate
scene investigation. Includes ballistics, fingerprinting, specialization.
DNA matching, and other investigative techniques. Gun-smith (DEX, INT) This is the knowledge and
Forgery - (DEX, INT) This is the character's skill at hands on ability to manufacture, repair, modify, and
creating false documents. It is also used to recognize maintain a variety of modern firearms. The skilled
documents that have been falsified. Detection of Forgery, character can attempt to modify any modern weapon that
individual styles of documents, and every individual's is familiar. This skill requires Mechanics. Certain energy
handwriting are all separate specializations. E.g. Forging weapons may require the character to possess electronics
fake travel passes is different from mimicking Count or other High Tech skills. Weapons and armor installed
Varley's script. onto a vehicle requires the Armorer skill. Each individual
type of firearm or weapon is a separate specialization.
Fortifications - (DEX, INT) This skill is the knowledge
and the skill in constructing military fortifications.
Murder holes, palisades, and other defensive structures
are all part of the characters expertise. This skill is often
used with the Construction skill, but it can be used
separately out in the field or to find a weakness in a
castles fortifications.
Fortune Telling (AWA, INT) This skill is most often
the correct reading of a situation or person and trying to
determine what will most likely occur or what they
should do. Charlatans tell their customers what they
want to hear, truly insightful people use it to steer and
control possibly harmful events. Every so often a
powerful force may choose to give aid or wisdom using
the chosen method. Possible methods of fortune telling
include non-magical rune stones, tarot cards, palm
reading, tea leaves, crystal viewing, or I Ching. Each
method may be a specialization.
Gambling (AWA, CHA, INT, WIL) This skill allows
the character to effectively bet money on games of chance,
and win. This is simply the knowledge of when to hold
and when to fold. Unless the player actually states that
they are cheating they are playing it legit. Each form of
gambling such as Cards, Dice, Races and Gladiator bouts
are all separate specializations.
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Gymnastics (AGL) This is the character's ability to are all High Technology. The GM may determine that a
perform feats of agility, such as flips, cartwheels, rolls, etc. discovery is too far beyond High Technology and deem it
This skill also includes acrobatic feats as well. If done instead Ultra Technology. Specializations are based on
during combat, the character will gain a bonus of 1/10 th the standard tech level skill of the same name.
the gymnastic skill to their Full Defensive Tactics. This High Tech Multi-dimensional Physics - (INT) This
requires enough room to maneuver and constant branch of physics deals strictly with the hypothetical and
movement from the character. Walking on a rope, Rolls, hands-on research into time and dimensional travel. Each
Summersaults, Cartwheels, Back flips, and other GM and campaign should have a rough system of the
maneuvers are all separate specializations. temporal mechanics that the characters may have to deal
Hang-gliding (AGL) This is the skill is using a hang- with.
glider or similar personal flying apparatus. Flying History - (INT) History skills are very similar to Lore
characters that use hang-gliders can often carry greater skills. Each must be a very specific and defined area of
weight while flying than normally allowed. knowledge. The broader the area of knowledge, the less
Healing Discipline - (WIL) This Discipline focuses upon detailed the known facts, dates, people, and figures. The
healing the body and mind of living creatures. Most more specific the subject of the skill, the greater the
healing spells will work upon all living creatures including details that are known to the character. There are no
living stone, earth, and rock. Non-living creatures such as specializations, as every subject is a separate History skill.
undead, spirits, robots, golems, and other animated Hover Vehicle - (DEX) These vehicles have an anti-
creatures do not gain any benefits from Healing magic. gravity system built into their basic frame. This skill is
They do not suffer any ill effects should any be cast upon not required to pilot modern hovercraft, this is for the
them. Each spell effect is a separate specialization. futuristic speeders, A-grav cars, and hover cycles. This
Heavy Weapons - (DEX) The skill in using, aiming, and skill does not require a special option, simply the
destroying large targets with heavy weapons including familiarity with a culture that has them.
rocket launchers, machine guns, mortars, flame throwers, Humanities (INT) The knowledge of literature,
anti-tank weapons, grenade launchers, and other military philosophy, and poetry. Those skilled in this knowledge
grade hardware. Every weapon is a separate have often studied the humanities of other cultures as well
specialization. E.g. 40mm Grenade Launcher, 90mm as their own. This skill also gives a smattering of
Recoilless Rifle, and .50 Caliber Browning. historical knowledge and other academic disciplines.
Hedge Wizardry - (WIL) This Discipline is the most Each culture of learning and each discipline is a separate
common and easy of any to learn. Every wizard must specialization. E.g. Literature and German Culture are
learn this discipline. It helps to train the apprentice to two separate specializations.
focus and channel his energies safely and effectively. This Human Perception (AWA, INT) This skill is used in
discipline is used by mages when they attempt to invoke a social interaction to notice if someone is lying, trying to
spell effect outside of a known discipline. Each spell hide an emotion, or acting strangely. Someone skilled in
effect is a separate specialization. human perception has the empathy to become an
Helicopter - (DEX, INT) Knowledge dealing with the excellent city guard, con artist, politician, fortune teller, or
piloting and basic maintenance of helicopters. Each salesman. While the skill is called Human Perception it
helicopter model is a separate specialization. applies to any sentient being. Each sentient race or
Herbalism - (INT) This skill was used before modern culture is a separate specialization.
medicines were used. It allows the character to create and Hunting (AGL, DEX, INT) This is the knowledge of,
use medicines and poultices from herbs and other natural and hands on training in, killing an animal in the wild.
substances. It is also a general knowledge of the various This skill should only be used when hunting relatively
herbs and plant life. Healing Herbs, Dangerous Plants, defenseless animals such as deer, rabbits, or other
and Agricultural Plants are all separate specializations. herbivores. Hunting more dangerous game may be more
Hide (AGL, INT) This skill is the character's ability to appropriate to be role-played out. Each type of terrain
hide in an urban or indoor environment. The character and animal to be hunted is a separate specialization.
must remain stationary. If the character wishes to move Hydrofoil (DEX) This is the skill in operating a high-
about without drawing attention, then he must have the speed water vehicle. Most hydrofoils can sustain lower
Stealth skill. Building Interiors, Crowds, and Streets are speeds and can be used by anyone with the Motorboat
all specializations. skill as such. When the vehicle begins to rise out of the
High Tech Skills - (Varies) These skills are identical to water, this skill is required. The Pilot: Motorboat skill is
their namesakes without the High Tech appellation. required to learn this skill.
Those with these skills are beyond the cutting edge of the Illusions Discipline - (WIL) This Discipline focuses upon
modern day and are actually breaking the boundaries into holograms, mental illusions, and other sensory
science fiction. Cybernetics, nano-technology, light speed deceptions. Illusions affect the mind of the targeted
travel, advanced robotics, thinking computers, perfect victims while holograms bend light and sound to create a
cloning, DNA manipulation, and other scientific advances visual or auditory effect. Some illusions may seem to
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inflict injury. This can either be a hologram concealing a Leadership - (CHA, INT) This skill is the characters
source of physical injury or an illusion dealing mental ability to lead and direct others. It is often a difficult skill
injury in the form of sanity loss. Each spell effect is a to role-play. Those with a high level of skill will find
separate specialization. interacting with NPCs who follow the party easier, they
Interrogate - (CHA, INT) This is the ability to extract will be more productive and often very loyal. Other
information from a person who does not wish to give it. player characters will often begin following the
Beating, berating, and psychological torture are often suggestions and orders of the leader.
involved. Good Guard / Bad Guard, Physical Torture, Learn Spells (INT) This thaumaturgical skill is used to
and Mental Intimidation are all separate specializations of assist the character in learning a spell effect well enough
Interrogate. to cast in only a few seconds. This skill is exceptionally
Interview - (CHA, INT) This skill is similar to the important to any wizard who wishes to be useful in a
interrogate skill except that it is far softer and more fight or an emergency. See the section on Thaumaturgy
pleasant for the subject. Instead of beating and berating for more details.
the subject, they are asked questions in a relaxed situation Leather Working - (DEX, INT) This skill is required to
often with their approval or in a casual social situation. make items out of leather, such as pouches, clothing, and
Investigation (AWA, INT) This skill is a mixture of leather armor. Clothing, Armor, and Artistic Designs are
basic forensics, notice, clues and other detective all specializations of Leather Working.
knowledge. While not a sure thing, a good investigation Legislation - (INT) Includes a basic history on the
roll may turn up a clue or two missed by a ham fisted concept of law, theories of law and governments, and a
combat monster. broad knowledge of laws around the planet. The
Jet Plane - (DEX, INT) The knowledge on the piloting character also knows proper apprehension procedures and
and basic maintenance of jet powered aircraft and requires loopholes. Specializations include detailed knowledge of
the Pilot: Airplanes skill. This skill does not include any local statutes, and broader groups of arcane information
built-in weapon systems that may be present. That such as Tax law.
requires the Tactical Weapons skill. Each individual jet Life Sciences - (INT) A detailed knowledge of how the
plane is a separate specialization. various forms of life exist and interact with each other.
Jeweler - (DEX, INT) This is the craft used to cut, polish, This skill includes knowledge of Botany, Biology, and
and ready gems and precious stones. It also includes other life sciences. Each discipline is a separate
knowledge of working with precious metals such as specialization. E.g. Botany & Biology.
copper, bronze, silver, and gold in a very fine medium. Locomotives & Trains (INT) This is the skill in
Those who wish a more broad skill in working with operating a full-sized train, locomotive, mono-rail, or
metals should choose Metal Working or Art. Each subway system. The character has intimate knowledge of
precious metal, gem, each style of jewelry, each type of switching systems, fuel requirements, and procedures for
jewelry, and each method of crafting is a separate operation. Each type of vehicle is a separate
specialization. specialization. E.g. Monorails, Coal burning trains, and
Juggling (AGL, DEX) This skill is the art of keeping Diesel Trains are all separate specializations.
multiple objects in the air simultaneously with one's Logistics - (INT) The science of distribution of goods,
hands. A skilled juggler can keep a number of sharp, shipping costs and methods, and who will need what
fiery, or dangerous objects aloft even if the shape and when. Most often used with larger organizations and big
weight are vastly different. The number of objects that business. Merchants, army quartermasters, and sailing
can be juggled is equal to 1/10th the skill rating + 1. While captains all use this skill extensively.
juggling the character has no Defensive Tactics, unless an Lore - (INT) This skill is a general knowledge of a certain
action is spent to increase this to normal. Only subject. The more specific the skill, the more detail the
movement at a walk, speech, and throwing the readied character will have in the subject matter. This skill cannot
objects can be done while juggling. duplicate any spell effects, such as identifying specific
Knife Weapons - (DEX) This skill allows the character to magical items. Such a Lore skill could however give
use small bladed weapons in combat. Each individual general information on the styles and powers of wands,
weapon is a separate specialization. E.g. Daggers & potions, and other miscellaneous items. The higher the
Stilettos are two separate specializations. skill, the more the character knows of the subject. There
Language - (INT) This is the character's ability to speak a are no specializations for this skill as every Lore skill is a
language and must be taken for each language to be knowledge specialization.
known. Literacy is assumed in most settings. Every A few sample lore skills follow: Fine Wines,
character begins the game with a basic knowledge of their Ales & Liquors, Pleasures of the Flesh, Siege Warfare &
native tongue. For settings that do not include Tactics, Personas of a location, Personas of a specific
widespread literacy, each language requires a separate group, General Monster Rumors, Abilities of a specific
Literacy skill to be selected. The literacy skill is identical creature, History of a specific place, History of a specific
to the language skill and is Intellect based. group, Chess, Geomantic locations of power, History of a
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Military Vehicle - (DEX) The control and operation of Notice Ambush (AWA) This skill allows the character
large military vehicles including Tanks, APCs, and to be aware of any potential ambushes, or excellent sites
Hummers. This skill does not give knowledge or skill in of possible ambushes. Such a character wont notice any
the weapons mounted within military vehicles. Using individuals as often as they will notice really great places
these weapons requires the Tactical Weapons skill. Each to attack someone from.
vehicle is a separate specialization. Notice Concealment (AWA, INT) Characters with this
Mimicry - (CHA, INT) This is the skill of making ones skill have been trained to notice things that are hidden.
voice not sound like it should. Characters with this skill Hidden people, hidden doors, hidden compartments, or
can project their voice to another location in a room, hidden puzzles may all be noticed by a trained character.
mimic other people or animals, or disguise their voice. Notice Traps (AWA, INT) This skill allows the
Each person or animal to be mimicked, Ventriloquism, character to be aware of any traps that he or she may
Sound Effect, and Distortion are all possible come across. This skill cannot be used to disarm traps.
specializations. Specializations include Rune or Magically Inscribed
Mining - (DEX, INT) This is the skill in tunneling Traps, Pit Traps, Needle Traps, Blade Traps, Dropping
underground in the search for wealth and resources. It Traps, Rope Snares, and other various means of capturing
includes proper safety methods and procedures, or injuring someone.
knowledge of underground conditions, how to identify Observation Discipline - (WIL) This Discipline focuses
various precious metals and stones in ore forms, and how upon scrying, clairvoyance, clairaudience, and other forms
to transport it above ground. of magical observation. Any effect that allows the
Motorboat (DEX, INT) This skill allows the character magician to focus a physical sense upon a distant location
to operate most motorized water-based craft. Trolling is part of this discipline. Skilled practitioners can even
boats, yachts, speed boats, and motorboats are all enhance the abilities of scrying devices to see into other
controlled by this skill. Jet skis, submersibles, and dimensions or into the past. Each spell effect is a
Hydrofoils do not use this skill. Each type of motorboat separate specialization.
is a separate specialization. Occultism (INT) The study of the supernatural,
Motorcycle & ATV - (DEX) The control and operation unseen, and often un-believed. This skill is similar to
of small motorized two and three wheeled vehicles. Each Spellcraft in that it gives a basic knowledge of the forms
vehicle is a separate specialization. and resonances of rituals and spell casting. Most of this
Nature Discipline - (WIL) This Discipline focuses upon skill is the knowledge of mystical sites, unnatural
the natural world of plants and animals. Naturists are monsters, and the secret history of the world. This skill is
often called druids and venerate Mother Nature or some often incorrect, vague, and misleading as are many occult
god of nature. Their effects deal with controlling, tomes or research materials. Characters must often sift
summoning, and speaking with animals or plants. They through page after page to find even one true fact. Each
often attune themselves to deep wilderness and beautiful mystical location, supernatural monster, or culture has its
glens pristine of man. Each spell effect is a separate own specialization.
specialization. Oration - (CHA, INT) Speeches, storytelling, and verbal
Navigation (AWA, INT) This skill allows the character incitement are all part of oration. A good orator can work
to be able to find his or her way by using simple a crowd like magic, calming fears or rallying the mob for a
instruments, such as a compass or astrolabe. last stand. Each form of oration is a separate
Specializations include Land Navigation, Ocean specialization.
Navigation, and Air Navigation for flying creatures, Orienteering (AWA, INT) This skill measures a
items, and spells. character's ability to find his or her way in the wilderness,
Necromancy Discipline - (WIL) This Discipline focuses without the use of instruments. Each locale and
upon death and the undead. Practitioners are often evil, environment is a separate specialization.
jaded individuals with little regard for any other sentient Palming (DEX) This is the ability to pick up and
life. They routinely summon the souls of the dead to conceal small items upon one's person without being
torment and force to inhabit crumbling and decaying noticed. The character can also transfer a palmed item
corpses. The most skilled can even devour the experience from one body location to another.
and knowledge of the souls they steal. Each spell effect is Parachuting (AGL, HEA) The art of falling from an
a separate specialization. incredibly great height, pulling open a chute, and landing
Negotiation - (CHA, INT) This is the character's ability without a scratch. Requires a parachute. Specializations
to make compromises, especially in business. It can also include HALO, LALO, HAHO, water landings, jungle
be used to try to talk a person into some action. & forest landings, snow-covered landings, night landings,
Specializations include the Hard Sell, the Guilt Trip, and mid-air maneuvering, and city landings.
Fast Talking. Performance - (CHA, INT) Characters with this skill are
competent actors or other performers with a great deal of
stage presence. They are entertaining or compelling to
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watch, can twist the emotions of the audience, and know Power Tools - (DEX) This skill allows the character to
exactly what their audience wants to see or hear. Stage use drills, chainsaws and other power tools in combat.
Magicians, street performers, carnival showmen, and Characters do not need this skill to use power tools in
actors of all kinds have this skill. Each type of show or normal activities such as lawn work or carpentry. Each
performance is a separate specialization. power tool used for combat is a separate specialization.
Personal Watercraft (DEX) This skill allows the Predict Weather (AWA, INT) This skill is the
operation of all types of jet skis. Characters with this skill character's ability to accurately predict the weather in the
are well versed in stunts, maneuvers, and basic traveling. near future. Every locale and environment is a separate
Each type of personal watercraft is a separate specialization.
specialization. Procuring (BEA, CHA, INT) The art of the deal &
Physics - (INT) The science of matter, energy, and the knowing the right people. If something special is needed
interactions between the two. Physics is extremely for purchase or hire that is currently out of the range of
technical and complicated. While basic physics only the PCs contacts, roll this skill. A successful roll will give
requires simple math skills, any knowledge above 20% one of the current contacts a lead on finding the good or
requires the skill mathematics as a pre-requisite. service desired. A roll can only be attempted once per
Pick Locks (DEX) This is a character's ability to open service per month of game-time. The good or service will
any sort of mechanical lock with out using the key. be available, but usually at inflated prices.
Specializations include Built-in locks, Padlocks, and Protections Discipline - (WIL) This Discipline focuses
Dwarven Locks. upon magical resistances, protections, and beneficial
Pick Pockets (DEX) This is a character's ability to take enchantments. They are entirely non-violent and
small items out of another person's pocket or pouch defensive in nature. Dedicated healers often learn this
without attracting attention. discipline to better protect those in their guardianship. It
can also be used to resist curses and a wide variety of
Pistol Weapons - (DEX) The knowledge of small, one detrimental effects. Each spell effect is a separate
handed single shot or semi-auto firearms. This skill
specialization.
allows the combat use, aiming, loading, and general
maintenance of many different styles of pistols, revolvers, Psychology - (INT) The knowledge and skill of the
and pistol shaped weapons. Each individual weapon is a human mind. Psychologists are trained to notice the
separate specialization. E.g. 9mm Beretta, .45 Colt subtle nuances between people, identify mental
Peacemaker, and Laser Pistols are all examples of separate conditions, and how to assist those suffering from mental
specializations. trauma.
Play Instrument (DEX) This skill allows a character to Pyromancy Discipline - (WIL) This Discipline focuses
play a musical instrument. This skill must be acquired for upon the classical element of Fire. Pyromancy is used to
each instrument that the character wishes to learn to play. create light, heat, cooking fires, and even summon
Every style of music is a separate specialization. elemental beings. Pyromancy is often a very offensive
and dangerous discipline that draws angry and vengeful
Poisons & Toxins - (INT) This is the knowledge of the practitioners. Each spell effect is a separate
properties, methods of application, symptoms, antidotes,
specialization.
remaining evidence, and descriptions of all sorts of
poisons and toxins. This information is vital for healers, Quick Draw - (DEX) Allows the character to draw a
assassins, city guard, and investigators of all sorts. Many weapon and strike in a single action. A failed skill roll
countries and realms ban any knowledge or sale of means that the weapon is drawn, but was too slow for an
poisons, and are often considered contraband. Each additional strike that action. If the roll was successful, the
specific type of poison, each individual poison, and each character may roll a separate strike check. The victim
method of administration is a separate specialization. In may or may not be surprised by the action giving a
addition the character may choose to specialize in penalty to his Defensive Tactics. Each weapon must have
resisting an individual poison or toxin. a separate skill in quick draw.
Pole Arms - (DEX) This skill allows a character to Race Cars (DEX) This skill grants the knowledge and
effectively use any sort of pole arm in combat. Such hands on training required to drive a race car such as a
weapons include staffs, spears and halberds. Each NASCAR or Formula One racer. The character is
individual weapon is a separate specialization. E.g. comfortable in racing at high speeds, knows specific
Halberds & Spears are two separate specializations. techniques, and is conversant in the modifications
required for racing. This skill requires the Drive:
Powered Armor (AGL, DEX) The knowledge of the Car/Automobile skill. Specializations include NASCAR,
operation of small robots and power armor. Most
Formula One, Street Racing, Drag Racing, Truck Racing,
powered armor are simple exoskeletons that enhance and Stunt Driving.
physical abilities and combat capabilities. Each suit or
small robot design is a separate specialization. Ranged Strike (DEX) This is an option or spell based
skill that requires some sort of self-contained ranged
attack. This skill is used to target and shoot some sort of
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energy or projectile from the character at a moving target. dragon or giant bird. This skill is extremely uncommon
Specializations include each individual attack form, as there are very few flying mounts to be purchased in
option, and ability. most lands. Each specific animal is a separate
Rapport (CHA, INT) The skill in making friends, specialization.
schmoozing people, and ingratiating into the company of Ride Lizard - (AGL, HEA) This skill is the characters
others. This skill should not be used if the subjects are in ability to ride a giant lizard. Giant lizards are most
an adversarial position, nor does it apply to detecting common in non-Earth settings, and this skill is extremely
when others are applying it themselves. This skill is also rare elsewhere. Each specific animal is a separate
often used to calm and relax subjects who feel threatened, specialization.
or are wary of the intentions of the character. The Ride Swimming Mount - (AGL, HEA) This skill is the
Rapport skill is often used with Etiquette in social characters ability to ride a swimming mount under or
situations. Each culture and subculture is a separate above the water. Such swimming mounts are very
specialization. Carousing and Calming are also possible uncommon in most lands, and very prized. Some
specializations. underwater cultures specialize in the taming and training
Realize Worth (AWA, INT) This skill is useful to of swimming mounts such as dolphins, giant fish, and
merchants, and other people who deal in merchandise. giant eels. Each specific animal is a separate
With this skill, the character will be able to accurately specialization.
estimate the monetary value of an item. Jewelry, Rifle Weapons - (DEX) The knowledge of large, single
Weapons, Armor, Statues & Sculptures, Livestock, Real shot or semi-auto, high caliber firearms that are
Estate, Paintings, Fine Wines, and Clothing are all traditionally two handed. This skill allows the combat
examples of available specializations. use, aiming, loading, and general maintenance of many
Religion - (INT) This skill must be taken for each different styles of rifles, shotguns, and rifle shaped
separate religion or system of faith. Pantheistic religions weapons. Each individual weapon is a separate
will always have a specific religion of each god or goddess specialization.
but each will incorporate the larger religious pantheon. Runic Knowledge - (WIL) This Discipline is the
Those who wish to generalize their religious knowledge knowledge of runes, glyphs, and circle magic. The
into a Pantheon level skill will know far less details about students of this discipline know how to channel, activate,
any one specific deity, but will have a large base of and maintain runic magic. Runes are permanently
information about all the rest. inscribed into objects. Anyone who is not a spell caster
Remote Operation (DEX) This skill is the ability to should instead select Lore- Runes & Circles to learn
operate a vehicle remotely. Most often used by hobbyists about the many different types of runes and circles that
for miniature cars and planes, this skill can be used to exist. Each spell effect is a separate specialization.
pilot any remote vehicle system. Vehicles that are full Sailing (AGL, STR) This is the character's ability to
sized may also require the normal piloting skill to operate pilot a sailing vessel. Specializations include Small craft,
depending upon the level of automation involved. Some Large craft, River Sailing, Ocean Sailing, and Multiple
high-tech systems that use Virtual Reality or direct Oared Vessels.
Mental Control may use the Agility or Willpower
Scrying (AWA, WIL) Scrying is the ability to project a
attributes respectively. Each type of remote vehicle is a
characters senses beyond their normal reach. Scrying is
separate specialization.
most often used to see and hear what is happening in
Research (AWA, INT) Characters with this skill are another location. All scrying requires a spell effect or a
proficient in the various organizational systems used by magical object to be successful. Attempting to use the
libraries in their culture. They can find pertinent Scrying skill without such a mechanism will provide no
information in large dusty tomes far faster than their less possible effect. Most scrying spell effects also requires a
skilled companions. This skill requires literacy in the scrying device, although a handful of Charms do not.
material being researched.
S.C.U.B.A. (AGL, HEA, INT) This is the skill in
Ride Conveyance (AGL, HEA) This skill allows the using a Self Contained Underwater Breathing Apparatus.
character to ride enchanted objects that have been imbued The character can prepare, recharge, wear, remove, and
with flight. Such objects include broomsticks, saddles, operate these units. Characters also know the limitations
baskets, and magic carpets. Each specific object is a of these units and themselves. They understand depth
separate specialization. limitations and proper procedures. It also includes more
Ride Equine (AGL, HEA) This skill is the character's high tech re-breathers, personal oxygen recyclers,
ability to ride an equine animal. Equines include horses, snorkels, and other devices that are similar to the modern
mules, donkeys, and ponies. Other animals similar in SCUBA. This skill does not include suits or systems
shape to a horse such as a unicorn may use this skill. designed for space. Each type of activity and type of unit
Each specific animal is a separate specialization. is a separate specialization.
Ride Flying Mount - (AGL, HEA) This skill is the Security (AWA, INT) This skill includes knowledge
characters ability to ride a flying mount such as a pegasus, and hands on training with various forms of electronic
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security. The character knows how to operate various immobilize them, but can possibly inflict injury or even
surveillance cameras, sensor suites, monitor radio traffic, cause death. Setting snares, Finding snare, and
and use various technologies to protect a location. Disarming Snares are all separate specializations.
Intruders with this skill may receive a bonus of 1/10 th the Sewing (DEX, INT) This skill is used when a person
skill rating to any applicable skill when attempting to wants to make an article of clothing. This skill also
defeat a security system. Each form of electronic includes knitting, cross stitch, tapestry weaving, and the
surveillance system is a separate specialization. proper use of a loom. This skill can also be used to repair
Seduction (BEA, CHA, WIL) This social skill allows clothing, sew patches onto uniforms, make nets, and
the tempter to try and sway a victims beliefs, loyalties, weave other crafts.
and actions to benefit himself. Seducers with a High Shipwright - (DEX, INT) Requires the Carpentry skill to
CHA or BEA may add a bonus of 10 for each of those learn. This skill is similar to that of Construction, but
attributes that exceed 70. Only one seduction roll may be deals with boats and other large sailing vessels. A
attempted per scene, but repeated seductions may receive shipwright can design, build, and instruct others in the
bonuses as the resolve of the victim slowly evaporates. proper creation of a sailing vessel. Each type of boat or
sailing vessel is a separate specialization.
Singing (CHA, HEA, INT) This skill is the character's
skill at singing, chanting, and other pleasing vocalizations.
Every form of song or chant is a separate specialization.
Skiing (AGL) The art of falling down a snow-covered
mountain with sticks strapped to the feet. A skilled
character can get to the bottom unhurt; a very skilled
character can do it in style.
Slings (DEX) This skill allows the character to be
proficient in the art of hurling a rock from a sock. This
skill is rare and uncommon in modern society.
Small Unit Tactics (AWA, INT, WIL) A successful use
of this skill allows the user and his unit to add a bonus of
1/10th the users skill to the 1st action of the following
round. The action must be a coordinated team effort.
This skill is utilized as the last action during a round and
allows a brief discussion to plan the next round.
Remember that the combat rounds are only six seconds
long this should be a very short discussion. A unit
consists of a number of people equal to 1/10th the value of
this skill rounding up. The leader using Small Unit
tactics should never count herself in this total. If there are
fewer individuals in the unit than the total allotment, then
Sense Aura (AWA, WIL) This skill allows the character the unit may have a bonus of +1 for each missing unit
to sense the presence of magic and supernatural energies. member.
Skilled characters can sense and locate magical energies
Sorcery Discipline - (WIL) This Discipline focuses upon
within items, on people, in locations, and spell effects as
meta-magic and the methods of spells affecting or altering
they are being cast. This skill cannot identify
other incantations. Sorcery can enhance, degrade, or
supernatural creatures or magicians. Requires a
channel other magical energies. Sorcery can also duplicate
minimum Magical Aptitude of 101 or greater. Each Spell
supernatural abilities, skills, and other meta-game options.
Effect and Discipline are separate specializations.
Each spell effect is a separate specialization.
Sense Disease (AWA, INT) This skill is used to
Space Shuttles - (DEX, INT) The crme of the piloting
determine if a person is sick in some physical way, such as
crop becomes astronauts. This skill allows the piloting of
having a cold or the plague. In addition this skill grants
all shuttles: modern and futuristic. It does not give any
basic knowledge of non-magical diseases and symptoms
navigational ability (Astrogation), nor does it allow the
of such diseases. Each disease is a separate specialization.
operation of any available weapon systems (Tactical
Sense Injury (AWA, INT) This skill is used to Weapons). Each shuttle is a separate specialization.
determine the extent of a person's injuries, and what
Space Vessels - (DEX, INT) The piloting of long range,
would be the best course of action to heal him or her.
deep space vessels. These vessels are extremely rare even
Each race or species is a separate specialization.
in a modern Heroic universe. Most pilots would not even
Set Snares (DEX, INT) This skill allows the character know of their existence. Such vessels may use a FTL
to set, or disarm, snares in the wilderness. Snares are a (faster than light) drive or may simply putter along at sub-
form of trap used to capture animals. They usually light velocities. Each vessel is a separate specialization.
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Spellcraft - (INT) Non-mages can never use this skill to all separate specializations.
cast a spell or ritual. This skill is a broad knowledge of Submersibles (DEX, INT) This skill includes all
the various styles, forms, incantations, gestures, and submersible watercraft from personal dive spheres to
resonant crutches that are used to cast magical spells. military submarines. Characters know the basics of
This skill will help identify the effects of a spell that was underwater maneuvering, sonar use, depth allowances,
previously cast or a potential spell that is currently being and other important information. The character should
conjured. This skill also helps to identify what ritual is also know SCUBA in case something goes wrong. Each
being performed by the resonant items, chants, words of type of vehicle is a different specialization.
power, gestures, symbols, and intonations. It also grants a
Summoning Discipline - (WIL) This Discipline focuses
broad knowledge of many different rituals: their
upon the conjuration and materialization of living
purposes, powers, and who practices them. This skill can
creatures. These living creatures arrive by their best and
be used for both secular magical rituals and religious
fastest mode of travel from their current location to the
ceremonies. Each Arkana, School, and Faith is
caster. Most summoning effects are exclusively rituals
considered a separate specialization
and may require specific items, true names, or pieces of
Spell Masking (INT, WIL) All spells have an inherent the creature to be summoned. Keep in mind that many
energy signature that is resonant with the specific caster summoned creatures are not bound or controlled without
that creates the effect. This magical signature can help other means or magic. Each spell effect is a separate
identify the original caster of a spell effect, unless the specialization.
character wishes to attempt to alter the energy signature.
Swimming (HEA, STR) This skill allows a character to
Characters with enough skill may choose to alter the
swim, float, dive, and attempt other aquatic maneuvers.
power, nature, and even which spell was cast from later
investigators. Each spell effect has a separate Specializations include Swimming while encumbered,
specialization. Diving, Underwater swimming, Speed swimming, and
Survival Swimming.
Sports (AGL, DEX, HEA) Similar to a lore skill, each
Sword Weapons - (DEX) This skill is required to
Sport is a separate skill. The character knows all of the
effectively use all single-handed weapons that use a long
rules, the maneuvers, and tricks of that sport. Detailed
edge to inflict injury. Each individual weapon is a
knowledge of the statistics, events, players, and other
minutiae is only known with a companion Lore skill. separate specialization. E.g. Bastard Swords & Long
Swords are two separate specializations.
Stealth (AGL, INT) This is the ability to move about
Tactical Weapons - (DEX) This skill incorporates the
without attracting attention to oneself. Best when used in
built in weapon systems of vehicles, tanks, military
conjunction with Hiding or Camouflage, this skill has
vehicles, space ships, and ground based weapon platforms.
saved many a character's life. Specializations include each
Anything that uses radar or visual targeting as part of a
individual type of armor, each locale or environment,
larger weapon system may use this skill. Every vehicle
Crowds, Moving in shadows, and Moving Silently. E.g.
Stealth while wearing Cuir-bouilli Lamellar, City Streets, and weapon system counts as a separate specialization.
and Forests are all separate specializations. E.g. Artillery Units, M-1 Abrams, F-16 Fighter Jets are all
separate specializations.
Streetwise (CHA, INT, WIL) This skill allows a
Tantric Magic (AWA, WIL) Tantric magic is a
character to know where to go in a town to find
derivation and corruption of Buddhist teachings and
information, or equipment, that is not available on the
beliefs. Without going into undue description, Tantric
open market. Every criminal underground has its own set
magic uses sexual intercourse to channel and provide the
of tags, customs, style of dress, and slang. While it is not
spellcaster with magical energy. The donor grants a value
possible to know each and every major citys culture, a
of their life energy as drain to the caster based upon their
character skilled in streetwise should be able to discern
age and purity. The donor will feel tired, sluggish, and
the differences and apply them convincingly. Every city
worn after the experience and will suffer penalties equal
or town has a separate specialization.
to the Drain until it replenishes normally. This skill
Style & Fashion (BEA, CHA, INT) The knowledge of should only be used in mature campaigns and is only
what to wear in any situation. What the wealthy gangsta available with the GMs permission.
is wearing will generally differ from the cream of the
Teaching (CHA, INT, WIL) This skill is required to be
Armani crop. Dress, make-up, accessories, and other
able to impart one's knowledge onto another person.
sundries are all known by the character with this skill.
Specialties include various sub-cultures. E.g. Blue Bloods, Each subject matter known to the teacher is a separate
Lawyers, European, Costumed Heroes, and LA Street. specialization.
Teamster (INT, STR) This skill is the level of expertise
Sub-machine Guns - (DEX) The knowledge of small,
that a character has when driving a wagon, chariot, or
high-velocity firearms that are traditionally one or two
other animal drawn wheeled vehicle. Such characters
handed. This skill allows the combat use, aiming, loading,
know about the different forms of such vehicles, what
and general maintenance of many different styles of sub-
terrain they can traverse, and what tack is required for
machine guns. Each individual weapon is a separate
their animals. It does not give the knowledge of riding
specialization. E.g. Mac-10, Uzi, and .45 Thompson are
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any of the animals without the wagon. Each form of Transformation Discipline - (WIL) This Discipline
wheeled vehicle is a separate specialization. E.g. focuses upon the physical body. Transformation is one of
Chariots, Wagons, and Carriages. the largest and varied of the disciplines. It incorporates all
Telekinesis Discipline - (WIL) This Discipline focuses of the spell effects that can change the physical body of
upon the physical manipulation of objects. Telekinesis the caster or another. Every spell effect of the
only uses the power of the mind to lift, carry, use, and transformation discipline noticeably changes the targets
operate items and devices. Telekinesis as a magical body. Spell effects often create animal-like appendages or
discipline is very similar to the psychic ability of the same features that mimic abilities of other creatures. Each spell
name; the only difference is where the power comes from effect is a separate specialization.
and how it is channeled. Each spell effect is a separate Translation (INT) This is an option-based skill. This
specialization. skill allows the character to understand any verbal
Telekinetic Control (INT, WIL) This skill requires an communication or language within the range of the
option that grants a version of telekinesis. Any form of option. Every spoken language is a separate
telekinetic manipulation may require a skill roll. specialization.
Specializations include Combat, Defense, Lifting, and Translocation (AWA, INT) This skill allows movement
Precision Movements. from any two points without traversing the intervening
Temporal Discipline - (WIL) This Discipline focuses space. Options that require this skill include
upon the manipulation of time. This is a very rare and Teleportation, Dimensional Travel, and Time Travel.
specialized field of study that has very few practitioners. Each option that requires this skill is a separate
With enough training, temporal casters can even travel specialization. E.g. Teleportation and Dimensional
through to different eras of history. Each spell effect is a Travel are two separate specializations. Each spell effect
separate specialization. is a separate specialization.
Terramancy Discipline - (WIL) This Discipline focuses Translocation Discipline - (WIL) This Discipline focuses
upon the classical element of Earth. This discipline upon moving a physical object from one location to
should not be confused with Geomancy; which is the another without traversing the intermediate points.
manipulation of ley lines and places of power. Teleportation, dimensional gateways, and pocket
Terramancers can easily shape stone, travel through earth, dimensions are all within the purview of this discipline.
and even summon elemental beings. Each spell effect is a Each spell effect is a different specialization.
separate specialization. Two Handed Miscellaneous Weapons - (DEX) These
Theomancy (AWA, INT, WIL) Theomancy is the skill weapons include two-handed versions of smaller crushing
of drawing mystical energy from divine or infernal or axe weapons. Requires a minimum strength of 65.
sources. Depending upon the chronicle, this may be Each individual weapon is a separate specialization. E.g.
simply tapping into the resonance and belief of true Great Axe & Scorpion Flail are two separate and distinct
believers or an actual drawing upon the chosen deity. specializations.
Theomancers must be true and devout believers of the Two Handed Sword Weapons - (DEX) This skill is
deity for this skill to be effective. A lack of belief or a needed to use large swords that require two hands to use.
disdain for the chosen deity will automatically fail any Requires a minimum strength of 65. Each individual
attempt at drawing energy. Specializations include Direct weapon is a separate specialization. E.g. Claymore &
Channeling, Holy Shrines, and Holy Relics. No-Dachi are two separate specializations.
Thrown Weapons (DEX, STR) These weapons are Ultra Tech Skills (Varies) These skills are identical to
used by throwing them over a distance, inflicting injury their namesakes without the Ultra Tech appellation.
before the target can come close to the thrower. This skill Ultra Technology skills are so advanced that scientists
includes throwing spears, daggers, and javelins. Each barely have theories for them. Strictly the purview of
individual weapon is a separate specialization. E.g. science fiction writers, ultra tech skills should only rarely
Throwing Knives & javelins are two separate come into play. Jump space engines, matter transmission,
specializations. time travel, limitless energy sources, planet killer bombs,
Tracking (AWA, INT) This skill allows a person to and other extremely powerful technologies should remain
follow the trail made by another person or animal in the Ultra Tech. Those devices that could be possible in a few
wilderness. It also includes hiding one's own trail, decades or centuries may fit better as High Tech skills.
making it harder to be followed. In addition to every The distinction is up to the individual GM.
locale and environment (including Urban) having a Specializations are based on the standard tech level skill of
separate specialization, every type of animal or creature the same name.
has its own as well. Unarmed Combat - (AGL, DEX) This skill is the training
Tractor Trailer - (DEX) The character knows how to and ability to fight without a weapon, although it is not as
drive large cargo vans, 18 wheeled monstrosities, dump powerful as Martial Arts. It is often possessed by
trucks, or other large truck. Each vehicle is a separate soldiers, commandos, and others trained in a hybrid
specialization. martial art. While not commonly available, it can be
purchased by any character for 10 option points. Each
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Availability Code Village Town City Mega Future technologies may become available
VC Very Common 75% 95% 99% 100% during your campaign either from alien intervention or
C Common 30% 50% 75% 99% time travel. While taking caution not to unbalance the
UC Uncommon 10% 30% 50% 70% available equipment for the setting, the Technology
R Rare 1% 5% 10% 15% Levels chart may become invaluable.
VR Very Rare 0% 1% 3% 5% High Tech skills will be found during Tech
Levels 12 (Near Future) and 13 (Interplanetary). Ultra
The various size codes should be used to match Tech skills will be found in Tech Levels 14 (Sub-light
the various sized weapons and equipment with the Interstellar) through 20 (Meta-technology). These levels
different sized races and creatures that populate the game. are for chronicles based on TL-11. For those playing in an
A goblin cannot realistically use a tower shield and a archaic setting, consider a sliding scale of High Tech skills
bastard sword. A creature that is the same size code as an being two above the current TL, with Ultra Tech skills
object can carry it easily in one hand. A creature that is beyond that.
one size code smaller than an object can use the item in
both hands. A person that is two or more size codes Even in a single society, there may be variations
smaller than an object can still carry it, but cannot use or in Technology Level for each of the various technological
wield the item. Characters that are one size larger than and scientific disciplines. Where does a society excel, and
the object may use the object normally in one hand. Any where does it lag behind?
greater difference in size makes the item unusable for
When determining the TL of your chronicle
anything other than very fine detail work (such as a small
setting, keep in mind the following scientific disciplines:
paintbrush or toothpick).
Transportation, Physics, Communication, Information
Some size codes have a + sign after the initial Technologies, Medicine, Energy Production, Military,
code. These items can be used as if they were that size Construction, Psychology, Mathematics, Chemistry,
code, but cannot be used by any creature smaller. Also Biotechnology, and Engineering.
included in this category are bows and other items that
can be held one handed but must be used at least partially
in two. In addition these items are designed for larger
creatures or to be used two handed. Any attempt to use
such an item one handed will incur a -10 penalty; firearms Technology Levels
that are designed to be fired two-handed will have a
penalty of -30 instead. Tech
Technology Description
Level
0 No Tool Use
Size Code Races or Creatures 1 Stone Age
T Tiny Faeries 2 Copper & Bronze Age
S Small Goblins, Pecks 3 Iron Age
M Medium Humans, Most Other Races 4 Middle Ages
L Large Gruzzo, Ogres 5 Renaissance
H Huge Giants 6 Age of Reason
G Giant Ships, Kraken, & Titans 7 Industrial Revolution
8 Steam Age
9 Electric Age
These charts are only a representative sample of 10 Atomic Age
the equipment that players are most likely to wish to 11 Electronic / Digital Age (Now)
purchase for their characters. Statistics for less common 12 Near Future
items should be determined by the players and game 13 Interplanetary
master as the need arises. Further lists of equipment will 14 Sub-light Interstellar
be forthcoming in chronicle settings, equipment guides, 15 Light Speed
and weapon guides. 16 Faster Than Light
17 Jump Gates / Intergalactic
The Technology Levels chart will not generally 18 Personal Mechanism
be needed for most modern chronicle settings. However, 19 Universal Mechanism
since the system has been designed to be universal in 20 Meta-technology
nature, your personal chronicle may utilize a specialized
level of technology. Modern chronicles should be set at
TL-11, and any references to TL-11 technology in other
guides should be appropriate for your setting. Poor
locales and undeveloped nations will likely have a lower
Technology Level.
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Basic Equipment
Name of Item Cost Avail. Weight Lbs. Size Notes
Ammunition, Arrow $6 C 0.15 S
Ammunition, Light Pistol $50 C 5.00 S Box of 50
Ammunition, Heavy Pistol $50 UC 5.00 S Box of 20
Ammunition, Rifle $75 C 5.00 S Box of 50
Ammunition, Shotgun $60 C 5.00 S Box of 50
Backpack, Medium Nylon $50 VC 2.00 M 1 x 1 x 2
Backpack, Large Nylon $100 C 6.00 M 1 x 2 x 3
Binoculars, 8x $30 C 0.50 S
Binoculars, 10x $100 C 1.50 S
Binoculars, 16x $200 UC 2.25 S
Bolt-cutters $70 C 8.00 M
Bug Detector $500 UC 2.00 S 15 foot radius
Camera, Digital $200 C 0.50 S
Camera, Digital SLR $900 UC 1.00 S
Camera, 35mm Film SLR $250 C 1.00 S
Camera, Video $500 C 2.00 S+
Camouflage Suit $100 UC 3.00 M +15 to Camouflage
Canteen, Medium Plastic $15 VC 2.00 Full S 2 Pints of Liquid
Climbing Gear $500 UC 20.00 M+
Compass $20 C 0.50 S
Computer, Laptop $1,200 C 4.00 M Equivalent to IT Resource of 3
Computer, UMC $1,000 UC 1.50 S+ Equivalent to IT Resource of 2
Computer, PDA $200 C 0.25 S Equivalent to IT Resource of 1
Flashlight $15 VC 1.00 S
Flash Suppressor $350 UC 0.50 S
Goggles, Low Light Amplification $600 UC 1.25 S
Goggles, Thermo-Imaging $10,000 UC 1.25 S
Holster $40 C 0.50 S Ankle, Shoulder, Belt, etc
Lock Picks, Single $20 UC 0.10 T
Lock Picks, Set $100 UC 3.00 S
Lock Picks, Automatic Gun $200 UC 5.00 S
Magazine, Weapon Clips $2 C 0.25 S
Metal Acids $100 UC 0.25 T 1 Ounce
Outfit, Evening Wear $400 + C 7.00 M
Outfit, Casual $150 C 4.00 M
Outfit, Superhero Spandex $100 UC 2.00 M
Outfit, Uniform $200 + UC 4.00 M
Outfit, Work $150 C 5.00 M
Phone, Cellular $50 VC 0.30 S
Phone, Satellite $1,800 UC 0.80 S+
Radio, Citizen Band Handset $160 C 0.50 S 4 mile range
Radio, Headset $75 C 0.10 T Requires Handheld Radio
Radio, Handheld Amateur $350 UC 0.60 S+ 15 Miles
Rations, MRE $5 UC 1.00 S Enough for 1 meal
Rope, 20ft Nylon $25 C 4.00 M
Silencer $400 UC 0.50 S
Sleeping Bag $70 C 7.00 M+
Tactical Vest $100 UC 1.75 M
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Modern Shields
Weight
Name of Item Cost Avail. Size PV BP DT Bonus Hands
(lbs)
Riot Shield, Polycarbonate $150 UC 6.00 M 11 125 + 10 One
Ballistic Shield, Medium $2,000 UC 14.00 M 28 150 + 10 One
Ballistic Shield, Large $2,500 UC 18.00 M 28 200 + 15 One
Modern Helmets
Weight Protection Hearing Vision
Name of Item Cost Avail. Type
(lbs) Value Penalty Penalty
Aramid Type II, Open Face $200 UC 2.70 Hard 24 - 10 -0
Aramid Type III, Open Face $500 UC 3.00 Hard 28 - 10 -0
Ballistic Face Shield $370 UC 2.20 Hard 24 -0 -5
Tactical Goggles $90 UC 0.50 Hard 11 -0 -5
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Modern Weapons
Weight Ammo Ranges
Name of Weapon Cost Avail. Size
(lbs) Capacity Eff. Max. Penalty
Arrow $6 C 0.15 S --- --- --- ---
Assault Rifle, 4.70mm $1,500 R 8.00 M+ 50c + 1 125 ft 980 ft - 20
Assault Rifle, 5.45mm $1,750 UC 8.00 M+ 30c + 1 200 ft 1,640 ft - 20
Assault Rifle, 5.56mm $1,500 R 7.00 M+ 30c + 1 160 ft 1,315 ft - 20
Assault Rifle, 7.62mm $1,750 R 9.50 M+ 30c + 1 125 ft 985 ft - 20
Auto-gun, 30mm Military R 300 H 400 200 ft 9,980 ft - 20
Bola $60 UC 3.00 M --- 15 ft 60 ft - 20
Bow, Compound $250 C 5.00 M+ 1 60 ft 225 ft - 20
Bowie Knife $100 C 1.50 S --- 10 ft STR - 30
Brass Knuckles $15 C 0.50 S --- --- --- ---
Broadsword $500 UC 3.50 M --- 5 ft STR - 30
Cannon, 76mm Military R 800 G 1 200 ft 8,905 ft - 20
Cannon, 90mm Military R 1000 G 1 200 ft 13,120 ft - 20
Chainsaw, Small $150 VC 10.00 M+ 20 Min 5 ft STR - 40
Chainsaw, Medium $180 C 12.50 M+ 30 Min 5 ft STR - 50
Chainsaw, Large $300 C 15.00 M+ 30 Min 5 ft STR - 60
Claymore $760 UC 7.00 L --- 5 ft STR - 40
Club $15 C 2.00 S --- 5 ft STR - 30
Dart Pistol, CO2 $880 UC 5.00 S+ 1 (100) 15 ft 150 ft - 20
Dart Rifle, CO2 $1,250 UC 7.00 M+ 1 (100) 60 ft 500 ft - 20
Drill $150 VC 8.00 S+ 1 Hour 5 ft STR - 40
Fists & Punches --- --- --- --- --- --- --- ---
Flame Thrower $1,150 R 50.00 M+ 16 10 ft 50 ft - 20
Grenade, Flash-bang $40 UC 0.50 S --- 20 ft 80 ft - 20
Grenade, Fragmentation $50 R 0.50 S --- 20 ft 80 ft - 20
Grenade, Phosphorous $70 R 0.50 S --- 20 ft 80 ft - 20
Grenade, Smoke $30 UC 0.50 S --- 20 ft 80 ft - 20
Grenade Launcher $1,200 R 11.00 M+ 1 150 ft 1,200 ft - 20
Hatchet $25 VC 1.00 S --- 15' STR - 20
Head Butt --- --- --- --- --- --- --- ---
Katana $650+ R 3.00 M --- 5 ft STR - 30
Kicks --- --- --- --- --- --- --- ---
Knife, Throwing $50 C 0.50 S --- 15 ft 1.5 x STR - 20
Machinegun, .30 Caliber $3,400 R 31.00 L Belt 200 ft 3,280 ft - 20
Machinegun, .50 Caliber $6,500 R 86.00 L Belt 200 ft 19,690 ft - 20
Machinegun, 7.62mm $5,200 R 23.00 L Belt 200 ft 3,280 ft - 20
Mini-gun, 5.56mm $4,500 R 85.00 L 500d 200 ft 13,120 ft - 20
Missile, High Explosive Military R 1000 G Varies 200 ft 3 Miles - 20
Mortar $5,500 R 10.00 L 1 1,625 ft 6,500 ft - 20
Net, Small $25 C 10.00 M --- 10 ft 20 ft - 20
Net, Medium $100 C 20.00 M+ --- 10 ft 20 ft - 20
Net, Large $200 C 30.00 L --- 10 ft 15 ft - 20
Nightstick $30 UC 1.50 S+ --- 5 ft STR - 30
Pistol, .22 Caliber Revolver $280 C 2.00 S+ 6 15 ft 130 ft - 20
Pistol, .38 Caliber Revolver $600 C 2.00 S+ 6 25 ft 165 ft - 20
- 130 -
Modern Weapons
Round Injury Inflicted
Skill Used ROF STR?
Size 1 2 3 4 5 6 7 8 9 10
Bow / Knife --- Varies by Bow Weapon --- ---
Assault 4.70 mm 4 7 10 13 16 19 22 25 28 31 FA No
Assault 5.45 mm 4 7 12 15 18 22 26 29 32 36 FA No
Assault 5.56 mm 4 7 12 15 18 22 26 29 32 36 FA No
Assault 7.62 mm 4 7 12 15 18 22 26 29 32 36 FA No
Tactical 30 mm 6 12 18 24 30 36 42 48 54 60 BO No
Thrown --- E1 E2 E3 E4 E5 E6 E7 E8 E9 E10 STD No
Bow Arrow 3 6 9 12 15 18 21 24 27 30 STD Yes
Knife --- 1 2 3 5 6 7 8 10 11 12 STD Yes
H-t-H --- 3 4 4 5 5 6 6 7 7 8 STD Yes
Sword --- 2 5 8 10 12 15 18 20 22 25 STD Yes
Tactical 76 mm 8 16 24 32 40 48 56 64 72 80 1/3P No
Tactical 90 mm 10 20 30 40 50 60 70 80 90 100 1/3P No
Power Tools --- 4 8 12 16 20 24 28 32 36 40 STD Yes
Power Tools --- 5 10 15 20 25 30 35 40 45 50 STD Yes
Power Tools --- 6 12 18 24 30 36 42 48 54 60 STD Yes
2H Sword --- 4 8 12 16 20 24 28 32 36 40 STD Yes
Blunt --- 1 2 3 4 5 6 7 8 9 10 STD Yes
Pistol 1 5 cc By Poison, Toxin, or Drug Type & Effect STD No
Rifle 1 5 cc By Poison, Toxin, or Drug Type & Effect STD No
Power Tools --- 2 4 6 8 10 12 14 16 18 20 STD Yes
H-t-H --- 1 1 2 2 3 3 4 4 5 5 STD Yes
Heavy Gallon 6 11 15 20 24 29 34 38 42 47 BO No
Thrown --- BD2 BD4 BD6 BD8 BD10 BD12 BD14 BD16 BD18 BD20 STD No
Thrown --- 10d10 + 30 total Injury, - Injury every 5 feet from impact STD No
Thrown --- 10d10 + 50 total Injury, - Injury every 2.5 feet from impact. Fire Injury STD No
Thrown --- Fills a 125 cu. ft. volume with colored smoke each phase. 2,800 cu. ft. max. STD No
Heavy 40 mm By Type of Grenade Used 1/3P No
Axe --- 1 2 3 4 5 6 7 8 9 10 STD Yes
H-t-H --- 1 1 1 1 1 1 2 2 2 3 STD Yes
Sword --- 2 5 8 10 12 15 18 20 22 25 STD Yes
H-t-H --- 1 2 2 3 3 4 4 5 5 6 STD Yes
Thrown --- 1 2 2 3 4 4 5 6 7 8 STD Yes
Heavy .30 Caliber 4 9 13 18 22 27 32 36 40 45 BO No
Heavy .50 Caliber 6 11 17 22 28 33 39 44 50 56 BO No
Heavy 7.62 mm 6 11 15 20 24 29 34 38 42 47 BO No
Heavy 5.56 mm 4 9 13 18 22 27 32 36 40 45 BO No
Tactical Varies 10d10 + 200 total injury, - injury every 50 feet from impact Varies No
Heavy 60 mm 10d10 + 60 total Injury, - Injury every 7.5 feet from impact 1/6P No
Thrown --- E2 E4 E6 E8 E10 E12 E14 E16 E18 E20 STD No
Thrown --- E3 E5 E8 E10 E13 E15 E18 E20 E23 E25 STD No
Thrown --- E3 E6 E9 E12 E15 E18 E21 E24 E27 E30 STD No
Blunt --- 1 2 3 4 5 6 7 8 9 10 STD Yes
Pistol .22 Caliber 1 3 4 6 7 9 10 12 13 15 STD No
Pistol .38 Caliber 3 6 9 12 15 18 21 24 27 30 STD No
- 131 -
Ammo Capacity
C = Clip +1 = one in chamber D= Drum Min = Minutes (XXX) = Charges of Propellant
Injury Inflicted
B = Blindness D = Deafness E = Entangle
K = Knockdown S = Stun
- 132 -
- 133 -
Modern Vehicles
Psgr Body Damage Max
Name of Item Cost Seats Cargo
PV PV Boxes Speed
ATV, 4 wheeler, golf cart $5,000 0 0 1 40mph 2 8
Automobile, Compact $15,000 5 10 3 120mph 5 18
Automobile, Economy $9,500 5 10 2 110mph 4 12
Automobile, Luxury Sedan $30,000 + 5 10 4 120mph 6 30
Automobile, Sedan $20,000 5 10 3 120pmh 5 22
Automobile, Sports Car $24,000 + 5 10 3 160mph 2 6
Bicycle $500 + 0 0 1 20mph 1 1
Boat, Motor $30,000 5 5 3 40mph 6 36
Boat, Sail $15,000 0 3 3 40mph 6 30
Boat, Speed $50,000 0 5 3 70mph 4 15
Boat, Yacht $350,000 + 10 15 6 80mph LOTS 1000
Helicopter, Civilian $800,000 5 10 3 130mph 8 36
Helicopter, Military $30 Million 10 10 4 200mph 15 50
Hover Vehicle, Small High Tech 5 10 3 90mph 4 12
Hover Vehicle, Large High Tech 5 15 4 180mph 4 30
Motorcycle, Street $8,500 0 0 1 90mph 2 3
Motorcycle, Touring $18,000 0 5 2 90mph 2 5
Motor-home $90,000 10 25 6 80mph 2 100
Plane, Small $100,000 5 5 2 200mph 4 12
Plane, Medium $2 Million 10 10 4 300mph 8 24
Plane, Civilian Jet $4 Million 10 10 5 550mph 10 24
Plane, Military Jet $200 Million 10 10 5 1400mph 2 36
Space Shuttle, Small High Tech 15 15 4 Varies 2 1000
Space Shuttle, Large High Tech 25 25 8 Varies 8 2000
Space Vessel, Small High Tech 25 25 10 Varies LOTS 3000
Space Vessel, Large High Tech 40 50 20 Varies LOTS 5000
SUV, Economy $25,000 5 10 3 110mph 5 18
SUV, Mid-sized $35,000 5 10 3 120mph 5 24
SUV, Luxury $50,000 7 15 4 120mph 7 24
Tractor Trailer, cab $120,000 10 25 5 100mph 3 12
Tractor Trailer, Trailer $10,000 25 25 6 NA 2 3000
Truck, Compact $18,000 5 10 3 110mph 2 72
Truck, Full Sized $26,000 5 15 4 120mph 3 96
Truck, Crew Cab $40,000 5 15 4 120mph 4 100
Van, Full Sized $24,000 5 15 4 110mph 2 120
Van, Mini $20,000 5 10 3 120mph 7 10
Van, Passenger $30,000 10 10 4 100mph 9 10
Watercraft, Personal $6,000 0 0 1 60mph 2 2
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The charts above detail the most commonly All animals have Defensive Tactics. Most
available riding animals, mounts, familiars and pets. Each animals are skilled in Swimming, Combat (Natural
species has a separate Health, Strength, Agility, Dexterity, Weapon Brawling), Camouflage and Hiding. Hunting
and movement rate. All animals have the same animals have been trained in Hunting/Tracking.
Awareness, Intellect and Willpower however. Animal
Intellect is always rolled on a 1d10, while animal
Awareness and Willpower is rolled with 4d10. All of the Battle Trained Won't spook in Combat
listed beasts of burden will have an Agility of 45 + 1d10. Camouflage Hides in Natural Surroundings
Animals that use their mouths, paws, or other extremity Climbing Climb trees, rocks, etc.
will have a Dexterity score. Since horses do not have Combat Kicks, biting, clawing, etc.
hands, they will instead use their Agility score instead of Defensive Tactics Avoiding being injured.
Dexterity when determining Defensive Tactics and General Sit, stay, etc. Riding for horses.
strikes. Guard Staying alert and barking when
All animals have one floating action per round. threatened.
Pets and Familiars will inflict a different amount of Hiding Hiding in houses, towns, etc.
injury, listed in the chart above. Always add the 1/10 th
House Trained Doesnt make a mess indoors.
Strength to the total, except when a listing has NA as the
Stealth Quiet and a good stalker.
amount of injury inflicted. If the Injury inflicted is listed
as 0 then only the Strength bonus will apply. Horses and Swimming Able to swim or at least wade.
most riding animals will inflict 1d10 + 1/10th Strength per Trick Individual skill similar to a lore skill.
kick. Trampling injury is always 4d10 + 1/10th Strength
+ 1/20th Weight Carried. To determine if a trampling has
occurred, roll a Riding Control roll with a penalty equal Ponies and most other riding horses will have
to the victims effective Defensive Tactics without any the following skills: Defensive Tactics 16%, Kick 13%, and
bonuses. General Training at 13%. Warhorses have a Defensive
Tactics of 23%, Kick 23%, Battle Trained 23%, and a
Animals can learn certain skills and tricks as a General Training of 13%. Mules have a Defensive
skill with a rating of 20 with the standard attribute Training of 16%, Kick of 18%, and a General Training of
modifiers. Animals will increase their skills or add new only 10%.
skills when their owner does. When the owner advances
to a new level of experience, the pet will gain ten Only horses and other animals which are Battle
experience points to improve or learn new skills. Trained will not spook during battle. Only roll for their
Characters may also expend their experience points to Battle Training when absolutely nasty creatures, spells, or
improve their pets and companions. Animals cannot strange effects occur on the battle field. If they fail their
increase their attributes or select new options using skill roll then the rider must make a Riding skill control
experience. Unlike characters, only the skills increased roll. Failure will dump the rider on the ground with the
though experience will increase. mount running for dear life. Non-trained mounts must
make a control roll every five rounds of combat.
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- 136 -
- 137 -
- 138 -
- 139 -
- 140 -
New Skill Rating Experience Cost above a six rating requires 20 experience each. Characters
01 20 Point do not require any special options to increase a resource
21 60 1 above six after creation, but they do need a plausible
61 100 2 reason for the high level of resource in the campaign.
101 140 3
Sometimes a character needs a few more
141 180 4
experience points to purchase a desired improvement.
181 + 5
Players may borrow experience points from the Game
Master to fill these needs. This is commonly used if a
character only needs a few more experience points to
Characters may also purchase new skills with purchase the skill or option that they should have due to
five experience points. Any skill to be learned must be in-chronicle reasons. Characters can borrow up to 25
learned in an appropriate way. Characters may be able to points of experience from the Game Master if they so
assume some previous knowledge with skills that reflect desire. Game Masters may choose to alter the minimums
their concept and background. Other skills must be and maximums to fit their chronicle and its settings.
learned from a tutor, a class, a textbook, or from This ability does come with a price: like most
observation. The more complex the skill; the longer the loans there is an interest accrued and a minimum
time required to learn. This requirement is entirely payment. At the end of every session until the character
subjective and requires an agreement with the player and pays back the borrowed experience in full, a certain
Game Master. The new skill has a Base Skill Rating of number of experience points that are earned are simply
20 plus any attribute modifiers. In addition, the character lost. They are not added to the earned experience, they
may receive a bonus to the skill based upon how they do not repay the loan, and they do not count as spent.
learned the skill. Self taught skills will grant no bonuses The amount lost per session is based upon the total
to the skill rating, but those taught by teachers will receive amount borrowed from the Game Master. Characters
a bonus of 1/10th the teachers skill in teaching. may also not advance to the next level of experience until
Specializations can also be learned or improved. they have repaid any borrowed experience.
A new specialization of +2 costs only five points of
experience. Every additional two points of experience
will increase the rating of the specialization by +1. The XP Borrowed XP Lost
standard upper limit for most characters is +20 for any 15 1
specific specialization. The Specialist option can be 6 10 2
purchased to increase this upper limit. The list of 11 15 3
possible specializations is included with the skill 16 20 4
descriptions. 21 25 5
Options and upgrades can also be purchased or
increased with experience points. Every experience point
is worth one equivalent option point for purchasing and
upgrading options. Options that deal with skills or
attributes cannot be increased using experience points.
The only exceptions to this rule are Supernatural Skill Basics
Attributes. Upgrades that incorporate a similar, but
cheaper, upgrade that the character already possesses may The use of skills is the backbone of any role-
be purchased for the difference in cost. The Game playing game. Alpha Chronicles uses a universal system
Master may have to determine which upgrades may be for skill use, combat, and most other dice systems. This
increased in this manner. The cost for a spell effect is shared system is based upon percentile dice and d10s.
listed under the description of each spell. Most players will only require a set of percentile dice to
play our game. Additional d10s may be useful for some
Experience can also be used to purchase or spells, options, or equipment. The reason for percentiles
refresh other characteristics. Foremost of these secondary is simple: people think in percentages. You have a 50%
characteristics is the characters Drama Pool. While the chance of hitting your target. I have a very slim chance
player cannot purchase additional Drama Pool with (5%) of surviving this dive. I am 99% sure I am right.
experience points, they can choose to spend one With this in mind, we designed our system for ease of use
Experience point to replenish one spent Drama point. and yet tried to keep it realistic.
Since the Drama Pool does not normally refresh until the
end of a story arc, this can become very important.
Resources are also less commonly purchased or increased, The basic skill roll formula is simple as well:
but are sometimes required as the chronicle progresses.
Each point of a resource rating from 1 to 6 only costs 10 Skill Rating + / - Modifiers
experience points per resource rating. Any purchase = Roll or Less Required on D100
- 141 -
- 142 -
Characters also have the benefit of a Drama Sometimes two characters are in direct
Pool to aid them in difficult times. The Drama Pool is a competition using skills or attributes. This could be a
number of points that can be spent to improve a tug-of-war, arm-wrestling, or even a battle of wills. This
characters chance of succeeding on a skill or attribute roll. is one of the few times when the players don't need to roll
Once a Drama Point has been spent, it will remain under their character's attributes. Higher is better. When
missing from the pool until the story arc ends or the characters are resisting each other, their players must take
player spends experience points to refresh it. the appropriate attribute, roll percentile, and add the two
numbers together. The character with the greatest total
Each point from the Drama Pool can be used as wins the competition.
a bonus of +20 to any skill or attribute roll. More than
one can be spent on any single action. Spending a point
will allow the character to ignore wound penalties for one
full round (3 phases) in combat or the entire scene of non-
combat. Characters may also spend one point to add a
bonus of one to the die roll for injury on weapon charts.
Special Maneuvers also require the expenditure of a
Drama Point.
Some options allow the character to spend
Drama Points to access certain abilities. The Game
Master may allow other expenditures of Drama Points in
the game on a case by case basis.
- 143 -
There are two basic units of time during A group that wins initiative may choose to wait
combat: Rounds and Phases. A round is six seconds long for a certain event to occur to or by the opposing faction.
and is divided into three phases of two seconds each. They allow the other faction to act first in the round. At
Each character has a certain number of actions of which any time during the phase the winning party may choose
he can spend during each phase. to suddenly act. They insert the entire faction in any
order that the players desire. Other individuals may
Unless the two sides just happen to stumble choose to continue waiting until other events occur. Once
upon each other or start with a simple argument, most all of the acting characters have finished, the other faction
likely someone will have the surprise attack. The first continues its actions.
step in combat is to determine who, if anyone, has that
surprise. If one side is laying in wait then that side has During each phase of combat the characters
surprise. If one side is distracted and the other attacks make choose to complete certain activities that are called
from behind or out of sight, again surprised. If someone Actions. There are several different types of Actions
unexpectedly draws a knife and stabs another in plain depending upon how they are attempted. Movement and
sight, while surprising, the victim does not count as Verbal actions are spent separately from Primary,
surprised. The only requirement is that one party is Floating, and Reflexive Actions.
surprised. If the other group is expecting the attack, then
they are not surprised. A successful Notice Ambush or
similar power will negate all surprise or even allow the Primary Actions Those that must be spent
group to set their own trap. every phase or they are lost. For every three
total actions the character possesses, one
The faction that surprised the other group has Primary action is converted.
one phase in which to move, strike, aim, or otherwise act.
Any activity that requires more than one phase to Floating Actions Those that may be spent
complete will not be completed until the appropriate time during any phase. Only one floating action
next round. Certain characters from the surprised party may be spent per phase. Floating actions are
may be immune to surprise. In this case they are also the remainder after the number of Primary
allowed a single phase that occurs after the ambushing actions is determined.
group has finished. Extended Actions These actions require
longer than one action to complete. They
Once the surprise phase, if any, has been spent range in time required from one full phase,
it is time for initiative. One individual for each faction in past one full round, and may require several
the combat rolls a d10. The faction with the highest total, minutes at least.
after modifiers, goes first. All ties benefit the player
characters. If two factions of player characters roll equal Reflexive Actions Those that are used for
initiative then a roll off between those factions continues. defensive purposes only. It is usually spent
This roll off enjoys no benefits from modifiers. If the during another factions portion of the combat
faction won the initiative last round, or had surprise, they phase, and will require an unspent floating
receive a +1 cumulative bonus to their initiative. This action. If no floating actions are un-spent then
continues until the faction has an initiative bonus of +3. it will drain a Primary action from the next
phase. If no primary actions remain for the
The next round initiative is not rolled; instead it round then an Agility roll is required to
is given to that faction. This continues until a drastic successfully act.
change of situation occurs in the combat. Massive
reinforcements, multiple friendly deaths, a leader falling, Free Actions These actions are often done in
or a routing of friendly troops could all lead to a resetting conjunction with other actions. They require
of initiative. very little time to complete.
Movement Actions Everyone always has one
Some characters have an option that allows per phase. These include climbing, walking,
them to bend the initiative rules. Such a character follows crawling, swimming, etc. The character may
the specific rules for that option or ability, and may be choose to move up to their fastest movement
considered a separate faction for purposes of initiative. If rate as allowable per encumbrance. They may
more individuals in a certain faction all use similar also be used simultaneously with other actions.
initiative benefits then they should be considered one They may also be spent during another
faction. Each combat round is only 6 seconds long. As factions portion of a phase to stay near a
each character acts a minuscule amount of time passes. moving opponent or target.
The players for each group may choose the order in which
the characters act. If the players do not choose the order Verbal Actions Always one per phase. 2
then the GM chooses an end of the table to begin, and seconds of speech. May be used for talking or
then oscillates back and forth as all actions are completed. casting a spell. They may also be used
simultaneously with other actions.
- 144 -
- 145 -
The Strike roll is the most common of all Besides total defense there are other ways to
actions taken during combat. The strike roll uses avoid being hurt in combat. Firing a missile weapon or
whatever weapon skill is appropriate for the weapon other distance-based projectile from behind cover will
being used. If the attacker does not have an appropriate grant the full defensive bonus as they pop up, shoot, and
weapon skill, then use the appropriate default instead. dive for cover. However certain options or effects can
Any applicable Specialization and the Defensive Tactics of negate this bonus. Partial cover may provide the character
the victim always modifies this skill. Depending upon with an inherent or DT, based upon the situation.
how fast they are moving, there may be an additional Shooting through the cover negates any defensive tactics,
penalty to strike. but grants a large bonus to the PV of the character based
upon the composition of the cover. Other reasons for
Once all of the modifiers have been determined: applying Full Defensive Tactics may be determined by the
roll percentile. If the strike roll is equal to or less than the GM as game play continues. Anything that keeps the
modified skill percentage then the strike was successful, character mostly hidden from the attacker is a good
otherwise the strike missed or was deflected in someway. prospect for the Full DT usage.
Try to be creative in your descriptions of combat, as the
most exciting brawls are those that arent just: I missed, I Characters that have been well trained in the
hit, I missed, I hit. Yawn. Snore. Critical successes and arts of war usually have more than one action during a
failures in combat require additional rolls. Each has its combat round. These characters may choose to enjoy a
own chart and resulting events listed later in this chapter. Half Defensive Tactics rating applied against their
aggressor. This level of defense requires one Floating or
Only a very stupid or suicidal character would Primary action per combat phase to be spent. Take the
stand still in the middle of a fight. Boxers dance around Full modified DT of the character and divide by two.
their opponents, archers shoot from behind cover, and This level will remain until the start of the characters
martial artists weave nearly imperceptible patterns with next phase.
their bodies as they fight. These are all forms of
Defensive Tactics. Defensive Tactics applies equally to all In most cases where the victim may not apply
directions around the character. In a fight everyone tries the Full DT, they still enjoy a partial Quarter Defensive
to keep his or her back to a wall, object, or even keep it Tactics. Take the full-modified DT and divide by 4.
twisting in place. Fighters twist, dodge, weave, twirl, and When the victim is attempting most actions, wary but
spin in combat as they fight opponents. surprised, or simply pre-occupied during combat they
only receive this DT value. Only in extreme cases
When a character does little else but avoid where the victim is caught flat-footed, held un-resisting at
injury in an entire six second combat round, this is called gunpoint, or otherwise unmoving does the character
using Full Defensive Tactics. It must be declared during receive No Defensive Tactics. A character may choose at
the initiative roll for each round of combat. A character any time not to defend and surrender any possible
focused upon only defending may subtract the full- defense. Characters that are unconscious, bound, or
modified Defensive Tactics value from every strike they otherwise fully immobilized are hit automatically.
are aware of. The character may still use Free, Verbal, Attackers should roll only to determine if a critical hit was
Reflexive, and Movement actions. If they choose to made. Critical failures are not possible. The GM may
change their mind and attempt any other action, there is further rule that called shots, critical hits, knockout blows,
an additional penalty of -60 to all subsequent actions for or death strikes are instant and automatic.
the round. In addition, all remaining primary actions for
the round are lost. If the assailant rolls equal to or under their skill,
modified with the appropriate DT, then they successfully
The full-modified Defensive tactics value is strike. Once a strike has been determined, the attacker
equal to the Defensive Tactics skill of a character, minus rolls a d10. All weapons use a single d10 to determine
any armor penalties, plus any shield bonuses, and with injury dealt. Consult the injury table for the applicable
any other modifiers such as magic, options, or weapon to find the actual base injury dealt.
specializations. Most melee weapon specializations can
be used as a bonus to the characters Full Defensive All strikes gain a bonus to injury based upon
Tactics. Specializations with bows, crossbows, thrown 1/10th the assailants skill with the weapon. Most Hand-
weapons, or other projectiles cannot be used. This total to-Hand (Melee) weapons, thrown weapons, and bows
should be recorded, as it doesnt often change. have an additional bonus equal to 1/10th the characters
Strength. Check the weapon table under the specific
Shields will provide a base bonus determined by weapon to determine if it does grant a bonus to injury
the size of the shield. Specializations for Defensive inflicted.
Tactics may be purchased for each type of shield (buckler,
round, kite, tower, etc). This specialization and the base For example: A brawny warrior with a 50% two-handed
shield modifier should be added to the full defensive sword skill, a strength of 70, and a flamberge strikes an
tactics of the character. opponent. The warrior rolls a d10 and gets a 7. The
injury total is 30 + 5 + 7 or 42 points.
- 146 -
Once injury has been determined, only one certain options. Natural armor is considered weightless
thing can prevent it: armor. There are two primary forms for the purposes of encumbrance, and has no penalty to
of armor: natural and standard. Both types of armor agility or agility based skills. Natural armor can only be
grant a Protection Value or PV. The PV is subtracted damaged through the use of certain magics, options, or
from any injury dealt to the area of the strike. Unless the critical hits. It will heal at a rate of 1 PV for every 2 days
attack was a called shot or critical hit the PV of body of normal rest.
armor is always used. In such cases use only the
appropriate armor and PV for the location struck. Even characters that are super fast, ultra tough,
highly skilled, and heavily armored get injured eventually.
When the PV of any standard armor is Whenever injury is inflicted it should be subtracted from
exceeded, the integrity of the armor is damaged. Holes, the characters current Injury Point (IP) total. When the
rips, tears, and other damage will lessen the PV in the character drops below thirty injury points they begin to
appropriate area by one point. Some special weapons feel the effects of their injuries. See the Injury Effects
may damage the PV by a different amount. Non-called chart for more details. If a character has zero or fewer
shots will reduce the PV of the Torso. Area attacks, injury points remaining they are in grave danger. Falling
barrages of gunfire, or other wide focus attacks will lower unconscious, they will soon be dead unless they receive
the PV in all affected locations. Indestructible magical medical attention immediately. They will stay in a coma
armor will ignore this loss of PV. for no more than their Health in rounds. If they have
not received sufficient magical healing or medical
Most forms of armor are either Hard or Soft. attention before this time elapses then they are dead. If
Soft armor is less restrictive, easier to move in, and is they suffer more than their Health in injury below zero
made from softer materials such as leather, Kevlar, or then they are also dead.
other supple materials. While it does protect the victim
from wounds, it does not stop much of the kinetic force Injury is healed at a rate of 1d10 + 1/10th the
behind the blow. characters Health attribute per day of complete and total
bed rest. After all of the normal injury is healed, the
Hard armor is more restrictive to movement character must then recover all of the accumulated injury
and is formed of hard resilient plates. Hard armor that has accrued since the last period of rest.
includes most ancient metal armor, Kevlar armor with
ceramic plates, or high-tech military armor. Hard armor Characters who continue to adventure with
may prevent all kinetic energy from being transferred to accumulated wounds will begin to feel the weight of the
the victim. If the PV of the armor is greater than the muscle soreness, small cuts, bruises, and other freshly
injury inflicted, then the protected character suffers no healed wounds. If the character does not rest after the
injury. adventure has been completed, then the character will
suffer the effects as if currently only having 21 30 injury
Soft armor is far less efficient at distributing points remaining. If they continue to adventure without
kinetic force. Any strike upon soft armor will inflict a recovering, after a week they will begin suffering the
minimum of 1/10th the injury total before PV was applied. effects of only having 11 20 injury points remaining.
If the actual injury inflicted is equal or greater than this
amount, do not add them together simply use the greater Certain magic spells, regenerative options, or
amount. This is an optional rule that Game Masters may prayers can reduce the wounds present on a character.
choose not to incorporate into their chronicles. This only applies to actual injury (i.e. loss of injury
points) and can rarely affect accumulated injury. The only
Every suit of Standard armor has a PV, agility way to accelerate the healing of accumulated wounds is to
penalty, and weight. The agility penalty also applies to have a physician, or other characters skilled in medicine,
any attempt at spellcasting which requires somatic tend to the patient. The physician does not have to make
components. Most ancient body armors are designed to the patient his only concern, and may tend to other
cover all body areas except the head. patients during the same day.
All of the weights and agility penalties must be Patients healing with the aid of a medic receive
added together and totaled for piecemeal armor. The PV a bonus of 1/10th the First Aid skill of the medic in injury
of mismatched armor is averaged together. Quadruple points recovered each day. Doctors and surgeons with the
(x4) the PV of the breastplate, then add each Vambrace Medicine skill and access to all needed tools, devices, and
and Greave worn. Divide the resulting total by eight to pharmaceuticals may apply that bonus every twelve hours.
determine the average PV of the character. For a strike Physicians who attempt to heal themselves only receive
on a specific location, use only the applicable armor for their applicable bonus. When more than one physician is
that location. aiding a patient, only the highest skill should be used to
Natural armor is that which the character has as determine healing.
part of their skin or natural bodies. It covers the entire
body and grants its protection to every location. The only
way for a player character to gain natural armor is through
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Injury Effects The Save from Death spell is one of the most
IP Total Results & Penalties useful emergency spells in the book. It is a low skill spell
effect that can restore a pulped character from negative
31+ IP No problems 250 injury points to positive 1d10. When cast during the
next phase it will save any victim from death. The only
The character is sore. A HEA or WIL
unfortunate point is that it will place the recipient of the
roll is needed to perform any strenuous
spell in a coma for 1d10 hours and is unable to heal by
activity with no penalties. If the roll is
ANY means other than natural rest. No empathic healing
not made, then the character will not be
, regeneration, or magical healing: anything short of direct
30 21 IP able to perform at his or her best. There
divine aid will be unable to improve their condition.
will be a penalty of 5 to all skills, and
the character can only run for a number
of rounds equal to his or her HEA, but
can trot indefinitely.
The character is hurting. He or she will Optional Systems
automatically have a penalty of 20 to
all skills. However, a successful HEA or Aiming
WIL roll will reduce the penalty to 10 Automatic Weapons
for 1 action. The character can only run
20 - 11 IP
for up to a number of rounds equal to Breakage Points
1/10 his or her HEA, and can only trot Called Shots
for a number of rounds equal to his or Concealment
her HEA. The character can still jog Critical Hits & Failures
normally. Dual Weapon Combat
The character is in a lot of pain. He or
she has a penalty of 40 to all skills and Falling
10 6 IP the fastest that he or she can move is a Guarding
jog, but for no more than HEA in Jumping
rounds. Mind Control
The character can only walk for a
Miscellaneous Injuries
maximum number of rounds equal to his
1/10th HEA. Any skill that is attempted Movement
5 1 IP will have a penalty of 60, and will take Mounted Combat
at least 4 times as long as normal. Point Blank Attacks
Strenuous activities are not an option for Poisons, Drugs, & Toxins
this character.
The character is comatose, and will die Ranged Weapons and Reloading
in a number of rounds equal to HEA Sanity
0 IP or unless he receives medical, magical, or Special Maneuvers
less divine help. Also, he or she requires Specialty Weapons & Attacks
three times as long to recover to his full
Supernatural Speed & Quickness
IP.
Unarmed Combat
Weapon Breakage
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Burst Type injury, most injury is dealt to the Injury point total of the
Area of Effect entire body. These represent small cuts, bruises, and
Short Burst Med. Burst Long Burst
or Spray
(3 rounds) (10 rounds) (20 rounds) punctures that cover the body. Called shots, while
5ft by 5ft 30% 60% 90% targeting a specific area, deal their injury to the full IP of
10ft corridor 20% 50% 80% the victim. They also have a greater chance for a
Small room 20% 40% 60% secondary effect similar to a critical hit.
Medium room N/A 20% 40% To perform a called shot the location must be
Large room N/A 10% 20% determined beforehand. The body locations that may be
Small Crowd 10% 30% 50% targeted are: back, chest, head, arm, leg, hand, groin, eye,
Large Crowd N/A 15% 30% ear, nose, and foot. Depending upon the location
targeted, there is a penalty to strike cumulative with any
other modifiers for that strike (DT, lighting, movement,
Breakage Points etc). Small targets that do not fit any of the following
examples should have a penalty to hit between -10 and
Only living creatures have Injury points and
-40. This is especially common for non-human targets
sustain wounds and other injuries. Inanimate objects are
such as animals and machinery. Characters who would
dealt damage and have breakage points. Breakage points
have under a 05% chance to hit may not attempt a called
are identical to injury points, except only non-living
shot.
objects possess them. If an item is ever reduced to zero
breakage points it is irretrievably destroyed. Most
mechanical and electronic devices can only sustain 50% Back - 10% Hand - 30%
damage before having technical difficulties. The PV of Lower Torso - 10% Groin - 30%
objects is the amount of damage that is reduced from Upper Torso - 10% Eye - 40%
every strike and how much protection is given if that item Head - 20% Ear - 40%
is used as cover. Arm - 20% Heart - 40%
Leg - 20% Lung - 40%
Object or Item BP PV If the strike is successful then roll for injury
Handcuffs 40 15 normally. Characters that fail by less than 10% are
Standard Door 30 20 considered to have hit normally unless circumstances
inch steel 5 x 5 100 25 dictate otherwise. In many cases there will not be any
Brick Wall 5 x 5 200 30 secondary effects to the target location. If the die roll for
injury is a 6 9 then the secondary effect is applied. The
Concrete Wall 5 x 5 400 50
victim may roll Health with a penalty equal to the injury
Wooden Wall 5 x 5 50 10
inflicted to resist the secondary effect. The secondary
Miscellaneous Gadget 20 5
effect is always temporary and will only continue until
injury points are healed. If the injury roll is 10, or if a
critical strike was rolled, then instead apply the
Called Shots appropriate effects as if a critical was rolled for that area.
All attribute rolls have a penalty equal to the injury
When targeting a specific place on a humanoid
inflicted.
creature, the attacker attempts a called shot. Since these
rules do not normally use hit-locations for determining
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All craftwork projects require Man-hours of A critical success rolled during any work block
planning and effort. The Game Master must determine can overcome two failed rolls, but the project does not
the likely time required to adequately finish a task. This gain any quality bonuses. A critical success and a normal
will produce an average and adequate product. Characters success can overcome a critical failure, and the character
intentionally creating quality items or exceptional projects does not have any bonuses or penalties to the project.
will require more time and should have a far greater skill
penalty.
The total number of man-hours must be
separated into three equal blocks of work. The man- Critical Hits & Failures
hours in each of these blocks do not have to be sequential
These tables should only be consulted on a
if the project is one that may be halted and restarted.
critical success in combat. If this occurs, roll a percentile
Characters may try to squeeze time in for labor when
set of d10s. The weapon used does not matter to this
possible; these blocks are simply abstractions to ease in
table, but should be considered when describing the blow.
the skill rolling process. Keep track of the total time
Clubs crush and break bones while swords and axes slash
spent working on the project. Dont let the player forget
and cut. The penalty to an attribute in the next column is
about sleeping and eating. Characters that spend all of
permanent and can only be cured with powerful magic or
their leisure time working may find their contacts and
modern-day medical care. The final column is the
relationships suffer.
additional effects column. These effects occur in addition
After each block the character must roll the to whatever total injury is inflicted to the victim. They
appropriate skill with all applicable modifiers. Success reflect the actual injuries sustained to the appropriate
means that the character was successful in this block and body location.
the time expended for the project may be applied towards
The Extra Injury Effect table is based upon the
the total required man-hours. Failure means that the
maximum possible on the 1d10 injury roll. No bonuses
work was flawed, and is only worth the normal work
may be included in calculating the extra injury. Spells that
block. The character must spend the extra time required
may be saved against with defensive tactics should use this
to finish the work block if he intends to continue the
chart for critical successes. Limbs and other extremities
project. Once the additional time has been completed the
have the dire potential to be chopped off or mangled
character must roll again. A second failure means that the
during combat. Any strike that inflicts in excess of the
project is flawed beyond repair. Some projects that are
Health attribute of the victim in injury means that the
partially completed may still garner some benefit to the
locale has been destroyed. This is the total amount
character depending upon the nature of the project.
inflicted, after all armor and protective measures have
Characters may continue working after failing the first
reduced the total injury amount. This has the potential to
roll without consequences, beyond lost time, as long as
be a death blow in some cases.
the second skill roll is successful.
A critical success denotes that the character
instinctively understood the project and was able to Extra Injury Dealt Chart
improve upon the initial design or plan. The player must Die Roll Effects
roll on their Luck attribute at the end of a critically 001 030 +25% Injury
successful work block. If any work block has a critical 031 060 +50% Injury
success and a successful luck roll, then the character has a 061 090 +100% Injury
quality product. Quality products must have any
091 110 +200% Injury
additional effects, benefits, or bonuses assigned by the
Game Master. These quality bonuses should not 111 140 +250% Injury
unbalance the game or create too powerful a project. 141 + +300% Injury
Additional critical successes and luck rolls should improve
the quality of the project.
Critical Failures should always be considered
A critical failure for a project work block bad and will not aid the character even accidentally.
requires that the character roll Luck. An unsuccessful Melee fumbles are very straightforward and usually
Luck roll means that the project is severely flawed and involve minor self-injuries, dropped weapons, or over
will break or fail at a time of the Game Masters choosing. balancing. Missile fumbles deal with line of fire rules.
The character will believe that the project was normally Similar to sprays, anyone between the attacker and the
successful. If the luck roll is successful, then the project is victim count as a Line of Fire target. The first individual,
simply too flawed to continue. Anyone unlucky enough friend or foe in this line is the first line of fire target.
to roll three critical failures along with three failed Luck Line of Fire starts with a direct line between combatants,
rolls will have a project that will fail horrifically at a time but may be expanded in both directions if there are no
of the Game Masters choosing. applicable targets.
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- 154 -
Extra Strike - Gains one additional strike with injury to each. Intentional landings onto a victim will
alternate weapon once per round with a require a successful hand to hand tackle maneuver. The
successful Dexterity Check. This counts as a character may add the additional falling injury as a bonus
floating action that may be spent during any of to the normal injury inflicted.
the three phases.
Defending - If defending, the character gains a
bonus of 1/10 the alternate weapon's skill. Under 10 Feet
This is applied to the characters Full Defensive If the character is ready and braced for the drop,
Tactics. such as a jump from a high branch or wall, then the
character needs only roll AGL. Failure results in the
Characters that use firearms or unarmed combat character landing off-balance and on the ground for
deal with two-weapon combat slightly differently. Those 1d10/2 injury. A critical failure deals 1d10 injury plus the
who use firearms must still learn the Left Hand and height of the fall and a HEA roll. If the HEA roll is failed
Right Hand versions of the weapon skill. They may not then the character has a sprained ankle and can only walk
use the other weapon to feint or defend, but may fire both for the next 2d10 hours. A critical failure on a HEA roll
weapons at the same target as one action. For weapons will result in a broken leg. No movement greater than 5
with a standard Rate of Fire this allows the weapon to hobbles per round is possible for the wounded character.
fire a Short Burst. Burst weapons count as if the burst If the character is surprised and plummets due
was one level higher than normal. to the results of a trap or sudden shove from behind, then
If the shooter prefers to select two separate the character is only allowed a 1/4 AGL check. All other
targets, then they may attempt an extra strike as normal. results are identical.
A successful Dexterity check is still required. There is a
penalty to strike for each of the weapons. The weapon in
the characters primary hand (normally right if the 11 20 Feet
character is right handed) has an additional penalty of -15 If the character is ready and braced for the drop,
to strike. The secondary firearm has a penalty of -30 to then the character may roll a full AGL roll to avoid injury
strike the target. The Awareness skill modifier may be with a penalty equal to the height of the drop. Failure
applied to reduce this penalty. This penalty may never results in the character off-balance and on the ground for
become a bonus to strike. 1d10 injury and a HEA roll. A critical failure will deal
1d10 injury plus the height of the fall and require a HEA
The various skills of hand to hand combat can roll with a penalty equal to the height dropped. If the
never be learned as Left or Right Handed. The skills HEA roll is failed then the character has a sprained ankle
already presume that the character is learning to fight and can only walk for the next 2d10 hours. A critical
with the entire body, not just a single limb. At certain failure on a HEA roll will result in a broken leg. No
skill levels the character gains the ability to attempt movement greater than 5' hobbles per round are possible
simultaneous maneuvers. These maneuvers are the for the wounded character.
benefit of years of study and practice.
If the character is surprised and plummets due
to the results of a trap or sudden shove from behind, then
the character is allowed only a 1/4 AGL check with a
penalty equal to the height fallen. The victim will receive
1d10 injury plus the distance fallen in feet, and a HEA roll
Falling with a penalty equal to the height of the drop.
Oops...that trap door just opened under your
hero, or your scout just missed his climbing roll on the
highest treetops. What happens next? Does your
character plummet to her death, or just break a leg?
The first step in determining the effects of any
fall is simple; just refer to the table below for the correct
height of the fall. All armor worn will reduce the injury
of any fall by 3 points due to the layer of padding
underneath. No other bonuses due to PV are applicable.
In addition there is a penalty to all AGL rolls based on the
current weight being carried by the character. Consult the
table of penalties at the very end of this section. Spells or
options that will slow falls of a certain distance or trans-
locate a specific range will reduce the effective distance
fallen by the appropriate amount. Characters that fall on
top of another character will inflict an equal amount of
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- 157 -
Mounted Combat
When in combat, the mounted warrior is the
Miscellaneous Injuries medieval equivalent to a tank: able to be heavily armored,
Burns & Fire Injury (Non-magical) very strong, and able to deal incredible injury to other
opponents. A mounted warrior will have all of the normal
Torch 1d10 Injury per strike. 3d10 per phase combat rules apply, except for skill modifiers, against
of direct contact. other mounted opponents. Against footmen, the mounted
Branding Iron 1d10/2 Injury per strike. 2d10 per full warrior will deal an additional level of injury. For
phase. example: A knight charges into the fray attacking a
Campfire 2d10 per strike/action. 3d10 per full footman with a bastard sword. The knight rolls an eight
phase. for injury and would normally deal 24 points of injury.
Bonfire 3d10 per strike/action. 6d10 per full Due to the greater gravity and length of swing, the actual
phase injury dealt will be increased as if he rolled a nine. The
footman will be hit for 27 points of injury plus the
knights bonuses. If the initial injury roll is a 10 then
Drowning & Suffocation count that strike as a critical roll, re-rolling to determine
Every character can hold their breath for a the effects and additional injury.
number of rounds equal to their 1/10th Health attribute if
they are prepared. Those that are unprepared or caught Mounted warriors cannot use small weapons
unaware may only hold their breath for a number of such as knives, hatchets, or clubs while mounted. Two
phases equal to their 1/10th Health attribute. After this handed weapons may only be used while the horse is
period of time has elapsed the character must begin stationary, and if the horse bolts or is spooked the rider
making Health rolls every phase or lose temporary points will have a penalty of 20 to a riding control roll. Normal
of Health. bows, and most crossbows, use the same rules as two
handed weapons, but light and pistol crossbows can be
Every failed Health roll will inflict 1d10 points fired one handed from horseback. They cannot be
of temporary loss. Critical failures will inflict 2d10 points reloaded until the horse becomes still however.
and will require an additional Health roll to remain
conscious. Unconscious characters will automatically Lances can only be used effectively during
suffer 3d10 temporary Health loss each phase. Every mounted charges. In additional to the normal injury dealt
round that passes after the initial safe rounds will incur a by weapon, strength, and skill bonuses, lances will inflict
cumulative -10 penalty to these rolls. If a character ever a bonus equal to the rate of travel per phase (FPP). Any
reaches 0 temporary health then they will automatically struck opponent will be unhorsed unless they resist with a
fall unconscious. They will expire when they reach their Strength roll with a penalty equal to the injury inflicted.
normal negative quarter health. Any unhorsed character will suffer a short fall as per the
Falling rules. Every charge will require the knight to roll
weapon breakage for the lance.
Extreme Weather Conditions
Heat & Cold will deal 1d10 injury per hour of Mounted warriors also have very little defense
direct exposure. Indirect exposure will deal 1d10 injury from footmen when stationary. At full defense they can
daily. Certain precautions may limit or negate any injury only use 1/4 of their modified Defensive Tactics. When
dealt. No injury acquired from extreme weather striking or otherwise occupied they have no defensive
conditions may be healed with options or magic. It must tactics. They do however retain any bonus from a shield
be healed naturally. Certain locales such as deep space or or weapon specialization at full value. While moving they
ice planets may deal injury every round or minute. use all of the above rules, but also enjoy the movement
penalties to strike from both missile weapons and melee
weapons.
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Striking or attempting any other actions while Movement is measured in feet per phase (FPP).
trying to control a horse is not the easiest thing in the Each value should be rounded to the nearest 2.5 feet.
world. In addition to any movement penalties for the Those using 5 foot squares in miniature combat should
rider to strike, they suffer an additional penalty based consider a diagonal move to be 7.5 feet. For those of you
inversely on their riding score. The chart below will show using inch based movement in miniature combat consider
the additional penalty for unskilled riders. every five feet to be 1 and every two and a half feet to be
one half of an inch. To determine the Movement of a
character consult the chart below. Characters that have
Ride Animal Skill Skill Modifiers while riding N/A as a movement value may not move at that speed.
01 20 - 25 to most skills They tend to be exceptionally uncoordinated and suffer
21 30 - 20 to most skills penalties for moving in combat. In non-stressful
31 40 - 10 to most skills situations they do not suffer penalties, but still walk
41 50 - 5 to most skills extremely slowly.
51 80 - 0 to most skills
81 + +5 to most skills For characters that have a total AGL + HEA
greater than 246, take the total and divide by six to
determine the Running feet per phase of the character.
Multiply that by .75 to determine the Trotting FPP. The
Jogging FPP is determined by dividing the Running FPP
by two, and the walking FPP is determined by dividing
the Running FPP by four. Always round to the nearest
Movement 2.5 feet.
This is an expanded section that describes The maximum rate a character may attempt to
movement in greater detail than what was listed in the travel is based upon his encumbrance. Those characters
combat section. Any character may attempt to move that are carrying more gear will be unable to travel their
during any phase. It counts as their movement action and full movement rate as they overexert themselves. This
does not require a primary or floating action unless used applies to all forms of movement; upright, crawling, and
as a reflexive action. Reflexive actions that involve swimming.
movement are often short dodges and jumps and are
covered elsewhere. A character may begin from a
stationary position and begin any form of movement Encumbrance Upright Crawling Swimming
desired with only a few exceptions. Prone characters No Run Fast Race
must spend a phase getting up before they may walk, jog, Light Trot Fast Sprint
trot, or run. Kneeling and readied characters will require Medium Jog Fast Steady
one phase, one primary, or one floating action to walk, Heavy Walk Slow N/A
jog, trot, or run. Readied characters are those who have Maximum 5 feet N/A N/A
spent one action to ready their weapon and are not Lift N/A N/A N/A
immediately prepared to move.
A steady swimming pace for a character is equal
AGL + HEA Run Trot Jog Walk to the walking speed of the character. This is the
0 36 5 N/A 2.5 N/A maximum swimming speed of a character with Medium
37 51 7.5 N/A 5 2.5 encumbrance. Characters may increase their swimming
52 66 10 7.5 5 2.5 speed in a similar method to their running land speed.
67 81 12.5 10 7.5 5 Sprint swimming has the same pace as the characters
82 96 15 12.5 7.5 5 trotting speed. Only characters that have a Light or
97 111 17.5 12.5 10 5 lighter encumbrance may swim at a sprint. Race
112 126 20 15 10 5 swimming is the fastest rate of swimming allowed in the
127 141 22.5 17.5 12.5 7.5 game and is equal to the running speed of the character.
142 156 25 20 12.5 7.5 Characters may not be encumbered if they intend to swim
157 171 27.5 20 15 7.5 at this speed.
172 186 30 22.5 15 7.5 Characters may slow crawl or fast crawl. A
187 201 32.5 25 17.5 10 slow crawl is equal to one half the walking speed of the
202 216 35 27.5 17.5 10 character. This allows the character to be stealthy and
217 231 37.5 27.5 20 10 prowl without penalty. A slow crawl can be accomplished
232 246 40 30 20 10 with a Heavy encumbrance. A fast crawl is far more
noticeable and will grant a penalty of -20 to any stealth
based skills. A fast crawl will enable the character to
crawl his full walking rate but is only possible with a
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Medium or lighter encumbrance. Crawling characters roll. The results from this point depend upon the missile
have no Defensive Tactics against point blank and melee weapon used in the attack.
attacks. Ranged attacks will have the full Defensive
Tactics applied to crawls. Bows and other weapons that require more than
a simple clicking of a trigger are the easiest to resist. If
If a Movement Action is spent during a phase the target tries to wrestle the bow away then the winner
then there is a penalty to all other actions performed. will retain the weapon, but either way the attack is
This penalty is also applied to anyone attempting to strike negated. If the attacker avoids a tackle then he may attack
or physically interact with the moving character. with only a - 30 penalty and double the normal chance for
Movement actions that also require the use of hands or critical fumbles.
arms, such as swimming, climbing, or crawling, will
inflict an additional penalty of -20. This additional Handguns, small crossbows, and other simply
penalty applies only to those moving or attempting to activated items are far harder to resist. Striking a man
assist the person moving. Those striking or shooting at with a handgun is fairly suicidal. All normal rules apply
the moving character will incur no additional penalty. for simultaneous attacks. Wrestling a pistol from a
gunman is much harder to do. In this event the gunman
has a bonus of +10 to the contested roll because of the
Movement Speed Penalty size of the weapon and the relative ease of pulling the
Walking -0 trigger. If the gunman wins the contested roll by more
Jogging -5 than 40, then the attack is automatically successful. If the
gunman wins by less than 40, then the shot may still be
Trotting - 10
successful but a skill roll must be made. No defensive
Running - 20 tactics of the victim may be applied. If the gunman loses
by more than 40, the gun is wrestled away and is now in
the possession of the target. If the attacker avoids a tackle
then he may attack with only a - 30 penalty and double
the normal chance for critical fumbles.
Point Blank Attacks
Point blank attacks only apply to missile and Poisons, Drugs and Toxins
thrown weapons; a melee weapon can never qualify. An
attacker must close to under 10 feet from his target to be These substances have the potential to do grave
considered point blank. Weapons that have their shortest injury or inconvenience to most characters. There are
range as less than 10 feet cannot qualify. All injury at several forms of these substances: Sleeping, Paralytic,
point blank range is considered a critical hit and has a Debilitative and Injury Dealing. Each form has a
bonus of +20 to strike if uncontested. Bows, crossbows, differing effect. Sleeping agents will cause a character to
handguns, and thrown weapons all have different events become comatose or drift to sleep. Paralytic poisons will
that occur at point blank range if the victim is resisting. allow a victim to remain conscious but be unable to move
The victim just needs to spend a reflexive action and portions of the body. Debilitative drugs will create
announce they are interfering with the attack. This penalties to all skills, attribute rolls, and will impair basic
interference counts for the entire round, but they may not motor functions. The most deadly of all are the Injury
attempt any other non-verbal actions while interfering. Dealing poisons. These poisons will inflict a certain
amount of injury either to the Injury point total or the
Once the victim has begun interfering with the Health of the victim.
attacker, the attacker and victim must roll contested
Agility. Any speed increasing options, magic, or other Each of these forms has a general grouping of
abilities should give a significant bonus to this roll. If the ability called a type. Type 0 substances will always only
attacker wins then he may make the shot with a penalty of impair a victim by 10 to all skills. Types 1 through 5 all
-10 to strike. If the defender wins, he has a choice: attack have differing penalties to the Health roll required when
first, grab the weapon, or tackle the attacker. Attacking first exposed to the substance. The effect upon the
first enables the victim to strike with the reflexive action. character is always based upon this HEA roll.
The attacker may choose to cancel the attack and gain the
appropriate DT (normally ) or continue with the strike. Poison Type Penalty to HEA roll
If the attack continues neither participant has any Type 0 No Penalty
effective DT, but they strike simultaneously. Both may Type 1 - 5%
very well be injured or killed. Grabbing the weapon will Type 2 - 10%
result in a contested STR, DEX, or Hand to Hand Type 3 - 20%
Combat skill as each participant desires. The final option Type 4 - 40%
is to tackle the attacker. Roll a contested Athletics, Hand Type 5 - 80%
to Hand Combat skill, Gymnastics, or other such skill
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Roll Health for every exposed character. Some occur in daylight it will generally be a reasonable distance.
characters that are immune to poisons, diseases, and other Only through the use of magic or technology can most
toxins may not have to roll. Characters that succeed have humans hit targets at the extreme range of certain
reduced the type by one level for their effects. Characters weapons.
that succeed at HEA reduce the effect by two. Critical
HEA successes reduce the level by three. If the effect Weapon scopes will provide an additional bonus
becomes less than zero there is no effect upon the victim. to strike while aiming. Telescopic sights will provide that
Those that fail their HEA roll will suffer the full effect of bonus each phase spent aiming. The bonus is usually
the toxin. Any character that critically fails a HEA check equal to 1/10th the maximum magnification. Non-
will suffer one greater level of effect. The GM must telescopic sights that incorporate red dots or other target
determine which effects are applicable for the poison or assistance will grant a static bonus of +5 when aiming.
toxin in question. Reloading is exactly that: reloading the weapon.
Characters that are continually the unwilling Bows take one action to reload. Light and pistol
subject of toxins can increase their chance to resist. This crossbows require one round to reload. Medium and
is done by purchasing a Resistance Specialization. This heavy crossbows require two rounds to reload. Repeating
specialization is purchased and improved identically to a crossbows requires 10 rounds to fully reload. Firearms
skill specialization. Each drug, poison, or toxin is a have clips, magazines, drums, or chambers. Loading any
separate resistance specialization and must be purchased of these items with a fresh container requires one action.
and improved separately. GMs may allow players to If a clip or magazine must be reloaded it requires one
purchase resistance specializations for other effects and action for every round of ammunition. For single,
abilities. double, or six chambered weapons this requires one
action for every cartridge. Thrown weapons cannot be
reloaded, although others can be readied.
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attribute, plus 1d10 + 1/10th Willpower at every additional Chaos magic. Sanity Points will recover at a rate of 1d10
experience level. When a player characters Willpower + 1/10th Willpower per day of relaxation and stress-free
attribute permanently increases or decreases their Sanity life.
Points should also be modified. Sanity points may be lost
during psychic attacks, moments of extreme metal duress,
failed willpower rolls, horrific sights, or illusionary injury.
Special Maneuvers
SP Total Results & Penalties This is a catch-all category for any special stunts
or wild actions that a character may attempt. A special
31+ SP No problems maneuver can utilize any skill, option, or ability that the
character possesses. The effect of a special maneuver is
The character is emotionally bruised. A
determined by the nature of the skill or option being used
WIL roll is needed to perform any skill
and the level of complexity of the action. Special
30 21 SP that requires concentration with no
maneuvers should be individually tailored to the character
penalties. If this roll fails, there is a
in question. Their style and subconscious preferences
penalty of -5 to all INT or WIL skills.
will change the appearance and effects of the maneuver.
The character is hurting. The character
may experience minor hallucinations. Examples of special maneuvers include: a Zen
20 - 11 SP These hallucinations will inflict a penalty swordsman concentrating and striking with exceptional
to INT and WIL based skills of -10. A precision and deadly accuracy; a mother lifting a car to
WIL roll will reduce the penalty to -5. save her child; a flying superhero trying to turbo-charge
The character is in emotional distress. his speed to reach the endangered people in time; a
The victim will suffer a temporary mechanic trying to fix the cars engine as fast as possible
10 6 SP mental affliction based upon the cause of before the gunmen find him and his daughter. Each
sanity loss. This will continue for 1d10 example has a different effect that must be determined by
days. the player and game master on an individual basis. There
The character is in a dire mental state. are some basic guidelines for the effects and difficulties
The victim will suffer a temporary involved with special maneuvers.
5 1 SP mental affliction based upon the cause of
sanity loss. This will continue for 1d10 Every special maneuver using this optional rule
weeks or more. requires the expenditure of a Drama Point. This point is
The character is likely catatonic. lost from the Drama Pool whether the special maneuver is
Characters must roll WIL to remain successful or not. The player must then decide on the
active, but will always suffer a penalty of level of complexity for the special maneuver. All special
-30 to all skills. In addition the victim maneuvers require a skill or attribute roll depending upon
will suffer a temporary mental affliction the action attempted. Options that do not require skills
0 SP or less or specific attribute rolls will always require a Willpower
based upon the cause of sanity loss. This
will continue for 3d10 weeks. If the check. Options that normally incur drain will incur
sanity loss continues beyond of the double normal drain. Any action, spell, ritual, ability, or
victims WIL, there is a 15% chance that other special maneuver cannot be enhanced more than
the affliction will be permanent. once for the current duration of that action. If the action
is reused or restarted for any reason the character may
As the characters sanity points are lost, they attempt another special maneuver.
will begin to succumb to mild hallucinations and develop Minimal special maneuvers have an additional
strange quirks. These afflictions are temporary and will penalty of -50 to the applicable skill roll. Players must
cease as the sanity points are restored normally. choose one aspect to change: Injury Inflicted, Range,
Whenever a character has less than 31 Sanity Points Duration, Area of Effect, Targets, Required Time, or
remaining they will begin to suffer from these maladies. Effect. If the maneuver is successful, then the chosen
The chart below details the effects of each level of sanity aspect is increased appropriately. These special
loss, and the common duration for each. Players and maneuvers will receive a bonus of 25% to the effect. If the
Game Masters should feel free to modify some of the effect is determined randomly, then a bonus of 25% of the
results based upon the events of the chronicle. Those maximum RANDOM results is used. No additional
players who wish a mental affliction for their characters bonuses should modify this 25% bonus. If an additional
may use any Sanity loss as a good in-character reason. target is desired then the bonus is at least one additional
Game Masters may determine that continual person. Ranges that are normally self become touch,
and repetitive sanity loss to the lower end of the spectrum those that are touch become five feet.
may result in permanent mental aberrations. This is often Moderate special maneuvers have an additional
the case for those who indulge in strange occult sights and penalty of -100 to the applicable skill roll. Players must
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choose one aspect to change: Injury Inflicted, Range, EMP Weapons These attacks do no actual injury.
Duration, Area of Effect, Targets, Required Time, or Instead the injury dealt is a percentage chance to disrupt
Effect. If the maneuver is successful, then the chosen protected electrical systems. If the system is not
aspect is increased appropriately. These special protected the percentage doubles.
maneuvers will receive a bonus of 50% to the effect. If
the effect is determined randomly, then a bonus of 50% of Entanglement - These attacks deal no injury, but instead
the maximum RANDOM results is used. No additional force the victim to roll agility or be entangled. Some
bonuses should modify this 50% bonus. If an additional weapons are strictly entangling weapons and are marked
target is desired then the bonus is at least one additional by an E before an injury amount. Other weapons such
person. Ranges that are normally self become touch, as chains and whips can be used to entangle. These
those that are touch become ten feet. weapons deal normal injury and have an effective
entangling rating of normal injury. This amount is
Impossible special maneuvers have an additional subtracted from the initial Agility roll and all subsequent
penalty of -150 to the applicable skill roll. Players must actions until the victim is freed. The victim is unable to
choose one aspect to change: Injury Inflicted, Range, move unless an additional agility roll is successful, and
Duration, Area of Effect, Targets, Required Time, or even then only five feet can be traveled each round.
Effect. If the maneuver is successful, then the chosen Victims can free themselves with successful Agility,
aspect is increased appropriately. These special Strength, or Dexterity rolls and one action. Victims
maneuvers will receive a bonus of 75% to the effect. If the cannot move during the same action as they freed
effect is determined randomly, then a bonus of 75% of the themselves.
maximum RANDOM results is used. No additional
bonuses should modify this 75% bonus. If an additional Fire & Heat The injury dealt is a percentage chance that
target is desired then the bonus is at least one additional other objects may ignite within the area of effect. This is
person. Ranges that are normally self become touch, only applicable to flammable or combustible objects.
those that are touch become fifteen feet. Humans are not flammable.
Grenades & Explosives All explosives will deal full
injury at the point of contact. This means that if someone
is holding or clutching a grenade they take the full
possible injury it can inflict. In most combat situations
Specialty Attacks the five-foot area surrounding the explosive will take the
Cold & Frost These sources of extreme cold will numb full blast, roll the amount of injury. From that point
the affected area. The victim may roll health with a reduce the amount of injury by a set amount at a set
penalty equal to the injury inflicted to resist. Numb areas distance. If someone or something is blocking the
will be paralyzed for one phase. Shots without a hit explosion then they receive the full injury, but unless all
location will cause the victim a penalty to all actions equal of the injury is absorbed by the item or object the
to the injury inflicted for one phase. remaining force will continue outwards. Any remaining
injury should be considered the total for the purpose of
Death Energy Victims struck with death energy have a
force reduction. Use logic when determining if any
chance to lose a portion of their Health attribute. The
portion of the anatomy is no longer remaining with the
victim may roll Health with a penalty equal to the injury
victim, or if death was instant.
inflicted to resist. If the victim fails, she will lose 1/10th
the inflicted injury permanently from her Health For example: All Fragmentation grenades will deal a
attribute. maximum of 130 points of injury. Those within 5 of the
explosion will receive 10d10 +30 injury. Roll only once.
Disintegration Translocation injury and other forms of
Every five feet past that initial radius will suffer less of
disintegration will strip portions of the victims body into
the total rolled for injury. Anyone brave or stupid enough
random particles. These attacks may only be healed
to jump onto a live grenade will take all 130 points. At
naturally and cannot be assisted with options, spells, or
that point everyone within five feet will receive only the
high technology.
amount of injury that the victim could not sustain.
Electricity Attacks - These attacks have a percentage
Knock back These weapons will knock the victim back
chance to disrupt non-protected electrical systems. The
unless a successful agility or strength roll is made. Failure
percentage is equal to the amount of injury dealt. EMP
will knock the victim back 5 feet for every 10 points that
shielded systems will only be neutralized upon a critical
the roll failed. If the roll is failed by more than 20, or was
hit. Characters holding or wearing a large amount of
a critical failure, the victim is knocked to the ground.
metal will suffer additional injury. Those carrying small
Knock back weapons deal no actual injury and grant an
amounts of metal will suffer an additional +2 injury
additional penalty equal to the number followed by a K
points. Those carrying or wearing a significant amount of
on the weapons chart.
metal such as studded leather will suffer +5 injury. Heavy
metal armors with a PV above 20 will suffer an additional Laser Weapons Automatically armor piercing with all
+10 injury per strike. Soft armors. Reflective surfaces will reduce the injury
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dealt by half. Lasers will not lower the PV of armor that fully defensive while in combat and moving at the faster
they penetrate. rate.
Modern Cannons All modern cannons have an The character may also attempt a Swoop attack
explosive radius and act like all other explosives. A upon one or more victims. It requires one action to
standard cannon will lose injury dealt every 15 feet out execute and may only be attempted once per phase. The
from the point of impact. Most energy based sci-fi character flies past the victim, strikes, and continues out
cannons do not have this effect. of harms way. Only one strike may be attempted on a
victim, but the character may continue rolling strike rolls
Mono-filament Edge These hand to hand weapons against other victims in a line until he runs out of actions.
have an edge that comes to a single molecule in width. The swooping character cannot be struck back by the
These unnaturally sharp weapons automatically count as victim unless they have supernatural quickness, more than
armor piercing to Soft Armor. They are extremely fragile four actions, or have some other form of reaction
and have a greater chance to snap than regular weapons. boosting ability.
All critical hits and maximum injury rolls will require a
weapon breakage roll. Base breakage chance is 30% and If a speeding character crashes into another
actual breakage critical fumbles will have an additional character, vehicle, or even a wall they will deal normal
30% chance to snap the blade. injury plus a bonus based upon speed. This does not
apply in a swoop attack against multiple targets, only one
Power Tools These weapons usually cannot be parried that reduces the speed of the attacker dramatically. Both
normally. They will require a Strength roll each round to the attacker and the defender take an amount of injury
prevent the parrying item from being thrown 2d10 feet in equal to the current MPH before impact subtracted by
a random direction. Power tools also require batteries, or the MPH after the impact (usually 0) and divided by two.
gasoline motors, that will expire if not monitored.
For example: Captain Glory rams the hideous misshapen
Sensory Impairment Any attacks that impair one of the monster at a full 120 MPH. At the end of his attack he is
five senses should use this damage type. This type will no longer moving. Both Captain Glory and the beast
inflict no physical injury. Roll Health with a penalty both take 60 points of injury in addition to the Captains
equal to the amount of injury inflicted. If the roll fails, 1d10 Power Fists. Luckily our hero has Invulnerability
the damage dealt is a penalty to all appropriate Awareness and therefore receives no injury.
rolls. This penalty is healed at the rate of 1/10th Health
per phase. Ignores PV, but some options and equipment
may provide a bonus to resist.
Shadow Attacks that deal maximum injury or a critical
hit may reduce the victims Health attribute. The victim
Unarmed Combat
may resist with a Health roll that suffers a penalty equal There are four distinct styles of hand-to-hand
to the injury inflicted. Failure will reduce the victims fighting that can be found in this game. The most
Health attribute by 1/10th the injury inflicted. common is known as Brawling. This skill can be learned
without a character having to be taught by another. It is
Stun Weapons Deals no physical injury. The injury simple and straightforward. It offers only a very few
columns are a penalty to a Health roll that must be basic abilities such as bites, punches, kicks and other less
successful to remain conscious. Multiple strikes will add refined methods of hurting another. Wrestling is also
a cumulative penalty during the round. Certain options available for only five option points. It is designed to
may ignore stun weaponry. Stun weapons are denoted by safely subdue and restrain an opponent.
a S followed by the HEA penalty on the weapons chart.
The third combat skill is known as Unarmed
Temporal Injury Spells and effects that deal temporal Combat. This is a more disciplined skill, which requires
injury will have a chance to age the victim by one year. 10 option points to purchase. Another person must
The victim may attempt to resist with a Health roll that initially teach this skill to the character. However, after a
suffers a penalty equal to the injury inflicted. Machinery certain point, the character can increase this skill on his
and equipment that suffer this effect will often become own, without the need of an instructor.
inoperable due to a years lack of maintenance.
Finally, there is the skill called Martial Arts.
This is the most costly and deadly of the three hand-to-
hand fighting skills. It requires the player to select certain
training and options to purchase. Every form of Martial
Supernatural Speed and Quickness Arts is a separate skill and each has its own peculiar
In addition to any bonuses to movement and advantages and disadvantages. Game Masters and players
actions that these characters receive, they also gain should select the general style that best represents the
additional maneuvers. Anyone who can run or fly faster character. From there they should feel free to create kata,
than five times normal movement automatically stays maneuvers, forms, and other details to the form. The
three basic forms of martial arts include balanced,
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offensive, and defensive. While this is a significant Some maneuvers refer to levels of defensive
simplification, players and game masters should feel free tactics. The four levels of Defensive Tactics are: Full,
to create new martial arts styles and philosophies. Half, Quarter, and None. Each is a fraction of the
modified Effective DT that a character possesses. Except
Each of the four skills allows the character to when using a maneuver, the normal rules for defensive
perform different abilities at different levels of skill. The tactics levels apply. Maneuvers that utilize combinations
charts below list the skill percents, and the special abilities of other maneuvers may never utilize a third special
that come with them. While most of the abilities granted maneuver. Hold maneuvers may attempt to use the
by the three styles of hand to hand combat are grounded victim as human shield. Characters with human shields
in realism, higher levels begin to gain abilities that are less will generally use their Defensive Tactics to defend
so. In a world of super heroics and unnatural creatures with unless the attacker chooses to strike through the held
the focus of a lifetime of dedication and training can allow victim. In that case only DT is applicable, but the PV
such maneuvers. Most martial arts maneuvers require of the held victim, 1/10th their Health, and the normal PV
experience points to learn. All of the base maneuvers are of the attacked character are all totaled together. The
free of cost. Characters learning unarmed combat or victim is automatically considered to be critically hit.
martial arts at creation may select up to three additional This can only be done with long thrusting weapons
special maneuvers without cost. The character must meet otherwise the injury is dealt to the held victim.
or exceed the minimum skill requirements for the specific
maneuver.
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All hand to hand combat styles except brawling any desired direction and will take 1D10 injury regardless
require the character to enter an appropriate stance. The of armor. He or she must also spend 1 action to stand.
player may choose either to spend one action, or one Costs 9 XP.
phase to enter a proper stance. Characters may exit a
stance instantly if they so choose. These stances are first Break-Fall - With this ability, the character will
learned without any training in mixing in melee weapons automatically take injury from any fall up to the
into the stance. Until an appropriate weapon Kata is current rating of the hand to hand skill in feet. With a
learned, all weapon rolls while in a hand to hand stance successful skill roll, the injury is quartered. On a critical
suffer a penalty of - 40. If a special maneuver beyond success, the injury taken is only 1/10th. Costs 6 XP.
those listed in brawling is attempted outside the proper Break Weapon - When an attacker fails to hit a martial
stance, the character suffers a penalty of - 40. Spell artist with this ability, the martial artist may attempt to
casting counts as a Kata, and will suffer a similar penalty catch and break the weapon. A hand to hand skill roll is
if not learned in conjunction with the martial art. required, with a penalty of 20. Then a weapon breakage
roll is needed, with a bonus of 1/10th the Strength of the
attacker. If both rolls are successful, then the weapon is
broken. This ability can also be used against arms and
legs. Limbs require a contested Strength vs. Health roll:
do not roll weapon breakage. Costs 15 XP.
Choke - This requires a contested hand to hand or
athletics skill roll, or a sneak attack upon an unsuspecting
victim. The attacker puts his or her hands around the
throat of the victim and begins to squeeze. The victim
must roll a contested hand to hand combat skill, athletics,
or Strength to break free. The victim may attempt to
break free once every phase, and requires one action. The
attacker may not do anything else while choking his
victim unless he is significantly larger than man-sized. In
the case of these giants, they must devote at least one
primary action each phase to choking. This attack will
inflict 1D10 + 1/10th the attackers Strength directly to the
victims Health attribute per round. When the victim
reaches 0 Health, he or she will be unconscious for the
next 5D10 rounds. Should the victim reach 20 Health,
then he or she is dead. Health points will recover at a rate
of 10 per round (assuming that the victim hasnt died).
Costs no XP.
Combination Hold/Attack - Once a Hold maneuver is
successful, this martial artist may retain his victim and
strike at the same time. If selecting the held victim, they
have no effective Defensive Tactics. If striking at another
within range there is no additional penalty for the
struggling victim in their arms. This maneuver will
require one primary action per phase, but all other actions
may be spent normally. Costs 10 XP.
Combination Strike/Defend - With this ability, the
character may use his or her full Defensive Tactics skill,
and still have one floating action per round. Those with
Advanced Combination Strike/Defend may have two
The descriptions of the maneuvers:
floating actions per round. Those with Lesser
Back Flip Evasion: With a dramatic back flip, the Combination Strike/Defend may only use their
character can move up to ten feet away from where he or Defensive Tactics and have one floating action to spend
she is. This grants an increase of one level of Defensive per round. Costs 19 XP.
Tactics for the current phase. Costs 13 XP.
Concentrated Defense - This ability allows the character
Body Throw - This maneuver will allow a martial artist to to defend him or herself better than normal. Whenever
grab a person, and throw him or her to the ground. A the character chooses to use his or her Full Defensive
successful contested skill roll is required using the hand to Tactics skill, he or she will receive a bonus of +20 plus
hand skill or athletics. The person is thrown five feet in any specialization in this ability. Advanced Concentrated
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Defense will grant a bonus of +40 plus any specialization Athletics. Each attempt will require one action from the
available. Costs 12 XP. victim. Any other strikes or actions made while held have
a penalty of -40. Costs no XP.
Crush - Counts as a Hold maneuver. In this maneuver,
the attacker grabs the target in a bear hug, and starts to Hard Parry - This ability can only be used when the
squeeze. This requires a successful skill roll with a martial artist is using his or her Full Defensive Tactics
penalty of 15. If successful, then the targets arms are skill. When an attacker misses the martial artist, the
pinned, and he is very limited on what actions may be character may choose to roll a hand to hand combat skill
attempted. The target will suffer injury equal to 1/10 the check. If successful the character has injured the attacker
attackers Strength per round. The person being crushed for normal punching injury. This may be done only once
may spend an action and attempt to get out of the hold by per phase. Advanced Hard Parry may be repeated any
rolling a contested hand to hand combat skill, Athletics, number of times during a phase. Costs 10 XP.
Gymnastics, Escape Artist, or Strength. The attacker
may not make any actions without releasing his victim. Hard Strike - This is a lesser form of the Death Blow.
Costs no XP. With a successful strike, the martial artist will
automatically inflict maximum injury (including bonuses
Death Blow - This ability is one of the most feared of the from Strength and skill). There is a double normal
martial arts abilities. The character must make a skill roll percentage chance for a critical success. This strike may
with a penalty of -85. If successful, the victim must only be attempted once per round, and spends all of the
immediately roll Health. If failed, their Injury Points current phases actions. Advanced Hard Strike works
will fall to 1D10 BELOW 0. The victim will continue to identically to Hard Strike, except there is a triple normal
lose 3 injury points every round from internal bleeding chance of inflicting critical injury. Costs 14 XP.
any other internal injuries. If the victim does not receive
medical attention immediately, he or she will die. If the Instant Stand - If the martial artist has fallen, then he or
skill roll was unsuccessful, then normal injury was she may instantly come to his or her feet without using an
inflicted. This ability can only be attempted once per action. A hand to hand combat roll is necessary to
round, and uses all of the characters actions for the accomplish this. Costs 8 XP.
current phase. Costs 28 XP. Joint Lock - Counts as a Hold maneuver. The martial
Disarm - A combatant may attempt to knock an artist may attempt to grab a joint on the victim and
opponents weapon out of his or her hand. This is done immobilize them. Fingers, wrists, and elbows can be
so with a contested weapon or hand to hand combat skill affected. A called shot to the specific joint is required
check. If the strike is successful, then the opponent must with an additional penalty of -10. The victim may
make a Dexterity or Strength roll to retain the attempt to free themselves from a lock only by allowing
weapon. Costs no XP. the joint to be broken and 5 points of injury inflicted.
Broken fingers will incur a penalty of -10 to all actions
Feint - With a successful contested skill roll, the attacker using that hand. Broken wrists cannot be used and will
makes an aggressive move, and then suddenly changes incur a penalty of -20 to all actions based on agility, and
direction when the defender attempts to defend him or -50 to all actions that normally require two hands. Elbow
her self. This will lower the Defensive Tactics level of the locks cannot be escaped but require both hands of the
defender by one level for this attack from the attacker. aggressor. A victim in a joint lock cannot attack, defend,
The attacker may immediately make a strike roll to or otherwise act until released. The attacker cannot do
actually hit his victim. Costs no XP. anything except continue to hold the victim, move them
around, or use them as a human shield. Costs 13 XP.
First Strike - This skill is used at the beginning of a phase.
With a successful skill roll, the martial artist may make all Jump Kick - The martial artist leaps into the air, and kicks
of his or her attacks for that phase before any other a target. The target is knocked back 5 feet, and must
person, regardless of initiative. This ability should be make an Agility roll with a penalty equal to the total
considered as fast as supernatural quickness for injury inflicted to avoid falling to the ground. There must
determining initiative. Advanced First Strike will allow a be at least 5 feet between the martial artist and the target,
martial artist to spend all of their actions during this and the martial artist will land in the 5-foot area that the
initial attack. Costs 11 XP. target was in. This maneuver requires a skill roll with a
penalty of -10. Costs 11 XP.
Grab/Hold - Counts as a Hold maneuver. This ability
allows the attacker to attempt to grab and hold onto an Knock Out - To knock a person out requires a successful
opponent. The grab attack is made with a penalty of 10. skill roll with a penalty of 35. The victim will receive
This penalty only applies to the initial grabbing strike. If full normal injury, and must roll Health. An unsuccessful
successful, the opponent is pinned to the aggressor and Health roll means that the victim is unconscious for 5d10
cannot move or attempt any actions except kick strikes rounds. This maneuver may only be done with hand to
and escape attempts. An escape attempt can be made hand combat skills and blunt weapons. Helmets do
once every phase and can rely on a contested martial arts provide PV to the head and will lessen the penalty to the
skill, Gymnastics skill, Escape Artist, Strength, or Health roll. Costs no XP.
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Mental Fortress - This maneuver reflects a life-long Tackle - This maneuver requires either an Athletics,
dedication to balance, harmony, and internal peace. The Gymnastics, hand to hand combat, or an applicable Sports
character with this maneuver, and a successful Willpower skill roll. Whichever skill is used, there will be a penalty
roll, may spend one phase to calm and center his mind. equal to the targets Defensive Tactics skill (assuming that
For the rest of the scene he gains a bonus of +20 to all the person knows that he or she is about to be tackled). If
further Willpower rolls, resistances against illusions and the defender is aware of the attempt, then he or she may
holograms, and cannot berserk in combat. Costs 26 XP. make a contested Strength or Agility roll with a penalty of
20 to stay on his or her feet. If not, then he or she is
Nerve Strike - A successful called shot with an additional knocked down, and back 5 feet, with the tackler on top of
penalty of -20 to the shoulder, elbow, wrist, hip, or knee him or her. The target will suffer 1D10 injury. Costs no
will make the limb totally useless for the next 2D10 XP.
rounds. The victim may resist the effects of a nerve strike
with a successful Health roll. The target will suffer Weapon Kata - This maneuver allows a character to use a
only normal injury. Costs 20 XP. melee weapon while in a specific weaponless combat
stance. The character may attempt to use maneuvers that
Parry Arrows - The martial artist can attempt to block use any free hands, feet, or movement. Each specific
and deflect arrows away from his person. This maneuver weapon, like a specialization, must have a weapon kata.
may only be attempted while the character is fully Spell casting is also considered a separate kata. Weapons
defensive. This maneuver may be combined with other cannot be used to inflict injury with most maneuvers. For
defensive maneuvers. The character must roll a contested example, Hard Strike and Rapid Strike can never utilize
hand to hand combat check against the weapon skill of the the injury dealt by a weapon. Costs 8 XP.
attacker. Multiple shots may be deflected, but every shot
after the first will add a cumulative penalty of -10 to the
victim. A missile may be caught instead of deflected with
an additional penalty of -20. Missiles that can be
deflected or caught include sling stones, arrows, quarrels,
and thrown objects. Missiles such as bullets, fletchettes,
and most spells cannot be deflected by this maneuver.
Costs 16 XP.
Rapid Strike - On a successful skill roll, the martial artist
may make 1 additional attack. After that attack, he or she
may make additional rolls for additional attacks.
However, each additional roll during the same round will
incur a cumulative penalty of -20. No more than one
additional action may be gained in this way per phase.
Advanced Rapid Strike may gain no more than two
additional actions per phase. Costs 17 XP.
Roll with punch - Allows the character to minimize the
injury received from blunt weapons and hand to hand
combat. A successful skill roll will allow the character to
subtract 1/10th their hand to hand combat skill from the
total injury inflicted. Costs 6 XP.
Stun Attack - This maneuver will knock the breath out of
an opponent for one round. Requires a successful strike
with a penalty of -20. The victim may attempt a Health
roll with a penalty equal to the injury inflicted to avoid the
effects. Stunned characters may not move, defend, or Vehicular Combat
attack. Costs 10 XP.
Car chases, dogfights between fighter planes,
Sweep Kick - This is a low kick, meant to make an and motorcycle duels are all part of our modern heroic
opponent fall to the ground. It requires a skill roll with a landscape. During normal operation there is no need to
penalty of 20. If successful, then the defender will be roll a vehicle skill check. The lives of most adventurers
knocked to the ground, and must spend his or her next are rarely normal. Any excessive speeding, unusual
action getting up (unless he or she has the Instant Stand maneuvers, combat, or sudden braking may require a
ability). The defender will suffer the normal injury control roll. The penalties to the skill roll are the same
rolled. Costs 7 XP. generic difficulties that are in the beginning of this
chapter. Remember to consider the weather, visibility,
road conditions, sobriety, and traffic when factoring the
current difficulty.
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Vehicles do not have Injury Points or even Equipment Damage hits the power-train,
Breakage Points. Instead they have something similar wheels, emissions, and other vital elements of the vehicle.
called Damage Boxes. Damage Boxes are a completely Too much damage to these locales and you might as well
esoteric and subjective status of the vehicle. Whenever a junk it. Roll on the table below for the location and the
vehicle is damaged consult the Damage Effects chart to effect of the damage. This chart is for land-based vehicles
determine the extent of the damage. Always subtract any only; other vehicles may require some interpretation and
applicable Vehicle PV before assessing the damage. Any improvisation. Any effect that gives a penalty to the
rolls of 1 or 2 on the Injury chart for the weapon are control roll, requires an immediate control roll at the new
always considered Cosmetic Damage. Critical Hits or skill rating.
rolls of 10 on the Injury table are always at least Major
Cosmetic Damage. Vehicles can receive either Cosmetic Equipment Damage is denoted by an X
or Equipment damage in these boxes. through the entire box. If the entire set of Damage Boxes
have equipment damage then the vehicle is disabled and
requires repairs. If the vehicle receives further damage
Vehicle Damage Effect Chart equal to an identical set of Damage Boxes then the vehicle
Damage Effects & Damage Box Type is irreparably destroyed. When dealing with both
01 10 Minor Cosmetic Damage. cosmetic damage and equipment damage, always fill from
11 20 Major Cosmetic Damage. left to right on the set on boxes. Once all of the boxes are
21 50 Equipment Damage. filled, then any additional equipment damage supersedes
51 100 Two DB of Equipment Damage. any existing cosmetic damage. Cosmetic damage will
101 150 Three DB of Equipment Damage. never stack to become equipment damage.
151 200 Four DB of Equipment Damage.
201 250 Five DB of Equipment Damage.
251+ Six DB of Equipment Damage.
Land Based Equipment Damage Effects
Roll Location
Wheels & Tires. Lower Max speed by .
Cosmetic Damage is minor and easily repairable 01 10 Any speeding over previous maximum
damage to fenders, hoods, glass, and other body locations. speed requires a control roll.
It may look like hell but it should still be able to drive Front Axles. Front wheel drive vehicles will
normally. Cosmetic Damage should be marked with a roll to a stop. Four wheel and rear wheel drive
11 20
slash on the Vehicle sheet. Major cosmetic damage is still vehicles will lose maximum speed. All
cosmetic damage but may instill a small penalty to control control rolls have a penalty of 40.
rolls or may destroy a non-vital system. Roll on the Brakes. Deceleration requires three times
21 25
following chart to determine the effects of Major previous distance.
Cosmetic Damage. Front Suspension. Control rolls have a
26 30 penalty of - 20. All passengers have a - 40
penalty to any skills requiring DEX or AGL.
Major Cosmetic Effects Rear Axles. Rear wheel vehicles will roll to a
Die Roll Location 31 40 stop. All other vehicles will have a penalty of
01 05 Major Body Work. 2 Cosmetic DB. - 40 to all control rolls.
Radio / Communications Array. No 41 45 Rear Drive-shaft. Loses Maximum speed.
06 20 communications are possible from this Rear Suspension Control rolls have a penalty
system. 46 55 of - 20. All passengers have a - 40 penalty to
Front Windshield / View-screen. any skills requiring DEX or AGL.
21 35 Penalties on all control rolls requiring Engine. Vehicle loses Maximum speed, and
56 60
frontal vision. has a 10% chance / round to stop dead.
Rear Windshield / View-screen / Transmission. Vehicle loses Maximum
36 50 Mirrors. Penalties on all control rolls Speed and has a penalty of 10 to all control
61 65
requiring rear vision. rolls. There is a 5% chance per round of being
51 65 Radar / GPS Navigation. disabled.
Passenger Armor Shredded. 1 PV for Transfer Case. 4x4 vehicles lose Max speed
66 72 66 70
every 10 points of damage received. and are - 60 over rough terrain.
73 - 80 One Entrance jammed / disabled. Radiator & Cooling System. 1% chance per
71 80
Weapon system disabled. No attacks round of additional Engine damage.
81 90
are possible from this system. Emissions & Fuel System. Vehicles lose
Headlamps / Illumination. Lower 81 85 Maximum speed. 25% chance of fuel loss at a
91 - 95 visibility and greater potential for rate of 5% per two rounds.
accidents. Electrical System. Choose one system tied to
96 00 Other non-vital system (GM Choice) 86 - 00 electrical system. Every round there is a 50%
chance that it will fail for 1d10 rounds.
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Vehicles usually have two forms of Protective Dexterity based skills on a 91 100. Individual vehicles
Value: Passenger & Vehicle. Passenger PV is that which may have additional penalties based upon the size and
is directly protecting the passenger compartment. Bullet shape of their windows and gun turrets.
resistant glass, armored plates sides of a van, and
reinforced roofs are all examples of extra Passenger PV.
Some vehicles may have multiple passenger areas and have
different Passenger PV. Some vehicles such as
motorcycles may have no protection for passengers. Weapon Breakage
Most of the time in Alpha Chronicles a weapon
Vehicle Protective Value is what protects the
will never break. The game assumes that each character
important vitals of the engine, axles, and other drive
will sharpen, polish, repair, and keep her weapons in good
systems. Even normal automobiles tend to have a greater
physical condition. Except for very unusual
Vehicle PV than passenger PV due to the amounts of
circumstances, only critical fumbles will have the potential
sheet metal and large slabs of iron and steel frameworks.
to break a weapon. On the Melee Critical Fumbles table
This armor protects the Vehicles Damage Boxes and will
there are several entries that require a weapon breakage
rarely provide any protection to the passengers.
roll. If the GM desires, the following modifiers based on
When two vehicles are attacking each other, the the material used and the quality of the weapon may be
first consideration is always their Relative Speed. used. Some weapons are made from two different
Subtract the slower vehicles speed by the faster vehicle to materials that have been fused or joined in some way.
determine this. If the difference is less than 10 mph there Use the modifier that closely describes the endangered
is no penalty to attack rolls for speed. Otherwise consult weapon.
the table below. In addition, there is a modifier based on
the general direction that each vehicle is moving. Vehicles
moving in the same direction have no additional penalty
or bonus. Vehicles driving head on have a bonus of +10 Material Used / Quality Modifier
to hit with front mounted weapons. Vehicles chasing Leather + 20
another vehicle will have no additional penalties, or Bone + 15
bonuses, for either vehicle. All other patterns have an
additional penalty of 10 to strike. Wood + 15
Wood & Bronze + 25
Relative Speed Penalty to Attack Rolls Bronze + 10
0 10 MPH -0 Wood & Iron + 15
11 20 MPH - 10 Iron +0
21 30 MPH - 25 Wood & Steel -5
31 50 MPH - 40
Steel, Early - 20
51+ MPH GMs discretion
- 15 Steel, Modern - 40
Fluctuates Wildly
Steel, High Tech - 60
All attack rolls between two fast moving Steel, Ultra-tech - 80
vehicles are contested actions. Both pilots may roll Bows (Line snaps) + 30
control checks to attempt to gain the best position for
combat. Any gunners or passengers may then roll for Special Materials (Stone, ivory) Varies
strike against the other pilots control roll. The winner of Pathetic Craftsmanship + 25
the piloting maneuvers may choose to give their gunners a Poor Craftsmanship + 10
bonus of 20 or a penalty to the other gunners of 20.
Good Craftsmanship -2
Anyone striking someone or something outside
Exceptional Craftsmanship -5
a moving vehicle with a non-vehicle weapon has
additional restraints. No Aimed shots are possible, Superlative Craftsmanship - 10
Agility rolls are required unless secured to the vehicle Indestructible Magical Item NEVER
during all control checks, and will fumble all Agility and
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points. Traditional spellcraft itself requires the Magical offer. Try to link the characters concept with the best
Knowledge option. Heteroclite magicians must read about disciplines available. Remember that each Discipline is a
their specific chosen field of spellcraft. While very few are separate skill and must be purchased as such. In addition,
detailed in this book, more will become available in later any character that wishes to cast spells must also select the
source-books and on our website. Learn Spells skill. Other skills may be required by the
individual spell effect such as Scrying or Ranged Strike.
Depending upon the level of the Magical Players should read the text of a desired spell effect to
Knowledge selected, the character may have a smattering of determine if there are any such required skills.
magical ability or a vast repertoire of spell effects and rituals.
The Dabbler has barely begun to delve into the mysteries of Once the Disciplines are selected, and their skill
thaumaturgy, but they still have the required raw talent. ratings purchased, the player is ready to select the learned
These characters know that magic is a real force, but they spell effects. Every character begins with up to three learned
lack the skill of true magicians. Dabblers with a combined spell effects per known discipline. These known spell
Intellect and Willpower attribute ratings of 131 or greater effects may not exceed the skill rating required to learn
can attempt to cast written spells and rituals. Dabblers can based upon the discipline. Players may choose to
also learn the following skills: Banishment, Counter-magic, automatically learn these three spell effects, or they may
Scrying, Sense Aura, and Single Spells. They must still have attempt to learn with modifiers. These modifiers are
all of the standard required attributes for learning these detailed in the section entitled Learning Spells later on in
skills. Dabblers may attempt to cast spells and rituals that this chapter. Most modifiers are designed to improve the
they discover, but cannot learn any disciplines. chances of learning the spell effect, but accrue a required
focus to channel the power. Some spell effects require
Apprentices have several tiers of magical talent and knowledge of other lesser spell effects from the same
aptitude: Hedge Wizards, Professionals, and Magisters. Discipline, so be careful as to which are selected. Additional
Hedge Wizards have begun the long dedication that is spell effects may be purchased at creation for a number of
required to master spellcraft. They must have a combined Option Points equal to the Experience Cost of the spell.
Intellect and Willpower attribute rating of 131 or greater to Any unlearned spell effects are lost; they may not be
select this option. This option grants the character the very transferred between Disciplines.
basic talent for the learning and casting of magical spells.
The character must learn the discipline of Hedge Wizardry.
The character may learn up to three additional Disciplines of
magic. None of the Disciplines may have spell effects
whose Minimum Ratings exceed 50, or a skill rating that
exceeds their Intellect score. Hedge wizards may attempt to
cast written spells and rituals that they have not learned. Spellcasting Basics
Professional wizards are far more common than Spellcasting characters may attempt to cast any spell effect
Magisters and have enough magical talent to learn a wide they know at any time they desire. If the spell effect is not
variety of magical disciplines and knowledge. A combined known to the character they must locate a written version
Intellect and Willpower of 151 or greater is required to select with instructions of the spell or ritual. These spells and
this upgrade. Professional wizards may learn up to seven rituals take far longer to cast than a known spell effect. The
magical disciplines beyond Hedge Wizardry. None of the basic rules for casting spells do not include this ritualistic
Disciplines may have spell effects whose Minimum Ratings casting process, but is similar in several regards. For greater
exceed 120, or a skill rating that exceeds one and a half times details on casting unknown spells see the section on rituals
(1.5x) their Intellect score. Professional wizards may later on in this chapter.
attempt to cast written spells and rituals that they have not The first step is to determine which spell effect is
learned. actually being used. While some spell effects are similar in
final effect; many have different methods of reaching that
Magisters have the most potential to learn a goal. For example: Flight and Winged flight both propel
staggering array of magical disciplines. A combined Intellect the subject into the air, but one causes wings to grow from
and Willpower of 151 or greater is required to select this the character while the other simply allows flight.
option. They have no upper limit to the maximum spell Depending upon the situation the character may wish to
effect or skill rating that any of their Disciplines may attain. cause fear by screaming down upon hapless villagers with
They may learn up to fifteen separate Disciplines to master. huge bat wings or simply fly out of trouble quietly.
This level of talent and mastery is exceedingly rare; those
that have it are often the stuff of legend. Once the desired spell effect has been chosen, the
magician must determine if any modifications to the spell
Once the limits of the selected Magical are required. Most spells have the possibility of increased
Knowledge option is known, the player is ready to select range, effect, number of targets, or other enhancements.
which Disciplines are known to the character. All spell The description of the spell effect will detail if the caster can
casting characters MUST learn the Hedge Wizardry select from a variety of Spell Perks. Spell Perks are a bonus
discipline first and improve past a skill rating of 21. Peruse to mages who surpass the basic knowledge required in their
the lists of Disciplines and the spell effects that each can
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chosen discipline to cast a spell. Magicians who exceed the allocated spell perk. The shortest amount of time
minimum skill rating for a spell effect may choose to in which a spell can be cast is a single phase. This
increase aspects of a spell (injury, effect, range, area of effect, spell perk does not increase the Drain of the spell.
etc.) by a set amount. Often this change is in the form of a Range A spells range can be increased in
multiple of the original stat. Most spell perks will increase multiples of the original range. One additional
the spells drain by 5 for every additional spell perk. Not all spell perk doubles the range, two allocated perks
common spell perks are available for every spell effect. The will triple the range, etc. Spells with a range of
specific spell effect description will mention any alterations Self can be changed into a Touch spell with the
to the common perks. allocation of two spell perks. A spell with a range
Spell perks are granted for every full 20 skill rating of Touch can have a range of 10 per level of
above the minimum required for a spell effect. These are experience with the allocation of two spell perks.
free, and represent the exceptional skill that a character has Allocations of spell perks can be cumulative, so
within that specific spell effect. Additional spell perks can four spell perks will transform a self spell into a
be purchased or acquired in various ways. Critical successes spell with a 10 per level range. GMs should be
in spell casting or spell learning may grant free spell perks aware that some self spells may require additional
for certain success rolls. 1 Drama Pool Point can be spent to resistance rolls that were not considered with the
acquire a single additional spell perk for a single casting. Self spell range.
Players may also spend 10 option or experience points to Reduced Resistance The target often receives a
purchase a permanent additional spell perk for a single spell resistance save to avoid or reduce the effect of a
effect. spell effect. Each allocated spell perks will reduce
Characters that take additional time to cast a spell the resistance with a penalty of -10 to save with
may also earn additional spell perks. One additional spell attribute rolls. Spells that have irregular resistance
perk can be earned for every three extra phases of casting rolls will lower the resistance percentage by 10%
time. A character may earn one additional spell perk at level of the standard save. Examples of irregular saves
two, and up to two at level 4. Any additional time is wasted. include the Alter series of spell effects under
Enchantment that give items a certain chance to
resist.
Common Spell Perks Spell Strength Most spells are vulnerable to
Drain Drain can be lessened for the spell by 5 others that will negate or dispel them. In most
points per allocated spell perk. No spell can be cases, the spells will roll contested skill checks
reduced to less than five using this method. This using the casters skill rating in the appropriate
modified drain applies to both standard and discipline. This spell perk will grant a bonus of
continual drain. +10 for each spell perk allocated to this contested
roll. This can be applied to any spell of negation
Easier Casting Spell perks can be used to grant a or to any spell that may be negated.
bonus to the caster when casting a spell effect they
know very well. This can be extremely helpful Targets Most spells have a single target that is
when Spell Drain has taken its toll upon the caster affected. Each additional spell perk can be used to
and the unmodified chance is too low for comfort. increase the number of individuals affected by
Each spell perk allocated towards easier casting one. Self spells cannot be increased in this way
will grant a bonus of +10 to the skill roll. This until they have at least a range of touch. Spells
perk does not increase the Drain of the spell. that already have an Area of Effect can be
increased by an equal area or volume for an
Masking The spells resonance signature can be additional spell perk.
altered by a talented mage. Each spell perk
allocated to the masking of a spell will incur a
cumulative penalty of -10 to anyone attempting to Another common modification of a spell effect is
identify the resonance of the obscured spell. known as a Charm. Charms are very quick spells that have
a very short duration, limited effect, and are often used in
Alternatively the caster may choose to
combat or as reflexive actions. If a spell effect has a Charm
alter the power level of the signature, changing a
variant it will be listed in the description. Charms always
simple spells resonance into seemingly a spell of
have a casting time of one phase which can never be
legend. Each spell perk allocated to this form of
modified. Charms also have a maximum duration of one
masking will increase or decrease the minimum
phase for each level of experience the wizard has attained.
skill required by 20. The penalty of anyone trying
The Drain of a Charm is always five. Charms should not be
to untangle this form of masking will suffer a
confused with Quick Casting of a normal length spell.
penalty of -20 per spell perk.
There are no additional skill requirements for casting a
Quicker Casting Spell perks can be used to Charm; instead it is a reduced version of the normal spell
shorten the required time to quick cast a spell. effect.
The casting time is reduced by one for every In addition to modifiers of the wizards choosing,
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there may be situations where the caster is unwillingly rating of the discipline used to cast the spell. Roll the skill
hampered. The following chart details some of the most normally. Failed spells may generally be re-cast up to three
common penalties. Some of these penalties can be negated times total on the same target per day. Spells in combat that
by learning a spell effect with certain modifications. This is directly injure an opponent are exempt from this limitation.
detailed later in this chapter under the section on learning
spells. During spellcasting, the character may roll a
critical success or failure. A critical success for a spell is
1/10th the required roll after all penalties and bonuses have
Condition Modifier
been applied. This includes the penalty for the current drain
- 50 (Additional +5 chance to
Only one hand free on the caster. A critical success grants the character one
fumble)
bonus Spell Perk to be applied for the spell effect. This spell
- 100 (Additional +10 chance
No hands free perk can never be used to reduce the casting time of the
to fumble)
spell, but may otherwise be spent on all Spell Perks available
Arms Restrained - 20
for the effect.
- 80 (Additional +10 chance
Gagged
to fumble) Unless the caster has over a 95 chance to cast the
- 100 (Additional +10 chance spell effect, including all temporary modifiers, they can
Completely Silenced
to fumble) critically fumble the spell. Those with a modified chance of
- 100 (Additional +10 chance success over 95 will only fumble if the roll exceeds their
Lacking a spell-crutch
to fumble) current chances or on a roll of 100. This is a special rule for
Movement (Walking) -0 spellcasting designed to keep magic slightly unpredictable.
Movement (Jogging) -5 Any applicable rolls above 95 will automatically fail; this is
Movement (Trotting) - 10 simply not a critical fumble.
Movement (Running) - 20
Movement (Swimming) - 50 The Game Master must determine the events of
Movement (Climbing) - 100 the fumble. Effects that are harmful in combat should only
Movement (Crawling) - 50 stay in effect for a number of phases equal to the Drain of
Lying Prone (on stomach) -10 the spell. Annoying and socially hazardous results should
Lying Supine (on back) No Penalty last a number of hours equal to the Drain of the spell. We
Drain Pool - Current Drain Pool hope this gives you enough ideas to keep spell casting
Using Resonant Item + 10 per item up to three unpredictable and mysterious.
A few sample outcomes include: Drain loss
All spells and rituals have a limit based upon the without benefit, unable to cast spells, strikes a random
range of the spell. The range of the spell is commonly a target, casts a reversed version of the spell effect, casts a
touch or a distance in feet that reflects the maximum random spell effect instead, caster suffers injury equal to the
distance the spell can travel from caster to target. Most Drain, falls unconscious unless a Health roll with the
spells also require a direct line of sight between the caster minimum skill requirement as a penalty, stunned,
and the target. This line of sight must remain unbroken. personality reversal, deafened, develops a temporary phobia,
Spells that enhance the vision of the caster may be used to amnesia, unable to resist illusions, unable to resist mind
increase the line of sight distance, to the maximum range of control effects, loss of vision, loss of smell or taste, easily
the spell. enraged, develops a temporary mental illness, forgets how to
Spells, effects, options, or technology that grants a cast that particular spell, stutters, spoonerisms, strange
view of a target is rarely considered direct line of sight. smells, changes race, changes sex, paralysis, permanent
Some scrying and observational effects may allow spells to minor appearance change, permanent aging (for more
be cast as if they were a new point of contact. Area effect powerful effects), draining of enchanted items on or near
spells do not require a direct line of sight to affect an entire caster, clothing and gear changes appearance, random spell
area, but does require the mage to have a solid grasp of the effect unknown to caster, activates random runes around the
targeted area. Someone locked into a windowless cell would caster, extra-dimensional rift, accidental summoning, or a
not be able to target anything outside. In addition, severing of thaumic links.
sympathetic magic can be used to target a specific individual Some spells require additional skills to successfully
regardless of line of sight. Sympathetic magic requires a generate the desired results. Scrying and Ranged Strike are
portion of the target or a true name to be effective. good examples of additional skill rolls for certain spells. All
Once all of the modifications to the spell are spells with a range of touch must actually touch the target.
determined, then the spell can be cast. Total up all This requires a hand to hand skill or a Dexterity default roll.
applicable penalties and bonuses that may apply to the Subjects may always choose to defend normally against such
wizard. Unless the character is completely refreshed, attacks, or opt to negate any applicable Defensive Tactics. If
subtract the current drain pool of the wizard. Dont forget the touch attempt fails, the magic will remain in a potential
the base Skill Penalty of the spell effect and any bonuses state for one additional phase per experience level of the
gained from Spell Perks. Use this total to modify the skill caster. This will give the caster a few moments to re-
attempt a touch.
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During the combat round there is an excellent Continual spells have Continual Drain. While the spell is
chance that the caster may be struck for injury. If this active the wizard will continue to experience the Drain of
occurs, then the caster must make a Concentration skill roll the spell. This drain is applied once for the casting of the
or else the spell fizzles with no Drain cost to the caster. The Continual spell, and cannot be refreshed in any way until
amount of injury is the penalty to the skill roll. However if the spell is canceled. Casters can spend one action to cancel
the Concentration skill roll is a critical failure, then the spell one of their own Continual or Short spells at any time they
is considered a fumble, which immediately occurs. A critical desire.
success with the Concentration roll will give a bonus of
1/10th the casters Concentration skill to the Spell Casting E.g. A spell with a drain of 5 is cast upon a target. The spell
skill roll. caster will have a drain of 5 until the spell is canceled. This
is regardless of the amount of sleep, rest, or other means
If the Cast Spells skill roll was successful, add the normally used to reduce drain. Should the same wizard
required Drain of the spell into the Drain Pool. Even if the continue to cast spells, the drain will continue to increase
results were ineffective due to a later skill roll or successful normally.
save, the drain still accumulates. The more drain in the
mages Drain Pool, the more tired and exhausted the mage. Instant spells are in effect for about one action.
This is reflected in a penalty equal to the current drain pool These spells are usually injury inflicting spells, instant
to all of the spell casters further spell casting skill rolls. healing effects, and other spells that are instantly effective.
Drain also affects those who use Banishment, Destroy They cannot be canceled or negated because the effect has
Undead, and some other WIL based skills. The drain pool already ended. Short durations are most often used in
is reduced by rest, relaxation, meditation, and sleep. The Charms but some are used in other spells as well. A spell
exact amount recovered varies by the health of the individual with a Short duration will remain in effect for one phase per
and is listed in Step 10 of character creation. experience level of the caster. The caster can choose to
spend one action at any time to cancel the spell.
Once the spell has been successfully cast, it is very
important to know how long the effect will remain in place. Permanent spells will always remain in effect.
There are four levels of duration in Alpha Chronicles: They are sometimes also called Eternal effects. They can be
Instant, Short, Continual, and Permanent. Most spells are negated or dispelled, but can never be canceled by their
Continual; unless otherwise specified. Continual spells will creator. These effects are not very common and are often
remain in effect until the caster decides to cancel the spell or only able to be cast with powerful rituals. Permanent spells
some outside means of spell disruption is applied. do not have Continual Drain, but may suffer other
permanent losses or costs.
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Optional Spellcraft Systems Characters with alchemy should invest in the Workshop
resource. Dedicated Alchemical workshops will enable the
alchemist to create one concurrent project for every rating of
Alchemy
resource. Workshops that are more general will only allow
Banishment the alchemist to create one concurrent project for every two
Canceling Spells ratings of resource rounded down.
Channeling There are four basic projects that an alchemist can
Circle Magic create: Potions, Salves, Oils, and Dust. Each of these
projects requires the applicable craftwork spell effect to be
Counter-magic learned. A craftwork spell effect represents training in
Cybernetics creating a specific type of potion, rune, or similar enchanted
Death of the Spellcaster item. All projects, once used, will remain in effect for the
normal duration or the rest of the scene.
Discontinuing Spells & Rituals
Enchantment The first is a Potion. Potions are liquids that have
had the spell effect or option distilled within. Potions must
Learning New Spells be ingested to become effective, and will apply the spell
Resisting Spells effect to the person imbibing. Other potions will grant the
Resonance ability to cast the spell or effect to the drinker. The effects
usually take 1d10 minutes to manifest. Potions may be foul
Rituals tasting or delicious depending upon the ingredients used.
Rune Crafting Anything which is harmful or poisonous to the recipient will
Scrying not usually go into a potion, oil, or salve. Potions have
ingredients that expire far quicker than any other alchemical
Sense Aura project. Potions will go bad after 3 months in a sealed
Spell Creation container. More quickly if left exposed to air.
Spell Holding Salves are thick concoctions that are slathered over
Spell Masking a body location that is usually wounded or broken. Salves
cover and protect the area while also providing the effect
Spell Stacking directly into the blood system of the recipient. Salves only
Tantric Magic require 1d10 rounds to become effective. Salves will also
Thaumic Sites expire, but will remain fresh for up to six months. Salves
are most often used for healing, restorative, or physical
Theomancy effects.
Utilizing Magical Objects
Oils are rubbed onto unbroken skin. Oils must be
rubbed onto every area that will experience the effect. That
means that a potion of strength rubbed onto an arm will
only grant the extra injury bonus to strikes with that arm.
They require 3d10 minutes to react. Oils will remain fresh
for up to five years.
Alchemy Dust is a powdered version of a spell that has been
distilled and then heated into the powdery form. This dust
Alchemy is the skill that is part enchantment, part
can then be inhaled, ingested, or injected into a recipient.
pre-chemistry, and part Herbalism. While it can be used to
Effects begin within d10 phases of use. Dusts do not spoil
create potions, oils, and salves it cannot be used to create any
or expire, but it can be hard to subject an unwilling recipient
of the more permanent magical items. While it requires and
to the effects without their knowledge. Dusts can also be
grants a basic knowledge of chemical properties, methods,
mixed into candles or incense burners to spread their effects.
and principles it is far too basic to begin charting the
periodic table of elements. While it grants the character The ingredients of a project are imperative to the
knowledge of what herbs, plants, and other organic success or failure of alchemy. Each of the active ingredients
materials would work well in potions; it does not inform must resonate with the effect desired. The GM and player
where and how to collect them, nor their medicinal must determine which ingredients will be necessary for what
properties, nor how to even identify them. It is specifically spells or effects. The alchemist must know the spell effect
designed to instill spell effects and options into a liquid to be distilled into the project as a learned spell. Options
form. may be placed into potions, but the required ingredients
should be extremely rare, very costly, or supernatural in
An alchemist must have a workshop. The
origin.
alchemist must have clay or glass tubes and beakers, flames
and heat, distillation methods, and other fragile equipment.
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Once the list of ingredients is gathered the Additional mages who are sufficiently skilled in
alchemy can begin. Alchemy uses distillation, evaporation, alchemy can assist in the creation of a project. Each
sublimation, absorption into other ingredients, and alchemist can assist in imbuing the project. They may share
calcinations to render the results. Determine the required drain while working together or they may work in shifts.
spell effects to accomplish the desired project. The available Mages that work together, sharing the drain requirements,
spell perks may only be drawn from craftwork spell effects will suffer a skill penalty based on the total number of mages
such as Enchant Potion and Enchant Dust. These available involved. Alchemists that work in shifts will have no
spell perks may be divided amongst the craftwork spell penalties to their skill rolls, but must each be successful for
effect and the spell effect to be imbued. Multiple spell the work block to be successful.
effects to be imbued into a single potion are possible but still
divide the same available number of spell perks. Resonant Materials are required ingredients in
any alchemical process. Resonant Tools are containers and
Projects require a number of consecutive man- apparatus made of special materials (or inscribed with runes
hours equal to the drain of the spell effects being instilled. or prayers) that are conducive to the desired effect, or used
In addition to the base time, every additional dose will many times in the past to make a particular type and variety
require one additional hour. The Continual Drain required of alchemical substance. A Resonant Workplace is a setting
to imbue the project is the total Drain of all imbued spell that is conducive to the desired effect of an alchemical
effects plus the craftwork spell effect plus five drain for each substance, such as a cave (for Earth spells) or a grove (for
additional dose. Multiple alchemists can share the required Nature spells) or a hospital (for Healing spells).
drain or set up a relay system to share time during a work
block. Projects that incorporate options are similar, but
require 1 hour per five option points per dose. The Event Modifier
Continual Drain is equal to one per option point required
Mild Distraction - 10 per instance
rounded up to the nearest five and an additional five per
Persistent Distraction - 30
dose. Alchemy cannot be stopped without destroying the
Constant Distraction - 50
project once a project has begun.
Partnered Creation - 20
The mechanism for alchemy is similar to that for Partner w/ Experience - 5 per Partner
enchantment and learning additional spell effects after Small Group (3-4) - 40
creation. Each project requires a certain number of man- Large Group (5+) - 60
hours to complete. Divide the total man-hours by three to Instructional Tome + 10
determine the size per work block. Alchemy is both Previous Experience + 20
mentally and physically tiring. Characters will fatigue while Skill Penalty of Effect As Effect
creating alchemical projects. Larger Batch per dose -5
Resonant Workplace + 20
After each block the character must roll a skill Resonant Tools + 10
check using Alchemy. Success means that the character No Workshop - 50
correctly infused and distilled the magical energies into the Workshop Rating 1-2 - 10
project and may move to the next work block. The work Workshop Rating 3 - 5 +0
block is worth the full time expended. Failure means that Workshop Rating 6 7 + 10
there was a small flaw in the process and is only worth Workshop Rating 8 - 9 + 20
the normal work block as the enchanter must fix his Workshop Rating 10 + 30
mistakes. Once the remaining time has been completed for
that work block the alchemist may roll again. A second
failure for that work block will ruin the current project.
Successful alchemists have a choice at the end of
the project. They may continue to suffer Continual drain
for the alchemical substances to keep them imbued if the use
of the project is imminent. Otherwise, they may choose to
Banishment
divest themselves of the Continual drain by spending 1 point Banishment is used to cause otherworldly
of experience per dose. creatures and undead to halt, run away in fear, or be
Critical successes in the alchemical process results returned to their plane of origin. Otherworldly creatures
in a high quality job of an alchemical project. The exact include, but are not limited to, Angels, Demons, Djinni,
specifics should be determined by the GM but are usually a Elementals, Undead, and Shadows. The extra-planar
bonus available spell perk. A critical failure during any work creature must be visible to the person attempting the
block means that the project is fundamentally flawed. Give banishment. The creature cannot be any further away than
the character a final Sense Aura roll to detect the flaws. If it the characters experience level times ten feet. A banishment
fails the GM needs to determine what the effects are. Some attempt requires at least a full phase, and may become an
truly cursed potions and oils were the result of good Extended Action. Any Reflexive Actions by the Focal
intentions and an inept mind. character will instantly halt any banishment attempt.
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To attempt to banish such a creature a banishment energy. This thread of energy requires an amount of drain
skill roll must be successful. There is a penalty equal to the equal to five times the total experience levels of the creatures
current Drain Pool of the character to this skill roll. Other being banished per phase. Most characters will focus upon
penalties such as movement, distractions, and range may also one or two creatures to minimize this cost. The character
be applicable. More than one person may attempt to banish may choose to sever this thread at any time at the cost of one
the same target(s) simultaneously. Choose a focal character action.
to roll with their full skill. The first assistant will grant a
bonus of + their Banishment skill. Each additional Roll on the following table to determine the initial
character who assists will add 1/10th their skill to the Focal results of the banishment attempt. There is a bonus of
character. 1/10th the total skill of the banishing group. There is also
always a penalty based on the creature being banished. In
Critical successes will double the normal bonus most cases this is equal to five times the level of experience
due to skill to establish the effect of the banishment. A of the target, but certain creatures are more resistant to
critical failure will inflict a Backlash of energy; roll a 1d10 being banished. Any additional penalties will be listed with
and add the effect penalty of the target creature. That total the particular creature. The focal character may choose to
subtracted from zero will give the effect of the Backlash on accept this result and sever the thread. If this occurs there is
the Focal character and the assistant who failed the roll. All no additional drain, and the effects of the banishment stand.
other assistants will take half of the Backlash effect.
Many banishment attempts will have no or little
Characters with holy items gain a bonus to their effect on the target creature. The focal character may choose
banishment skill roll, assuming they truly believe in the to remain in direct magical contact with the target. This will
deity. The bonus is +5 for the average worshiper, +10 for a cost an additional amount of drain from the focal character
Devotee and +20 for Ministers. Those without the skill, and allow a contested Banishment vs. Willpower roll. The
but who possess a holy item, may use their Willpower target does not have to expend actions to resist the
default instead of receiving a bonus. banishment, but will suffer a penalty equal to 1/10th the focal
characters total Banishment skill as a distraction.
A successful Banishment roll will connect the focal
character with the intended victim by an invisible thread of
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If the focal character wins then the effect level is spell. A failure on this roll means that the spell continues
increased by one. If the target wins, the effect level is normally. A critical failure on this check has the same
reduced by one row on the effect chart. A success by over results as a newly cast spell that fumbles. A critical success
40 will result in a movement of two on the effect chart. A will restore the characters drain by the spells Drain.
success by over 100 will result in a movement of three on
the effect chart. If this should ever result in a backlash, then Only Short and Continual spell effects may be
the link is immediately severed. canceled. Instant spells cannot be canceled; they will have
been completed by the time the caster could possibly begin
to cancel it. Permanent spells or rituals may never be
Banishment Effects canceled by the original caster without an additional effect or
Die Roll Results of Banishment spell. Spell effects generated by alchemy, runes, or
enchanted items cannot be canceled.
Backlash. Character suffers 3d10 Injury
Under -10
points and 5d10 additional Drain.
Backlash. Character suffers 2d10 Injury
-10 to - 6
points and 3d10 additional Drain.
Backlash. Character suffers 1d10 Injury
- 5 to 0
Points and 2d10 additional Drain.
Channeling
01 50 No Result.
This skill allows the character to transfer a small
Held at bay. Creatures held at 5 radius amount of their personal life energy to another. The
51 60
from caster. character can replenish 5 points of another casters drain for
Held at bay. Creatures held at 10 radius every 10 points of skill. This will cause the character to
61 70
from caster. spend twice the amount of Drain as was transferred until
Terror. Creatures forced to run in fear for the character reaches a skill rating of 60. After that, the
71 80 1d10 2 phases. Only a successful WIL character must only spend an additional 5 drain per
check will allow them to return. channeling, not double the transferred amount. Channeling
Terror. Creatures forced to run in fear for can only be done at a range equal to the character's skill
81 90 1d10 2 phases. Only a successful WIL rating minus one hundred feet; negative ranges require the
check at - 15 will allow them to return. caster to touch the energy's recipient. Channeling requires
Banished. Creatures are forced back to one phase to transfer as much drain as the caster can recover
91 100 place of origin or destroyed. Cannot in an hour of sleep. This occupies all of the actions of the
return for 1d10 hours. character for the duration of the transfer, but the recipient is
Banished. Creatures are forced back to free to act normally.
101 110 place of origin or destroyed. Cannot return
for 1d10 days. Characters that roll critical successes when
Banished. Creatures are forced back to channeling only expend the amount of drain channeled.
111 120 place of origin or destroyed. Cannot return They do not have any loss of energy for that phase.
for 1d10 months. Characters that fail during channeling must re-roll their skill
Banished. Creatures are forced back to check. Should this second attempt also fail, then the
121 130 place of origin or destroyed. Cannot return character loses the drain normally with no benefit received
for 1d10 years. by the target. If this second roll is successful then no drain
Banished. Creatures are forced back to was channeled. Characters that critically fail during
131 - 140 place of origin or destroyed. Cannot return channeling will automatically lose the standard drain
for 1d10 decades. expenditure as if the action was successful, but without
Banished. Creatures are forced back to benefit to the intended recipient. In addition, the GM may
141 - 150 place of origin or destroyed. Cannot return determine other events that occur, especially if the recipient
for 1d10 centuries. was in the process of casting a spell or was the target of a
Banished. Creatures are forced back to spell. Spell channeling has a way of creating a magical tether
151 + place of origin or destroyed. Can never between the participants.
return.
If channeling causes the characters drain level to
increase past their Health Attribute, they do not incur any
additional drain. Instead they must roll Health to remain
conscious, and will suffer 1 point of injury for every
additional point of drain. Magical or unnatural healing
Canceling Spells cannot heal this injury.
Canceling an active spell may be done at any time,
by the original caster, before the duration normally expires.
This requires one action worth of concentration and the
appropriate discipline skill roll to control and contain the
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twenty additional points each. If a resonant item is mage. If they stop while the spell is being cast, or they
incorporated into the actual circle or runic portion of the started too late, the penalty is only 1/10 th the skill. Use of
circle it gains a bonus of 50 points of base strength. this skill drains the counter-mage by the base Drain of the
spell being opposed. Additional mages may apply their skill
Circles can be concealed, so long as the concealing in counter-spelling normally.
item or material does not provide any sort of protection to
the circle (a thin carpet is about the heaviest material A critical success on a Counter-magic roll incurs
allowed). A character must make a successful Concealment no Drain, and the character may choose to be affected by the
roll to hide a Temporary Circle without damaging it; a spell that was being opposed (if the effects are beneficial). A
critical failure indicates that no one notices the damage. If critical failure results in the character being affected (in
there is several inches between the method of concealment addition to the original target/recipient) by the spell being
and the circle there is no constraint to concealment. opposed (if the effects are harmful), with no additional drain
to the opposed caster.
Other forms of runic barriers include
Containment Circles and Spell Nodes. Circles of
Containment are very similar to Circles of Protection. The
only difference is that Circles of Protection keep things out
while Circles of Containment keep things within. The Cybernetics
caster may utilize all of the normal bolstering and other
Mages and wizards can use cybernetics and
benefits only if he remains within ten feet of the
bionics, albeit with significant penalties and drawbacks. All
containment circle. Containment circles are often used in
cybernetic systems interfere with the gathering and
conjunction with spells of summoning and are very useful in
distribution of supernatural forces. This applies to all
negotiating with the summoned creature.
foreign objects within the characters body; from
Spell Nodes can incorporate almost any spell pacemakers all the way to cybernetic nervous systems.
effect that the Game Master will allow. Teleportation spells, Organic replacements do not impair the mage. Any
ranged strike spells, translation spells, and even healing cybernetic system installed into a spellcaster will incur a
spells. Anyone with Hedge Wizardry, or the proper Continual Drain equal to the Option Point cost of the
discipline may divert and use the ability of the node to create system. This is permanent until the system is removed,
the effect without any personal Drain. In this case the Base although the Mechanical Discipline has a ritual to negate
Strength of the Circle represents the additional drain pool this effect. Base cybernetic limbs and large body locations
that the caster can utilize. Once the circles drain pool will have a Continual Drain of fifteen each. Smaller
reaches this maximum the circle will become inert. While replacement parts will only have a Continual Drain of five
the circle has drain remaining other characters can attempt each.
to channel magical energy into the circle normally.
The secondary effect is far more subtle. Magic
cannot target through artificial means. This means that
touch spells cannot be cast through a mechanical or artificial
limb. Spells requiring line of sight cannot be used though
cybernetic eyes. While this can be avoided in most
situations by using other original body parts, it may mean a
Counter-magic partially cybernetic character will be placed into a situation
Characters may attempt to pro-actively interfere where their spellcasting is impossible.
with another wizard as he weaves a magical spell. The
character must have knowledge of the discipline that
contains the spell effect being cast, or his Counter-magic
skill is reduced by half. The character must also have
sufficient knowledge (skill rating) to be able to cast the spell
if he so desires. A character may attempt to disrupt a spell
Death of the Spellcaster
more powerful than his skill rating will allow, but his In most cases, the death of the spellcaster will
Counter-magic skill is reduced by half. A character cancel or disrupt all of his spells. All short duration effects
attempting to disrupt a spell more powerful than his skill will instantly cease. Permanent effects, circles, and
rating will allow AND from an unfamiliar discipline must enchanted items will remain in effect as normal. Continual
roll against one quarter of his Counter-magic skill. If the effects have a small chance to become permanent. The
character is unsure which spell is being cast, he may attempt chance for each spell to become permanent is equal to the
a Spellcraft skill roll to determine the correct discipline and experience level of the caster multiplied by seven. These
skill requirements. effects will remain in effect until dispelled. They may be
dispelled normally, unlike most permanent spell effects.
If the character begins the same phase as the spell
caster begins his spell, and continues disrupting during the
entire casting process, they may apply their Counter-
magic skill as a penalty to the casting roll of the opposing
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Discontinuing Spells & Rituals circles the character must use Runic Knowledge.
Enchanting magical devices requires the Enchantment
Characters who wish to discontinue a spell or Discipline and the learning of specific craftwork spell effects
ritual before the casting time is complete must roll a skill within the Discipline.
check in the appropriate Discipline to do so. A successful
roll allows the caster to discontinue the spell without
incurring Drain, while a failure results in half Drain without Steps to Enchantment of Magical Devices
any spell effect. Critical failures result in full base Drain of
the effect, and a Luck roll is required. Failure on the Luck 1. Create or purchase the item to be created.
roll denotes that the caster suffers from a critical spell 2. What type of Bond with the item?
casting failure. Critical successes allow the caster to refresh 3. Create or impose the storage medium.
their Drain as if an hour of activity has passed. 4. Create the trigger for the storage medium.
5. Place spell / ability / effect into the storage medium.
6. Repeat for each desired ability.
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Modifiers based on Material Quality and Craftsmanship The Continual Drain must be determined for each
Superlative Quality Materials + 20 craftwork step separately. Total the accumulated Drain
Exceptional Quality Materials + 10 from the craftwork spell effect, the spell effect to be imbued
Good Quality Materials +0 including any from additional spell perks, and any
Average Quality Materials - 10 supplemental effects. Some spell effects such as Enchant
Poor Quality Materials - 30 Gateway only have the one applicable spell effect to
Pathetic Quality Materials - 60 consider. These rare exceptions often have fewer
enchantment steps than normally required. The Drain from
Superlative Craftsmanship + 20 one step does not continue into the next step of
Exceptional Craftsmanship + 10 enchantment. Any Drain from Continual spells cast before
Good Craftsmanship +0 enchantment still apply and do reduce from the
Average Craftsmanship - 10 Enchantment skill.
Poor Quality Craftsmanship - 30
Pathetic Quality Craftsmanship - 60 Each step requires a certain number of man-hours
to complete. Divide the total man-hours by three to
The second step is bonding with the item. Items determine the size per work block. Enchantment is both
do not have to be bonded with to be enchanted. Enchanters mentally and physically tiring; characters will fatigue while
often bond with items that they have personal history with creating enchanted items. Also keep in mind that characters
because it lends a greater resonance with the object. This must eat, sleep, and rest. Failure to take care of the mental
resonance to the character helps them entwine the energies or physical health of a character should cause penalties to
required to bind the effects. This step is the most subjective accrue. After each block the character must roll a skill check
for the GM and player to decide. Players should create using Enchantment. Success means that the character
attachments during game-play, although an over looked item correctly infused and enchanted the magical energies into
that was vital to several adventures or great deeds could be the project and may move to the next work block. The
brought to the fore-front and determined to be bonded. work block is worth the full time expended. Failure means
This bonding is a two way process; bonded items are often that there was a small flaw in the process and is only worth
very useful for use in sympathetic magic. the normal work block as the enchanter must fix his
mistakes. Once the remaining time has been completed for
that work block the enchanter may roll again. A second
Modifiers for Personal Bonding failure for that work block will ruin the current project.
Purchased the Item to Enchant - 10
Found / given the Item as a gift +0 Critical successes in the enchanting process results
Stolen / Spoils of War / Treasure +5 in a high quality job of an enchanted item. The exact
Helped to create the item +5 specifics should be determined by the GM but are usually a
Exclusive creator of the item + 10 bonus available spell perk. A critical failure during any work
No special events / emotions w/ item +0 block means that the project is fundamentally flawed. Give
Minor events / emotional bond +5 the character a final Sense Aura roll to detect the flaws. If it
Significant events / emotional bond + 10 fails the GM needs to determine what the effects are. Some
Life changing events / emotional bond + 15 truly cursed items and staves were the result of good
Central item to the characters life. + 20 intentions and an inept mind.
At the end of a project the enchanter must spend
experience points to seal the enchantments. The experience
Enchantment Basics required depends upon the components of each step.
The mechanism for enchantment is similar to that Scrolls, gems, and single use items only require one
for learning additional skills, alchemy, creating runes, and experience point to create each. All other enchanted items
other craftwork skills. This process will be repeated for will require an experience cost equal to the total man-hours
each of the craftwork steps of enchanting. The craftwork of the project divided by fifty. Once the enchantment
steps include creating the Storage Medium, creating the process is completed, and experience spent to seal the
Trigger for the effect, and placing the desired spell effect project, no additional enchantment can be added to the
into the storage medium. For each step, determine the magical item.
required spell effects to accomplish the desired project. Additional mages who are sufficiently skilled in
Rituals may never be imbued into an enchanted object enchantment can assist in the creation of a project. Each
unless the Enchant Legendary Artifact spell effect is used. enchanter can assist in imbuing the project. They may share
The available spell perks may only be drawn from craftwork drain while working together or they may work in shifts.
spell effects such as Enchant Battery and Puzzle Trigger. Mages that work together, sharing the drain requirements,
These available spell perks may be divided amongst the will suffer a skill penalty based on the total number of mages
craftwork spell effect and any spell effect to be imbued. involved. Enchanters that work in shifts will have no
Any spell effects used in enchanting must be memorized by penalties to their skill rolls, but must each be successful for
the enchanter. the work block to be successful.
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Event Modifier medium. Batteries can never share an item with any other
Mild Distraction - 10 per instance enchanted storage device other than one that creates an
Persistent Distraction - 30 Eternal Effect.
Constant Distraction - 50
Partnered Creation - 20
Partner w/ Experience - 5 per Partner
Charged Items
Small Group (3-4) - 40
Charged items are enchanted items that have a
Large Group (5+) - 60
specific number of uses until that item is spent. The
Instructional Tome + 10
number of uses an item contains is decided by the caster, and
Previous Experience + 20
the size of the object selected. The larger the item, the more
Skill Penalty of Effect As Effect
Drain that can be placed within to power the magical device.
Resonant Workplace + 20
This Drain cannot be drawn from the item without
Resonant Tools + 10
additional spell effects. Since the spell effect placed within
the item will cost the same amount of Drain for the effect,
enchant an even amount of Drain into the charged item. If
multiple spell effects are placed into the same object, they
must share the available Drain of a single storage medium.
Storage Mediums
In step three, the storage medium for the effect Tiny items such as rings can carry a maximum of
must be woven onto the items aura. Think of this storage 15 Drain, small items such as knives, wands, and arrows can
medium as the container for the effect. It is both the power carry up to 25 Drain. Medium items such as bucklers,
source and the container for the spell. A revolver has six swords, rods, axes, helms, and boots can carry up to 50
cylinders that hold the bullets; a wand has a reservoir of Drain. Large items such as armor, two handed weapons,
energy that both contains the energy for the spell and the staffs, and shields can carry up to 75 Drain. The capacity for
actual spell itself. This medium must be impressed upon the larger items must be determined by the Game Master. The
item. It is more difficult to create storage mediums with only way to surpass this maximum is by using the Enchant
larger capacities that can contain more powerful spells. A Legendary Artifact spell effect.
charged item is far easier and quicker to prepare than a
constantly active magical blade. Charged items will require 120 base man-hours
plus a number of man-hours equal to the Drain being
Some mediums such as single use or charged items imbued. The base Continual Drain in preparing a charged
can be placed in nearly any object, while others such as item is 20 before spell perks. There is a skill penalty of -30
scrolls and gems are specific to those objects. All of the for creating the storage medium of a charged item. Charged
following information deals with the Drain and man-hour items can never also contain any other storage medium
requirements for the Storage Medium only and does not except Eternal Effects. Recharging spent Drain within
include the imbued spell effect, options, or eternal effects. charged items requires the Recharge Enchantment spell
effect.
Batteries
Batteries are storage wells of pure, raw magical
energy. A battery is often created from gems, stones, and Eternal Effects
crystal but can be enchanted from nearly any item. Every Eternal Effects are effects that may be continually
battery has a Drain Pool that can be filled to a certain point on and have no set duration. Indestructible weapons, cloaks
by a spell caster skilled in Channeling. Any individual of invisibility, and crowns of charisma are all examples of
skilled in Channeling may draw upon the drain pool to these items. The creator decides if the item always exhibits
replenish their own Drain pool. A character may draw a the property, or if it must be worn or used in some way.
maximum of 1/10th their Channeling skill in drain Some items must inherently be used in some way to gain the
replenishment every phase, up to the maximum storage bonus. For example, the cloak of invisibility may be
amount of the Battery. determined to be worn and then turn itself and its wearer
invisible or it can always be invisible with no way of
In order to create a magical Battery, the enchanter shutting it off. These fine points must be decided by the
must have memorized the Enchant Battery craftwork spell GM and player during this step. Effects such as
effect. It requires 200 man-hours plus the Drain pool of the Indestructibility, Attribute Bonuses, Skill Bonuses, and
battery to enchant. The base Continual Drain in preparing a innate abilities all fall into this category. Each Eternal
battery is 20 before spell perks are applied. There is a skill storage medium can only apply to one effect.
penalty of -30 for creating the magical battery. Magical
batteries do not require triggers or effects and those steps Eternal Effect items will require 50 man-hours
may be skipped. While triggers may be added to a magical multiplied by the maximum spell effect Drain that can be
battery, effects may never be added to the battery storage imbued later. The base Continual Drain in preparing an
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Eternal Effect item is 25 before spell perks. There is a skill attributes of Willpower and Intellect have a base of 20, but
penalty of -60 for creating the first storage medium of an golems are immune to most mind affecting spells. The
Eternal Effect. Additional Eternal Effect storage mediums golem will start with a skill rating in brawling and basic
on the same item will impose a cumulative -10 penalty. labor of 50. Man-sized golems will inflict 1d10 base injury.
Eternal Effect items can also contain any other storage Golems cannot speak or grunt.
medium except Scrolls, Gems, and Single Use Items.
Part of the enchantment process is the
programming of the golem. While ancient priests and
enchanters used holy writ, modern enchanters often use
computer like programming languages and detailed lists of
Gems protocols. A golem without a written command base cannot
Gems are very similar to scrolls in that they are ever be enchanted.
simple items that have a single use. Once a magical gem has
been enchanted, it becomes extremely fragile. Any
significant pressure or impact will crush the gem to dust and
release the spell inside. It takes only once action to use a
gem. The gemstone to be enchanted must be at least a semi- Legendary Artifacts
precious stone and larger than a single karat. Once These are the enchanted items of vast power,
enchanted, gems often swell up to be about the size of a renown, and require legendary skill to create. Only gods,
marble. Options and rituals cannot be placed within gems. devils, and the most powerful of enchanters can create a
Gems may never have any additional triggers. Legendary Artifact. While rules for their creation do exist,
GMs and players should instead come to an agreement
about their desired powers and game balance issues for the
Preparing gems will require a number of man- item in question. This craftwork skill is the one used to
hours equal to the minimum skill of a spell effect divided by create unique items of legend that break the regular
ten. Only spell effects with that minimum skill or less may enchanting rules.
be placed into the gem later. The base Drain in preparing a The most basic form of Enchant Legendary
gem to be imbued is 10 before spell perks. There is no skill Artifacts is similar to that of a ritual in spell casting: the
penalty for creating the storage medium of a gemstone. enchanter will receive an additional five spell perks with
another Enchantment craftwork spell effect. Single Use
Items, Gems, Scrolls, Runes, and other one shot devices are
rarely good Legendary Artifacts. This craftwork skill does
Golems require all of the other required craftwork skills in order to
Golems are robot-like enchanted workers and create an artifact. If a desired spell effect does not exist, or
guards. They are often created by priests and holy men to requires a ritual, or just cannot be powerful enough to
guard shrines and temples. The body of a golem must be power the effect; the GM and player can simply describe the
created before the enchantment process may begin. The item and its effects instead. Some of the most powerful
time required to create is based upon the material of the items in the game are Legendary Artifacts, and they can
golem. The material will also determine the base protection easily damage game balance.
value and breakage points. The creator must have the Legendary Artifacts will require at least an
correct craftwork skill to fashion the golem for the material additional 1000 man-hours to enchant. They will incur at
used. Golems require 1,750 man-hours to imbue with life. the least a penalty of -150 rather than that of the spell effects
The base Drain of enchanting a golem is 30 and has a involved. They will have at least an additional 50 Continual
penalty of -80. This includes the effect step of Drain incurred by the enchanter. An enchanter may only
enchantment, but enchanters may add triggers to activate the ever successfully create one single Legendary Artifact; this
golem if desired. Only Eternal Effects may be added to a item is their legacy.
Golem. Once enchanted, a golem will require the Animate
Golem spell effect to temporarily activate and command.
Many golems are further enchanted with an Eternal Effect
of Activate Golem.
Limited Use Items
Limited use items can create an effect a certain
Type Man-hours PV BP number of times until it must recharge. These are the items
Clay 250 0 50 that can cast a spell x times a day, week, or month. Unlike
Metal 500 25 100 simple Charged Items, these items will recharge themselves
Stone 1,000 25 200 from the ambient magical energies around them. The time
required to recharge varies from item to item, and cannot be
increased by channeling or spells. All limited use items
All golems have a strength and equivalent health
requires the craftwork spell effect Enchant Limited Use to
attribute equal to their base Breakage Points. The mental
create.
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The base cost in man-hours is determined by how never rituals nor options. Scrolls cannot ever have an
often the device will recharge itself. Devices that recharge in Eternal Effect. Scrolls cannot have any additional triggers
a month will only cost a base of 200 man-hours. Recharge and will skip that step of enchantment. Some scrolls may
in a week will cost a base 300 man-hours. Recharge in a day have been bound into large tomes or books. Unless
will require a base of 400 man-hours. In addition, the enchanted into a different storage medium with a trigger,
storage medium can only hold enough power for a certain they must be created and treated as scrolls.
level of spell effect. Divide the skill minimum of allowable
spell effects by ten and add this to the base number of man- Scrolls will require a number of man-hours equal
hours. The device can be created to store enough energy for to the minimum skill of a spell effect divided by ten plus any
up to three uses before it must recharge. Multiply the required for the spell effect. Only spell effects with that
number of uses by the current total time required to minimum skill or less may be placed into the scroll later.
determine the final total of man-hours. The base Drain in preparing a scroll to be imbued is 10
before spell perks. There is no skill penalty for creating the
The base Continual Drain in preparing a limited storage medium of a scroll.
use item is 20 before spell perks are applied. There is a skill
penalty of -30 for creating the limited use item. Additional
effects on the same object will incur a cumulative -10 penalty
for each additional limited use storage medium. Limited
Use items can never contain a Single Use, Charged Item,
Battery, or Spell Vault storage medium. They may share an
item with Eternal Effects.
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Single use items that will include options will The enchanter may choose to incorporate a simple
require the Option Point cost divided by five to determine invocation into a Talisman. Invocations are the supernatural
the number of man-hours required. Only options with that calling of powerful entities using a name or phrase when the
cost or less may be placed into the item later. The base item is held. When the invocation is spoken, the wizard will
Drain for such an item is equal to 10 before spell perks. The feel a sudden urge to check upon the Talisman used.
standard skill penalty of -15 for single use items also applies Invocations require additional spell perks to enchant.
for those that incorporate options.
Wyrd Magic
Spell Vaults Wyrd magic devices are devices that drain life
Spell Vaults are enchanted items that are spelled to energy from the caster to power the effect. The amount of
hold one spell effect of up to a maximum spell effect skill injury inflicted to the user of the device is equal to the drain
minimum, similar to an advanced form of Spell Store. The required to cast the spell effect placed into the magical
spell is cast into the item where it is held until the item is object. Options based devices will inflict 1 point of injury
activated. At which point, the current holder of the Spell for every five option points invested into the device. This
Vault directs the effect as if they cast the spell themselves. injury cannot be healed by magic or any unnatural source.
They can be recharged instantly simply by recasting another The injury will heal itself at the same rate as Drain
spell into the Spell Vault. Any spell desired by the owner refreshment based on the users Health and Willpower
can be cast into the Spell Vault based upon the current need ratings.
at the time. The owner can choose to dissipate the spell, Wyrd Magic items will require 120 base man-
currently being held by the Spell Vault, harmlessly at any hours plus a number of man-hours equal to the maximum
time. Empty spell vaults can attempt to intercept spells Drain that can be drawn from the user. The base Continual
being cast at the owner with a successful contested Drain in preparing a wyrd magic item is 20 before spell
Channeling vs. Discipline skill roll. Spell Vaults can never perks. There is a skill penalty of -30 for creating the storage
also contain a Charged Item, Battery, or Limited Use medium of a wyrd magic item. Wyrd magic items can never
storage medium. They may share an item with Eternal also contain any other storage medium except Eternal
Effects. Effects.
A Spell Vault will require 300 man-hours plus the
maximum skill minimum allowable for the effect to be
captured. The base Continual Drain in preparing a spell
vault is 20 before spell perks are applied. There is a skill Trigger Mechanisms
penalty of -30 for creating the spell vault. Spell Vaults can The fourth step is creating the method of
never share an item with any storage mediums other than activation, or trigger. The trigger should be individual for
Eternal Effects. every effect that the device can generate. Triggers can
include Spoken words, Mental commands, Gestures, Tactile
manipulation, Key Items, Puzzles, Bloodlines, and Catalyst
Effects. Each has a specific amount of man-hours, degree of
difficulty, and drain required to complete. The skill rolls are
Talismans
done exactly as they were to create the storage medium.
Talismans are permanent conduits of resonance
Combination of triggers is possible, with all of the pertinent
and sympathetic magic. Enchanters create them to give as
Continual Drain, penalties, and man-hours simply being
gifts, or traps, to friends and enemies alike. Once
combined. Scrolls, gems and runes cannot incorporate
enchanted, these items act as permanent links of
trigger mechanisms. Batteries and spell vaults do not
sympathetic magic. The creator can always use them as
require trigger mechanisms, but may incorporate them if
extensions of themselves for the purposes of spells and
desired by the creator. All trigger mechanisms may only be
scrying techniques. Keep in mind, the mage must still be
enchanted onto an item with an appropriate Storage
able to see any other potential spell target. They are also
Medium already prepared.
useful to other mages who wish to hurt or observe the
creator. While they still require spells to create a link back
to the caster, they have a very strong resonance and will act
as excellent conduits back to their creator. Bloodline Trigger
Bloodline triggers are not self sufficient triggers;
These items require an item that is already highly they require another trigger to activate. A bloodline trigger
bonded to the enchanter. Once the appropriate item is acts like an additional lock to prevent unauthorized users
chosen, the enchanter has 200 man-hours of work ahead of from activating the magical effects of enchanted items. The
him. The enchanting process will impose 20 Continual bloodline trigger requires that the user of the item share the
Drain upon the wizard. There is a -30 skill penalty for the bloodline (DNA) programmed at creation. This spell
creation of a Talisman. Talismans may share a storage requires a sample of fresh blood during enchantment. In
medium with only Eternal Effects. anyone elses hands, the item is simply a fancy paperweight.
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Bloodline triggers will require knowledge of the are required to enchant a Key Item trigger. The
Bloodline Trigger craftwork spell effect. An additional enchantment process will incur a base Continual Drain of 15
twenty man-hours are required to enchant a Bloodline upon the creator. A penalty of -20 is applied when creating
trigger. The enchantment process will incur an additional a key item trigger.
Continual Drain of 25 upon the creator. An additional
penalty of -50 is applied when creating a bloodline trigger.
Mental Trigger
Mental commands are those that are thought by
Catalyst Trigger the holder of the device. The command could be a word,
Catalyst Triggers will activate when a certain idea, concept, image, memory, emotions, or combination of
present condition or event occurs. The event or condition thoughts. A mental command requires at least one action of
cannot be beyond 10 feet for every experience level of the concentration to activate. It is imperative that the trigger
caster. The event or condition can be almost anything thought be one that is uncommon or at least very pertinent
desired by the enchanter with the GMs discretion. They to the activation of the item. It may activate with a similar
may involve portions of the item being manipulated, the sex thought by the wielder of the device. These items can be
of the owner, the proximity of a group or person to the unpredictable to those with a low willpower or a habit of
object, or any other event. Catalyst can even be used to daydreaming.
mimic all of the other triggers except the bloodline trigger.
Mental triggers will require knowledge of the
Catalyst triggers will require knowledge of the Mental Trigger craftwork spell effect. Thirty man-hours
Catalyst Trigger craftwork spell effect. Thirty man-hours are required to enchant a Mental trigger. The enchantment
are required to enchant a Catalyst trigger. The enchantment process will incur a base Continual Drain of 15 upon the
process will incur a base Continual Drain of 25 upon the creator. A penalty of -20 is applied when creating a mental
creator. A penalty of -50 is applied when creating a catalyst trigger.
trigger.
Puzzle Trigger
Gesture Trigger Puzzle triggers are commonly added to other
Gestures can incorporate arm, leg, body, head, or triggers. A certain sequence of runes that must be
finger movements of the holder to generate an effect. A depressed, an answer to a riddle, a specific sequence of
gesture requires at least one action, but longer gestures are mental images, or anything else an enchanter might envision
common. Be very cautious when determining the causal can be woven into the magical device. Each aspect of a
gesture; any identical gesture made while holding the device physical puzzle must also be incorporated into the same
will activate the trigger. Some races create gestures with trigger, but puzzle items can be as difficult and mysterious
tails, ears, or other body parts that are simply impossible for as the creator can devise. The required time to activate the
other races. item will vary with the complexity of the puzzle, but at least
one action is required for any puzzle triggers.
Gesture triggers will require knowledge of the
Common Trigger craftwork spell effect. Ten man-hours are Puzzle triggers will require knowledge of the
required to enchant a Gesture trigger. The enchantment Puzzle Trigger craftwork spell effect. An additional ten
process will incur a base Continual Drain of 15 upon the man-hours are required to enchant a Puzzle trigger. The
creator. A penalty of -15 is applied when creating a gesture enchantment process will incur an additional Continual
trigger. Drain of 20 upon the creator. An additional penalty of -30
is applied when creating a puzzle trigger.
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language known only by a few individuals. options that have a range of Self or Touch and cannot be
Instant effects. In the case of touch options, the creator can
Spoken triggers will require knowledge of the determine if the effect will target the wearer or another
Common Trigger craftwork spell effect. Ten man-hours are individual touched. Game Masters must determine if an
required to enchant a Spoken trigger. The enchantment eternal effect will unbalance their chronicle.
process will incur a base Continual Drain of 15 upon the
creator. A penalty of -15 is applied when creating a spoken Imbuing an eternal option into a magical item will
trigger. require the craftwork spell effect Enchant Option. The
man-hours required to imbue the option are equal to the
option point cost multiplied by five. The skill penalty to
imbue is -60. The Continual Drain to imbue the eternal
option is 25. The number of spell perks available to improve
Tactile Trigger the imbued spell effect is determined by the Enchantment
Tactile manipulation is the moving or touching of skill rating of the creator above 110.
an object built into the device. Runes carved onto the
device, studs, buttons, switches, slides, pins, clasps, levers,
and knobs are all examples. These objects must be built into
the device to be utilized in such a way. The device is
activated when the trigger is manipulated in a specific way: Eternal Spell
runes touched, studs depressed, switches thrown, and knobs These are the most common eternal effects placed
turned. Be careful. Since anything or anyone can within magical items. An Eternal Effect will remain in
theoretically manipulate the trigger, be sure to make it such effect while the item is held or worn. Eternal Spells may
that wont activate accidentally. At least one action is only be spell effects that have a range of Self or Touch. In
required to activate a tactile trigger, but more complex the case of touch spells, the creator can determine if the
designs will require additional time. effect will target the wearer or another individual touched.
Tactile triggers will require knowledge of the Game Masters must determine if an eternal effect will
Common Trigger craftwork spell effect. Ten man-hours are unbalance their chronicle. Most permanent spells and
required to enchant a Tactile trigger. The enchantment rituals may not be included in a magical object without the
process will incur a base Continual Drain of 15 upon the Enchant Legendary Artifact craftwork spell effect.
creator. A penalty of -15 is applied when creating a Tactile Imbuing an eternal spell into a magical item will
trigger. require the craftwork spell effect Enchant Spell. The man-
hours required to imbue the effect are equal to the minimum
skill of the spell multiplied by ten. The skill penalty to
imbue is equal to the spell effect being imbued plus twenty.
The Continual Drain to imbue the eternal spell is equal to
Imbuing Effects the base drain of the spell plus any additional spell perks
Once the storage medium and the trigger method allocated. The number of spell perks available to improve
have been placed into the item, the effect itself must be the imbued spell effect is determined by the Enchantment
woven and bound into the object. This is done using the skill rating of the creator above 110.
same system as creating the storage medium and trigger
mechanism. Most of the powers and abilities placed into
enchanted items will be based upon spell effects. Some few
will be based upon options, and fewer still will be powerful
items such as permanent gates. Batteries and Spell Vault Option Effects
storage mediums cannot have effects imbued within them. Items that incorporate options should only be used
if an appropriate spell effect is not available. The option
Many imbued effects will require a variety of must be possessed by the creator of the item or have
skills from the owner. If the owner does not possess the incorporated valuable resonant items into the storage
appropriate skill, then use the skill default for the highest medium. Options will generally remain in effect for the rest
applicable attribute instead. Items will also use the skill of the scene. Options with a single instant effect will have a
rating, attributes, experience level, and other statistic of the duration of Instant. Game Masters must determine if the
user not the enchanter. If a spell effect or option mentions option to be imbued will disrupt the chronicle. Some
the level of experience of the caster, read it instead as level of options may require the Enchant Legendary Artifact spell
experience of the user. effect.
Imbuing an option into a magical item will require
the craftwork spell effect Enchant Option. The man-hours
Eternal Option required to imbue the effect are equal to the option point
These eternal effects are rarely placed within cost divided by five. The skill penalty to imbue is -30. The
magical items. An Eternal Effect will remain in effect while Continual Drain to imbue the option is 20. The number of
the item is held or worn. Eternal Options may only be
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spell perks available to improve the imbued option is Learning New Spells
determined by the Enchantment skill rating of the creator
above 80. Learning a new spell effect after creation is very
similar to other craftwork skills. It allows the character to
cast the memorized spell effect far faster than if he had to
read it slowly out of a book while gesturing and gathering
the needed energies. All spells have an experience cost to
Spell Effects learn, but the character can learn as many as desired.
These are the most common effects placed within
All spell effects require many man-hours of study
magical items. An imbued spell effect will be cast when the
and practice to master. The character will learn small tips
item is triggered. Items with a continual duration spell will
and tricks to reduce the needed casting time significantly.
only remain in effect for a single scene before the spell effect
The spell effect is usually cast over and over again while
ends. Other durations will remain in effect for their
practicing: perfecting the gestures, the inflection of the
standard duration. Most permanent spells and rituals may
intonations, and mastering the mental focus required. It is
not be included in a magical object without the Enchant
possible to learn a spell effect without ever casting it, but
Legendary Artifact craftwork spell effect.
there is a significant increase in difficulty. In such a case, the
Imbuing a spell effect into a magical item will student memorizes portions of the spell and learns how to
require the craftwork spell effect Enchant Spell. The man- combine the fragments into the desired whole. Even after
hours required to imbue the effect are equal to the minimum the character has finished memorizing a spell in this way
skill of the spell divided by ten. The skill penalty to imbue there is still a great chance for the spell to fail miserably.
is equal to the spell effect being imbued or -15, whichever is
The number of study man-hours required to learn
greater. The Continual Drain to imbue the spell effect is
a spell effect is equal to the minimum skill required for the
equal to the base drain of the spell plus any additional spell
spell effect. This value is listed under every spell effect
perks allocated. The number of spell perks available to
description. Should a character wish to relearn a spell effect
improve the imbued spell effect is determined by the
it will still require the same amount of man-hours. Rituals
Enchantment skill rating of the creator above 65.
can also be learned, but they are far more static than spell
When used to imbue Gems and Scrolls the penalty effects. A specific ritual deals a specific amount of effect
and Continual Drain are changed. Gems & Scrolls only and that cannot be changed without a new form of the ritual.
have a skill penalty of -0 to imbue with a spell effect. The See the section on rituals for more information on
Continual Drain of imbuing such single use items is 10. memorizing rituals. Spell effects are not the only things that
a magician can choose to memorize. Travel Patterns must
also be memorized before they can be activated. They
require only ten man-hours of study. See the section on
Spell Creation later in this chapter for more information on
creating new spell effects and spells.
Travel Patterns & Gateways
Travel patterns and gateways require a final The total number of man-hours must be separated
imbuing based upon the capabilities of the item. The into three equal blocks of study time. The man-hours in
Enchant Gateway or Enchant Pattern craftwork spell effects each of these blocks do not have to be sequential.
are required for enchantment. Travel gateways are the Characters should try to squeeze time in for study when
easiest to enchant requiring only another 250 man-hours per possible; these blocks are simply abstractions to ease in the
linked gateway, but they can only travel to certain preset skill rolling process. Keep track of the total time spent
gateways. In addition, gateways require a gateway at both studying each spell. Dont let the player forget about
the starting point and the destination. Gateways that cross a sleeping and eating. Spells may be learned concurrently:
dimensional barrier require an additional 1,600 man-hours with mornings devoted to Ice Bolt, afternoons devoted to
to enchant. Sticky Goo, and evenings spent studying Create Light. The
only limitation to this is the amount of Drain that the
Patterns require an additional 500 man hours to student accumulates while studying. Assume that the
enchant and can never cross dimensional borders. Patterns student incurs a Continual Drain equal to twice the base for
can travel to any other pattern that has been memorized by the spell being learned while studying. Patterns do not incur
the user. The skill penalty for travel gateways and patterns Drain while being memorized.
is -100 and will incur 35 Continual Drain. Inter-
dimensional Gateways will have a penalty of -120 to create After each block the character must roll a Learn
and requires a Continual Drain of 40. Spells skill check. Success means that the character
understood and learned a portion of the spell. Failure means
that the material was not fully grasped, and is only worth
the normal study block. The character must spend the extra
time required to finish the study block if he intends to
continue learning the spell. Once the additional time has
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been completed the character must roll again. A second Crutches are available to help focus the mind and
failure means that the character cannot master the spell. The ease the gathering of magical energy. Spells can be learned
character may attempt to re-learn the spell during the next with extra casting time, or with additional crutches. A
level of experience. Characters may continue learning a second crutch is only worth 1/2 the learning bonus, and a
spell after failing the first roll without consequences, beyond third crutch is only worth 1/5th the learning bonus.
lost time, as long as the second skill roll is successful.
A critical success denotes that the character
instinctively understood the material. The player must roll Blood Magic
on their Luck attribute at the end of a critically successful Blood Magic requires the caster to cut or injure
study block. If any study block has a critical success and a himself in some way to aid in powering the spell. At least
successful luck roll, then the character learns the spell effect one point of injury or blood loss is required for every 5
and gains a free spell perk when casting that effect. The points of drain required by the spell, always round up. This
choice of what the spell perk does must be determined at injury cannot be healed by magic, it must heal naturally.
this time and cannot be altered later. If the character rolls This crutch resonates strongly with necromancy spells and
three critical successes and three successful Luck rolls, then curses, but can still be used in healing and life giving spells
he has two spell perks to select at this time. by someone who believes strongly in a circular path of life.
A critical failure for spell learning requires that the This crutch is not the sacrifice spell effect found in
character roll Luck. An unsuccessful Luck roll means that necromancy. The injury may only be taken personally from
the character can never learn the spell effect. If the luck roll the caster.
is successful, then the character learns the spell effect very
poorly. The GM and player must choose one aspect of the
spell and halve the benefits or double the Drain cost.
Anyone unlucky enough to roll three critical failures along Chaos Magic
with three successful Luck rolls must select two aspects to Chaos Magic is the more psychological version of
impair. Blood Magic. Instead of inflicting physical injury upon
A critical success rolled during any study block can oneself, the caster drains away a portion of their sanity. One
overcome two failed rolls, but the character does not gain a sanity point is required for every five points of drain for the
bonus spell perk. A critical success and a normal success can spell effect, always rounded up. This sanity loss cannot be
overcome a critical failure, and the character does not have healed with magic or other abilities. Only natural rest and
any bonus or penalty to the spell effect. relaxation will restore this loss. Practitioners of chaos magic
often have a tinge of insanity to their personalities, as the
There are quite a few modifiers that may be draining and slow recovery keeps them in a state of altered
applied when attempting to learn a spell. The most perception much of the time.
important modifier is determined by the skill penalty of the
learned spell effect. The more powerful the incantation, the
more difficult it is to learn. Other modifiers are available to
learning spells. They include crutches to ease the learning
process by helping to focus the students mind, the available Charm Version of Spell
study materials and teachers, quality of study times, and any The Charm version of a spell effect can be learned
extras that the character wishes to learn. exclusively from the bulk of a spell effect. A charm will only
require 1/10th the normal required study time to learn. In
addition the Learn Spell skill roll will receive a bonus of +25.
Modifier Learning Crutch To learn the normal spell effect later; the entire spell effect
+ 20 Blood Magic must be relearned, with a bonus of +10, but at the full
+ 20 Chaos Magic normal time requirements. A caster who fails to learn a
+ 25 Charm Only charm may still attempt to learn the full version of the spell
+ 10 Condition occurs the time effect later, but must spend the full time required to learn
+ 15 Condition occurs the time the spell, and receives no bonus for having experience with
+ 20 Condition occurs only rarely the spell.
+ 25* Extra Casting Time
+ 20 Familiar Assistance
+ 20* Focus Item
+ 20 Infernal Pact Divine or Infernal Invocation
+ 20 Invocation Invocation of a god or goddess requires a deep
+ 40* Material Component faith and some religious skill. This crutch is not the same as
+ 20 Runic Air Tracing the skill Theomancy, nor is it required to be selected. The
+ 20 Spell Dancing character uses their deep abiding faith in the chosen deity to
+ 20 Spell Singing help focus their mind and spell effect. In many ways the
+ 20 Spell Weaving spell's verbal portion becomes a prayer of supplication to the
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appropriate god or goddess. The spell is not in any way Extra Casting Time
powered by the deity, nor does the deity have to actually Extra Casting Time can be added to a spell to
exist for the character to select this option. The important assist in the learning of a spell. For every cumulative bonus
part is that the character believes completely in the deity. of +25 to the Learn Spell skill roll there is a cumulative
The character's belief focuses the energy and skill required. lengthening of the casting time by one phase. This can be
done no more than three times per spell effect; for a
Characters must have a devout belief in their maximum bonus of +75 and a +3 increase to the casting
chosen religion. They must have the appropriate Religion time.
skill with a rating of at least 20. They must believe that
their chosen deity wants the spell effect to be cast in their
name. If any of these requirements are not applicable, when
the spell is cast, then the spell will automatically fail.
Familiars
Familiars are very common for magicians to share
their lives with. Some familiars even assist their pet
humans work, spells, and magical powers by lending aid and
focus. A caster may learn spells using his familiar as a focus,
but like focal items the familiar must be touching or carried
by the wizard. The familiar must also be awake and
conscious to assist the magus in the spellcraft. Most spell
effects can be learned in this way, as the familiar link
between mage and animal is a very strong resonance for all
sorts of magic. The GM has final call on what spells should
and should not be applicable with this crutch. Very strongly
resonant effects such as flight spells with winged familiars
may even be granted an additional bonus to learn of +5 or
+10. Any spells that seem to clash should either be non-
applicable or given less of a bonus.
Focus Items
Environmental Conditions Focus items and components are material things
that assist the caster in focusing magical energies. They are
Environmental Conditions can also be used as a considered crutches, and most experienced wizards look
crutch for learning spells. These environmental conditions down on those who use them. If a wizard who uses one
can be any of a whole myriad of local resonant events. They desires to relearn the spell later, with no crutch, they may do
should be at best uncommon, although having too rare a so; casters who relearn a spell effect in this way receive a
condition will make the spell far too difficult to perform bonus of +20 to their Learn Spells skill roll. Always
regularly which may negate any benefit from this crutch. consider the resonance of an item to the spell before it
The GM should determine whether an environmental becomes a focus item or component. Death shrouds may be
condition occurs about half the time, about a quarter of the very applicable for a fear effect, but the same cloak would be
time, or only rarely remember to consider the a horrible choice for an amiability or healing effect. The
circumstances in which a spell will likely be cast when GM has final arbitration on whether or not an item has
determining how often the environmental conditions will enough resonance to the desired effect.
apply (a spell that allows the recipient to breathe underwater
does not receive a bonus for only being available when the Focus items vary depending upon the spell. Spells
recipient is in water). that inflict direct injury may require a staff or wand as a
focus item, while an illusion may require a mirror or a piece
Examples include: being covered in darkness, of glass. Many spell-swords learn to use their weapon in
night, day, deep in a forest or water, hearing music, enraged, spell casting for two reasons. Primarily so they can fight
sorrowful, out in a snowfall, in a church, or deep and cast certain spells without a penalty. Secondly, so they
underground. GMs should be very careful of what the can gain the bonus to learn the spell in the first place.
condition will be and where the campaign will be centered. However, keep in mind the 80 penalty to casting a spell if
A crutch that is never available will be as frustrating for the a required crutch is lost, stolen, or out of reach. The focus
player as one that is always around will be for the GM. This item must be very applicable to the spell. Additional focus
crutch is intended to provide a sort of catch-all that may help items required for the same spell will grant an additional
thematically shape a character. bonus of +5 each. Characters who select this option will
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never gain the bonus using a resonant item in casting a spell; Spell Dancing
the bonus is negated and placed in this learning step instead. Spell Dancing is similar to Spell Singing, and the
two are occasionally combined. Spell Dancing incorporates
the entire body; every limb and movement is part of a
coordinated whole designed to evoke a more powerful
Infernal Pacts resonance with the spell. Spell Dancing requires a minimum
Infernal Pacts are yet another way to ease the of 5 feet clearance in every direction for movement
burden upon a sorcerer that wishes to more easily learn a purposes. A caster who is Spell Dancing does not benefit
spell. This is very similar to the Invocation of a deity during from any Defensive Tactics unless one action is spent to
a spell effect, only in this case the infernal powers that be are increase the effective DT to for that phase. A second
actually in control of the spell. Spells that have infernal action may be devoted to increase the effective DT to .
pacts as crutches are often spells of a violent nature or curses Spell Dancers must have a minimum Dancing skill of 20.
on others. Infernal Pacts will rarely assist in learning a The caster must roll for their skill in Dancing during every
healing spell or one with divine resonance. Should the casting phase. Failure will require one additional phase of
sorcerer ever lose favor with the demonic masters that help dancing before the spell will take effect. A critical failure on
focus the spell, then the spell will fizzle and fail a Dancing roll results in a critical spell failure; a critical
automatically. If the campaign is one that never sees direct success on a Dancing roll allows the caster to add 1/10th of
intervention with infernal or divine powers, this crutch his Dancing skill to his casting skill for that spell.
should be ignored for one of Invocation. Invocation can be
used by those serving evil gods or powerful devils. A spell dancer may use musical accompaniment
(with a minimum Play Instrument skill of 20) to improve
his dancing. Failing a Play Instrument roll incurs no
penalty, but a critical failure incurs a penalty of 1/10 th the
Play Instrument skill to the Dancing roll for that phase. A
Material Components successful roll allows the caster to add 1/10 th the Play
Material components are much like focus items Instrument skill to the Dancing roll for that phase, while a
except that they are absorbed to power and focus the spell. critical success allows the caster to add 1/2 of the skill. A
All material components can only be used once. If a spell dancer may not play an instrument while dancing.
character wishes to learn a spell that requires multiple
material components, they will receive half of the standard
bonus for the second component, and one-fifth for the third.
These items can also be mixed with focus items; in this case
the primary bonus would be for the component, while the
focus items would grant only half the standard bonus.
Because of their very nature, components are harder to
create resonance with. The exact item to be used should be
agreed upon by both the GM and the player at the time of
learning. Small gems, herbs, drugs, plants, stones, foods,
trinkets, powders, ash, liquids, scraps of cloth or leather can
all be good examples of components. Regardless of the
exact component, the character needs it for every casting of
the spell. Depending upon what the component is, that
could get expensive.
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Spell Singing spell effect. Having that will provide no penalties nor any
Spell singing is a common crutch with mages who bonuses to the spell learning skill roll.
have a bent towards entertainment. The wizard supersedes
the somatic and verbal requirements of the spell with the Having additional written versions of the same
playing of a musical instrument and singing along. This spell effect will assist the student in learning various aspects
handicap requires that the character have minimum skills of and forms with less trial and error. This will grant an
20 in Singing and Play Instrument. Characters may select a additional bonus of +2 to the learn spells skill roll for each
woodwind instrument instead of singing. The caster must additional version studied. Inscribed spells from the same
roll for their skill in the appropriate skill during every wizard that have different effects (such as variants of the
musical phase. Failure will require one additional phase of same spell) will grant a bonus of +5 instead for each
singing or playing before the spell will take effect. A critical additional version. No more than a bonus of +20 can be
failure on a Singing roll results in a critical spell failure; a accumulated in this way. If the student has additional study
critical success on a Singing roll allows the caster to add aids available that describe observations of spell casting or
1/10th of his Singing skill to his casting skill for that spell. research notes, they may receive an additional bonus
between +10 and +25 depending upon the nature and
quantity of the research materials.
Since characters can choose to cast spells from
tomes without memorizing them, many may have cast the
Spell Weaving spell at least once before. In this case, the character who is
A Spell Weaver learns to weave the component now learning the spell receives a bonus of +10. If the
magical energies together as he is combining and weaving character has extensive previous experience with the same
them together. These threads of magical energy are visible spell (as determined by the GM), the bonus may be
as glowing threads between the casters fingers. Each spell increased to +15, +20, or even +30. Practice makes perfect.
has a very different magical thread pattern and other spell In addition, the character may have already memorized spell
weavers may be able to determine what sort of spell is being effects that are similar in nature to the spell effect being
created. Spell weaving cannot be used for any spell effects learned. These Associated spells must be from the same
with a single phase casting time (always increases to at least discipline as the new effect. Having an associated spell will
3), and their casting time can never be improved with spell grant a bonus of +5 to learn the similar effect. Additional
perks. It takes time to literally weave a spell into existence. associated spells will earn additional +5 bonuses. No more
Spell weavers often craft spell books of tapestries from the than +20 can be earned through associated spells. The GM
visual appearance of their spells. This handicap requires a must agree that the effect is similar enough to warrant the
skill in Sewing of at least 20, which must be rolled every bonus. Keep in mind that all spells from a single discipline
phase during casting. will have at minimum a common theme and nature. It
requires more than a simple similarity to earn this bonus.
Teachers that already have mastered and
memorized the spell effect are a great assistance to learning.
They can demonstrate the spell effect, and describe how
Instructional Methods they are altering their mental focus to adapt and modify the
Wizards who are attempting to memorize spell results. The downside to a teacher is they can be costly in
effects must have something to learn from. Most spell time, money, and special requests to the student mage.
effects are learned by reading, researching, observation, and Many an apprentice will spend many hours working and
diligent practice. Every magician has a personal style, cleaning, rather than studying, in order to hire a mentor.
magical tastes, and preferences to learning spells. When Teachers must have the desired spell effect memorized and
they write a spell into a book for others to learn, or cast, have the Teaching skill. In order to determine how well the
they are describing how they best focus their minds and cast teacher can instill knowledge into the student they must
the spell effect. This differs with every wizard. Remember attempt a Teaching skill roll. There is a base penalty equal
as well that a spell is a static version of a spell effect that to the skill penalty of the spell effect being learned. In
creates a specific and unchangeable effect. When a wizard addition, several spell effects are contained in multiple
studies a spell effect to memorize they are learning how to disciplines. If the teacher is not skilled in the same
mold and shape that spell effect to their desired ends on a discipline as the student there is an additional penalty of -20
moments notice. to this skill check. A successful skill roll will grant a bonus
to the student equal to the roll itself. A critical success for
Study materials and teachers are invaluable to a
this roll will automatically grant the maximum possible skill
student wizard. It is possible for a magician to master a
bonus +5. This bonus will have deducted any penalties to
spell effect without any previous experience with the spell,
the skill roll. A failed skill roll will result in no bonus to the
but it is very difficult. Most students simply have a single
student. A critical failure will result in a penalty of -10 for
version of a spell that they practice with, and then learn to
this study block. Bonuses can never carry over from one
tweak and modify through trial and error. This is the
study block to another.
baseline for study materials: A single written version of the
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For example: A teacher with a Teaching skill rating of 57 the character must determine which is most appropriate for
(teaching a spell effect with a penalty of 0) who rolls a 34 the student mage.
will grant a bonus of +34 to the student for that study block.
The next study block the teacher rolls a 52 and will grant a The quality of the students study time is also
bonus of +52 to the student. The previous +34 is ignored greatly affected by the other duties and activities the
for the current study block. If the teacher rolls a 05 on the character must focus away from when study time begins.
dice and gets a critical success the bonus will be a hefty +62 Wizards who spend most of their days poring over old
for the student. tomes, practicing their craft, and devoting themselves to
wizardry will gain a bonus of +10 to their skill roll. This
Not every teacher will be willing to devote that assumes a reasonable amount of sleep, regular meals
much time to a single student. Teachers will have a penalty (preferably made by someone else), and a comfortable place
to their teaching skill roll based upon the size of the class to to study.
whom they are teaching the spell effect. Small classes with
less than five members will suffer no penalty. Medium Most player character wizards do not fit this mold.
sized classes that have between five and ten members will Instead they are constantly traveling, investigating, and
inflict a penalty of -5 to the teacher. Classes larger than that having amazing adventures. Characters that study in the
will cause a penalty equal to the number of students taught evenings after a day of light adventuring or travel will
in the same class. receive no bonus or penalty to their skill roll. This also
applies to those characters that work a non-stressful full-
Most teachers with classes will also divide that time job or an average part-time job.
class into smaller study groups. These groups can work
together and discuss various personal forms to better shape Characters that have normal full-time jobs, do a lot
and alter the spell effect. Assuming that the study group of physically or mentally taxing adventuring, harsh travel, or
actively works together during the study block they will perform other demanding activities will suffer a penalty of
receive a bonus based upon the average Learn Spells skill -10. Characters that actively attempt to study while
rating of the members. Add all of the Learn Spells skill traveling on a boat, carriage, or other conveyance will suffer
ratings for the members. Divide this sum by the number of a penalty of -20. Dungeon delving, strenuous activities,
students in the study group. Subtract the skill penalty of the dangerous conditions, and other taxing situations will also
spell effect being learned from this skill average. All active suffer this -20 penalty. Remember that this is an average of
members gain a bonus of +1/10th the skill average of the the characters situation for the entire study block. The GM
group. Those who are passively involved will only receive and player should feel free to have modifiers of +5, -5, -15, or
half of this bonus; less if the GM determines that the -25 if they feel it necessary.
student has been excessively lax in participating. This bonus Characters that must rush a spell learning attempt
is to the Learn Spell skill roll of the student, not any may choose to reduce the number of hours for that study
Teaching roll for the mentor. block by up to the required time. For every hour rushed
Study time is often extremely valuable to student in this way there is a penalty of -2 with the Learn Spell skill
wizards. They often have to earn a living at their trade, or roll. If a rushed study block is failed, then the whole study
adventuring, while still trying to find time to learn their spell block must be completed and no further rushing is possible.
effects. Many wizards eventually become hermits, leaving Students may conversely attempt to extend the
their homes only occasionally to earn commissions, purchase required hours per study block to gain a bonus to the Learn
new study materials, or acquire basic necessities. The study Spell skill. Every additional hour spent studying the spell
time required only increases as the wizard ages and gains in will grant a bonus of +2 for that study block. No more than
skill. Enchantment time and skill study often crowd into a 1/10th the normal time required to learn the spell may be
wizards schedule, leaving precious little time for anything used to increase this chance. Rushing and extra study can
else. Unfortunately, adventuring wizards dont often receive never be done during the same study block, even if the initial
this luxury. They are expected to travel with their friends, skill roll indicated failure.
defend against brigands and monsters, heal from their
wounds, and still have time for learning new tricks. The final set of modifications is for any extras that
the player wishes to impose upon the spell effect. These are
Wizards who can devote large blocks of larger usually beneficial to the wizard and will create a penalty to
than four hours of sequential time to studying will receive a learn the spell effect. These are entirely voluntary for the
bonus of +10. This bonus only applies if this is the caster and may be ignored if desired.
students normal practice. A student wizard that is often
rushed or taking in study at several hours only at a time will Characters can choose to learn a spell without
not receive this bonus. Most wizards dont. Most students either the verbal or somatic requirements. For each
work between two to four hours at a time and do not receive requirement that is negated during spell-casting there is an
any bonuses or penalties. Students that can only spare less additional penalty of -40 during spell learning. Learning a
than an hour at a time are often too rushed and bothered, spell effect without the verbal requirement means that the
when they are able to study, and receive a penalty of -10. character does not need to chant or intone anything during
Since this is applicable to the entire work block, the GM and the casting; instead, the character may speak normally
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during casting. Learning a spell effect without the somatic Modifier Condition
requirement means that the caster does not need to gyrate or + 2* Additional Spell Versions
gesture while casting a spell; they can remain still or + 5* Additional Spell Versions (Same Author)
perform other actions during the phase while they are + 10* Good Study Materials
casting. Or both may be negated for a total penalty of -80 + 15* Excellent Study Materials
requiring only an intense concentration during spell casting. + 25* Superlative Study Materials
This option requires a minimum Willpower of 80 or + 10* Previous Spell Experience
greater. + 5* Associated Spells
Spells learned without a requirement still require
Varies Teacher / Mentor
concentration and mental focus. They require the same
Varies Study Group
number of phases normally required to cast. Other skills or
+ 10 Large Study Blocks
actions may be attempted, but at least one action per phase is
required to cast the spell and all other actions will suffer a
+0 Average Study Blocks
penalty of -20. A successful concentration skill roll will
- 10 Sparse Study Blocks
negate this penalty, but the required action per phase is
+ 10 Exclusive Student Life
ALWAYS mandatory.
+0 Average Part Time Student
Spell effects can also be learned to be cast faster - 10 Heavy Work Load
than the normal number of required phases. One casting - 20 Study during Travel
phase may be eliminated for a penalty of -50 to the Learn - 2* Rushed Study Block
Spell skill roll. This can be done as many times as the player
desires to a minimum of one phase for any spell. + 2* Extra Study Time
- 40 No Verbal Requirement
Characters can learn to channel magical energies - 40 No Somatic Requirement
better to reduce the drain of the spell effect. Drain can be - 80 Concentration Only
reduced by five points for a penalty of -25. This can be done - 50* Reduce Casting Time by 1 phase
as often as the player desires, but no spell can have less than - 25* Reduce Drain by 5 (Min 5)
a drain of five from this method. The penalty is cumulative - 100* Increased Spell Effect
along with the reduction of drain. - 25* Decreased Target Resistance
Characters may choose to have a deep resonance
and ability with a specific spell effect. The spell effect is
always cast as if the caster was one level of experience
greater than he actually is. The character has a penalty of Resisting Spells
-100 to learn the spell effect. This extra may be selected
more than once, but the penalty is cumulative and extremely Any spell that is considered harmful to the target
steep. requires that the victim receive a chance to resist the spell.
In many cases this is simply moving out of harms way
Characters that desire less of a chance for the before the spell can fully target the victim. Other spells
victim to resist a spell effect may incur a penalty of -25 allow the target to mentally repel their dark enchantments.
instead. This will grant an additional penalty of -5 to the Characters may choose to attempt to resist any spell,
target to resist that spell effect. whether the spell is normally considered benign or malign.
However, the more skilled and experienced the wizard; the
more difficult it may be to resist his spell effects.
Defensive Tactics: The most common form of
save against simple combat spells is called
Defensive Tactics and is used with touch or
ranged strike spells. This save works identically
to the skill of the same name. Simply subtract the
applicable value from the casters skill.
Dodge: The dodge roll is actually an Agility Roll.
This save requires a Reflexive Action. A
successful dodge moves the character up to five
feet away in any direction desired. This may or
may not actually save the character from injury.
Everyone who successfully dodges should
announce where they are dodging to before the
GM or spell caster announces where the spell hits.
This should be done fairly and GMs should decide
where the spell would hit before any rolls or
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Game Masters may also choose to have all Some objects may have resonance unto
resistance rolls based upon a contested action between the themselves, even without the knowledge or understanding
appropriate attribute and the Discipline skill rating of the of the spell caster. Such objects might have been involved in
sorcerer. Game Masters should use caution with this great deeds (like a weapon that was used to kill a giant king,
choice; while at lower levels the victim's chances will be that is now resonant for Growth spells, or for enhanced
even, at higher levels with skill ratings above 100, the wizard damage to giants), or they might have become associated
may have a significant edge. with certain places or people (like a mirror that hung in a
particular person's bedchamber for ten years, that is now
resonant for scrying against that room and/or that person).
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10. Dabblers may also attempt to cast rituals but use penalties apply. Once the bonuses to the primary caster
their Spellcraft skill instead. They must have the minimum have been determined, the actual ritual skill check should be
skill requirement in their spellcraft skill rating. Using rolled. This is always the applicable Discipline for the ritual
spellcraft in this way will incur a penalty of - 50. Magi may to be cast. If the skill roll is successful, then the ritual has
also use this option but with equal penalty. If the spell effect been cast successfully. Failure will have no effect other than
is being cast must be a ritual, or the magus wishes the extra stealing the full normal drain from every participant. A
power available from a full ritual, there is an additional critical success for a ritual will give an additional spell perk.
penalty of -25.
Critical failures will drain the participants as if
A ritual does not need to be cast by a single they simply failed. In addition, something catastrophic
wizard. While the primary caster must have enough skill to occurred. The GM may determine exactly what occurred.
cast the spell, they can share the task with others. Up to Remember a ritual is a very powerful version of the spell
three other wizards can assist in the ritual process. Some effect and channels a tremendous amount of magical energy.
rituals call them by various names based upon the culture Some rituals or spell effects may bring a potential
and theme of the ritual. The effect and requirements are the consequence to mind. If it seems to resonate with the ritual,
same regardless. The primary caster must be able to provide then it should be used. The GM may also simply elect to
at least the required drain of the ritual. use the potential guidelines used with spell casting critical
failures instead.
The secondary caster need not have memorized
the ritual, as the primary caster will direct them as needed.
Certain phrases and gestures must be memorized
beforehand, but this only requires a simple Intellect or
Learn Spells skill roll and a few minutes. They must have
the minimum required skill to cast the ritual themselves. At
least of the required drain for the ritual must come from a Rune Crafting
secondary caster, if any. At the time of the ritual skill roll Runes are symbols that are carved into wood or
they may roll their own skill with appropriate penalties or stone that create a magical effect when activated. Runes are
bonuses. If successful, they grant the primary caster a bonus similar to wards, but runes are far more permanent in
equal to their discipline skill rating. If unsuccessful, they nature. The symbolism of runes will vary from culture to
provide no additional bonuses. Critical successes will allow culture; runes are often the ancient writing or pictograms of
the primary caster an increased chance of critical success of previous cultures. While a wizard can learn to identify any
+5. A critical failure will reduce the primary casters roll by number of sets of runes, only a rare few can learn more than
the skill rating of the discipline. In addition there will be one or two styles. The craftwork spell effect Enchant Rune
a greater chance of critical failure of +5. must be memorized before someone can begin enchanting a
rune.
Up to two tertiary casters may be involved in the
ritual. Tertiary casters may be involved even if there is no Rune crafting has two steps similar to the
secondary caster. They are often students or apprentices to enchantment process. The first step in crafting a rune is the
the primary and secondary caster. They do not have to have physical carving of the rune itself; this can be done by
anywhere near enough skill to cast the ritual. At the time of anyone with the requisite Art or Craft skill. Most runes are
the ritual skill roll they may roll the applicable discipline made into wood, metal or stone. Paper can be used, but is
without penalties. If successful they may provide the very weak and cannot channel the raw magical power of
primary caster a bonus of 1/10 th their skill rating. They many runes. They are easier to make than scrolls, but have a
must share at least 5 points of the drain towards the ritual. significant chance to fizzle and fail without any effect.
Critical successes and failures will have no effect upon the Wood also has a chance of failure, but is far less likely as the
primary caster. The tertiary casters must roll normally for wood can absorb more of the magical charge. Both wooden
spell casting critical failure. and paper runes will always destroy themselves as they are
activated. Metal and stone runes have a chance of self-
The actual casting of the ritual is a long process.
destruction but will never fizzle beforehand. If the rune is
The time required is equal to the minimum skill
destroyed or smeared after charging the energy, but before
requirement (after all of the modifiers have been applied) of
activation, it will release inflicting 1d10 injury to a one foot
the ritual in minutes divided by five, rounded up. Rituals
diameter. Runes that self destruct after activation do not
are easily disrupted. For every distraction, during the actual
explode, instead they disintegrate harmlessly. Resonant
casting period, every participant must roll a Concentration
materials may drop the chance of failure or of destruction
skill check. Failure distracts the wizard and eliminates him
based upon the discretion of the Game Master.
from the ritual process. If the primary caster fails then the
ritual is broken. Any wizard eliminated from the ritual will Paper runes are actually ink, paint, or charcoal on
lose of the expected drain donation. A critical failure will some medium. This medium can include paper, parchment,
steal the full expected drain donation. stone, leather, skin, plastic, cardboard, wood, metal, or
canvas. Any medium that can be drawn, or written, upon
All of the secondary and tertiary casters should
can be used to make a paper rune. It requires 2 minutes to
now roll the applicable discipline skill. All normal skill
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draw a paper rune, and a successful Art skill roll. Paper they always have a 100% chance of self destruction that can
runes have a chance of failure equal to the minimum skill never be improved with additional mass.
requirement of the spell effect being implemented. A failure
will result in the destruction of the rune. No paper rune Metal runes are forged into any available metals.
may use any spell effect that has greater than a 50 skill Usually they are crafted into cheaper metals as they will
minimum. Paper runes have a 100% chance of destruction often self destruct after use. Metal runes require 2 hours of
after activation. work to create with a successful Metalworking or Jeweler
skill roll. Another common use of metal runes is as a
Paper runes that are placed upon a living being resonant craftsmanship when creating metal objects.
will inflict injury both when the rune is charged, and when Swords and armor often utilize runes when enchanting.
the rune is activated. Injury is equal to 1/10th the minimum Instead of using these rules for single-use runes, follow the
skill required for the spell effect. Runes placed upon cloth, normal Enchanting rules found earlier in this chapter.
or other light materials, in direct contact with skin will
inflict similar injury. Metal runes have no chance of failure or fizzle
before activation. They have a 100% chance of destruction
Wooden runes are carved into a piece of wood. after activation for a standard rune the size of a coin or
Wooden runes have a far greater durability over simple medallion. This chance of self-destruction drops by 10% for
paper runes. Wooden runes require 30 minutes to carve and every cubic foot of metal in the object. Some skilled
a successful Carpentry skill roll. Wooden runes have a enchanters can also create items and weapons that will allow
chance of failure equal to one half the minimum skill the rune to destruct leaving the rest of the item whole and
requirement of the spell effect being implemented. No unharmed by inserting a rune into a prepared slot or
wooden rune may use any spell effect that has a greater than receptacle in the item.
100 skill minimum. Wooden runes have a 100% chance of
destruction after activation for a standard 1 inch by 1 inch by Stone runes are the least common form of small
inch block of wood. This chance of self-destruction rune. They are often inscribed into huge pillars and walls of
drops by 5% for every cubic foot of wood in the object. ancient buildings and temples. They can be made from any
Certain woods, such as ironwood, can withstand the magical building stone, gem, or precious stone. They require two
energies better than others and will have a reduced chance of hours of carving and a successful Masonry or Jeweler skill
destruction. Some skilled enchanters can also create staves roll. Certain stones may have resonant properties which
that will allow the rune to destruct leaving the rest of the assist in reducing the chance of destruction or increasing the
staff whole and unharmed. Living wood such as trees can effectiveness. Stone runes have no chance of failure or
withstand the energies very well, but still suffer injury from fizzle.
runes when charged and activated. Stone runes have a 100% chance of destruction
after activation for a standard 1 inch by 1 inch by inch
block of stone. This chance of self-destruction drops by
10% for every cubic foot of stone in the object. Stone runes
may have metal inlaid into the crevasses of the stone. These
runes have a 20% reduction in the chance of self destruction
per cubic foot of stone. They require a Metalworking skill
roll and one additional hour.
Once the rune is physically created it is still simply
a work of art. It does not yet have any magical energy,
abilities, powers, or inherent power. Skilled craftsmen can
create perfect runes that will do nothing. Once the form has
been fashioned, the enchantment by a wizard skilled in
Wooden runes can also have metal inlaid into the Runic Knowledge can begin. The wizard must have enough
runes. This process adds one hour to the normal carving skill and have memorized the Enchant Rune spell effect.
time and requires a successful Metalworking skill roll. The enchanter must know or have access to the spell effect
Penalties will apply if the crafter does not have the proper being imbued and have enough skill to cast. The spells
tools and equipment. Metal inlaid runes have no chance of perks available during rune crafting may only be drawn from
fizzle or failure. They do suffer the normal chance of the Enchant Rune craftwork spell effect. They must be
destruction. divided amongst both the Enchant Rune spell effect and the
Pottery and ceramic runes are also possible, but effect to be imbued.
not very common. They must be sculpted and fired into Runic enchanters will receive the same modifiers
their final shape. This takes one hour and a successful Art for materials and bonding that normal enchanters enjoy.
skill roll. Pottery and ceramic runes are very fragile and Any skill penalties from the craftwork effect and the effect
easily broken. Unlike wooden runes, they have no chance of to be imbued should also be calculated. These charts are
failure before activation. No ceramic rune may use any spell listed in the section on Enchantment in this chapter.
effect that has a greater than 100 skill minimum. However
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Time requirements to enchant runes are based mechanism will provide no possible effect. Most scrying
upon the skill minimum of the spell effect being imbued. A spell effects also requires a scrying device, although a
rune requires the minimum skill requirement divided by ten handful of Charms do not. Scrying devices are usually non-
in hours, rounded up, to imbue and enchant. The amount of magical focus items that resonate with the sense being
Continual Drain incurred is equal to the total of the base observed.
spell drain, the craftwork spell effect, and any spell perks.
Once the time has elapsed the creator must roll Visual Scrying Examples include mirrors,
their Runic Knowledge skill. A successful skill roll means crystal balls, pools of ink, pools of crystal clear
that the caster has successfully enchanted the rune. A failure water, ice, glass or crystal objects, video screens,
means that the rune did not fully hold the enchantment. If televisions, obsidian and reflective gems. Almost
the rune is used within the next hour the rune will act anything reflective may be used as such a device
normally, otherwise the rune will become completely inert with the GMs discretion.
and non-magical. If the partially enchanted rune is used
there will always be a 100% chance of self-destruction. A Audio Scrying Examples include crystal balls,
critical failure means that the rune immediately goes off and severed ears, listening horns, speakers, musical
the GM must determine what occurs. In most cases the instruments, telephones, or tuning forks. Almost
creator is the primary target if one is required. A critical anything that records, projects, or transmits sound
success denotes a highly successful enchanting of the rune. may be used as such a device with the GMs
The base chance of fizzle and self destruction will be discretion.
reduced by 1/10th the enchanters Runic Knowledge skill Others There are very few spell effects or
rating. All runes will cost their creators one experience devices that project other sensations that require a
point per rune created. scrying device. The few that do exist, or that are
created by players, should use a device that
Using a rune once it is enchanted is very easy. resonates with the sensation. Full body AR suits
The bearer of the rune must cast the Charge Rune spell may transmit tactile sensation. Fine quality food
effect. At this point the caster must decide how the rune is or alcohol may transmit a momentary sensation of
to be used. Runes can either activate by touch and taste. Burning candles may provide a scent from a
automatically target the touching individual, or allow the targeted location.
touching individual to act as a surrogate spell caster. If the
touching individual acts as a surrogate spell caster then they
must roll either a Runic Knowledge, Hedge Wizardry with
a penalty of -10, or a Spellcraft skill roll with a penalty of -30
to control the effects. A charged rune will always activate if
the rune itself (not the medium on which it is inscribed) is
touched in any way. It is safe to hold the medium the rune
is inscribed within without fear of activation. See the
Charge Rune spell effect for more information of length of
charge, drain requirements, and other factors. All runes,
once activated, will remain in effect for the normal duration
or the rest of the scene.
Some runes may also be tied to thaumic links or
other sources of power to keep them continually charged
with energy. These are always large runes inscribed within
significant amounts of mass, and are often stonework.
These permanent runes are often tied to trigger mechanisms
or runic pathways that are hidden within floors, walls, and
often-touched structures.
Scrying
Scrying is the ability to project the senses beyond
their normal reach. Scrying is most often used to see and
Attempting to see beyond sight is a difficult task
hear what is happening in another location. All scrying
even for those with the appropriate item or spell effect. The
requires a spell effect, or a magical object, to be successful.
farther in space or time the focal subject is from the viewer,
Attempting to use the Scrying skill without such a
the more difficult it is to observe. The subject can be a
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person, place, or thing. Some ephemeral subjects may also spell effect or the magical resonant signature of the magician
be possible with the GMs discretion. If nothing is known who cast it. Determining the strength of the spell effect is
about the subject, scrying is impossible. identical to the normal use of the sense aura skill and can be
done all as one action. A successful skill roll will give an
The following penalties and bonuses relate to the approximate spell strength based upon the Drain
distance or resonant link between the subject and the viewer. requirement for the spell, including any additional Drain
If the Scrying skill roll succeeds by less than 10, then the required for added spell perks.
observation will seem cloudy, murky, or otherwise
indistinct. Identifying the creator of a spell effect can be a
very tricky proposition. There is a skill penalty of - 30 to
the sense aura skill roll. If successful, then the character will
Modifier Relationship with Subject have a strong sense of the resonance and feel for their
+ 30 Has a sympathetic link magical signature. This does not immediately identify who
+ 20 Well known subject. cast the spell, but with further research and investigation
+0 Known subject. this can be determined. Failure means that the effect is too
+0 In line of sight with subject. degraded and muddy to successfully identify.
+0 Less than 1,000 away. Spell Masking can be a real headache for those
- 10 Just out of line of sight. who identify magic. Spell Masking can either be done with
- 10 1,000 feet to 1 mile the use of spell perks or the Spell Masking skill. Every spell
- 10 Unknown subject w/ photo. perk allocated for Spell Masking will incur a cumulative
- 10 Seen subject once briefly. penalty of -20 to any Sense Aura skill roll. The other
- 20 1 mile to 10 miles. possible form of Spell Masking is the use of the Spell
- 30 11 miles to 100 miles. Masking skill. A contested roll using the Sense Aura skill of
- 40 101 miles to 1,000 miles. the character and the Spell Masking skill of the wizard is
- 40 (-10) 1,000 miles + (Each 1,000). required to detect or identify spell effects.
- 50 Name only.
- 50 Alternate reality
- 100 Past event Condition Modifier
- 100 Pushing effects abilities 10% Spell Strength (Drain Used) + Drain
- 150 Possible future event. Each spell perk allocated +5
Each Masking spell perk - 20
Range of Touch + 10
Range of 1 to 5 +0
Range of 6 to 10 -5
Range of 11 to 20 - 10
Range of 21 to 30 - 20
Range of 31 to 50 - 30
Sense Aura Range of 51 to 100 - 40
This skill allows the character to sense the Range of 100 + - Feet
presence of magic and supernatural energies. Skilled Identify Signature - 30
characters can sense and locate magical energies within Alien / Unknown Magic - 50
items, on people, in locations, and spell effects as they are
being cast. This skill cannot identify supernatural creatures
or magicians. Without the appropriate spell effect, the The Sense Aura skill can be extended using the
sense aura skill cannot identify the Discipline of the magical Sense Effect spell effect. This spell effect allows the
energies. character to identify the discipline used to cast the spell. It
cannot pinpoint the exact spell that was cast; this requires
Using the skill requires five Drain to concentrate
the Analyze Magic spell effect.
and open oneself to the supernatural energies of the world.
Characters with any level of skill can attempt to sense The Drain for using the spell effect is identical to
magical auras emanating from objects, people, and places. that of the Sense Aura skill. The Sense Effect spell effect
This is a sensation similar to temperature, and is not a visual can only be used for the disciplines in which the character
effect unless an appropriate spell is utilized. The effect and has knowledge and skill. The discipline of Divination is the
drain of Sense Aura are Continual, but the character remains only exception to this rule, granting the ability to sense the
open to supernatural energies of all kinds. The character effects of all other disciplines. This effect uses all of the
will have a reduced resistance to illusions and supernatural modifiers for normal Sense Aura rolls; except those for spell
mental, emotional, or spiritual effects of -20. strength and additional spell perks. Additional penalties of
50 accrue for alien magic and spell effects that are too
All characters with this skill can sense magical
advanced for the observer to memorize. All spell masking
energies with any skill rating. Those with a skill rating of
techniques are applicable to Sense Effect.
fifty or higher can attempt to determine the strength of a
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Spell Creation skill of the spell effect. Critical successes will increase this
bonus by 1/10th the writer's Composition skill. Critical
There are several forms of Spell Creation: fumble effects must be determined by the Game Master.
inscribing a memorized spell effect into a single spell or
ritual for others to follow; creating a ritual with a non-
memorized spell effect with adequate resources; creating a
treatise teaching a spell effect; creating a spell effect Creating an Unknown Spell
unknown to the wizard; and creating a brand new spell If a wizard desires a spell effect and does not have
effect. Each form has important differences and a role to any materials on which to study such as a spell, ritual, or
play within the chronicle. The caster must have the treatise they must attempt to create the spell themselves.
Composition skill to be effective in this craftwork process. This is an exhausting process that many wizards simply
choose not to attempt, relying on guilds, schools, and other
friendly working wizards. If the spell is one already
described in this system of rules, then the mechanisms are
Inscribing a Spell or Ritual fairly easy. If the spell is brand new, please refer to the next
The simplest form of spell creation is creating a topic on creating new spells for ideas and guidelines.
specific spell or ritual from a known spell effect. This spell
will have a set cost, minimum skill, duration, and other This craftwork process is similar to the one
effects that cannot be altered by the final caster. The spell or described under inscribing a spell or ritual. Instead of using
ritual will require a number of man-hours to write equal to a Composition skill rating, the researcher must use their
the Drain cost of the final spell. The penalty to the appropriate Discipline skill rating instead. The time
Composition skill roll is equal to the skill penalty of the required for creating a spell effect is equal to the minimum
spell effect being codified. skill required multiplied by ten in man-hours. The penalty
to each skill roll is equal to the skill penalty of the spell
Each project requires a certain number of man- effect being researched.
hours to complete. Divide the total man-hours by three to
determine the size per work block. Writing is mentally Since this process involves testing and refining of a
exhausting; characters will fatigue while creating spells and spell effect, there is a Continual Drain incurred equal to
rituals. Also keep in mind that characters must eat, sleep, twice that of the spell effect being researched. Once the
and rest. Failure to take care of the mental or physical spell effect has been researched, the researcher is considered
health of a character should cause penalties to accrue. After to have already memorized the unknown spell effect without
each block the character must roll a skill check using any modifications. Spell Learning modifications may be
Composition. Success means that the character correctly applied to the research as the Game Master and players
described the complex and intricate manner of spellcasting decide.
of the project and may move to the next work block. The
work block is worth the full time expended.
Failure means that the there was a small flaw in Creating a New Spell
the process and is only worth the normal work block as If a spell effect is already described within the
the writer must fix his mistakes. Once the remaining time game system, please refer to the previous topic on creating
has been completed for that work block the writer may roll an unknown spell. This topic is only for spells that are not
again. A second failure for that work block will ruin the currently in the game system and are being added by players
current project and will require a rewrite. A critical success and Game Masters. The mechanics for creating a brand
will give a bonus equal to 1/10th of the Composition skill new spell for a character are identical to those under creating
rating used to anyone attempting to cast or learn the spell an unknown spell. This section is to assist the players and
later. A critical failure will always result in a spell that will Game Master outside of the chronicle.
have disastrous consequences to those learning or casting it
later. Every attempt will be a critical failure. There tend to be two kinds of new spell effects
that people wish to create: hybrid spells and something we
forgot. Of the two, hybrid spells are much easier to detail as
they pull information from already created effects. Those
Spell Effect Treatise that are creating a hybrid spell effect should refer to the spell
Writing a treatise on a single spell effect is a much effects being drawn upon.
longer task to accomplish. While the mechanisms for this The key information for any spell effect includes:
craftwork action are identical to those for writing spells and Disciplines it is available to, Minimum skill required,
rituals, the detail involved makes this more of a teaching Experience Cost, Skill Penalty, Drain Cost, Casting Time,
guide than a simple spell. Spell effect treatises will require a Range, Duration, and Effect. Each must be determined
number of man-hours to write equal to twice the minimum before a spell effect is complete. The flavor text such as a
skill required for the spell effect. The penalty is equal to the name and description of how it works are important for
skill penalty of the spell effect being described. Spell game-play but less important from a game design viewpoint.
Treatises will grant a bonus of the appropriate Discipline
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Hybrid spell effects will have two or more spell the caster begging to flow out. A mage may hold a spell
effects already listed. The minimum skill requirement effect from being cast for one phase for each of her levels of
should be based upon this formula: 20 + (Spell A 20) + experience. Beyond that short time, there are penalties and
(Spell B 20). If more than two effects are being combined, skill checks required. Mages may not attempt any other
continue the formula as appropriate. If the spell effects are actions while holding a spell.
not from the same Discipline but work well together in a
contextual sense feel free to allow it, but require the full If the caster only wishes to hold a spell for a few
minimum skill from all original Disciplines. extra phases they must roll Concentration with a penalty
equal to the skill penalty of the spell effect being held. The
Once the minimum skill has been determined number of phases they may hold the spell for is equal to the
several other stats will fall into place. The Experience cost casters level of experience. Each additional holding period
of a spell effect is equal to 1/5th the Minimum skill rounded will incur no additional penalties and may be repeated as
down. The Drain of a spell is equal to of the Minimum often as desired. A critical failure with this roll will instantly
skill rounded down to the nearest five. Skill penalty is equal cast the spell as a fumbled spell attempt.
to the skill minimum 50, or zero if it goes negative.
If the caster wishes to hold the spell for a few
The casting time required is also based upon the extra minutes, they must roll Concentration with a penalty
minimum skill. Most spells that have less than a 100 equal to the skill penalty of the spell effect being held.
minimum skill requirement will only require 3 phases to There is an extra five Continual Drain incurred per minute
cast. Some quick combat spells may only require 1 or 2 during this period of time as the magician constantly lets a
phases. Spells with a minimum skill between 100 and 124 little energy vent off and rebuilds the charge. The number
will require 4 phases to cast. Spells between 125 and 149 of minutes that a spell can be held in this way is equal to the
minimum skill may be cast in 5 phases. Spell effects with a casters level of experience. Each additional set of minutes
minimum skill requirement of 150 or higher will take a long will incur an additional penalty of -10 to the Concentration
6 phase casting time. Some effects are so powerful that they check. A critical failure will instantly release the spell as a
should only be allowed in a ritual form. massive critically fumbled spell.
The duration of a spell is an important aspect to
consider. Effects that should only apply once and are over
quickly should be Instant. Spells that only last a very limited
duration should be listed as Short. Some combat spells or
powerful effects that dont require a long duration may fit
this description. Most spells should be Continual. This Spell Masking
allows the caster to determine the exact duration desired for All spells have an inherent energy signature that is
their plans and activities. Very few effects should be resonant with the specific caster that creates the effect. This
permanent. Those that are should use ritual casting times, magical signature can help identify the original caster of a
and have additional experience point costs to balance the spell effect, unless the character wishes to attempt to alter
long term benefits. the energy signature. Characters that wish to mask their
spell signatures must purchase the skill Spell Masking.
Determining the effects for a completely new spell
Many sentient magical devices learn this skill in order to
can be particularly difficult. Since magic can be used to
hide their abilities and nature. This skill is far more useful
create or alter almost everything, there are very few
than simply shrouding the responsible wizard. Characters
boundaries to the potential new spell. Try to keep the level
with enough skill may choose to alter the power, nature, and
of power roughly equal to the spells already in the system.
even which spell was cast from later investigators. These
Earth shattering spells such as the Alpha Arkana which
masking techniques will be applicable against all form of
created the fantasy milieu should be left restricted to only
divination that specifically sees or senses the magical
the gods. Glance at the minimum skill ratings and the
energies. Scrying or other abilities that provide sensory
effects of the other spells to help determine a range for your
information will reveal the truth.
new spell. Many of the skill bonuses, injury inflicted,
amounts of PV, and other aspects are often identical or very All spell masking attempts require the caster to
similar in methodology. successfully cast a spell effect or ritual. In both cases the
drain of the effect or ritual will increase by five. Other
techniques using Spell Masking may require more than five
additional drain. This additional drain can not be reduced
by any means, options, or upgrades. After the spell roll is
successful the caster then rolls a Spell Masking check as if
Spell Holding the roll was contested. This result should be recorded in the
event that someone attempts to determine the magical
Spells and rituals may be almost cast and held at signature. Compare the Spell Masking result with the
the final word of power, that will seal the magic and shape contested Sense Aura skill roll. Only if the sense aura skill
the world. This is not an easy thing for a mage to attempt, roll is higher will the shrouded signature become known.
as the energies summoned during spell casting rage inside
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Alternatively, spell perks can be used to mask may alter the spell into any discipline that the caster knows.
spells. This does not require any skill in Spell Masking, but Thus a curse may feel like a healing spell to those not skilled
it is far less effective. Every spell perk allocated in this way enough to pierce the magical veil. This technique requires
will incur a cumulative penalty of - 20 to anyone attempting an additional +20 drain and applies a penalty of -100 to the
to identify the resonance of the obscured spell. The caster Spell Masking skill roll.
may choose instead to alter the power level of the signature,
changing a simple spells resonance into seemingly a spell of
legend. Each spell perk allocated to this form of masking
will increase or decrease the minimum skill required by 20.
The penalty of anyone trying to untangle this form of
masking will suffer a penalty of -20 per spell perk. These Spell Stacking
methods of Spell Masking may not be combined with the
use of the skill Spell Masking. Spell Stacking is not possible with most spell
effects. Spell stacking is the attempted multiple castings of a
Characters with a skill rating of 50 or higher in single spell on a single target, or the combining of several
Spell Masking may attempt to change the power level of different spell effects with similar results. The option or
the effect. The caster may choose to have the spell seem to spell effect with the greatest successful game effect will be
have been more or less powerful than it actually was. The the only one that applies to a single target. If the options or
results of this form of masking are best described using spell effects are opposing (one grants a bonus while the
simple descriptions, but mechanically the signature appears other imposes a penalty), then the effects of each spell are
to require a higher minimum skill or additional spell perks. totaled together to find the adjusted results. The only
This form of masking requires +10 additional drain to the exceptions to this rule are Short duration spell effects. Such
normal spell cost, and has a penalty to the Spell Masking effects can have the durations stacked together, to increase
skill roll of half the difference between the Minimum the total duration of the effect. Permanent, Instant, and
Ratings of the spell effect they are masking and the spell Continual spell effects may never be stacked.
effect they wish to simulate.
At a skill rating of 100, the caster gains the ability
to alter the specific spell that was cast. Those who try to
identify which spell was cast will believe that a different
spell, in the same discipline, was actually cast instead. The
original caster may choose the apparent spell, but the spell Tantric Magic
must be known by the caster. This technique requires an
Tantric magic is a derivation and corruption of
additional +15 drain and applies a penalty of -50 to the spell
Buddhist teachings and beliefs. Without going into undue
masking skill roll.
description, Tantric magic uses sexual intercourse to channel
Another technique that may be attempted with a and provide the spellcaster with magical energy. The donor
100 skill rating is disguising the signature. Wizards that grants a portion of their life energy as Drain to the caster
attempt this must either create a new spell signature, or based upon their age and purity. The donor will feel tired,
become intimately knowledgeable of the signature of sluggish, and worn after the experience and will suffer
another. Many wizards try to have to spell signatures that penalties equal to the Drain until it replenishes normally.
they utilize for less wholesome activities. Some go as far as Mages who participate as a donor are far more accustomed
to create an entirely new persona utilizing Spell Masking, to regulating Drain and may treat it normally. This option
disguises, and vocal affectations. Others actively frame is intended for mature gamers and should not be abused by
innocent wizards for their evil deeds and designs. This salacious game-play or used to make others present
technique requires an additional +15 drain and applies a uncomfortable.
penalty of -50 to the spell masking skill roll.
The final technique that can be attempted with a Drain Description
100 skill rating is to make a spell invisible to magical 10 Average Adult
perceptions. This is most often attempted with continual +5 Donor HEA above 70
spells to hide the existence from prying eyes. Such a spell +5 Donor APP above 70
has so little magical energy remaining that most diviners will +5 Donor WIL above 70
not even feel that a spell was cast. A masked spell that is +5 Relative Innocent
ready, but invisible to others, may give the caster an + 10 Virgin
excellent edge in an emergency. This technique requires an
additional +15 drain and applies a penalty of -50 to the Spell
Masking skill roll.
Characters with a skill rating of 150 or greater in
Spell Masking may attempt to alter the spell that was cast.
Unlike the technique at a 100 skill rating, this technique
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Solar eclipses will provide a bonus of 200% to the Game Masters may also allow players to create
drain normally available. Thaumic links that exceed the thaumic links, as per the spell effect, with a skill rating of 60
normal drain available will only remain active until the end or above. All of the normal rules, conditions, and benefits
of the eclipse. In addition, all rituals that are completed apply to these spell effects. If the Game Master does
during a total solar eclipse will enjoy two additional spell increase the number of available spell effects for the religion;
perks without additional drain or skill requirement. Total the player must purchase these spell effects with experience
solar eclipses usually only last between six and eight points. Otherwise these spell effects are free with the
minutes. Partial solar eclipses may last several hours. Theomancy skill.
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Batteries
Batteries are storage wells of pure, raw magical Gateways & Patterns
energy. A battery is often created from gems, stones, and Patterns and gateways are permanent structures
crystal but can be enchanted from nearly any item. Every that often resemble gates, portcullises, ovals, or tile work.
battery has a Drain Pool that can be filled to a certain point Patterns and Gateways will require the Activate Gateway
by a spell caster skilled in Channeling. Any individual spell effect to trigger the effect. Both types of items will
skilled in Channeling may draw upon the drain pool to allow long range travel between points. Gateways will have
replenish their own Drain pool. A character may draw a only one or a handful of destinations. Any pattern may be
maximum of 1/10th their Channeling skill in drain used to travel to any other pattern. Both the destination and
replenishment every phase, up to the maximum storage starting pattern must have been memorized by the user.
capacity of the Battery.
Gems
Candles & Incense Gems are very simple items that have a single use.
Candles are dusts that have been mixed and Once a magical gem has been enchanted, it becomes
readied to burn. Candles must be lit and the smoke allowed extremely fragile. Any significant pressure or impact will
to permeate an enclosed area. The effects will only remain crush the gem to dust and release the spell inside. It takes
while the candle continues to burn, and will have half the only once action to use a gem. The effect is always centered
normal effect. One dose will burn for thirty minutes. upon the character touching the gem or targeted at the point
Concentrated doses may burn for only fifteen minutes but of impact. If multiple characters are touching the gem when
will have the full effect. Poorly ventilated areas may it shatters, a random roll will determine who is affected.
concentrate the smoke and the effects for a longer period.
Golems
Charged Items Golems are very similar to magical robots. They
Charged items have a certain amount of Drain that require the Activate Golem spell effect to activate, and will
may be used to create a predetermined number of spell follow any commands given by the person who activated
effects. The user does not cast the spell; the item is the them. They will remain active until the spell effect ceases.
creator of the effect and suffers the Drain. The item will Some golems will have an eternal effect to remain constantly
always successfully cast the effect and does not normally roll active. These golems will only follow the directives of their
any skill rolls. creator or those within their holy writ.
Each use will reduce the stored Drain by the
required Drain for the spell. The Drain inside the item may Limited & Single Use Items
only be recharged using the Recharge Enchantment spell Single use items are those items that can only be
effect. The method of activation will be determined by the used once. Once activated, they lose all enchantment and are
trigger mechanism imbued into the item. This category also once again normal items. The activation method varies from
applies to most wands, staves, and rods. item to item based upon its trigger mechanism, but all items
will generally require one action to activate. Limited use
items are similar to single use items except they will
eventually recharge by themselves.
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Oils Salves
Oils are rubbed onto unbroken skin. Oils must be Salves are thick concoctions that are slathered over
rubbed onto every area that will experience the effect. That a body location that is usually wounded or broken. Salves
means that a potion of strength rubbed onto an arm will cover and protect the area while also providing the effect
only grant the extra injury bonus to strikes with that arm. directly into the blood system of the recipient. Salves only
They require 3d10 minutes to react. Oils will remain fresh require 1d10 rounds to become effective. Salves will also
for up to five years. expire, but will remain fresh for up to six months. Salves
are most often used for healing, restorative, or physical
effects.
Potions
Potions are liquids that have had a spell effect or
option distilled within. Potions must be ingested to become Scrolls
effective, and will apply the spell effect to the person Scrolls are paper, papyrus, or other writing
imbibing. Other potions will grant the ability to cast the mediums that have been especially enchanted to hold a spell
spell or effect to the drinker. The effects usually take 1d10 indefinitely until read aloud. They are similar to paper
minutes to manifest. Potions may be foul tasting or runes, but these specially treated magical objects never suffer
delicious depending upon the ingredients used. Potions will from spell fizzle. They require the full normal casting time
go bad after 3 months in a sealed container; more quickly if to read aloud, and only by reading the scroll aloud will the
left exposed to air. scroll activate. Activating a scroll requires a successful
Language skill roll to pronounce the words carefully and
accurately. Failure will cause the scroll to remain inert.
Spell Vaults
Spell Vaults are enchanted items that are spelled to
hold one spell effect of up to a maximum spell effect skill
minimum, similar to an advanced form of Spell Store. The
spell is cast into the item where it is held until the item is
activated. At which point, the current holder of the Spell
Vault directs the effect as if they cast the spell themselves.
They can be recharged instantly simply by recasting another
spell into the Spell Vault. Any spell desired by the owner
can be cast into the Spell Vault based upon the current need
at the time. The owner can choose to dissipate the spell
currently being held by the Spell Vault harmlessly at any
time. Empty spell vaults can attempt to intercept spells
being cast at the owner with a successful contested
Channeling vs. Discipline skill roll.
Runes
The bearer of the rune must cast the Charge Rune
spell effect. At this point the caster must decide how the
rune is to be used. Runes can either activate by touch, and Talismans
automatically target the touching individual, or allow the Talismans are permanent conduits of resonance
touching individual to act as a surrogate spell caster. If the and sympathetic magic. Enchanters create them to give as
touching individual acts as a surrogate spell caster then they gifts or traps to friends and enemies alike. Once enchanted,
must roll either a Runic Knowledge, Hedge Wizardry with these items act as permanent links of sympathetic magic.
a penalty of -10, or a Spellcraft skill roll with a penalty of -30 The creator can always use them as extensions of themselves
to control the effects. A charged rune will always activate if for the purposes of spells and scrying techniques. Keep in
the rune itself (not the medium on which it is inscribed) is mind the mage must still be able to see any potential spell
touched in any way. It is safe to hold the medium the rune target. They are also useful to other mages who wish to
is inscribed within without fear of activation. All runes, hurt or observe the creator. While they still require spells to
once activated, will remain in effect for the normal duration create a link back to the caster, they have a very strong
or the rest of the scene. resonance and will act as excellent conduits back to their
creator.
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Some Talismans will have the ability to invoke the required to cast the spell effect placed into the magical
creator. Invocations are the supernatural calling of powerful object. Options based devices will inflict 1 point of injury
entities using a name or phrase when the item is held. for every five option points invested into the device. This
When the invocation is spoken, the wizard will feel a injury cannot be healed by magic or any unnatural source.
sudden urge to check upon the Talisman used. Invocations The injury will heal itself at the same rate as Drain
require additional spell perks to enchant. refreshment based on the users Health and Willpower
ratings.
Wyrd Magic
Wyrd magic devices are devices that drain life
energy from the caster to power the effect. The amount of
injury inflicted to the user of the device is equal to the drain
Aeromancy
This Discipline focuses upon the classical element of Air. Aeromancy is used to cleanse the surrounding air, create
winds, injure opponents, and even use the wind to fly. All attack spell effects use strong winds and airborne particles to
inflict injury. For those of a more scientific mind, consider this discipline able to control and harness most gaseous matter.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Elemental)
21 + 4 Adhesion, Shout, Slow Fall, Whirlwind
30 + 6 Attunement (Elemental Air), Continual Frost, Create Wind, Elemental Edging
(Sandstorm),Increase Pressure, Injury Touch (Air), Push
35 + 7 Extinguish
40 + 8 Cleanse Air, Garble, Resist Cold, Resist Heat
50 + 10 Condense, Elemental Flaring (Air), Elemental Resistance (Air), Evaporate, Injury Bolt
(Air), Obscure Vision, Smoke Walk, Summon Domovoi (Air), Unnatural Element
60 + 12 Energy Missile (Air)
70 + 14 Breathe w/o Air, Flight (Wind)
75 + 15 Cloak of Injury (Sandstorm), Elemental Shield (Air)
80 + 16 Injury Darts (Air), Pass Wall (Air), Silence
100 + 20 Smoke Form
110 + 22 Injury Stream (Air)
115 + 23 Summon Elemental (Air)
135 + 27 Elemental Form (Air), Injury Pulse (Air)
140 + 28 Wall of Injury, Wall of Resistance
150 + 30 Injury Storm (Air)
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Alchemy
This discipline is the knowledge of distilling spell effects and options into liquids, dusts, and oils. This discipline is
very similar to Enchantment and Runic Knowledge in that many of the spell effects are methods of creating potions and
other projects.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Recognize Alchemy
21 + 4 Analyze Alchemy
30 + 6 Distill Dust, Distill Oil, Distill Potion, Distill Salve
Alteration
This Discipline focuses upon changing the material world of the inanimate. Alteration effects are most commonly
ones that alter the shape, structure, or effectiveness of normal non-magical items. Clothing, weapons, and armor are all
possible targets for the alteration discipline.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Alteration)
21 + 4 Alter Color, Cleanse, Purify Food, Purify Liquid, Shape Stone, Spoil, Write
30 + 6 Alter Armor, Alter Balance, Alter Durability, Alter Encumbrance, Alter Impact
Resistance, Alter Injury, Alter Range, Buoyancy, Open Lock, Sink, Warp Wood
40 + 8 Dragons Tooth, Editing
50 + 10 Alter Value, Condense, Enhance Item, Evaporate, Hinder Item, Repair Item,
Solidify, Wizards Touch
60 + 12 Entangle
70 + 14 Item Alteration, Mage Bind (Item), Material Alteration, Resize Item
75 + 15 Stronghold, Tattoo
80 + 16 Pass Wall (Material), Sublimate
90 + 18 Mud to Stone, Stone to Mud
100 + 20 Indestructible Object
140 + 28 Wall of Material
Aquamancy
This Discipline focuses upon the classical element of water. Aquamancers can control water and liquids in a variety
of forms. They can summon elemental beings to serve them, create turbulent or high-pressure streams of water to harm their
enemies, and they can even become elemental beings of water. Aquamancers are often very devoted to their chosen element,
and in the modern world often very disgusted and angered by the pollution of our seas and waterways.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Elemental)
21 + 4 Divining, Injury Touch (Water), Purify Liquid
30 + 6 Attunement (Water), Buoyancy, Create Water, Elemental Edging (Surf), Push, Sink,
Speak Underwater, Water Walk
35 + 7 Extinguish
40 + 8 Create Shield (Water), Create Weapon (Water), Drown, Resist Cold, Resist Heat
50 + 10 Condense, Elemental Flaring (Water), Elemental Resistance (Water), Evaporate, Gills,
Injury Bolt (Water), Obscure Vision, Solidify, Summon Domovoi (Water), Unnatural
Element
60 + 12 Energy Missile (Water), Entangle
70 + 14 Breathe w/o Air, Create Armor (Water), Mage Bind (Water)
75 + 15 Cloak of Injury (Water), Elemental Shield (Water)
80 + 16 Injury Darts (Water), Pass Wall (Water)
110 + 22 Injury Stream (Water)
115 + 23 Summon Elemental (Water)
135 + 27 Elemental Form (Water), Injury Pulse (Wave)
140 + 28 Wall of Injury, Wall of Resistance
150 + 30 Injury Storm (Water)
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Binding
This Discipline focuses upon the links and tethers between people and objects. Binding is part mind control and
part sorcery. Binding magic can compel people to be friendly, tell the truth, or even be enslaved to the magister. It can also
bind the soul or an enchantment into an object.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Binding)
21 + 4 Divining, Hesitation
25 + 5 Control Animal
30 + 6 Bind Familiar, Bind Rune
35 + 7 Brand, Calm, Scare
40 + 8 Amiability, Distrust, Mental Shield, Oath Bound, Resist Fear, Resist Magic, Sigil
50 + 10 Bind Item, Bind Supernatural, Command, Exorcism, Infatuation
60 + 12 Fear, Message, Sympathetic Link
70 + 14 Ignore, Mage Bind (Energy), Sleep
75 + 15 Barrier, Lust
80 + 16 Bonds of Friendship, Proscribe, Psychic Ward, Silence, Truth Bound
100 + 20 Conduit, Enslave Sentient, Health Bind
110 + 22 Bind Enchantment
130 + 26 Soul Bind
135 + 27 Layered Permanent, Possession
Communication
This Discipline focuses upon methods of communication. It can control any form of communication: verbal,
written, magical, or even electronic. Some modern forms of communication may not be possible based upon the setting of
the chronicle, or the available equipment.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Communication)
21 + 4 Shout, Write
30 + 6 Speak Underwater
35 + 7 Animal Speak
40 + 8 Editing, Garble
45 + 9 Tongues
60 + 12 Message, Scramble
65 + 13 Crawling Text, Encryption, Understand Writings
80 + 16 Correspondence, Silence
90 + 18 Mental Radio
100 + 20 Mirror Speak
Conjuration
This Discipline focuses upon the creation or summoning of inanimate objects from other locations. Conjurers are
often thought of as charlatans or fakirs. Many who claim to be conjurers are often entertainers with a good skill with slight
of hand. True conjurers can seemingly create needful items from nowhere. Most conjured items are taken from another
locale; they are not truly created by the conjurer.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Conjuration)
30 + 6 Create Water
40 + 8 Conjure Food, Conjure Object
60 + 12 Conjure Armor, Conjure Weapon
75 + 15 Tattoo
80 + 16 Pass Wall (Conjured), Summon Object
100 + 20 Daylight, Moonlight
140 + 28 Wall of Material
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Curses
This Discipline focuses upon curses, poxes, and other detrimental effects. Often studied by witches and evil
warlocks, these effects are designed to weaken and demoralize a victim. They rarely directly inflict injury to their victims, but
may have a far greater reaching effect upon their life.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Curses)
21 + 4 Hesitation, Spoil
35 + 7 Brand, Negate Curse, Scare
40 + 8 Confusion, Distrust, Garble, Pain, Resist Curse, Slow, Vertigo, Weaken
45 + 9 Slow Sense of Time, Speed Sense of Time
50 + 10 Atrophy Body, Atrophy Mind, Fertility, Illusionary Beauty, Infatuation, Jinx, Mind
Surge, Obscure Vision, Spell Surge, Wizards Touch
60 + 12 Deaden Sense, Diseased Touch, Fear
70 + 14 Berserk, Delusions of Grandeur, Paralysis, Shrinkage, Sleep
75 + 15 Forget, Lust
80 + 16 Impulsive Speech, Inflict Insanity, Silence
90 + 18 Blindness
100 + 20 Cloak of Disease, Spell Surge
Divination
This Discipline focuses upon the gleaning of knowledge and information. Divination also includes magical vision,
the ability to discern truth from lies, and methods of detecting magic other than divination.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Recognize Alchemy, Sense Effects (All)
21 + 4 Direction Sense, Divining, Know Local Weather, Sense Scrying, Sense Thaumic
Site, Sense Undead, Sense Weather Changes
30 + 6 See Wards
45 + 9 Empathy
50 + 10 See Heat, See Magic, See Spirits, Sense Truth
70 + 14 Analyze Magic
80 + 16 See Invisible
100 + 20 Third Eye, True Vision
Enchantment
This Discipline focuses upon magically enhancing mundane items, and imbuing them with magical powers and
abilities. These enchantments can be kept temporary or be bound into items to be made permanent. Enchanted items often
fetch great prices if ever auctioned, and are often the central point in many a tale.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Enchantment)
30 + 6 Activate Gateway, Alter Armor, Alter Balance, Alter Durability, Alter Encumbrance, Alter Impact
Resistance, Alter Injury, Alter Range, Animate Golem, Memorize Pattern, Recharge Enchantment
40 + 8 Close Gateway, Dragons Tooth
50 + 10 Bind Item, Disenchant, Enchant Gem, Enchant Scroll
65 + 13 Common Trigger, Enchant Item, Enchant Spell
70 + 14 Analyze Magic, Catalyst, Key Item Trigger, Mental Trigger, Shadows Edge
80 + 16 Enchant Battery, Enchant Charges, Enchant Limited Use, Enchant Option, Enchant Spell Vault,
Enchant Talisman, Enchant Wyrd Magic
100 + 20 Bloodline Trigger, Catalyst Trigger, Indestructible Object, Puzzle Trigger, Transfer Enchantment
110 + 22 Bind Enchantment, Enchant Eternal Effect
130 + 26 Enchant Golem
150 + 30 Enchant Gateway, Enchant Pattern
200 + 40 Enchant Legendary Artifact
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Flight
This Discipline focuses upon mans eternal dream of flight. Flight is a very narrow and focused discipline that
incorporates personal flight and the ability to engender flight in others people and objects. While in some ways related to
Telekinesis, the discipline of flight is more a method of conveyance and travel. Enchanters often learn this discipline in order
to make flying carpets, cloaks, and other enchanted items.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Flight)
21 + 4 Direction Sense, Slow Fall
30 + 6 Float, Jump, Water Walk
40 + 8 Resist Cold
50 + 10 Flying Item, Levitation, Smoke Walk
70 + 14 Breathe w/o Air, Flight, Telescopic Vision
100 + 20 Flying Mount
130 + 26 Flying Vessel
Geomancy
This Discipline is the knowledge and mastery of ley lines and geomantic places of power. This is not the discipline
that deals with the classical element of Earth; that is Terramancy. Students of Geomancy learn to recognize, attune, and
create thaumic links with places of power.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Geomancy)
21 + 4 Sense Thaumic Site
30 + 6 Attunement (Thaumic Sites)
60 + 12 Create Thaumic Link, Sever Thaumic Link
Healing
This Discipline focuses upon healing the body and mind of living creatures. Most healing spells will work upon all
living creatures including living stone, earth, and rock. Non-living creatures such as undead, spirits, robots, golems, and
other animated creatures do not gain any benefits from Healing magic. They do not suffer any ill effects should any be cast
upon them.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Healing)
21 + 4 Accelerated Healing
30 + 6 Ignore Injury
35 + 7 Clear Thoughts
40 + 8 Resist Poison
50 + 10 Fertility, Save From Death
55 + 11 Heal, Restore Sanity
60 + 12 Negate Poison
70 + 14 Cure Disease, Remove Paralysis, Sleep
80 + 16 Endurance, Regeneration,
90 + 18 Graft Limb
95 + 19 Cloak of Health, Cloak of Sanity
110 + 22 Life Ward, Restoration, Restore Attribute
135 + 27 Cure Blindness, Cure Insanity, Phoenix Cloak, Restore Limb, Vitality Pulse
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Hedge Wizardry
This Discipline is the most common and easy to learn. Every wizard that progresses beyond dabbling in the mystic
arts must learn this discipline. It helps to train the apprentice to focus and channel his energies safely and effectively. This
discipline is used by mages when they attempt to invoke a spell effect outside of a known discipline.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Hedge Wizardry)
05 + 1 Hedge Wizardry
20 + 4 Craftwork
50 + 10 Bountiful Harvest, Dueling
Illusions
This Discipline focuses upon holograms, mental illusions, and other sensory deceptions. Illusions affect the mind
of the targeted victims while holograms bend light and sound to create a visual or auditory effect. Some illusions may seem
to inflict injury. This can either be a hologram concealing a source of physical injury or an illusion dealing mental injury in
the form of sanity loss.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Illusions)
21 + 4 Alter Color, Create Light, Distraction, Shout
30 + 6 Blur, Camouflage, Flare, Pyrotechnics, Shades
35 + 7 Destroy Holograms & Illusions, Scare, Trickery
40 + 8 Illusionary Shield, Illusionary Weapon, Mystic Disguise, Obscure Vision, Pain,
Reflective Shield, Resist Illusions
45 + 9 Cloak of Light, Cloak of Night,
50 + 10 Hologram, Illusionary Beauty, Illusionary Bolt, Mimic Sound, Sanity Shield
60 + 12 Entangle, Fear
65 + 13 Cacophony
70 + 14 Dark of Night, Mage Bind (Illusion)
75 + 15 Illusion
80 + 16 Illusionary Darts, Invisibility, Multiplicity, Pass Wall (Illusionary), See Invisible
90 + 18 Blindness
100 + 20 Hallucination
135 + 27 Illusionary Pulse
140 + 28 Wall of Injury, Wall of Material, Wall of Resistance
155 + 31 Phantasm
Mechanical
This Discipline focuses upon the world of mechanical and electronic devices. Also occasionally known as
technomancy, this discipline is primarily found in technological societies. While possible to learn in low-tech settings,
without the required scientific or technical knowledge many of the spell effects are useless.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Mechanical)
21 + 4 Adhesion (Magnetic)
30 + 6 Analyze Device, Open Lock, Recharge Technology
50 + 10 Enhance Item, Hinder Item, Magic Bullet, Operate Device, Repair Item, Wizards Touch
60 + 12 Enhance Device, Entangle, Hinder Device
70 + 14 Mage Bind (Tech)
80 + 16 Overclock, Propulsion
90 + 18 Graft Limb, Mental Radio
110 + 22 Negate Tech Ward
135 + 27 Cybernetic Assimilation
140 + 28 Wall of Material
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Nature
This Discipline focuses upon the natural world of plants and animals. Naturists are often called druids and
venerate Mother Nature or some god of nature. Their effects deal with controlling, summoning, and speaking with animals
or plants. They often attune themselves to deep wilderness and beautiful glens pristine of man.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Nature)
21 + 4 Adhesion (Plant Life), Purify Liquid, Purify Food, Spoil
25 + 5 Control Animal
30 + 6 Attunement (Naturalism), Camouflage, Hard Skin, Warp Wood
35 + 7 Animal Speak, Summon Animal
40 + 8 Animal Weaponry, Create Shield (Nature), Create Weapon (Nature), Pain, Sticky Goo
50 + 10 Bountiful Harvest, Gills, Obscure Vision, Summon Nature Spirit
60 + 12 Enhance Sense, Entangle, Poison Touch, Tree Speak
70 + 14 Create Armor (Nature), Mage Bind (Plants), Night Vision, Telescopic Vision
80 + 16 Pass Wall (Nature), Summon Faerie, Summon Horde
90 + 18 Poisoned Slivers
100 + 20 Beast Vision
140 + 28 Wall of Material, Wall of Resistance
155 + 31 Vegemorph
Necromancy
This Discipline focuses upon death and the undead. Practitioners are often evil, jaded individuals with little regard
for any other sentient life. They routinely summon the souls of the dead to torment and force to inhabit crumbling and
decaying corpses. The most skilled can even devour the experience and knowledge of the souls they steal.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Necromancy)
21 + 4 Sense Undead
25 + 5 Animate Undead
30 + 6 Attunement (Death), Cloak of Deathly Shadows, Sacrifice
40 + 8 Control Undead, Speak with Echoes
50 + 10 Maschalismos, See Spirits
75 + 15 Cloak of Injury (Death)
80 + 16 Summon Spirit
90 + 18 Consume Blood, Graft Limb
110 + 22 Soul Projection
130 + 26 Vampiric Transformation
140 + 28 Wall of Material
150 + 30 Devour Soul
155 + 31 Undead Transformation
Observation
This Discipline focuses upon scrying, clairvoyance, clairaudience, and other forms of magical observation. Any
effect that allows the magician to focus a physical sense upon a distant location is part of this discipline. Skilled practitioners
can even enhance the abilities of scrying devices to see into other dimensions or into the past.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Observation)
21 + 4 Sense Scrying
30 + 6 Clairaudience
40 + 8 Counter Scrying, Magnify
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60 + 12 Observation Ward
70 + 14 Clairvoyance, Telescopic Vision
100 + 20 Beast Vision, Mirror Sight, Mirror Speak, Observation
120 + 24 Dimensional Scrying
135 + 27 Omnipresence, Tele-presence
155 + 31 Past Scrying
Protections
This Discipline focuses upon magical resistances, protections, and beneficial enchantments. They are entirely non-
violent and defensive in nature. Dedicated healers often learn this discipline to better protect those in their guardianship. It
can also be used to resist curses and a wide variety of detrimental effects.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Protections)
30 + 6 Bravery, Cloak of the Damned, Cloak of Deathly Shadows, Ignore Injury, Shades
35 + 7 Brand, Clear Thoughts, Negate Curse
40 + 8 Counter Scrying, Create Shield (Energy), Mental Shield, Reflective Shield, Resist Cold,
Resist Curse, Resist Fear, Resist Heat, Resist Illusions, Resist Magic, Resist Poison
50 + 10 Elemental Resistance (All), Exorcism, Luck, Maschalismos, Sanity Shield
60 + 12 Deflect Ranged Strike
70 + 14 Breathe w/o Air, Create Armor (Energy), Remove Paralysis,
75 + 15 Elemental Shield (All), Stronghold
80 + 16 Endurance, Psychic Ward
95 + 19 Cloak of Sanity
110 + 22 Life Ward
Pyromancy
This Discipline focuses upon the classical element of Fire. Pyromancy is used to create light, heat, cooking fires,
and even summon elemental beings. Pyromancy is often a very offensive, and dangerous, discipline that draws angry and
vengeful practitioners.
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Runic Knowledge
This Discipline is the knowledge of runes, glyphs, and circle magic. The students of this discipline know how to
channel, activate, and maintain runic magic. Runes are permanently inscribed into objects.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Runes)
21 + 4 Activate Circle, Charge Rune
30 + 6 Activate Gateway, Bind Rune, Drain Rune, Enchant Rune , Memorize Pattern
40 + 8 Close Gateway, Strengthen Circle, Weaken Circle
50 + 10 Activate Rune
100 + 20 Rune Storm
Sorcery
This Discipline focuses upon meta-magic, and the methods of spells affecting or altering other incantations.
Sorcery can enhance, degrade, or channel other magical energies. Sorcery can also duplicate supernatural abilities, skills, and
other meta-game options.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Sorcery)
30 + 6 Sever Control, Spell-store
40 + 8 Create Shield (Energy), Resist Magic
50 + 10 Atrophy Mind, Bind Item, Improve Mind, Jinx, Luck, Mind Surge, Spell Surge, See Magic
70 + 14 Boost Spells Area of Effect, Boost Spells Effect, Boost Spells Injury, Boost Spells Range,
Catalyst, Create Armor (Energy), Create Weapon (Energy), Reduce Spell, Share Drain
80 + 16 Activate Continual, Dispel Magic, Proscribe, Steal skill
100 + 20 Emissary, Spell Surge
110 + 22 Bind Enchantment, Duplicate Skill, Negate Magic Ward
115 + 23 Steal Option
140 + 28 Duplicate Option
155 + 31 Energy Avatar
Summoning
This Discipline focuses upon the conjuration and materialization of living creatures. These living creatures arrive
by their best and fastest mode of travel from their current location to the caster. Most summoning effects are exclusively
rituals and may require specific items, true names, or pieces of the creature to be summoned. Keep in mind, that many
summoned creatures are not bound, or controlled, without other means or magic.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Summoning)
30 + 6 Cloak of the Damned
35 + 7 Summon Animal
50 + 10 Bind Supernatural, Summon Domovoi (All), Summon Nature Spirit
75 + 15 Summon Shadow Animal
80 + 16 Summon Faerie, Summon Horde, Summon Spirit
100 + 20 Summon Angel, Summon Demon, Summon Djinni, Summon Shadow
110 + 22 Summon Person
115 + 23 Summon Elemental (All)
130 + 26 Summon Dragon
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Telekinesis
This Discipline focuses upon the physical manipulation of objects. Telekinesis uses only the power of the mind to
lift, carry, use, and operate items and devices. Telekinesis as a magical discipline is very similar to the psychic ability of the
same name; the only difference is where the power comes from, and how it is channeled.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Telekinesis)
21 + 4 Adhesion, Injury Touch (TK)
30 + 6 Float, Open Lock, Push, Telekinesis, Water Walk
40 + 8 Create Shield (TK), Create Weapon (TK), Seal, Tunnel
50 + 10 Elemental Resistance (TK), Floating Disk, Flying Item, Injury Bolt (TK), Levitation,
Magic Bullet, Obscure Vision, Operate Device, Solidify
60 + 12 Entangle
70 + 14 Create Armor (TK), Flight (TK), Mage Bind (TK)
75 + 15 Cloak of Injury (TK), Elemental Shield (TK), Stronghold
80 + 16 Injury Darts (TK), Pass Wall (TK)
100 + 20 Elevator
110 + 22 Injury Stream (TK)
135 + 27 Injury Pulse (TK)
140 + 28 Wall of Injury, Wall of Material, Wall of Resistance
150 + 30 Injury Storm (TK)
Temporal
This Discipline focuses upon the manipulation of time. This is a very rare and specialized field of study that has
very few practitioners. With enough training temporal casters can even travel through to different eras of history. These
mages often fall into two categories. The first strongly believe that history is fated to proceed in a certain way, while the
other has no qualms about changing what has been.
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Terramancy
This Discipline focuses upon the classical element of Earth. This discipline should not be confused with
Geomancy, which is the manipulation of ley lines and places of power. Terramancers can easily shape stone, travel through
earth, and even summon elemental beings.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Elemental)
21 + 4 Adhesion (Stone & Earth), Injury Touch (Stone), Shape Stone
30 + 6 Attunement (Earth), Camouflage, Elemental Edging (Diamond)
40 + 8 Create Shield (Stone), Create Weapon (Stone), Tunnel
50 + 10 Elemental Flaring (Stone), Elemental Resistance (Earth), Injury Bolt (Stone), Obscure Vision,
Summon Domovoi (Earth), Tremors, Unnatural Element
60 + 12 Energy Missile (Stone), Entangle
70 + 14 Breathe w/o Air, Create Armor (Stone), Mage Bind (Stone)
75 + 15 Cloak of Injury (Stone), Elemental Shield (Earth), Stronghold
80 + 16 Injury Darts (Stone), Pass Wall (Mineral)
90 + 18 Mud to Stone, Stone to Mud
110 + 22 Injury Stream (Stone)
115 + 23 Summon Elemental (Earth)
130 + 26 Earthquake
135 + 27 Elemental Form (Earth), Injury Pulse (Stone)
140 + 28 Mineral-morph, Wall of Injury, Wall of Material
150 + 30 Injury Storm (Stone)
Transformation
This Discipline focuses upon the physical body. Transformation is one of the largest and varied of the disciplines.
It incorporates all of the spell effects that can change the physical body of the caster or another. Every spell effect of the
transformation discipline noticeably changes the targets body. Spell effects often create animal-like appendages or features
that mimic abilities of other creatures.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Transformation)
21 + 4 Adhesion, Shout, Slow Fall
30 + 6 Camouflage, Hard Skin, Ignore Injury, Jump
40 + 8 Animal Weaponry, Create Shield (Bone, Chitin), Garble, Magnify, Mystic Disguise, Pain, Resist
Cold, Resist Fear, Resist Heat, Resist Poison, Slow, Speed, Sticky Goo, Strength, Tunnel,
Weaken
50 + 10 Atrophy Body, Fertility, Gills, Improve Body, Obscure Vision, See Heat
60 + 12 Deaden Sense, Enhance Sense, Entangle, Poison Touch
70 + 14 Create Armor (Bone, Chitin), Forced Change, Growth, Mage Bind (Bone/Flesh), Night Vision,
Paralysis, Shape-change, Shrinkage, Telescopic Vision, Winged Flight
80 + 16 Endurance, Pass Wall (Organic), Regeneration, Silence
90 + 18 Blindness, Graft Limb, Poisoned Slivers
100 + 20 Flying Mount, Metal Form, Smoke Form
130 + 26 Mature, Youthen
135 + 27 Lycanthropic Transformation
140 + 28 Mineral-morph, Wall of Material
145 + 29 Genetic Compatibility
155 + 31 Vegemorph
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Translocation
This Discipline focuses upon moving a physical object from one location to another without traversing the
intermediate points. Teleportation, dimensional gateways, and pocket dimensions are all within the purview of this
discipline.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Translocation)
21 + 4 Direction Sense, Shout
30 + 6 Activate Gateway, Memorize Pattern
40 + 8 Close Gateway, Tunnel
50 + 10 Blink, Elemental Resistance (Disintegration), Reload
75 + 15 Elemental Shield (Disintegration), Location Shift, Object Shift
80 + 16 Correspondence, Disintegration, Pass Wall (All)
90 + 18 Path-walking
95 + 19 Pocket
100 + 20 Distance Transport
110 + 22 Object Teleportation, Restrict Translocation, Teleportation
130 + 26 Gateway,
135 + 27 Annihilation
150 + 30 Sanctuary
155 + 31 Dimensional Shift
Vitalism
This Discipline focuses upon life energies and the invisible tethers of life and death. This transfer of life energy is
often treated with a great deal of superstition and religious distrust when encountered by those unfamiliar with the
techniques. Vitalism is equally studied by healer and necromancer alike.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Vitalism)
21 + 4 Injury Touch (Death)
40 + 8 Pain
50 + 10 Elemental Resistance (Death), Fertility, Injury Bolt (Death), Obscure Vision, Save from Death
60 + 12 Drain Life
70 + 14 Feign Death, Paralysis, Remove Paralysis, Shadows Edge
75 + 15 Cloak of Injury (Death), Elemental Shield (Death)
80 + 16 Endurance, Injury Darts (Death), Regeneration
95 + 19 Cloak of Health
100 + 20 Health Bind, Longevity
110 + 22 Injury Stream (Death), Life Ward, Soul Projection
120 + 24 Shadowy Transformation
130 + 26 Mature, Youthen
135 + 27 Injury Pulse (Death), Phoenix Cloak, Vitality Pulse
140 + 28 Wall of Injury
145 + 29 Genetic Compatibility
150 + 30 Injury Storm (Death)
155 + 31 Death Touch
160 + 32 Resurrection
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Wards
This Discipline focuses upon the protection and defense of a location or item. Wards are commonly visible to the
naked eye as glowing glyphs or runes that are either layered upon or impressed upon an item. While Wards can be hidden
from sight, they are often not to give the additional warning to would be intruders and thieves. Wards can sound an alarm,
inflict injury, or even negate an effect within the proscribed area. Protection circles are common forms of wards and this
discipline is often learned in conjunction with Runic Knowledge.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Wards)
21 + 4 Alarm
25 + 5 Weather Shield
30 + 6 See Wards
35 + 7 Brand, Destroy Ward
40 + 8 Seal
50 + 10 Conceal Ward, Injury Ward, Maschalismos
60 + 12 Force Ward, Observation Ward, Suppress Ward
65 + 13 Protection Ward
70 + 14 Layer Wards
75 + 15 Stronghold
80 + 16 Effect Ward, Psychic Ward
110 + 22 Negate Magic Ward, Negate Powers Ward, Negate Tech Ward, Restrict Translocation
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Weather
This Discipline focuses upon the control of the natural forces of weather. This discipline harnesses control of
atmospheric pressures, winds, humidity, and lightning. This discipline is often learned by wizards of agricultural
communities and ministers of weather gods.
Min. Skill XP Cost Allowed Spell Effects
01 + 1 Sense Effects (Weather)
21 + 4 Injury Touch (Electricity), Know Local Weather, Sense Weather Changes, Whirlwind
25 + 5 Weather Shield
30 + 6 Continual Frost, Create Wind, Elemental Edging (Electricity), Increase Pressure, Warp Wood
40 + 8 Create Weapon (Electricity)
50 + 10 Adjust Temperature, Elemental Flaring (Electricity), Elemental Resistance (Electricity), Injury
Bolt (Electricity), Obscure Vision
60 + 12 Energy Missile (Electricity), Focus Lightning
75 + 15 Cloak of Injury (Electricity), Elemental Shield (Electricity)
80 + 16 Injury Darts (Electricity), Pass Wall (Electricity)
110 + 22 Injury Stream (Electricity)
135 + 27 Control Weather, Injury Pulse (Electricity)
140 + 28 Wall if Injury, Wall of Resistance
150 + 30 Injury Storm (Electricity)
Spell Descriptions
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Spell perks can be allocated to modify the balance This spell effect will alter the weight and bulkiness
of the weapon an additional 1d102 per spell perk. of objects. Any item can have its weight modified by +/-
10%. Armor, and other worn equipment with an
encumbrance modifier, will have it raised or lowered by 5 in
addition to the weight change. All armor has a resistance to
this spell based upon the base PV of the armor. The PV
should be used as a percentage chance to resist the alteration.
Alter Color
This spell cannot be stacked, only the greatest
Discipline: Alteration, Illusions modification will apply except in the cases of positive and
Minimum Skill: 21 Exp. Cost: 4 XP negative alterations. In that case, the greatest of each form
Skill Penalty: - 0 Drain: 5 should be taken together to create a modified total.
Casting Time: 3 Range: Touch Enchanted armor is immune from this spell unless it lowers
Duration: Continual it past its current enchanted modification. All enchanted
armor is immune to the negative effects of this spell.
This spell effect will change the color, hue, tint,
and reflectivity of an item. Three spell perks will make the
change permanent. One spell perk is required for a mirror- Spell perks may be allocated to increase the
like surface. Additional perks may be required for modified weight and encumbrance. Any spell perks
complicated color schemes, patterns, or alternative portions allocated in this way will increase the modifier by +/- 10 for
of the visible light spectrum. weight and +/- 5 for Encumbrance.
This spell effect will modify the durability of any This spell effect will increase or decrease the
non-living, non-sentient, in-organic item. Fragile items can impact resistance of armor. The caster may determine
be protected with a 25% chance to resist any shock, or whether to increase a soft armor to hard armor or soften a
jarring, that would normally break, damage, or shatter such hard armor to soft armor. Soft armor with a PV of 20 or
items. More durable items will enjoy a 10% increase in greater may be increased to hard armor. Hard armor with a
Breakage Points. In converse, the spell effect can also PV of less than 35 may be softened instead.
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Analyze Alchemy This spell effect will allow the caster to attempt to
identify and analyze any continual spell or enchanted item.
Discipline: Alchemy, Divination Identifying spell effects requires a number of minutes equal
Minimum Skill: 21 Exp. Cost: 4 XP to 1/10th the required skill (including any spell perks) of the
Skill Penalty: - 0 Drain: 5 effect. The drain during this research is considered
Casting Time: Craftwork Range: Touch continual. At the end of the research period, the character
Duration: Special must roll Sense Aura to determine the success or failure of
the research. Apply any appropriate Spell Masking as a
This spell effect will allow the caster to attempt to penalty to this roll. If the skill roll is successful, then the
identify and analyze any alchemical project. This requires character will know what was the exact spell effect cast and
several man-hours and is based upon the effect stored all spell perks included. Failure results in a muddy analysis
within. Spell effects will require a number of man-hours that can be reattempted the next day.
equal to 1/20th the minimum skill. A successful skill roll will
determine one effect, or property, of the project. Additional This spell effect can also attempt to divine the
time will be required for more complicated and powerful powers and abilities of enchanted items. This requires a
projects. significantly longer time to attempt and is based upon the
effect stored within. Golems, patterns, and gateways are
Spell perks may be allocated towards granting a easily recognizable for what they are but analysis may reveal
bonus to the Sense Aura skill roll. For every allocated spell their programming.
perk the mage will enjoy a bonus of +5 to the roll. The
common spell perks of reduced casting time, additional
targets, and easier casting may not be selected. Magical Effect Man-hours
Spell Effect Minimum skill 10
Option Effect Option cost 15
Battery, Talisman, Spell Vault 5
Golems, Patterns, Gateways 10
Tricky or Hidden Trigger + 10
Analyze Device
A successful skill roll will determine one effect,
Discipline: Mechanical trigger, or property of the enchanted item. Additional time
Minimum Skill: 30 Exp. Cost: 6 XP will be required for more complicated and powerful items.
Skill Penalty: - 0 Drain: 5 Sentient and intelligent items may attempt to obscure their
Casting Time: 3 Range: Touch abilities. A contested spell discipline skill roll of the analyst
Duration: Continual versus the Willpower of the item is required. If the analyst
fails, they may realize that they were misled with a
This spell effect grants the character an inherent successful Sense Aura roll. Any further attempts by a failed
knowledge of the basic use and operation of any mechanical analyst will give the item a cumulative bonus of +10.
or electronic device. The caster will automatically have an
effective skill rating of 20 while the spell is in effect. This Spell perks may be allocated towards granting a
does not grant any knowledge to apply towards any other bonus to the Sense Aura skill roll. For every allocated spell
skill that may utilize the tool, simply the operation of the perk the mage will enjoy a bonus of +5 to the roll. The
tool itself. common spell perks of reduced casting time, additional
targets, and easier casting may not be selected.
Additional allocated skill perks may be used to
increase this basic knowledge and understanding of the
device. A bonus of +5 to the skill rating may be applied per
allocated spell perk.
Animal Speak
Discipline: Communication, Nature
Minimum Skill: 35 Exp. Cost: 7 XP
Skill Penalty: - 0 Drain: 5
Analyze Magic Casting Time: 3 Range: Self
Duration: Continual
Discipline: Divination, Enchantment
Minimum Skill: 70 Exp. Cost: 14 XP This spell effect allows the recipient to speak with
Skill Penalty: - 0 Drain: 15 any one species of animal. The GM must determine how
Casting Time: Craftwork Range: Touch narrow their definition of species will be for use with this
Duration: Special spell. Certain concepts may not be directly translatable
between two species if the context for understanding is
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lacking. The simpler or more basic the concepts, the easier Animate Undead
it will be for an animal to understand.
Discipline: Necromancy
This spell does not enhance the memory or Minimum Skill: 25 Exp. Cost: 5 XP
intelligence of any animals being spoken with; it simply Skill Penalty: - 0 Drain: 5
translates the spoken word. This spell will not work with Casting Time: 3 Range: Touch
any sentient creatures that have their own language. This Duration: Continual
spell does not compel the animal to follow the commands of
the caster. The animal does not even have to tell the truth, This spell effect allows a caster to temporarily
but lies are rarely common in the animal world. raise and control the corporeal dead. This spell requires the
corpse of the individual to be animated. The resulting
monstrosity is barely sentient, but can follow simple
commands well. While the two most common forms of
corporeal undead are the zombie and skeleton, there is little
real difference between the two with the exception of
Animal Weaponry cosmetic appearance.
Discipline: Nature, Transformation
Minimum Skill: 40 Exp. Cost: 8 XP
Undead Zombie or Skeleton
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Self
Duration: Continual AGL 50 IP 40 PV 0
AWA 20 SP NA
This spell effect will grow one set of bestial BEA 0
weapons on the recipients body. The caster may choose CHA 0
from claws, fangs, spikes, antlers, or stingers. Regardless of DEX 50 Injury Inflicted 1d10
the form chosen, the weaponry created will inflict the same HEA 40
amount of injury based upon the number of perks allocated INT 20 Choose 3 skills @ 25
towards injury. All rolls to strike will utilize the hand to LUC 30
hand skill of the recipient along with any specializations STR 50 Immune to cold, heat, electricity,
they may have acquired with the appropriate form. fear, mind-altering spells and
WIL 20
paralysis.
Perks 1 2 3 4 5 6 7 8 9 0
Base 3 6 9 11 13 16 19 21 23 26 Additional spell perks may be allocated to increase
the memories and reinforce the personality of the raised
2 8 11 14 17 20 23 26 29 32 35
soul. For every spell perk allocated towards increasing the
4 13 16 19 22 25 29 33 36 39 42 intelligence of the undead, they will remember 25 experience
6 17 21 25 29 33 37 41 45 49 53 points of skills and abilities they knew in life. This cannot
be used to increase any undead beyond what they knew in
life.
In addition, every spell perk allocated in this way
will grant a cumulative 5% chance of rebelling against the
necromancer. The victim must still decide to rebel, knowing
that the necromancer can choose to extinguish their second
Animate Golem life in but a moment. Those that do choose to rebel have a
Discipline: Enchantment 5% chance per level of experience to continue in their
Minimum Skill: 30 Exp. Cost: 6 XP current undead existence without the will of their animator.
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Touch
Duration: Continual
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Bind Enchantment
Discipline: Binding, Enchantment, Sorcery
Minimum Skill: 110 Exp. Cost: 22 XP
Skill Penalty: - 60 Drain: Varies
Casting Time: Ritual Range: Touch
Duration: Permanent
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of these costs may be shared amongst any of the casting impossible to break. All forms of magical negation and
mages. Once cast, permanent spells do not have any dispelling will only temporarily mute the bond, not destroy
continual drain. Subjects may choose to resist the it.
permanent imbuing of magic upon their soul if they wish.
All victims may resist with both a Willpower roll and a Luck
roll. It is incredibly difficult to permanently imbue a spell
onto the unwilling.
Spell perks may not be used to increase range,
targets, or speed of casting. This ritual may increase the
Bind Item
range of skill minimums that can be imbued. Each spell Discipline: Binding, Enchantment, Sorcery
perk allocated in this way will improve the minimum skill Minimum Skill: 50 Exp. Cost: 10 XP
range by 20. Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Touch
Duration: Continual
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This spell effect allows a wizard to force demons, will resist using Perception; Mind altering illusions and
angels, and other supernatural entities to do his bidding. curses will resist using Willpower; and other forms resist
This spell effect requires a strong resonant item, the assent using Luck. Keep in mind that all touch spells can also
of the supernatural creature, or a true name to be effective. attempt to avoid the necessary touch using Defensive
This binding will apply to those with the Unnatural hero Tactics or Dodge.
type and includes: faeries, spirits, vampires, djinni,
werewolves, demons, angels, and shadows.
Assuming that the supernatural creature does not
give its assent, they may resist the binding attempt.
Wizards that attempt to bind supernatural creatures with
Blink
only resonant items must roll a contested action with their Discipline: Translocation
appropriate spell discipline skill rating. The creature may Minimum Skill: 50 Exp. Cost: 10 XP
resist with either Willpower or their own appropriate Skill Penalty: - 0 Drain: 10
discipline skill rating. Any binding attempt using the Casting Time: 2 Range: Self
creatures true name will only be able to be resisted with a Duration: Instant
Willpower roll, as the very basic fabric of its essence fights
to bind them. This spell effect allows the recipient to instantly
travel up to five feet per level of experience. This requires a
Bound creatures will not commit suicide or line of sight to the target destination. While the destination
attempt actions that are against their very nature. The may be partially obscured by bars, glass, ice, or other
nature of the creature is very subjective and should be used translucent materials it can not be blocked by large opaque
sparingly. Angels will not kill innocents, but they may objects such as walls or non-windowed doors. The caster
slaughter thousands of sinners or those who have strayed may only have a medium encumbrance.
from their path. Their nature is less about their personality
and relates more to the creatures origins and purpose. Any Casters cannot teleport into solid objects.
such commands will allow the victim another full Willpower Attempts to travel into solid objects will result in the caster
roll to resist. appearing in the nearest non-obstructed location along the
casters line of sight. The impact and shock of early
A ritual version of this effect exists. Requiring 35 materialization will cause 3d10 injury to the caster.
drain and three experience points, this ritual will
permanently bind a supernatural creature. The wizard may
demand three actions, duties, or promises from the bound
Spell perks can be used to increase the distance
creature. The more complicated the instructions, the more
traveled by five feet per spell perk allocation. A spell perk
likely they are to find a deadly loophole. Game Masters
can be used to increase the maximum allowed encumbrance
should allow simple instructions to be relatively free of
by one level. Two spell perks can also be allocated to allow
double crosses.
the caster to blink another individual to the casters desired
location. Beyond the customary Dodge or Defensive Tactics
to avoid touch spells, any unwilling recipient can attempt to
resist using Luck.
Blindness
Discipline: Curses, Illusion, Transformation
Minimum Skill: 90 Exp. Cost: 18 XP Bloodline Trigger
Skill Penalty: - 40 Drain: 20 Discipline: Enchantment
Casting Time: 3 Range: Touch Minimum Skill: 100 Exp. Cost: 20 XP
Duration: Continual Skill Penalty: - 50 Drain: 25
Casting Time: Craftwork Range: Touch
This spell effect will cause the target to go Duration: Permanent
completely blind for the duration. The exact mechanism can
vary from spell to spell and discipline to discipline. The This craftwork spell effect allows the enchanter to
curses version of this effect will cause the targets eyes to create a Bloodline Trigger. A bloodline trigger acts like an
become milky and white, very similar to cataracts. The additional lock to prevent unauthorized users from
transformation version will often create a second solid eyelid activating the magical effects of enchanted items. The
that covers the eye. The illusion form of this effect may bloodline trigger requires that the user of the item share the
project a black hologram over each eye or simply confuse the bloodline (DNA) programmed at creation. This spell
victim into believing that the vision is lost. requires a sample of fresh blood during enchantment. A
minimum skill rating of 30 in the discipline of Binding is
Due to the various methods of causing blindness,
required to use this spell effect.
the ways of resisting the spell are equally varied. Holograms
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Boost Spells Range in the area or temporarily grow new plant life. The bower
will keep away most animals with thorns and nettles; create
Discipline: Sorcery edible fruit enough for a single meal for one person per level
Minimum Skill: 70 Exp. Cost: 14 XP of experience; shelter those within from direct sun and
Skill Penalty: - 20 Drain: 15 weather; and hide them from view. Any creature that
Casting Time: 3 Range: Touch attempts to enter the bower will suffer 3d10 injury.
Duration: Instant
The bower may have a volume no greater than
500 cubic feet (10 x 10 x 5) for every experience level of the
This spell effect will increase the range of another caster. Additional volume is available at a rate of one spell
magicians spell. The spell must be cast simultaneously with perk per 500 cubic feet. Spell perks may also be used to
the spell to be enhanced. The caster can increase the range increase the number of meals by one each.
by the equivalent of one spell perk. Rituals cannot be
enhanced. Two additional spell perks can be allocated to
improve the other spell by one spell perk. This spell can
never modify more than one spell at any one time.
Brand
Discipline: Binding, Curses, Protections, Wards
Minimum Skill: 35 Exp. Cost: 7 XP
Skill Penalty: - 0 Drain: 5
Bountiful Harvest Casting Time: 3 Range: Touch
Discipline: Hedge Wizardry, Nature Duration: Continual
Minimum Skill: 50 Exp. Cost: 10 XP
Skill Penalty: - 0 Drain: 10 This spell effect creates a mystical brand that will
Casting Time: 3 Range: Special generate a magical aura and a feeling into some observers.
Duration: Continual Noticing the brand is possible with the Sense Aura skill or a
Awareness roll. Without a successful roll the brand will
simply appear as a normal brand or tattoo. The emotion
This spell effect will magically improve and generated by the Brand may be determined by the spellcaster
protect the land and crops on one acre of land. While but is commonly tied to how the wizard feels about the
usually cast to aid farmers in their labors, it can be used to subject. One spell perk and one point of experience will
protect forests and other verdant locales. The spell effect allow the Brand to become permanent. Other spell perks
will protect all plant life on one acre of land from disease, may be allocated to increase the required Sense Aura roll by
pests, and pollution. Once the spell is cast, the magician +5 each.
may leave the area and continue its protection.
A ritual version of this spell may be used to change
the duration from Continual to the end of the harvest
season. This ritual has a total drain cost of 35, but will incur
no Continual Drain and has no experience cost. A spell Bravery
caster may only cast this ritual a number of times equal to Discipline: Protection
their level of experience per growing season. Additional Minimum Skill: 30 Exp. Cost: 6 XP
acreage may be protected by the allocation of one spell perk Skill Penalty: - 0 Drain: 5
per acre of land. Casting Time: 3 Range: Touch
Duration: Continual
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Breathe Without Air Everyone within the area of effect will have a penalty equal
to five times the casters level to all skills. Skills that require
Discipline: Aeromancy, Aquamancy, Flight, Protection, communication, concentration, or hearing will have an
Pyromancy, Terramancy additional penalty of 10. Deaf characters are immune to the
Minimum Skill: 70 Exp. Cost: 14 XP effects of this spell.
Skill Penalty: - 20 Drain: 15
Casting Time: 3 Range: Touch Spell perks can be used to improve the penalty
Duration: Continual applied to all listeners within the area of effect. For every
additional spell perk, the penalty to all skills will increase by
This spell effect will allow the recipient to breath five. Two allocated spell perks can immunize the caster to
without air for the duration of the spell. This spell does not the effects of this spell.
protect against changes in pressure, so deep sea diving and
space travel are still impossible using this spell. Additional
spell perks may be spent for pressure protection. The Game
Master must determine the number of required spell perks
for the intended depth or areas of low pressure.
Calm
Discipline: Binding
Minimum Skill: 35 Exp. Cost: 7 XP
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Touch
Buoyancy Duration: Continual
Discipline: Alteration, Aquamancy
Minimum Skill: 30 Exp. Cost: 6 XP This spell effect will calm and relax the subject for
Skill Penalty: - 0 Drain: 5 the duration. The target may choose to resist using
Casting Time: 3 Range: Touch Willpower if they desire. Otherwise a warm sense of
Duration: Continual serenity and well being will wash over their emotions. This
This spell effect allows the caster to improve the inner peace will prevent them from beginning hostilities or
buoyancy of his clothing and carried gear. While under the arguments. They are able to respond to physical violence
effects of this spell, the recipient cannot be drawn under with lethal force if necessary, but will remain calm while
water for long periods of time and will continue to bob and doing what has to be done.
float in water. This spell is not effective with recipients
wearing armor of any kind or with more than medium This spell effect can also be used as a counter-spell
encumbrance. to those curses and effects that enrage or anger the subject.
When any two such spells or effects interact, the casters
Spell perks can be allocated to improve the armor must roll a contested check against their two applicable
worn and still allow this spell to be effective. One additional skills. The winners effect remains in play while the other is
spell perk allocated will enable the recipient to float wearing dispelled. The caster cannot attempt another contested
soft armors. Two allocated spell perks are required to allow check with the same spell combination for at least 24 hours.
the wearing of hard armors with up to a PV of 25. Hard
armor with more than 25 PV will require three additional
spell perks. Each allocated spell perk will increase the
maximum encumbrance by one level.
Camouflage
Discipline: Illusion, Nature, Terramancy, Transformation
Minimum Skill: 30 Exp. Cost: 6 XP
Skill Penalty: - 0 Drain: 5
Cacophony Casting Time: 3 Range: Self
Discipline: Illusion Duration: Continual
Minimum Skill: 65 Exp. Cost: 13 XP
Skill Penalty: - 15 Drain: 15 This spell effect will cover the characters body,
Casting Time: 3 Range: Special equipment, and clothing in a blotchy pattern of colors that
Duration: Continual resemble the surrounding terrain. This spell will also affect
soft armor, but will not affect any hard armor. The
This spell effect will fill the air with loud and character will enjoy a bonus of +10 to the skills of
noxious sounds of bells, shrieks, clangs, crashes, screams, Camouflage, Hiding, and Stealth.
drills, thunder, and nails on chalkboards. The swirling mass
of noise will fill a volume of 6,250 cubic feet (25 x 25 x 10). Spell perks can be allocated to improve the bonus
to stealth related skills. Every spell perk allocated in this
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way will increase the bonus by five. Spell perks can also be Charge Rune
used to allow heavier armor to be affected. One additional
allocated spell perk is required to allow the wearing of hard Discipline: Runic Knowledge
armors with up to a PV of 25. Hard armor with more than Minimum Skill: 21 Exp. Cost: 4 XP
25 PV will require two additional spell perks. Skill Penalty: - 0 Drain: 5
Casting Time: 1 Range: Touch
Duration: Special
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This spell allows the caster to see images from a This spell effect creates a small bubble (3
specific point as if they were standing there. This spell diameter) of clean air around the head of the caster. It will
effect requires a scrying device and the Scrying skill. Once continue to clean and refresh the air in any environment
the spell is cast, the caster can choose to focus upon one with fouled or contaminated air. It will not operate within a
location within 100 feet per level of experience. The vacuum, underwater, or in any environment completely
character must still attempt awareness or skill rolls to see devoid of oxygen.
fine details or hidden features. The rolls required are based
upon the actions attempted. See the section on scrying for Spell perks may be allocated to increase the size of
more information. the bubble. The first allocated spell perk will increase the
bubble to a volume of 125 cubic feet (5 x 5 x 5). Each
Spell perks can increase the range of this spell additional spell perk will increase the volume by 125 cubic
effect incredibly. Five spell perks will alter the range to 1 feet (5 x 5 x 5).
mile per level of experience. Seven spell perks will alter the
range to 10 miles per level of experience. Ten spell perks
will increase the range to 100 miles per level of experience.
Spell perks can also be used to increase the Clear Thoughts
sensitivity of the spell. Each spell perk allocated in this way
Discipline: Healing, Protection
will increase any awareness or skill rolls by +5.
Minimum Skill: 35 Exp. Cost: 7 XP
Clairvoyance also has a charm version called Skill Penalty: - 0 Drain: 5
Second-sight. This charm has a single casting time, five Casting Time: 3 Range: Touch
drain, and will remain in effect for one round. The range of Duration: Instant
this version is only 10 feet per level of experience, but does
not require a scrying device. No spell perks may be used to This spell effect will negate any spell that affects
increase this charm. the mind of the subject. The spell to be affected must have a
minimum skill requirement of no more than 35. This spell
can disrupt both positive and negative spells, but only one
spell may be affected at any time.
To determine if the dispel attempt was successful;
both spellcasters must roll contested using the appropriate
spell disciplines. If the person casting Clear Thoughts is the
Cleanse winner, then the offending spell is negated. Otherwise the
Discipline: Alteration offending spell resists the negation attempt. Further
Minimum Skill: 21 Exp. Cost: 4 XP attempts to negate the same spell will grant a bonus of +10
Skill Penalty: - 0 Drain: 5 to the spell strength of the original spell.
Casting Time: 3 Range: Touch Spell perks may be allocated to increase the range
Duration: Instant of spells available to be negated. Each allocated spell perk
will increase the available minimum skill by +20. Spell
This spell effect will instantly clean any inanimate perks can also be allocated to increase the number of spells
object of dirt, grime, or other impure materials. Any shiny that are negated on the same target. Each spell perk
or reflective surfaces will be shined and gleaming. Worn allocated in this way will increase the number of possibly
objects will not be repaired, but will be as clean as possible. negated spells by one. Spell perks that reduce the resistance
This spell effect may cleanse up to a nine square foot (3 x 3) of the target cannot be purchased for this spell effect.
surface area. An additional nine square foot area may be
purchased with each spell perk.
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This spell effect shrouds the recipient with an aura This spell effect shrouds the character in a miasma
of evil and corruption. While it does not give any bonuses of disease and sickness. While invisible to normal sight, the
against demonic powers, it will mask the character as one of effect can still be sensed with supernatural methods.
them. The spell does not have any illusionary component; it Everyone who comes within fifteen feet has a 3% chance per
simply creates a resonance with demons. Cloaks of the level of experience to contract a Type 1 disease. Those who
damned cannot be stacked with any other cloak spell. physically touch the character, or an object carried, will have
a 5% chance per level to contract the disease. Any exchange
Demons may attempt to see past the mystical of bodily fluids will increase this chance to 10% per level of
disguise with a successful Willpower roll. Actions that are experience. Once the disease is contracted the victim may
decidedly not common to demons may allow an Intelligence attempt to resist with a Health roll. The recipient is
roll to notice the fake. immune to his own diseases. Cloaks of disease cannot be
Interactions with supernatural creatures that abhor stacked with any other cloak spell.
demons will have a penalty of -10 to all skill or attribute Spell perks may be allocated to increase the
rolls. They will identify the character as one of their potency and virulence of the disease. For every two spell
enemies unless time is taken to actually examine the perks allocated towards potency, the Type of the disease will
shrouded character. Regular humans will feel uneasy when increase by one. Those that wish to increase the virulence
they near the character. may allocate one spell perk to increase the chance to contract
the disease by +3 / +5 / or +10 as appropriate for the level
of contact.
Spell casters normally do not have any control over
Cloak of Deathly Shadows the specific disease created by this effect. The allocation of
one spell perk will allow them to choose which disease, of
Discipline: Necromancy, Protection
the applicable types, is created.
Minimum Skill: 30 Exp. Cost: 6 XP
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Self
Duration: Continual
Undead may attempt to see past the mystical This spell effect creates an aura of healing around
disguise with a successful Willpower roll. Any blood spilt the character. Everyone within five feet of the recipient will
from the shrouded character will send the undead into a heal 1d10 injury points every phase, including the character.
frenzy. They will attack with inhuman glee and will The cloak appears to be a slight heat shimmer around the
instantly be able to detect the fraud. Actions that are character with fragrant blossoms and warm soothing
decidedly not common to the undead may allow an breezes. Cloaks of health cannot be stacked with any other
Intelligence roll to notice the fake. Necromancers are not cloak spell.
affected in any way.
Additional spell perks can be used to increase the
Interactions with supernatural creatures that abhor radius of the effect and the rate of healing. One spell perk
the undead will have a penalty of -10 to all skill or attribute can be used to increase the diameter of the healing aura by
rolls. They will identify the character as one of their five feet. Alternatively, one spell perk can be allocated to
enemies unless time is taken to actually examine the increase the rate of healing by 1d10 injury points per phase.
shrouded character. Regular humans will feel a cold creepy
feeling when they near the character.
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Close Gateway can they affect the memory of the victim. Commands that
contravene the basic nature and moral compass of a victim
Discipline:Enchantment,Runic Knowledge,Translocation will be automatically resisted. Examples of good commands
Minimum Skill: 40 Exp. Cost: 8 XP include freeing a prisoner, repairing an object, opening a
Skill Penalty: - 0 Drain: 10 door, saying false information over a radio, and closing ones
Casting Time: 3 Range: Touch eyes. Long term projects with multiple goals and stages may
Duration: Instant be completed with multiple spell effects. These may not be
stacked and each must be cast after the previous duration has
This spell effect will attempt to close any expired.
permanently enchanted gateway, pattern, or gateway effects.
The spell used to activate the gateway to be affected must Spell perks may be used to increase the numbers
have a minimum skill requirement of no more than 35. This of simple commands issued to a victim. Each allocated spell
effect can only close one gateway at any one time. This spell perk can be used to issue one additional command. Each
effect only closes one end of a gateway, so effects that create command may be resisted individually, and each has the
tunnels or other corridor-like environments are sealed - not same restrictions and conditions as normal.
collapsed. Additional spell perks may be allocated to increase
the numbers of targets that may follow the same command.
Every two allocated spell perks may affect one additional
To determine if the dispel attempt was successful; victim. Each will receive a separate Willpower resistance
both spellcasters must roll contested using the appropriate roll.
spell disciplines. If the person casting Close Gateway is the
winner, then the gateway will begin to close. Anyone near Spell perks may also be allocated to increase the
the gateway may attempt a Dodge roll to exit or enter the power of the command. Three allocated spell effects will
gateway before it closes. There is only time enough for one enable the command a minor violation of the victims moral
attempt before it will finish closing. Otherwise the gateway code. Five spell perks are required for major violations of
resists the negation attempt. Further attempts to negate the the victims morality. These major transgressions can leave
same gateway will grant a bonus of +10 to the spell strength mental scarring and repressed issues long afterwards. The
of the original effect. victim will receive a bonus of +20 to resist all violations of
her morality and ethics.
Spell perks may be allocated to increase the range
of spells available to be negated. Each allocated spell perk Suggest is a charm version of this spell effect. The
will increase the available minimum skill by +20. Each spell Drain of the charm is 5 and has a casting time of 1 phase.
perk allocated in this way will increase the number of The command may not take more than a number of phases
possibly negated effects by one. Spell perks that reduce the equal to the casters level of experience. These suggestions
resistance of the target cannot be purchased for this spell must be very simple in nature.
effect.
Common Trigger
Discipline: Enchantment
Command Minimum Skill: 65 Exp. Cost: 13 XP
Skill Penalty: - 15 Drain: 15
Discipline: Binding Casting Time: Craftwork Range: Touch
Minimum Skill: 50 Exp. Cost: 10 XP Duration: Permanent
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Touch This craftwork spell effect will allow an enchanter
Duration: Continual to create several magical trigger for an enchanted device.
The triggers that can be created with this effect include
This spell effect allows the caster to give a single Spoken Trigger, Gesture Triggers, and Tactile Triggers.
command of relative simplicity to a victim. This spell effect Each of the triggers has a specific purpose and mechanism.
will continue to be in effect until the duration ends or the
command is completed, whichever occurs first. Once the Spoken triggers will activate the item when a
duration elapses, the victim is free to act normally. The certain phrase, command, or code word is uttered by the
victim will remember everything that occurs during the holder of the item. The commands spoken by anyone else
period under command, but will be unable to act in any way will not have any effect on the item. Gesture triggers are
other than to follow the command. Victims will always be those triggers that activate with a specific movement of the
able to resist this spell effect with Willpower. body or item. These can be as elaborate as the enchanter
desires, but beware: holding the item and making the same
The command must be simple and direct. gesture will always activate the item.
Commands cannot have detailed multiple components, nor
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The final common trigger is the tactile trigger. is 15, requires one phase to cast, and has a skill penalty of
Tactile triggers require some touching of the object to -25.
activate the enchantment. This can include depressing
studs, twisting shafts, flipping switches, tracing runes, or A ritual version of this spell effect can be used to
something more complex. The entire mechanism must be increase the duration to a full day outside and five days
part of the device for it to be considered a Tactile Trigger. inside the temporal bubble. This ritual will not grant the
Items with removable parts that are required for activation customary additional spell perks and will cost 50 Drain to
are considered Key Triggers. cast. Allocated spell perks will increase the duration by
one / five days. The atmosphere within the anomaly will
continue to refresh, but anyone inside will still require a
supply of food and water.
Compress Time
Discipline: Temporal Conceal Ward
Minimum Skill: 100 Exp. Cost: 20 XP Discipline: Wards
Skill Penalty: - 50 Drain: 25 Minimum Skill: 50 Exp. Cost: 10 XP
Casting Time: 4 Range: Centered on Self Skill Penalty: - 0 Drain: 10
Duration: Special Casting Time: 3 Range: Touch
Duration: Continual
This powerful spell effect will compress time in a
very small volume of space. When cast, the outside world This spell will shroud a previously cast ward from
will experience one minute passing as normal. Those inside all senses, including those that detect supernatural energies.
the bubble of slow time will experience five minutes that Any attempt to detect the concealed ward will require a
seems to progress as normal. The maximum volume of slow contested action between the Wards skill of the caster and
time is 1,000 cubic feet. The exact shape may be the appropriate detection skill of the observer.
determined by the caster.
The outer edge of the bubble will have a severe
discoloration due to the effects of the two temporal zones
interacting and grinding together. The discoloration is made
from a wide shifting of visible light spectrum as they cross
the temporal barriers. This discoloration is easily noticeable Condense
from both inside and outside the bubble and fully obscures
Discipline:Aeromancy,Alteration,Aquamancy,Cryomancy
vision both ways. Radio and all other forms of
Minimum Skill: 50 Exp. Cost: 10 XP
electromagnetic radiation are also blocked by the temporal
Skill Penalty: - 0 Drain: 10
barrier.
Casting Time: 3 Range: Touch
Anyone attempting to enter or leave the area of Duration: Continual
compressed time will suffer 3d10 points of injury. Only This spell effect will transform a reasonably pure
temporal shields or resistances can prevent this injury. gaseous volume into a liquid state. A 125 cubic foot volume
Equipment and gear may suffer damage as well. Armor will (5 x 5 x 5) of gas will be condensed into a liter of liquid.
suffer loss of PV by a number equal to the injury inflicted. While this is not scientifically accurate, this should be used
Items with Breakage Points will suffer an identical amount for ease of game-play. Those of a more scientific bent may
of damage. Items without Breakage Points will have a calculate the exact gas to liquid ratio for each altered
percentage chance to shatter or disintegrate equal to the compound. Additional spell perks will increase the
injury inflicted. maximum volume by 125 cubic feet (5 x 5 x 5).
Additional spell perks can be allocated to increase
the area and the length of time affected by the slow time
bubble. Each allocated spell perk will increase the volume
affected by 1,000 cubic feet. If the caster prefers, one spell
perk may be allocated to increase the duration by one
additional minute in the outside world and five minutes
Conduit
within the temporal anomaly. Discipline: Binding
Minimum Skill: 100 Exp. Cost: 20 XP
This spell has a Charm version called Solace which Skill Penalty: - 50 Drain: 25
will remain in effect for one phase in the real world. Three Casting Time: 4 Range: Special
phases will pass in the area of temporal compression. The Duration: Continual
area of effect is identical to the normal spell, but can never
be modified by spell perks. The Drain for the Solace charm
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This spell effect allows the caster to create a strong Each additional spell perk will increase the
sympathetic link through a person or sentient creature. This maximum allowed PV for the armor by 10. Two allocated
link can be used in a way similar to a familiar bond. With a spell perks will allow the caster to conjure large sized armor
scrying device, this spell can observe through the eyes of the while three allocated spell perks are required for huge armor.
subject. The caster can even choose to cast spells through Five spell perks and one experience point will change the
the link as if they were standing in place of the subject. duration to permanent.
The caster must touch the recipient to begin the
spell effect. The subject may choose to resist using
Willpower. Once the spell is active, the subject may travel
any distance on the same world and still be linked to the
caster.
Spell perks may be allocated in most common
Conjure Food
ways except to increase the number of targets. Spell perks Discipline: Conjuration
can never increase the number of targets that this spell will Minimum Skill: 40 Exp. Cost: 8 XP
affect. Three spell perks may be used to extend the range to Skill Penalty: - 0 Drain: 10
another alternate reality. Casting Time: 3 Range: Self
Duration: Permanent
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balanced. Five spell perks and one experience point will This spell effect will create an ever-burning flame.
change the duration to permanent. The flame is the size of a candle flame in the palm of the
wizard and can be transferred to any flammable surface.
The fire will continue to burn without consuming any fuel
for the duration of the spell. The flame has all of the
standard properties for a flame of that size: injury, heat, and
Conjure Weapon light.
Discipline: Conjuration
An ever-burning flame can be transferred from
Minimum Skill: 60 Exp. Cost: 10 XP
one fuel source to another simply by placing the new source
Skill Penalty: - 10 Drain: 15
into the flame. While the creator can touch and manipulate
Casting Time: 3 Range: Self
the flame without injury, most people cannot be considered
Duration: Continual
the source of fuel for the spell. Should the duration of the
flame expire, the fire will begin consuming the fuel
This spell will conjure a small or medium one-
normally.
handed melee weapon or arrow into the conjurers hand.
This weapon is completely normal, un-enchanted, and of Spell perks can be used to increase the size of the
regular quality. Spell perks can be used to increase the size flame. One spell perks will increase the size to that of a
of the weapon. Two allocated spell perks will allow the torch. Three spell perks will increase the size to that of a
caster to conjure an oversized medium (M+) weapon while campfire. Five spell perks will increase the flame to that of a
three allocated spell perks are required for a large weapon. small bonfire.
Huge weapons will require four allocated spell perks. Five
spell perks and one experience point will change the
duration to permanent.
Continual Frost
Discipline: Aeromancy, Cryomancy, Weather
Consume Blood Minimum Skill: 30 Exp. Cost: 6 XP
Discipline: Necromancy Skill Penalty: - 0 Drain: 5
Minimum Skill: 90 Exp. Cost: 18 XP Casting Time: 3 Range: Touch
Skill Penalty: - 40 Drain: 20 Duration: Continual
Casting Time: 3 Range: Self
Duration: Continual This spell effect will create an ever-chilled volume.
The frost has a maximum volume of one cubic foot. The
This spell effect is one of the originations of the frost will continue to cool for the duration of the spell. This
vampire legend. Once cast, the necromancer can draw frost will keep food preserved as if in a freezer or icebox.
sustenance and power by drinking the fresh blood of his Spell perks can be used to increase the volume of frost.
victims. The recipient may restore their drain in an equal Every allocated spell perk will add one more cubic foot to
rate to the health drawn from others sentient creatures. the maximum volume.
Animals and other non-sentient creatures often only restore
half the normal health value from blood. This can be done
to replenish even continual drain.
Spell perks will allow the recipient to create a
small reservoir of blood that they may draw upon. This Control Animal
reservoir can be created with a maximum storage potential
of five health per allocated spell perk. Any unused blood Discipline: Binding, Nature
will be vomited by the recipient at the end of the duration. Minimum Skill: 25 Exp. Cost: 5 XP
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Touch
Duration: Continual
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Correspondence
Discipline: Communication, Translocation
Minimum Skill: 80 Exp. Cost: 16 XP
Skill Penalty: - 30 Drain: 20
Casting Time: 3 Range: Touch
Duration: Instant
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This spell effect allows the target letter to instantly the casters personal rating in the skill, whichever is lower.
travel up to five miles per level of experience. The The task must be mundane in nature; this spell cannot cast
destination may be any that the caster can either see, scry, or other spells, banish, scry, or enchant objects. The quality of
knows well. Unknown locations will impose an additional the product, or task, will be equivalent with the skill rating
penalty of -20. The letter may have no more than three applied.
pages per wizards level of experience.
Spell perks can be allocated to improve the skill
Spell perks can be used to increase the distance rating of the Craftwork spell. Each additional spell perk
traveled by five miles per spell perk allocation. A spell perk will increase the maximum allowable skill by 10. The caster
can be used to increase the maximum allowed weight by five must have an equal or greater skill than the available rating.
pages. Spell perks may not be used to increase the number Spell perks can also be used to reduce the required man-
of targets. hours of the task by 10% each.
This spell effect will allow the caster to attempt to This spell effect will cause printed text to squirm
block any attempt at scrying upon the caster. Any attempts and crawl on the written page. Up to twenty pages, or
to scry upon the caster, or anyone within a five foot radius, twenty-five square feet (5 x 5), of text can be obscured in this
must roll a contested action against the Observation skill way. Any attempt to read the obscured writing will require
using the appropriate Discipline. Success means that the a successful Awareness roll. Success will allow the character
caster may be observed by that spell effect. The caster does to read one page every two minutes. Failure will give the
not receive confirmation that the counter scrying is effective, reader a blinding headache and a penalty of -5 to all skills for
although he will notice additional attempts to break the ten minutes. Additional spell perks can be used to increase
protection. the volume of obscured text by twenty pages or an
additional twenty-five (5 x 5) square feet.
The caster must continue to counter scry as long
as he wishes the effect to remain. The effect is immediately
applicable once the caster begins. The Drain will be
considered Continual for this duration. Additional spell
perks will increase the radius of protection by five feet.
Create Armor
Discipline: Aquamancy, Nature, Protection, Sorcery,
Telekinesis, Terramancy, Transformation
Minimum Skill: 70 Exp. Cost: 14 XP
Craftwork Skill Penalty: - 20 Drain: 15
Casting Time: 3 Range: Self
Discipline: Hedge Wizardry Duration: Continual
Minimum Skill: 20 Exp. Cost: 4 XP
Skill Penalty: - 0 Drain: 5 This spell effect creates a layer of armor around
Casting Time: 3 Range: Touch the caster. The nature and composition of the armor is
Duration: Continual dependent upon the discipline used to create the armor, and
the desires of the caster. The armor will provide a
This spell effect is a more powerful version of the Protection Value of 10 and is considered Hard for purposes
Hedge Wizardry spell effect. While the Hedge Wizardry of armor penetration. The caster will suffer an
spell will only complete menial tasks, the Craftwork spell encumbrance penalty of -5 while wearing the magical armor.
will attempt skilled labor. The spell requires the normal If the armor loses all PV, the spell will instantly end.
time in man-hours to accomplish the task, but the wizard is
freed from the drudgery of the labor. Spell perks can be used to increase the available
PV, reduce the encumbrance, or create a small injury dealing
The spell will have an effective skill rating of 25 or surface of the armor. Each spell perk allocated may increase
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the PV of the armor by +10. One spell perk may be Create Thaumic Link
allocated to reduce the encumbrance penalty of the armor to
-0. One spell perk will create spikes, spines, sharp ridges, or Discipline: Geomancy
some other form that will deal 1d10 Injury with body slams, Minimum Skill: 60 Exp. Cost: 12 XP
tackles, or similar hand to hand combat techniques. Skill Penalty: - 10 Drain: 50
Casting Time: Ritual Range: Touch
Duration: Special
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This spell effect will allow the wizard to darken an This spell will instantly kill one victim with but a
area with unnatural shadows. The volume that can be momentary touch. The victim may roll Health to resist the
affected is 6,250 cubic feet (25 x 25 x 10). Non-magical light effects of this spell. If successful, the victim merely suffers
will abruptly end at the edge of this effect. Magical light 3d10 injury per level of experience of the caster. Spell perks
may attempt a contested Discipline skill check with this may never be used to increase the number of targets.
effect in order to brighten even half its normal effect.
Additional spell perks may increase the volume by an
additional 6,250 cubic feet (25 x 25 x 10).
Daylight
Discipline: Conjuration
Minimum Skill: 100 Exp. Cost: 20 XP
Skill Penalty: - 50 Drain: 25
Casting Time: 4 Duration: Continual
Range: 10 feet per experience level of the caster
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The victim may attempt to resist with Willpower This spell effect will destroy any previously placed
to avoid the effects of this spell. If the victim fails, he thinks ward with a touch. The ward to be affected must have a
he is a god or an unstoppable hero of legend. He fully minimum skill requirement of no more than 35. Only one
believes that he is omniscient, omnipotent, and ward may be affected at any time.
omnipresent. He will attempt actions that would be suicidal
or insane for any mere mortal to attempt. To determine if the dispel attempt was successful;
both spellcasters must roll contested using the appropriate
The victim also sees his actions as if they were spell disciplines. If the person casting Destroy Ward is the
successful, and will not believe any statements to the winner, then the offending ward is destroyed and there are
contrary. The character will be full of bombast, arrogance, no consequences to the caster from the negated ward. Any
and condescension for his lesser minions. Have fun with it; additional wards placed upon the same target will react as
the victim should ham it up as much as possible. normal. Otherwise the offending spell resists the negation
attempt and the caster is affected normally. Further
attempts to negate the same ward will grant a bonus of +10
to the spell strength of the original ward.
Spell perks may be allocated to increase the range
of wards available to be destroyed. Each allocated spell perk
Destroy Holograms & Illusions will increase the available minimum skill by +20. Spell
Discipline: Illusions perks can also be allocated to increase the number of wards
Minimum Skill: 35 Exp. Cost: 7 XP that are negated on the same target. Each spell perk
Skill Penalty: - 0 Drain: 5 allocated in this way will increase the number of possibly
Casting Time: 3 Range: Touch negated wards by one. Spell perks that reduce the resistance
Duration: Instant of the target cannot be purchased for this spell effect.
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Dimensional Shift
Discipline: Translocation
Minimum Skill: 155 Exp. Cost: 31 XP
Skill Penalty: - 105 Drain: 35 Disenchant
Casting Time: 6 Range: Self
Duration: Instant Discipline: Enchantment
Minimum Skill: 50 Exp. Cost: 10 XP
This spell effect will teleport the caster to an Skill Penalty: - 0 Drain: 10
alternate dimension or reality. The caster must have had Casting Time: Craftwork Range: Touch
previous experience with an alternate reality or else the Duration: Permanent
teleportation will result in a random destination. The caster
may only have a medium encumbrance. This craftwork spell effect may be used to destroy
a permanent enchantment on an object. The enchanter must
A spell perk can be used to increase the maximum have knowledge of the storage medium effect to be
allowed encumbrance by one level. Two spell perks will disenchanted. The effect will require a number of man-
enable the caster to create a gateway between worlds. This hours based upon the storage medium to be destroyed.
gateway will remain open for only a number of phases equal Once the storage medium is destroyed, all effects generated
to the casters level of experience. The gateway is two way, and stored by the medium are also disenchanted.
and things can come out as well.
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Storage Medium Man-hours This spell effect will negate and dispel the magical
Single Use, Gems, Scrolls, etc 10 energies of any other spell effect with a continual or short
Charged Item, Wyrd Magic 60 duration. This spell effect will not negate magical items or
Battery, Limited Use, Talisman 100 permanent enchantments. Spell effects with a permanent
Spell Vault 150 duration will be temporarily disrupted.
Eternal Effect, Golems 200
The spell to be affected must have a minimum
Gateway, Pattern 500
skill requirement of no more than 60. Only one spell effect
Legendary Artifact + 500
may be affected at any time. To determine if the dispel
attempt was successful; both spellcasters must roll contested
The craftwork skill roll is similar to that used in using the appropriate spell disciplines skills. If the person
creating the enchanted item. At each of the three work casting Dispel Magic is the winner, then the offending spell
blocks, a skill roll must be successful to proceed further. effect is negated. Otherwise the offending spell resists the
This effect requires a contested action using the negation attempt. Further attempts to negate the same spell
Enchantment Discipline skill ratings of the creator and effect will grant a bonus of +10 to the spell strength of the
destroyer instead of a standard skill roll. original spell.
Spell perks may be allocated to increase the range
of spell effects available to be destroyed. Each allocated spell
perk will increase the available minimum skill by +20. Spell
perks can also be allocated to increase the number of spell
effects that are negated on the same target. Each spell perk
Disintegration allocated in this way will increase the number of possibly
Discipline: Translocation negated spell effects by one. Spell perks that reduce the
Minimum Skill: 80 Exp. Cost: 16 XP resistance of the target cannot be purchased for this spell
Skill Penalty: - 30 Drain: 20 effect.
Casting Time: 2 Duration: Instant
Range: 10 feet per experience level of the caster
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Dragons Tooth
Discipline: Alteration, Enchantment
Drown
Minimum Skill: 40 Exp. Cost: 8 XP Discipline: Aquamancy
Skill Penalty: - 0 Drain: 10 Minimum Skill: 60 Exp. Cost: 12 XP
Casting Time: 3 Range: Touch Skill Penalty: - 10 Drain: 15
Duration: Continual Casting Time: 3 Range: Touch
Duration: Continual
This spell effect will improve the armor piercing
capability of a melee weapon. Such imbued weapons will be This spell effect will create, or direct, liquid into a
armor piercing to soft armors. Weapons with this ability victims nose and mouth causing them to drown. Victims
will ignore the normal PV of the armor. may attempt an Agility roll to have enough time to prepare
by taking a good breath. The victim will then begin
Two spell perks may be allocated to pierce Hard suffering drowning as detailed in the rules section. Those
armor with a maximum PV of 25. Additional spell perks who failed their Agility roll will be considered unaware and
will increase this PV range by +10 each. One spell perk is unprepared. Victims of this spell cannot speak more than a
required to imbue this effect onto most missile weapons. gurgle and will have normal penalties to spellcasting.
Heavy weapons, artillery, or other military weapons may
require more of spell perks as determined by the GM.
Dueling
Drain Life Discipline: Hedge Wizardry
Minimum Skill: 50 Exp. Cost: 10 XP
Discipline: Vitalism Skill Penalty: - 0 Drain: 10
Minimum Skill: 60 Exp. Cost: 12 XP Casting Time: 3 Duration: Special
Skill Penalty: - 10 Drain: 15 Range: 10 feet per experience level of the caster
Casting Time: 1 Range: Touch
Duration: Instant This spell effect will enable two or more wizards
to engage in a duel of wizardly abilities. The dueling spell
This spell effect will transfer life energy from one may be cast by either magician, but the other must respond
victim into the caster. 2d10 Injury points can be stolen from by expending an equal amount of Drain into the spell effect.
the victim with a successful touch. The character will heal Once the duel has begun either may choose to surrender. It
an identical amount of injury, if previously injured, or the
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is very dangerous to interrupt a wizardly duel; any treated as a bonus to the recipient; it replaces the single
individual who attempts to intercede will suffer a backlash option possessed. The donor or recipient may resist this
of 1d10 for every level of experience of each participating spell with Willpower.
mage.
Spell perks can never be used to increase the
For duels between paired mages the mechanics are number of options duplicated by this spell. Spell perks can
simple, the mages roll contested skill rolls with their highest be used to increase the option point cost borrowed by 20
Discipline skill rating. Each begins with no advantage. The each.
winner of the first contested skill roll will gain one
advantage. Roll another contested skill check. If the winner
is the same, then that mage is the overall victor. Should the
other mage win the contested roll, there is again no
advantage. Each roll will require at least one phase of Duplicate Skill
activity.
Discipline: Sorcery
The final victor of the duel will transfer one Minimum Skill: 110 Exp. Cost: 22 XP
hundred to the Drain pool of the loser. The victor may Skill Penalty: - 60 Drain: 25
choose to instantly replenish his own Drain pool or save the Casting Time: 4 Range: Touch
extra Drain. The extra Drain can be stored for one round Duration: Continual
per level of the caster, before it will dissipate at a rate of 25
points per phase. This spell effect will allow the caster to borrow a
skill from a target and duplicate the knowledge within the
The appearance of a magical duel can vary wildly mind of another. This spell can only borrow a maximum
with the personal tastes, desires, resonances, and disciplines skill rating of 50 in any one skill possessed by the donor.
known by the pair. The symbolism and description of each The caster cannot duplicate a higher skill rating than the one
duel should vary and be an amalgam of the dueling pair. In possessed by the donor. The skill rating is not treated as a
many occasions, duels will change appearance with each bonus to the recipient, it replaces the skill possessed. The
change of advantage as one mage attempts to focus upon the donor or recipient may resist this spell with Willpower.
weaknesses of the other.
Specializations can also be borrowed by this spell
Duels between multiple mages are similar in effect. The entire specialization bonus can be duplicated by
nature to standard duels, but there is more record keeping the use of this spell. Memorized spells can also be borrowed
required. The layout of a duel can be any agreed to by the by this spell with a limit of 15 experience points. Should the
wizards involved. All contested actions are considered caster choose, they may borrow a large list of information
simultaneous even though the numbers involved will require from a donor instead of a skill. The GM must determine
additional time to calculate. the amount of information that can be gathered by this spell.
Once one wizard is eliminated, the wizard that Spell perks can never be used to increase the
was the victor will receive a bonus of +10 on all further rolls number of skills duplicated by this spell. Spell perks can be
with every dueling wizard. In the case of multiple used to increase the maximum skill rating borrowed by 20
simultaneous ties, every victorious wizard will enjoy the each. Additional memorized spells may be borrowed at a
same bonus of +10. These bonuses are cumulative, and the rate of 5 extra experience points per spell perk allocated.
wizards that defeat others quickly will have a significant
advantage.
Duplicate Option
Discipline: Sorcery
Minimum Skill: 140 Exp. Cost: 28 XP
Skill Penalty: - 90 Drain: 35
Casting Time: 5 Range: Touch
Duration: Continual
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This spell will create an earthquake over a sizable This spell effect will place any general spell effect,
area that will crack the earth and rend buildings. A 1,000 memorized by the caster, into a ward. The spell effect
foot radius from the epicenter, per experience level of the cannot include any effects covered by injury inflicting,
wizard, will be affected. The caster can target any epicenter observation, protection, force, translocation, or negation
within his direct line of sight. The spell effect will create the wards. No effect that requires a minimum skill of 30 or
equivalent of a 6.0 on the Richter scale. higher may be placed into a ward.
Everyone in the area may attempt to resist falling The Drain for the ward is 20 + the Drain required
over with an Agility check with a penalty of -50. While the for the imbued spell effect. Once the ward is activated, only
specific effects must be determined by the Game Master, the Continual Drain for the spell will still apply. The caster
this spell will always create widespread death, destruction, will always know when a ward has activated. The ward
and mayhem. The caster cannot control the effects after the created will be visible and can be no smaller than one square
spell has begun, but may cancel the spell normally. Areas inch.
that are prone to earthquakes may start a larger earthquake
with the use of this spell. Spell perks may be allocated to increase the
minimum skill required for the spell to be imbued. Every
Spell perks can be used to increase the intensity spell perk used in this way will increase the available
and duration of this quake. Every spell perk allocated will minimum skill by +20. Additional spell perks may be
increase the earthquakes intensity by +0.5 on the Richter allocated to improve the effects of the embedded spell. The
scale. Every increase of the Richter scale will triple the spell effect with the higher minimum skill should be used to
radius of effect. One spell perk will increase the duration to determine the available number of spell perks.
one minute for every experience level of the caster. Two
spell perks will increase the duration to five minutes for
every experience level of the caster. Three additional spell
perks will allow the duration to be Continual.
Elemental Edging
Discipline: Aeromancy, Aquamancy, Pyromancy,
Terramancy, Weather
Minimum Skill: 30 Exp. Cost: 6 XP
Skill Penalty: - 0 Drain: 5
Editing Casting Time: 3 Range: Touch
Duration: Continual
Discipline: Alteration, Communication
Minimum Skill: 40 Exp. Cost: 8 XP
Skill Penalty: - 0 Drain: 10 This spell effect will create a fine aura of elemental
Casting Time: 3 Range: Touch energy around a chosen weapon. It will increase the injury
Duration: Instant inflicted by 1d102. Other effects may be applicable based
upon the elemental form chosen, see the combat section for
This spell allows the caster to rewrite any more details. A weapon can only have one elemental form
document that she holds in her hands or touches. The active at any time.
document remains in the handwriting of the original author,
but reads however the mage wishes. One page of text can be Enchanted, and quality, weapons are immune
altered for every level of the caster. Every page to be edited from this spell unless the permanent modification is less
requires one phase. than the spell effect being imbued. This spell cannot be
stacked, only the greatest modification will apply except in
Spell perks can be used to increase the number of the cases of positive and negative alterations. In that case,
pages that are altered. One spell perk can alter five the greatest of each form should be taken together to create
additional pages. Alternatively, one spell perk may be used a modified total.
to completely copy a text into a blank tome of equal or
greater size. Spell perks can be allocated to modify the injury
inflicted by an additional 1d102 per spell perk. Three spell
perks will allow additional concurrent elemental forms to be
applied.
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Elemental Flaring normal rate of speed for a character and will take no injury
from normal weapons.
Discipline: Aeromancy, Aquamancy, Pyromancy,
Terramancy, Weather The caster may only transform an amount of gear
Minimum Skill: 50 Exp. Cost: 10 XP equal to the Medium encumbrance level of the recipient.
Skill Penalty: - 0 Drain: 10 This gear is unusable to the character in an elemental form.
Casting Time: 3 Range: Touch Additional spell perks will enable the caster to transform an
Duration: Continual additional level of encumbrance each.
Elemental Form
Discipline: Aeromancy, Aquamancy, Pyromancy,
Terramancy Elemental Shield
Minimum Skill: 135 Exp. Cost: 27 XP Discipline: Aeromancy, Aquamancy, Protections,
Skill Penalty: - 85 Drain: 30 Pyromancy, Telekinesis, Temporal, Terramancy,
Casting Time: 5 Range: Self Translocation, Vitalism, Weather
Duration: Continual Minimum Skill: 75 Exp. Cost: 15 XP
Skill Penalty: - 25 Drain: 15
This spell effect will transform the elementalist Casting Time: 3 Range: Self
into the element of his chosen Discipline. The elemental Duration: Continual
form is always immune to the base element (fire, earth, air,
water) that it is formed from. The caster may exist This spell effect will create a translucent shield of
indefinitely within the chosen element without need of food elemental energy that will protect everyone within. The
or water. Prolonged transformation may result in mental shield will not prevent any movement through its border.
conditions or insanities. In addition, the elementalist will The shield can be configured as a planar shield with a
gain the ability to mentally communicate with other surface area of 100 square feet (10 x 10) or as a hemisphere
elementals. The caster may also move at a normal rate with a diameter of five feet.
through any form of the base element.
This spell effect will enable those protected to
Those in an elemental form may have other suffer less injury from any attacks from one specific element
powers as well based upon the element chosen. Fire forms that cross the border. The discipline used in casting will
will inflict 2d10 injury per phase to anyone touching the determine which attack forms may be resisted. Only one
character. Earth and stone forms will grant a natural PV of available element may be resisted with any spell.
25 that acts as natural armor. Water forms will allow the
caster to flow like water through obstacles and suffers The total resistance to the element is equal to the
injury from normal weapons. Air forms can fly at the casters level of experience multiplied by five. This is treated
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The body of a golem must be created before the Enchant Legendary Artifact
enchantment process may begin. The time required to
create is based upon the material of the golem. The material Discipline: Enchantment
will also determine the base protection value and breakage Minimum Skill: 200 Exp. Cost: 40 XP
points. The creator must have the correct craftwork skill to Skill Penalty: - 150 Drain: +50
fashion the golem for the material used. Casting Time: Craftwork Range: Touch
Duration: Permanent
Enchant Option
Enchant Item Discipline: Enchantment
Discipline: Enchantment Minimum Skill: 80 Exp. Cost: 16 XP
Minimum Skill: 65 Exp. Cost: 13 XP Skill Penalty: - 30 Drain: 20
Skill Penalty: - 15 Drain: 15 Casting Time: Craftwork Range: Touch
Casting Time: Craftwork Range: Touch Duration: Permanent
Duration: Permanent
This craftwork spell effect will allow the
This craftwork spell effect will allow the creation enchanter to imbue an option as an effect into a magical
of a single use enchanted item. The maximum spell that can item. The maximum number of option points that can be
be prepared to be cast by such an item may have a minimum implanted is 25 from a single option. Additional spell perks
skill of 30 or less. Additional spell perks may be allocated to will increase this by +20 each.
increase this maximum by +20 each.
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the item is activated. The maximum spell that can be Energy Avatar
prepared to be imbued into such an item may have a
minimum skill of 30 or less. Discipline: Sorcery
Minimum Skill: 155 Exp. Cost: 31 XP
Additional spell perks may be allocated to increase Skill Penalty: - 105 Drain: 35
this maximum by +20 each. The maximum number of Casting Time: 6 Range: Self
option points that can be implanted is 25 from a single Duration: Continual
option. Additional spell perks will increase this by +20
each. This spell effect will create an embodiment of
magical resonance from the casters soul. The appearance of
the avatar will strongly represent the desires, fears, beliefs,
and yearnings of the casters personality. The caster may
concentrate and transfer his consciousness into and out of
Encryption the avatar. While in traction with the avatar the casters
Discipline: Communication body will be defenseless unless other measures are taken. It
Minimum Skill: 65 Exp. Cost: 13 XP requires one action to transfer the consciousness between
Skill Penalty: - 15 Drain: 15 the avatar and the living body.
Casting Time: 3 Range: Touch The avatar is a creation of pure magical energy.
Duration: Continual The avatar will have twice the normal injury points of the
caster. Non-magical weapons that strike the avatar will
This spell effect will magically alter the words on inflict minimum injury. The avatar has a natural protection
any page touched into gibberish. When the intended value of 5. The avatar does not require oxygen, food, or
recipient touches the page the duration will end, allowing water. The avatar will have the same number of actions as
anyone to read the information. While the encryption is the caster and will move at the same rate of speed. Avatars
still in effect, anyone attempting to read the page must use a will have the same base attributes, skill ratings, and other
method of cryptography. The contested action is based aspects of the creator. Mages may cast spells through the
upon the Communication Discipline skill rating of the avatar without difficulty. Hand to hand combat will inflict
caster. Images cannot be encrypted in this way. the injury table below.
Spell perks may be allocated to increase the
number of pages to be encrypted. Each additional spell perk 1 2 3 4 5 6 7 8 9 0
will encrypt five pages of text. Images may be encrypted
8 11 14 17 20 23 26 29 32 35
with one additional spell perk, but anyone may attempt to
resist this form of encryption with a successful Willpower
roll. Spell perks may be used to increase the physical
attributes of the avatar. Each spell perk allocated in this way
will increase one of the following attributes by +20 (Agility,
Dexterity, Health, or Strength). Applicable skills will also
increase by +5.
Endurance Injury points may be increased by +20 per
Discipline: Healing, Protection, Transformation, Vitalism allocated spell perk. Spell perks may be used to increase the
Minimum Skill: 80 Exp. Cost: 16 XP PV by 10 each. Injury inflicted may be increased by
Skill Penalty: - 30 Drain: 20 +1d102 per spell perk. One spell perk will allow the caster
Casting Time: 3 Range: Touch to remain in suspended animation for the duration of the
Duration: Continual spell effect. Five spell perks will prevent any injury from
occurring to the caster's comatose body.
This spell effect will allow the recipient to resist
fatigue and continue heavy labor without the need for rest.
Those affected by this spell can continue to travel, work, or
fight at maximum effort without fear of exhaustion.
Anyone under the effects of this spell will still require 6
hours of sleep each night. This spell will not affect the need Energy Missile
for air, food, or water. Discipline: Aeromancy, Aquamancy, Pyromancy,
Terramancy, Weather
Additional spell perks may be used to decrease the Minimum Skill: 60 Exp. Cost: 12 XP
amount of sleep required for a recipient. Every spell perk Skill Penalty: - 10 Drain: 15
allocated will reduce the needed sleep two hours. Characters Casting Time: 3 Range: Touch
that continue under the effects of this spell for long Duration: Continual
durations will suffer from mental afflictions or psychological
dependency.
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Enslave Sentient
Discipline: Binding
Enhance Device Minimum Skill: 100 Exp. Cost: 20 XP
Discipline: Mechanical Skill Penalty: - 50 Drain: 50
Minimum Skill: 60 Exp. Cost: 12 XP Casting Time: Ritual Range: Touch
Skill Penalty: - 10 Drain: 15 Duration: Continual
Casting Time: 3 Range: Touch
Duration: Continual This ritual will enslave any sentient creature or
individual. The slave will follow any and all commands by
the Master, including those that violate the slaves moral
This spell effect will improve the effectiveness of code of conduct. The victim may attempt to resist with
electrical, or mechanical, tools and equipment. Weapons Willpower at casting. Once per month the victim may
and armor cannot be improved with this spell effect. The attempt to resist with an additional Willpower check. If the
imbued item will enjoy a bonus of +5 to all skill or attribute first months resistance fails, there will be a cumulative -10
based actions. Spell perks may be used to increase the bonus penalty to the next months roll. Eventually the slave will
by an additional +5 each. have no chance to resist; a slave that reaches this point
cannot resist any mental controlling spells by the caster.
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the entangling will be determined by the discipline used to may not re-attempt to exorcise a failed victim until their
cast the spell. The material for the entanglement must be next level of experience. Those that succeed will drive the
present and near the victim. demon out of the victim and into the world at large. Those
that succeed by more than 25 will drive the creature back to
If the victim dodges or pulls away from the area of its extra-planar home or into the world for creatures that
entanglement they will no longer be affected. Victims that belong there.
attempt to pull away must roll a contested strength roll
against an equivalent strength of 50. Attacks that deal more Spell perks may be used to trap the possessing
than twenty points of injury will lower the penalty by five entity within the ritual circle. Two additional spell perks are
for one phase. required to trap the entity, but they may attempt a contested
Willpower roll with the primary caster only to escape. In
Spell perks may be used to improve the penalty this case the Drain is Continual until the spirit is released,
against the victim by an additional -10 each. The area of escapes, or is transferred to another storage device.
entanglement may be increased by 25 square feet for one Additional spell perks may be used to increase the exorcist's
additional spell perk. The strength of the tentacles may be contested roll by five each.
increased by +10 per allocated spell perk.
Evaporate Extinguish
Discipline:Aeromancy,Alteration,Aquamancy,Cryomancy Discipline: Aeromancy, Aquamancy, Pyromancy
Minimum Skill: 50 Exp. Cost: 10 XP Minimum Skill: 35 Exp. Cost: 7 XP
Skill Penalty: - 0 Drain: 10 Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Touch Casting Time: 3 Duration: Instant
Duration: Continual Range: One foot per experience level of the caster
This spell effect will transform a reasonably pure This spell effect will extinguish a small fire. This
liquid volume into a gaseous state. A liter of liquid will be spell will reduce any normal fire by a quantity equal to 1d10
evaporated into a 125 cubic foot volume (5 x 5 x 5) of gas. injury inflicted per round. Torches and small campfires have
While this is not scientifically accurate, this should be used the equivalent of 3d10 per round, large campfires have
for ease of game-play. Those of a more scientific bent may between 4d10 and 5d10, while bonfires have 6d10 or more.
calculate the exact liquid to gas ratio for each altered Magical fires will also be reduced by a similar amount with a
compound. Additional spell perks will increase the successful contested Discipline versus Discipline skill roll.
maximum volume by one liter.
Additional spell effects will increase the reduction
of the fire by a 2d10 quantity each. One spell effect will
increase the range to ten feet per experience level of the
caster. After this increase, all other range increases will also
be an additional ten feet per level of experience.
Exorcism
Discipline: Binding, Protections
Minimum Skill: 50 Exp. Cost: 10 XP
Skill Penalty: - 0 Drain: 35
Casting Time: Ritual Range: Touch Fear
Duration: Instant
Discipline: Binding, Curses, Illusions
This ritual will attempt to drive out a ghost, Minimum Skill: 60 Exp. Cost: 12 XP
demon, or possessing entity from a victim. The ritual is Skill Penalty: - 10 Drain: 15
performed in three stages; each identical mechanically. The Casting Time: 3 Range: Self
Banishment skill rating of the primary caster is rolled in a Duration: Continual
contested action with the full Willpower of the possessing
entity. Only additional casters involved with the ritual may This spell effect will fill all those who look upon
apply their Banishment skill rating to this attempt. the character with fear and trepidation. It draws out the
hidden fears and phobias of the viewer. Everyone within a
Compare the results of the contested roll and keep five foot radius must resist with Willpower or else lose one
the difference for the first stage. Total the final difference action from absolute terror. This applies to friends and foes
of all three stages to determine the victor of the exorcism. If alike.
the demon wins, it retains control of the victim. Exorcists
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If the initial resistance fails, the victim may not Flame Growth
advance upon the horrific character. They are not forced to
flee and may attempt to resist again once per phase. If the Discipline: Pyromancy
character advances on the victim, they are allowed a second Minimum Skill: 21 Exp. Cost: 4 XP
Willpower roll to resist. If successful they may stand their Skill Penalty: - 0 Drain: 5
ground, otherwise they will flee. If pressed into a corner, the Casting Time: 3 Duration: Instant
victim may defend and will fight with a terrified vigor. Range: One foot per experience level of the caster
Spell perks may be used to increase the radius of This spell effect will expand a small fire. This
the effect. Each will increase the radius by five additional spell will increase any normal fire by a quantity equal to
feet. Two spell perks will allow the caster to negate the 1d10 injury inflicted per round. Torches and small
effect on those he considers allies. Alternatively, two spell campfires have the equivalent of 3d10 per round, large
perks will allow an additional save once per round instead of campfires have between 4d10 and 5d10, while bonfires have
once per phase. 6d10 or more. Continual magical fires may also be increased
by a similar amount. This spell has no effect upon Cloaks
of Injury spell effects or instant fire attacks.
Additional spell effects will increase the growth of
the fire by a 2d10 quantity each. One spell effect will
Feign Death increase the range to ten feet per experience level of the
caster. After this increase, all other range increases will also
Discipline: Vitalism be an additional ten feet per level of experience.
Minimum Skill: 70 Exp. Cost: 14 XP
Skill Penalty: - 20 Drain: 15
Casting Time: 3 Range: Touch
Duration: Continual
Flight
Fertility
Discipline: Aeromancy, Flight, Telekinesis
Discipline: Curses, Healing, Transformation, Vitalism Minimum Skill: 70 Exp. Cost: 14 XP
Minimum Skill: 50 Exp. Cost: 10 XP Skill Penalty: - 20 Drain: 15
Skill Penalty: - 0 Drain: 10 Casting Time: 3 Range: Self
Casting Time: 3 Range: Touch Duration: Continual
Duration: Continual
This spell effect will allow the recipient to fly at
their normal rate of movement. This spell effect cannot
This spell effect will increase or decrease the effect anyone with a higher than Medium encumbrance.
fertility of the individual touched. The specific results of The flight will tire and fatigue the recipient as if they were
this spell must be determined by the Game Master. A ritual moving normally.
form of this spell will allow a permanent result with the The recipient can rise a maximum of 2,000 feet
expenditure of 35 total Drain and one experience point. above ground for every level of the caster. This spell does
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not protect against changes in pressure or lack of air. The Floating Disk
character may not hover using this spell effect, but may land
and take off as many times as desired. Discipline: Telekinesis
Minimum Skill: 50 Exp. Cost: 10 XP
Simple movements are allowed without any Skill Penalty: - 0 Drain: 10
additional skills. Complicated actions will require either the Casting Time: 3 Duration: Continual
Flight skill or the Agility default. The Defensive Tactics of Range: 10 feet per experience level of the caster
the flier cannot exceed this rating.
This spell effect will create a floating disk of
Spell perks may be allocated to improve the rate of
telekinetic power. The disk can support up to 20 pounds
movement, potential altitude, and maximum encumbrance.
per experience level of the caster. Any additional weight
One spell perk will increase the maximum movement to 15
will cause the disk to sink to the floor. The disc has a
miles per hour outside of close quarters or combat.
maximum diameter of three feet. The maximum altitude is
Additional speed may be acquired at a rate of +15 mph per
five feet above the ground. The disk can be moved
spell perk. The rate will only increase by ten feet per phase
anywhere within the range of the spell, but can only move at
in close quarters, or combat, per spell perk.
a rate of five feet every phase. The controller may either
The potential altitude may be increased by 2,000 allow the disk to follow on autopilot, or expend one action
feet per spell perk allocated. A spell perk can be used to per phase to control its movements.
increase the maximum allowed encumbrance by one level.
Spell perks may be allocated to increase the rate of
One spell perk will allow the character to hover as desired.
movement by five additional feet per phase. Spell perks may
be used to increase the maximum carry weight of the disk by
twenty pounds each. An additional five feet of altitude is
available for one allocated spell perk. Spell perks will
increase the diameter of the disc by an additional one foot
each.
Float
Discipline: Flight, Telekinesis
Minimum Skill: 30 Exp. Cost: 6 XP
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Self
Duration: Continual Flying Item
This spell effect will allow the recipient to bob and Discipline: Flight, Telekinesis
float in midair as if they were in a micro-gravity Minimum Skill: 50 Exp. Cost: 10 XP
environment. Characters may swim through the air at a rate Skill Penalty: - 0 Drain: 10
of five feet per phase. With a good solid kick-off, the Casting Time: 3 Range: Touch
character may travel up to their full running movement per Duration: Continual
phase, but will require a Gymnastics or Micro-gravity
Training skill roll to avoid injury at the destination. This spell effect will imbue a non-magical item
with the gift of limited flight. Anyone may climb onto the
This spell effect cannot effect anyone with a item and control the direction, speed, and altitude of the
higher than Medium encumbrance. There is a maximum travel. Simple maneuvers and actions require no skills, but
altitude of 100 feet per level of the caster. This spell will not complex maneuvers will use the Ride Conveyance physical
protect the recipient from a environmental hazards such as a skill.
lack of pressure or oxygen.
Common myths and folklore will provide ample
Floating characters have no Defensive Tactics ideas for items and objects to be used with this spell.
unless actions are expended. Characters that are struck will Broomsticks, cauldrons, carpets, and saddles are all good
reduce the injury roll by two and will be shoved in the examples. Vehicles and very large items cannot be imbued
opposite direction by the attack. Every 20 points of injury by this spell; the Game Master will determine how big is too
will send the character five feet in the opposite direction. big.
Spell perks may be allocated to increase the This spell effect will allow the item to fly at the
maximum altitude by an additional 100 feet. A spell perk operators normal rate of movement. This spell effect
can be used to increase the maximum allowed encumbrance cannot lift anyone with more than Medium encumbrance.
by one level. The recipient can rise a maximum of 2,000 feet above
ground for every level of the caster. This spell does not
protect against changes in pressure or lack of air. The
character may not hover using this spell effect, but may land
and take off as many times as desired.
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The potential altitude may be increased by 2,000 This ritual will allow a large vehicle or boat the
feet per spell perk allocated. A spell perk can be used to gift of flight. A maximum of 5,000 pounds can be lifted by
increase the maximum allowed encumbrance by one level. the caster. The vehicle will fly in the same manner as it is
One spell perk will allow the object to hover as desired. normally operated, the only difference being the casters
ability to alter the attitude and pitch of the vehicle. The
Five spell perks will allow the caster to imbue
normal skill to pilot the vessel is required.
larger items or small vehicles; again with the Game Masters
discretion. Boats, sailing vessels, and other gargantuan The vessel may not hover using this ritual, but
items should not use this spell effect. Read the Flying may land and take off as many times as desired. The vessel
Vessel spell effect for the creation of airships and similar can travel up to 25 miles per hour in the air. The vehicle can
vessels. rise a maximum of 2,000 feet above ground for every level
of the caster. This ritual does not protect against changes in
pressure or lack of air.
Additional speed may be acquired at a rate of +10
mph per spell perk. The potential altitude may be increased
by 2,000 feet per spell perk allocated. A spell perk can be
Flying Mount used to increase the maximum weight by 2,000 lbs. One
Discipline: Flight, Transformation spell perk will allow the character to hover as desired.
Minimum Skill: 100 Exp. Cost: 20 XP
Skill Penalty: - 50 Drain: 25
Casting Time: 4 Range: Touch
Duration: Continual
Focus Lightning
This spell effect will imbue the gift of flight onto a Discipline: Weather
single animal such as a horse or mule. The animal can fly at Minimum Skill: 60 Exp. Cost: 12 XP
a rate equal to its normal movement. The animal may only Skill Penalty: - 10 Drain: 15
be cast upon a mount laden with no more than Medium Casting Time: 3
encumbrance. The recipient can rise a maximum of 2,000 Duration: Continual
feet above ground for every level of the caster. This spell Range: 10 feet per experience level of the caster
does not protect against changes in pressure or lack of air.
The mount may not hover using this spell effect, but may This spell effect can only be successfully cast
land and take off as many times as desired. Simple outdoors during a thunderstorm, or in a highly ionized area.
movements are allowed without any additional skills. The spell draws upon the storm to channel lightning down
Complicated actions will require the skill Ride Flying upon one victim. The victim may attempt to dodge out of
Mount. the way. Victims will suffer 3d10 points of electrical injury
for every experience level of the caster. One additional spell
Spell perks may be allocated to improve the rate of
perk may be spent to improve the injury inflicted by 1d10.
movement, potential altitude, and maximum encumbrance.
One spell perk will increase the maximum movement to 15
miles per hour outside of close quarters or combat.
Additional speed may be acquired at a rate of +15 mph per
spell perk. The rate will only increase by ten feet per phase
in close quarters or combat per spell perk.
Force Ward
The potential altitude may be increased by 2,000
Discipline: Wards
feet per spell perk allocated. A spell perk can be used to
Minimum Skill: 60 Exp. Cost: 12 XP
increase the maximum allowed encumbrance by one level.
Skill Penalty: - 10 Drain: 15
One spell perk will allow the mount to hover as desired.
Casting Time: 3 Range: Touch
Larger animals may be enchanted with this spell effect; the
Duration: Continual
Game Master must determine the required number of
additional spell perks.
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This spell effect will create a protective ward of This spell effect will force any creature to return
force around the item selected. This ward will prevent to its original true form. This spell effect will negate and
anyone, including the caster, from touching or damaging the dispel the magical energies of any other transformation
object. The ward will keep everyone one inch away from effect with a continual or short duration. This spell effect
the object. The force ward has an effective PV of 25 and 50 will not negate magical items or permanent enchantments.
BP. The breakage points will regenerate 1/10 th the casters Spell effects with a permanent duration will be temporarily
Ward Discipline per hour. Destroying this ward will alert disrupted for a Short duration.
the creator.
The spell to be affected must have a minimum
Spell perks may be used to increase the area of skill requirement of no more than 50. Only one spell effect
effect from touch to a perimeter defense instead. Any may be affected at any time. To determine if the forced
translocation effect will avoid the perimeter, but the change attempt was successful; both spellcasters must roll
perimeter is greatly increased to an area of 625 square feet contested using the appropriate spell disciplines skills. If the
(25 x 25) per spell perk. person casting Forced Change is the winner, then the
offending spell effect is negated. Otherwise the offending
Spell effects may also increase the Protection spell resists the negation attempt. Further attempts to
Value and Breakage Points of the ward. Every additional negate the same spell effect will grant a bonus of +15 to the
spell perk will increase the PV of the ward by +10. An spell strength of the original spell.
increase of +20 BP may be applied for every allocated spell
perk. Spell perks may be allocated to increase the range
of spell effects available to be destroyed. Each allocated spell
perk will increase the available minimum skill by +10. Spell
perks can also be allocated to increase the number of spell
effects that are negated on the same target. Each spell perk
allocated in this way will increase the number of possibly
Forced Change negated spell effects by one. Spell perks that reduce the
resistance of the target cannot be purchased for this spell
Discipline: Transformation effect.
Minimum Skill: 70 Exp. Cost: 14 XP
Skill Penalty: - 20 Drain: 15
Casting Time: 3 Range: Touch
Duration: Instant
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Forget Gateway
Discipline: Curses Discipline: Translocation
Minimum Skill: 75 Exp. Cost: 15 XP Minimum Skill: 130 Exp. Cost: 26 XP
Skill Penalty: - 25 Drain: 15 Skill Penalty: - 80 Drain: 30
Casting Time: 3 Range: Touch Casting Time: 5 Duration: Short
Duration: Permanent Range: 10 feet per experience level of the caster
This spell will cause the victim to forget one event This spell effect will create a two-way opening in
or small piece of information. It cannot cause the victim to space. This opening has no true depth, and may be moved
forget people, relationships, skills, or other long term through without difficulty. When looked upon from the
subjects. Victims may choose to resist with Willpower. side there is a visible shimmer in the air, but from the front
Events that are affected by the forgotten event will become it appears as a doorway to the other location. The gateway
clouded in the memory and may change to reflect the can link any two points that are not separated by more than
forgotten memory. one mile per experience level of the caster. The gateway will
remain open for a Short duration.
This spell will not create a drastic change in
personality regardless of the memory removed. Small Spell perks may be used to increase the range of
quirks, prejudices, and shades of personality may become the translocation effect. Each allocated spell perk will add
more moderate. Players who desire to use this spell as a one mile to the effect. One spell perk allocated to increase
reason to alter their character's personality may perform any the duration of the gateway will allow the spell effect to
changes they desire. become Continual.
The more important the memory, the more spell
perks must be allocated to eradicate it. Game Masters must
use their discretion in determining the exact number
required. Significant subjects or events may require five
spell perks. Relationships may require ten spell perks.
Genetic Compatibility
Discipline: Transformation, Vitalism
Minimum Skill: 145 Exp. Cost: 29 XP
Skill Penalty: - 95 Drain: 60
Casting Time: Ritual Range: Touch
Garble Duration: Continual
Discipline: Aeromancy, Communication, Curses, This ritual will allow two individuals from
Transformation different species to mate and procreate. This powerful
Minimum Skill: 40 Exp. Cost: 8 XP ritual is the mystical only mystical way to create half-breeds
Skill Penalty: - 0 Drain: 10 and partial races. The effects of this spell, and any
Casting Time: 3 Range: Touch additional spell perks required, must be determined by the
Duration: Continual Game Master. Races that are similar on a genetic level
should not require additional spell perks. Wildly differing
This spell effect garbles the victim and causes races should require more spell perks. Undead races, such as
difficulties in speaking. All verbal based skills including spirits and vampires, will require the Game Master's
spellcraft suffer a penalty of -10 unless the victim resists discretion to utilize this ritual.
using Willpower. Victims may attempt to communicate
complex ideas and plans with a successful contested The new child will have traits from both races, and
Language skill roll. will be able to procreate with both races without further
rituals. This ritual must be kept in effect for the entire
Spell perks may be allocated to increase the period of conception, gestation, and birth or the ritual will
penalty applied by 10 per spell perk. This modifier will fail and cause a miscarriage.
apply to all verbal and language skills.
Gills
Discipline: Aquamancy, Nature, Transformation
Minimum Skill: 50 Exp. Cost: 10 XP
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Self
Duration: Continual
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This spell effect will grow gills onto the recipients dealt to the temporary ones first.
body. These gills are a fully functional secondary method of
breathing and will not adversely affect the character outside Any armor worn during the transformation will
of water. The water to be breathed must be relatively clean inflict an amount of injury to the giant equal to its PV. The
and oxygenated, but may be either fresh or salt water. This armor is now ruined and shredded. Indestructible armor
spell will not grant the recipient any additional resistance to will simply inflict the injury and hang loosely upon the
pressure. Characters will be unable to speak or cast spells giant. The recipient may choose to resist this spell effect
normally. using Willpower.
Two spell perks are required to allow the character Additional spell perks may be used to increase the
to resist the pressures of deep water such as oceans and very size even further. Every two spell perks allocated will
deep lakes. One spell perk may be used to create webbing increase the multiplier by one (3x, 4x, 5x, etc). One spell
on the hands and feet of the recipient allowing normal perk may be allocated to avoid the injury inflicted by any
movement underwater. One spell perk will allow the armor as it is absorbed into the larger form.
recipient to speak and cast spells normally.
Graft Limb
Discipline: Healing, Mechanical, Necromancy,
Transformation
Minimum Skill: 90 Exp. Cost: 18 XP
Skill Penalty: - 40 Drain: 20
Casting Time: 3 Range: Self
Duration: Continual
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The original caster may alter or adapt their world Health Bind
in any way they desire during the course of the spell. Minor
changes will require one action to accomplish. Significant Discipline: Binding, Vitalism
changes will require one or two phases of concentration. A Minimum Skill: 100 Exp. Cost: 20 XP
full revamping of the illusion will require a mere three Skill Penalty: - 50 Drain: 25
phases. Casting Time: 3 Range: Touch
Duration: Continual
Any illusionary injury will inflict sanity loss to
those who believe they were hurt. Those who successfully This spell effect will bind the life energies of the
resisted the initial spell will automatically receive half caster and the individual touched. The touched individual
normal sanity loss. They may also roll Willpower for each will receive a Luck roll to resist. Once the two energies are
strike to resist any sanity loss. linked, each will suffer an identical amount of injury as the
other. Armor and protective spells cannot prevent or re-
direct this injury.
Should one recipient fall unconscious, become
drugged, or perish during the duration; the other must roll
Health or instantly fall victim to the same state. Spells that
Hard Skin target a sympathetic link with one of the pair will affect the
Discipline: Nature, Transformation other equally. Other effects may apply as the Game Master
Minimum Skill: 30 Exp. Cost: 6 XP decrees.
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Self
Duration: Continual
This spell effect will harden the skin of the Heat Object
recipient to the equivalent of rough leather. The skins Discipline: Pyromancy
appearance will be identical, but will be easily noticeable to Minimum Skill: 21 Exp. Cost: 4 XP
the touch. The armor will have 5 PV and counts as natural Skill Penalty: - 0 Drain: 5
armor. Two additional spell perks will increase the PV of Casting Time: 3 Range: Touch
the armor by five. Duration: Continual
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fingers, static shocks, and similar effects are possible. Any This spell effect will reduce the effectiveness of
armor will prevent this injury. Tiny single sensory illusions mechanical tools and equipment. Electrical items, weapons,
may be created with this effect. A soft hum, a quick waft of and armor cannot be hindered with this spell effect. The
odor, or a tiny image can be created. Other simple effects imbued item will suffer a penalty of 5 to all skill or attribute
may be attempted with this spell, but the results never last based actions. Spell perks may be used to increase the
long. penalty by an additional 5 each.
Spell perks are very important to this training spell
effect. Every additional spell perk will increase the injury
inflicted by one, or increase the effectiveness of any minor
task. One spell perk will allow the caster to maintain the
effect as a Continual spell. The Game Master may allow
spell perks to be used to create other unique actions, but Hologram
each spell casting can only have a singular effect. Discipline: Illusions
Minimum Skill: 50 Exp. Cost: 10 XP
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Duration: Continual
Range: 10 feet for every experience level of the caster
Hesitation
Discipline: Binding, Curses, Temporal This spell effect will create a realistic three
Minimum Skill: 21 Exp. Cost: 4 XP dimensional visual image of any subject the caster can
Skill Penalty: - 0 Drain: 5 imagine. The image can be seen by everyone within line of
Casting Time: 3 Range: Special sight. The hologram may fill a volume of 125 cubic feet (5 x
Duration: Instant 5 x 5). The image can move or remain stationary. The
image can react as the caster desires with the expenditure of
This spell effect will cause an opposing force of one action of concentration.
characters, or monsters, to hesitate in combat. The effect of The image has no substance, is completely silent,
this spell is to force an unmodified initiative roll at the and has no odor. Those who see the hologram may attempt
beginning of the next combat round. The opposing force to resist with Perception. Those who fail will believe the
may resist this spell effect with a contested Discipline versus hologram until something occurs to shatter the belief. Even
Small Unit Tactics skill roll. after belief has been shattered, the hologram will still be
visible. Holograms can never inflict real injury or sanity
loss. Spells, options, and technology that affect light may be
able to disrupt or modify the hologram.
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Illusionary Bolt
Illusion Discipline: Illusions
Minimum Skill: 50 Exp. Cost: 10 XP
Discipline: Illusions Skill Penalty: - 0 Drain: 10
Minimum Skill: 75 Exp. Cost: 15 XP Casting Time: 3 Duration: Instant
Skill Penalty: - 25 Drain: 15 Range: 10 feet per experience level of the caster
Casting Time: 3 Duration: Continual
Range: 10 feet per experience level of caster
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perks will increase the size to that of a tower shield; with a Improved Mind
bonus of +15 to DT.
Discipline: Sorcery
Minimum Skill: 50 Exp. Cost: 10 XP
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Touch
Duration: Continual
Illusionary Weapon This spell effect will improve and enhance the
Discipline: Illusions mind of a victim. The caster may choose which of the
Minimum Skill: 40 Exp. Cost: 8 XP following attributes they wish to improve: Awareness,
Skill Penalty: - 0 Drain: 10 Charisma, Intellect, or Willpower. A total of 10 points may
Casting Time: 3 Range: Self be temporarily added to any of the chosen attributes. The
Duration: Continual caster may choose how to split the total points amongst the
recipients attributes. Every additional spell perk will
This spell effect will create an illusionary weapon increase the total attribute points by +5 which may be split
that will seem to inflict normal injury. Only sanity points normally.
are lost for successful strikes. Victims are allowed
Perceptions saves to attempt to resist this illusion. Those
that succeed are not affected by the loss of sanity points.
Regardless of the form chosen, the weaponry created will
inflict the same amount of sanity loss based upon the Impulsive Speech
number of perks allocated towards sanity loss. Armor will Discipline: Curses
reduce the loss of sanity. All rolls to strike will utilize the Minimum Skill: 80 Exp. Cost: 16 XP
weapon skill of the recipient along with any specializations Skill Penalty: - 30 Drain: 20
they may have acquired with the appropriate form. Casting Time: 3 Range: Touch
Duration: Continual
Perks 1 2 3 4 5 6 7 8 9 0
Base 3 6 9 11 13 16 19 21 23 26 This curse will weaken the internal monitor of a
2 8 11 14 17 20 23 26 29 32 35 victims speech. Things that the character would never say
in a situation, but only think, may come pouring out of his
4 13 16 19 22 25 29 33 36 39 42 mouth. Victims in normal situations will be far less
6 17 21 25 29 33 37 41 45 49 53 considerate and polite, instead speaking their mind. Players
should have fun with this curse, enjoying the excuse to vent
at other characters especially NPCs! Please remember to
be kind to the other players, this spell should not be the
cause of player hostility or anger.
Important events, and scenes in which the
Improved Body character specifically tries to remain quiet, will allow a
Willpower roll to resist. Failure means that the victim will
Discipline: Transformation embarrass and demean those around him. A critical fumble
Minimum Skill: 50 Exp. Cost: 10 XP may reduce the victim to a uncontrollable scene of vile
Skill Penalty: - 0 Drain: 10 imprecations, twitches, magnified resentments, and streams
Casting Time: 3 Range: Touch of malign consciousness.
Duration: Continual
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20% chance to shatter. The spellcaster may choose to attempt to resist with Willpower, but any failure will
allocate spell perks to increase this base chance by 10%. engender puppy love and a slavish desire to please their
paramour.
One spell perk may be used to increase the volume
affected by an additional 125 cubic feet (5 x 5 x 5). This spell This spell will not force the victim to commit any
effect may also be used to increase the pressure for longer actions they find morally reprehensible, although any
periods of time. One spell perk will convert the duration to further mind-controlling spells from the beloved will inflict
Continual with the accompanying Continual Drain. a penalty of -30 to resist. Victims may be blind to the faults
of their paramour, will often react badly to anyone who
besmirches or threatens their intended.
Spell perks may be allocated to narrow down the
available subjects. One spell perk will enable the caster to
choose one particular of the subject that the victim will react
Indestructible Object to: sex, race, height, skin color, hair color, age, etc. Two
Discipline: Alteration, Enchantment spell perks will enable the spellcaster to choose a specific
Minimum Skill: 100 Exp. Cost: 20 XP subject.
Skill Penalty: - 50 Drain: 25
Casting Time: 4 Range: Touch
Duration: Continual
Discipline: Binding, Curses This spell perk will create a sudden bolt of
Minimum Skill: 50 Exp. Cost: 10 XP elemental force to strike a target. This spell requires the
Skill Penalty: - 0 Drain: 10 Ranged Strike skill. The exact form selected for this strike
Casting Time: 3 Range: Touch may only be chosen from the Discipline used to cast the
Duration: Continual spell effect. Different forms of this spell may have
additional abilities, concerns, or consequences. The base
This spell effect is one of the most common used injury never changes based upon the form selected.
to create so-called love potions and love spells. This spell
creates a serious infatuation in the mind of the victim for the 1 2 3 4 5 6 7 8 9 0
first person of the appropriate sex they see. Victims may 2 4 6 8 10 12 14 16 18 20
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The spell will inflict an amount of injury based This spell effect will create an explosion of
upon the number of spell perks allocated to increase the elemental energy outwards from the target location. This
potential. Every allocated spell perk will increase the injury explosion will use the explosion rules in the combat section.
by +5. Spell perks may not be used to increase the number The initial blast point will inflict 3d10 injury per level of
of potential targets. experience. The rate of diffusion is in five foot increments.
Those within the potential blast radius may attempt to
One spell perk may be allocated to convert the Dodge to a safer location.
duration from Instant to Short. The caster may shoot with
injury bolts once per action without additional Drain. Three The exact form selected for this strike may only be
spell perks are required to allow the conversion to a chosen from the Discipline used to cast the spell effect.
Continual duration and a Continual Drain. Casters who Different forms of this spell may have additional abilities,
desire the effect to continue to inflict injury on the target concerns, or consequences. The base injury never changes
may allocate two spell perks to continue the infliction for a based upon the form selected.
Short duration.
Spell perks may be used to increase the rate of
diffusion, amount of injury inflicted at the blast point, and
blast directions. Two spell perks will allow ten feet between
injury reductions instead of only five feet. Additional injury
is available for the allocation of one spell perk per 1d10.
Additional targets may never be selected using this spell
Injury Darts effect.
Discipline: Aeromancy, Aquamancy, Pyromancy,
Telekinesis, Temporal, Terramancy, Vitalism, Weather The blast direction may be controlled by 180
Minimum Skill: 80 Exp. Cost: 16 XP degree margins for a single spell perk. Directional
Skill Penalty: - 30 Drain: 20 modifications of 90 degrees are possible with two spell
Casting Time: 2 Duration: Instant perks. No more than three spell perks may be allocated to
Range: 10 feet per experience level of caster acquire a fine 45 degree control over the blast direction.
Additional spell perks may be allocated to increase This spell effect will create a storm of elemental
the rate of fire for the stream of darts. One spell perk spent rage within a volume of 6,250 cubic feet (25 x 25 x 10). The
in this way will increase the rate of fire to a medium burst. caster may determine the shape of the storm. Those nearest
Two spell perks will allow long bursts. Alternatively, every the edge of the effect may attempt to Dodge out, otherwise
allocated spell perk will increase the injury by +5. Spell everyone within the effect will suffer injury. The effect will
perks may not be used to increase the number of potential inflict 2d10 injury every phase to those caught within.
targets.
The exact form selected for this strike may only be
chosen from the Discipline used to cast the spell effect.
Different forms of this spell may have additional abilities,
concerns, or consequences. The base injury never changes
based upon the form selected.
Injury Pulse
Spell perks may be allocated to increase the
Discipline: Aeromancy, Aquamancy, Pyromancy, volume by an additional 6,250 cubic feet (25 x 25 x 10) each.
Telekinesis, Temporal, Terramancy, Vitalism, Weather Two spell perks may be allocated to convert the Short
Minimum Skill: 135 Exp. Cost: 37 XP duration into a Continual duration that will incur a
Skill Penalty: - 85 Drain: 30 Continual Drain. One additional spell perk will increase the
Casting Time: 5 Duration: Instant injury inflicted per phase by an additional 1d10.
Range: 10 feet per experience level of the caster
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Injury Touch
Discipline: Aeromancy, Aquamancy, Pyromancy,
Telekinesis, Temporal, Terramancy, Vitalism, Weather
Minimum Skill: 21 Exp. Cost: 4 XP
Skill Penalty: - 0 Drain: 5
Casting Time: 1 Range: Touch
Duration: Instant
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Layered Permanent
Discipline: Binding
Minimum Skill: 135 Exp. Cost: 27 XP
Jump Skill Penalty: - 85 Drain: 55
Discipline: Flight, Transformation Casting Time: Ritual Range: Touch
Minimum Skill: 30 Exp. Cost: 6 XP Duration: Permanent
Skill Penalty: - 0 Drain: 5
Casting Time: 1 Range: Self This ritual is used in conjunction with the Bind
Duration: Instant Enchantment ritual and must be completed beforehand.
This ritual will allow one additional permanent enchantment
This spell effect will significantly increase the on an individual. It may not be stacked with other castings
recipients jumping distance. The spell improves the of the same effect. It enables the character to either layer a
standing long jump by +5 feet. Calculate the running long new permanent spell or provide a spare in case one is
jump and high jump accordingly. Spell perks may be removed.
allocated to improve the standing long jump by +5 feet each. Spell perks may be used to increase the total
number of permanent spells that may be bound to a single
character. Two additional spell perks will allow another
spell effect to be permanently imbued. While this ritual
does not cost experience points to cast, all of the Bind
Enchantment rituals do cost additional experience and must
Key Item Trigger be recast for every additional permanent spell.
Discipline: Enchantment
Minimum Skill: 70 Exp. Cost: 14 XP
Skill Penalty: - 20 Drain: 15
Casting Time: Craftwork Range: Touch
Duration: Permanent
Layer Wards
This spell creates a permanent trigger on an Discipline: Wards
enchanted object that will activate when a specific item is Minimum Skill: 70 Exp. Cost: 14 XP
placed with the item. Key items can be almost any Skill Penalty: - 20 Drain: 15
combination of normal items. Casting Time: 3 Range: Touch
Duration: Special
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This spell effect will allow the recipient to levitate This spell effect allows the recipient to instantly
vertically at a rate of ten feet per phase, but not horizontally. travel up to one hundred feet per level of experience. This
The levitating character will retain their normal leverage and requires a line of sight to the target destination. While the
may act as if they were standing well planted on the ground. destination may be partially obscured by bars or translucent
This spell effect may only affect characters with Medium materials, it can not be blocked by large opaque objects such
encumbrance or less. The levitation will tire and fatigue the as walls or non-windowed doors. The recipient may only
recipient as if they were moving normally. The recipient can have a medium encumbrance.
rise a maximum of 50 feet above ground for every level of
the caster. This spell does not protect against changes in Casters cannot teleport into solid objects.
pressure or lack of air. Attempts to travel into solid objects will result in the caster
appearing in the nearest non-obstructed location along the
Spell perks may be allocated to improve the rate of casters line of sight. The impact and shock of early
movement, potential altitude, and maximum encumbrance. materialization will cause 3d10 injury to the caster.
One spell perk will increase the maximum movement by ten
feet per phase. The potential altitude may be increased by Spell perks can be used to increase the distance
50 feet per spell perk allocated. A spell perk can be used to traveled by one hundred feet per spell perk allocation. A
increase the maximum allowed encumbrance by one level. spell perk can be used to increase the maximum allowed
encumbrance by one level. Two spell perks can also be
One spell perk will allow horizontal movement of allocated to allow the caster to shift another individual to the
five feet per round. Two spell perks will increase this rate casters desired location. Beyond the customary Dodge or
to five feet per phase. The rate of horizontal movement Defensive Tactics to avoid touch spells, any unwilling
may never be increased beyond this point. recipient can attempt to resist using Luck.
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The weapon must be fired and the shooter may to break this spell by casting any appropriate spell that will
then direct the projectile up to its effective range. The bullet raise the dead. The necromancer must roll a contested skill
may go around corners, angle behind cover, or ricochet to check with his Necromancy discipline versus the skill rating
attempt another strike on one additional target. There is no of the discipline used to cast Maschalismos. Once the
penalty to the shooter for attempting these trick-shots. protection has been violated and broken the spell is
automatically canceled.
Spell perks may be used to increase the number of
imbued ammunition. Every additional spell perk will imbue This spell may affect an area equal to 125 square
three additional rounds. Two spell perks may also be used feet (25 x 25) per experience level of the caster. The caster
to increase the number of possible ricochets by one. may choose to shape the area in any way desired. The earth
Alternatively, the wizard may expend one spell perk to underneath the warded section is also protected. Spell perks
retain control of the bullet once it is fired. The caster, and may be allocated to increase the area by an additional 125
not the shooter, will direct the bullet to whatever target the square feet (25 x 25) each.
wizard desires. Use the Ranged Strike skill of the wizard to
determine strike success. A ritual version of this effect will require 35 Drain
and one experience point to cast. It will permanently
protect one acre for every experience level of the caster.
This ritual is often known by priests who protect the souls
of the dead, or anyone who likes to anger necromancers.
Magnify
Discipline: Observation, Transformation
Minimum Skill: 40 Exp. Cost: 8 XP Material Alteration
Skill Penalty: - 0 Drain: 10 Discipline: Alterations
Casting Time: 3 Range: Self Minimum Skill: 70 Exp. Cost: 14 XP
Duration: Continual Skill Penalty: - 20 Drain: 15
Casting Time: 3 Range: Touch
This spell effect enhances the vision of the Duration: Continual
recipient by making close items seem far larger and closer.
All fine motor skills and fine detail craftwork will enjoy a This spell effect will alter the material
bonus of +10. If used for long periods of time the character composition of any non-magical item. The overall group of
will begin suffering from headaches and nausea. This will compositions may not change. A metal could be changed
not assist those in combat, and will instead inflict a penalty into another metal. Wood may be changed into another
equal to the normal bonus. The recipient may choose to type of wood. Stone may be changed into another form of
swap between their normal vision and the magnified vision stone. The final form may not increase the intrinsic value of
as an action. Spell perks may be allocated to increase the the item nor other properties such as durability, PV, or
bonus applied by +5 per spell perk. injury done. Two spell perks will allow the caster to
transform the composition of one item into any other
material.
Maschalismos
Discipline: Necromancy, Protections, Wards
Minimum Skill: 50 Exp. Cost: 10 XP Mature
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Special Discipline: Temporal, Transformation, Vitalism
Duration: Continual Minimum Skill: 130 Exp. Cost: 26 XP
Skill Penalty: - 80 Drain: 30
This spell effect will shelter the souls of the dead Casting Time: 5 Range: Touch
who reside within the imbued area. This spell will prevent Duration: Permanent
any necromancer from animating the dead or using other
spells to corrupt the graves of others. It will have no effect This spell effect will age the victim 1d10 years.
on undead that are already animated. This spell is unusual; The victim may attempt to roll Luck to avoid this effect.
it is a ward that is also able to be learned by other Those that successfully resist the aging effect will still suffer
Disciplines. It acts and counts as a ward for all normal 2d10 injury for every experience level of the caster. The
purposes. caster must also expend 1 experience point to cast this effect.
One additional spell perk will increase the aging by 1d10
Any attempt to animate the dead may fail within years.
the boundaries of this effect. The necromancer may attempt
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By use of this spell effect, the caster can cause time Recipients with mental shields will enjoy a bonus
to freeze around him. She is also frozen and cannot act. of +10 to any resistance rolls against any form of mental
This spell will grant the player time to think, argue, and plan control, confusions, or other non-injury based attacks. It
with the other players (not characters) for one real-time will not protect against sanity loss. Additional spell perks
minute. will allow the protected individual a further bonus of +5.
Any decisions or plans that are the result of this
meditation can only be known or implemented by the caster.
Information that the character does not know may not be
used in the deliberations between the players. Most mental
effects cannot be combined with this spell as time is frozen
for everyone but the caster. Mental Trigger
Discipline: Enchantment
Minimum Skill: 70 Exp. Cost: 14 XP
Skill Penalty: - 20 Drain: 15
Casting Time: Craftwork Range: Touch
Duration: Permanent
Memorize Pattern
This spell creates a permanent trigger on an
Discipline:Enchantment,Runic Knowledge,Translocation enchanted object that will activate with a mental command
Minimum Skill: 30 Exp. Cost: 6 XP by the holder of the device. The command could be a word,
Skill Penalty: - 0 Drain: 5 idea, concept, image, memory, emotions, or combination of
Casting Time: Craftwork Range: Self thoughts. A mental command requires at least one action of
Duration: Permanent concentration to activate.
This spell effect allows the character to memorize It is imperative that the trigger thought be one that
travel patterns for later use. This spell effect must be is uncommon or at least very pertinent to the activation of
learned in order to utilize; magicians may not attempt to use the item. It may activate with a similar thought by the
Hedge Wizardry instead. Every pattern will require one wielder of the device. These items can be unpredictable to
experience point and ten man-hours to memorize. those with a low willpower or a habit of daydreaming.
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one allocated spell perk for still images and two for video- Mind Surge
like moving images. Increased transmission speed is
possible; one spell perk is required for every additional two Discipline: Curses, Sorcery
seconds of compressed information per phase. Minimum Skill: 50 Exp. Cost: 10 XP
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Touch
Duration: Continual
Mineral-morph
Discipline: Terramancy, Transformation
Minimum Skill: 140 Exp. Cost: 28 XP
Skill Penalty: - 90 Drain: 35
Casting Time: 5 Range: Touch
Duration: Continual
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This spell allows the caster to communicate with a This spell effect will conjure true moonlight into
target character through any mirror, within range, as if they the area of effect. The volume that be filled with moonlight
were standing there. This spell effect requires a scrying is 6,250 cubic feet (25 x 25 x 10). This moonlight will affect
device and the Scrying skill. Once the spell is cast, the caster all creatures as if it was normal, non-magical moonlight
can choose to focus upon one location with a mirror within from a full moon. Additional spell perks may increase the
one mile per level of experience. See the section on scrying volume by an additional 6,250 cubic feet (25 x 25 x 10).
for more information.
Spell perks can increase the range of this spell
effect. One allocated spell perk will expand the range by
one additional mile. Three spell perks will alter the range to
five miles per level of experience. Five spell perks will alter
the range to 25 miles per level of experience. Seven spell
perks will increase the range to 100 miles per level of
experience. Spell perks can also be used to increase the
sensitivity of the spell.
Mirror Sight
Discipline: Observation
Minimum Skill: 100 Exp. Cost: 20 XP
Skill Penalty: - 50 Drain: 25
Casting Time: 4 Range: Special
Duration: Continual Mud to Stone
Discipline: Alteration, Terramancy
This spell allows the caster to see images through Minimum Skill: 90 Exp. Cost: 18 XP
any mirror within range as if they were standing there. This Skill Penalty: - 40 Drain: 20
spell effect requires a scrying device and the Scrying skill. Casting Time: 3 Range: Touch
Once the spell is cast, the caster can choose to focus upon Duration: Continual
one location with a mirror within one mile per level of
experience. The character must still attempt awareness or This spell effect will solidify a volume of mud
skill rolls to see fine details or hidden features. The rolls equal to 125 cubic feet (5 x 5 x 5) into hard stone. This stone
required are based upon the actions attempted. See the will have a PV of 25 and 200 BP. The mud must be shaped
section on scrying for more information. into the desired form before this spell is used.
Spell perks can increase the range of this spell Spell perks may be used to increase the volume
effect incredibly. Three spell perks will alter the range to affected by an additional 125 cubic feet (5 x 5 x 5) each.
five miles per level of experience. Five spell perks will alter Alternatively a spell perk may be allocated to increase the
the range to 25 miles per level of experience. Seven spell PV by +5 each or the BP by +25. A ritual version of this
perks will increase the range to 100 miles per level of spell may be used to permanently alter the composition of
experience. Spell perks can also be used to increase the the mud. The cost for the ritual is 45 Drain and one point
sensitivity of the spell. Each spell perk allocated in this way of experience.
will increase any awareness or skill rolls by +5.
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Multiplicity Napalm
Discipline: Illusions Discipline: Pyromancy
Minimum Skill: 80 Exp. Cost: 16 XP Minimum Skill: 120 Exp. Cost: 24 XP
Skill Penalty: - 30 Drain: 20 Skill Penalty: - 70 Drain: 30
Casting Time: 3 Range: Self Casting Time: 4 Duration: Special
Duration: Continual Range: 10 feet per experience level of caster
This spell effect will create multiple images of the Napalm will expel a highly flammable noxious gel
recipient that will move in a similar way with slight at the target. The caster must have the Ranged Strike skill
differences. These images will weave and maneuver in a and the victim may attempt to resist with a Dodge or
similar way with the recipient remaining within 10 feet per Defensive Tactics. The first phase the napalm hits the
experience level of the caster. Those attempting to strike target. The second phase the napalm self ignites inflicting
the recipient must resist the illusions with Perception. 2d10 injury. This injury will be inflicted every phase for
Succeeding this save will allow the character to strike the three phases per experience level of the caster.
recipient normally for one full round. Failure will require a
random determination of which one is real. Once splattered, the napalm can only be removed
with a successful Hedge Wizardry spell, Cleanse, Dispel
The spellcaster may attempt to control the Magic, or allowing the duration to elapse. A full armor suit
illusions with further skill rolls. This control will not incur may reduce the injury taken each phase but will also suffer
additional Drain. The images are immune to normal injury, one point of PV reduction. The victim will have a penalty
but magical injury has a chance to dispel the illusion. The of 30 to all skills and actions attempted due to the
percentage chance is equal to the total amount of injury excruciating burning and stickiness.
inflicted.
Spell perks may be allocated to increase the injury
Every additional spell perk will increase the inflicted per phase. An additional 1d10 injury will require
number of images by one. Two spell perks may also be used the allocation of one spell perk each. The duration may be
to increase the number of target recipients by one. Giving increased by one additional phase per allocated spell perk.
the images the ability to inflict Sanity loss requires the
allocation of two spell perks. The images will have the same
weapon skill rating as the recipient.
Negate Curse
Discipline: Curses, Protection
Minimum Skill: 35 Exp. Cost: 7 XP
Mystic Disguise Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Touch
Discipline: Illusions, Transformation Duration: Instant
Minimum Skill: 40 Exp. Cost: 8 XP
Skill Penalty: - 0 Drain: 10 This spell effect will negate any curse that affects
Casting Time: 3 Range: Self the subject. The curse to be affected must have a minimum
Duration: Continual skill requirement of no more than 35. This spell can disrupt
only one spell at any time.
Mystic Disguise allows the caster to create small
changes to his appearance. The wizard can alter his height To determine if the dispel attempt was successful;
and weight by 10%. The caster can alter his hair, eye, or both Spellcasters must roll contested using the appropriate
skin color and add small facial or skin features such as spell disciplines. If the person casting Negate Curse is the
blemishes, moles, and birthmarks. Facial features may also winner, then the offending spell is dispelled. Otherwise the
be altered. While this spell is extremely effective at not offending spell resists the negation attempt. Further
looking like the original person, any attempt at mimicry will attempts to negate the same curse will grant a bonus of +10
require a Disguise skill roll. to the spell strength of the original spell.
Spell perks may be allocated to increase the range
of spells available to be negated. Each allocated spell perk
will increase the available minimum skill by +20. Spell
perks can also be allocated to increase the number of spells
that are negated on the same target. Each spell perk
allocated in this way will increase the number of possibly
negated spells by one. Spell perks that reduce the resistance
of the target cannot be purchased for this spell effect.
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This spell effect will limit or prevent all magical or This spell effect will limit or prevent all
supernatural abilities within the haven. This spell will superhuman, mutant, or non-magical abilities within the
prevent any wizard from using spell effects or rituals. haven. This spell will not prevent any wizard from using
Permanent effects and magical items may become inert until spell effects or rituals. Permanent effects may become inert
it leaves the protected area. until it leaves the protected area.
The wizard must roll a contested skill check with The mutant must roll a contested skill check with
his desired discipline versus the skill rating of the discipline his desired skill or Willpower versus the skill rating of
used to cast the ward. If the wizard casting the spell is the discipline used to cast the ward. If the mutant is
successful then the spell is cast with half the normal effect, successful then the ability will be usable but with half the
duration, and other aspects. Otherwise there is no effect. normal effect, duration, and other aspects. Otherwise there
Supernatural abilities and powers must also resist with a is no effect. Pre-existing effects that enter the area must
contested action. Supernatural creatures cannot cross the also roll contested or else be instantly canceled.
boundary without a contested roll. Those that are able to
penetrate the boundary will suffer a 50% reduction in all This spell may affect a volume equal to 6,250 cubic
magical and supernatural abilities. feet (25 x 25 x 10) per experience level of the caster. The
caster may choose to shape the area in any way desired.
Pre-existing spells that enter the area must also Spell perks may be allocated to increase the area by an
roll contested or else be instantly canceled. Most magical additional 6,250 cubic feet (25 x 25 x 10) each. Spell perks
items have a 10% chance to remain operative within the allocated to increase the reduction of mutant powers will
protected haven while legendary artifacts will have a base improve the reduction by an additional 10%.
25% chance. Those that remain effective will suffer a loss of
50% to all abilities.
This spell may affect a volume equal to 6,250 cubic
feet (25 x 25 x 10) per experience level of the caster. The
caster may choose to shape the area in any way desired.
Spell perks may be allocated to increase the area by an Negate Tech Ward
additional 6,250 cubic feet (25 x 25 x 10) each. Spell perks Discipline: Mechanical, Wards
may be allocated to reduce the resistance of enchanted items Minimum Skill: 110 Exp. Cost: 22 XP
by 5% each. Spell perks allocated to increase the reduction Skill Penalty: - 60 Drain: 25
of supernatural powers will improve the reduction by an Casting Time: 4 Range: Special
additional 10%. Duration: Continual
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Most high-tech items have a 10% chance to remain operative The oath-breaker cannot attempt to resist any spell effects
within the protected haven while ultra-tech devices will have of the wizard using Willpower. All such effects will
a base 25% chance. Those that remain effective will suffer a automatically be successful.
loss of 50% to all abilities.
This spell may affect a volume equal to 6,250 cubic
feet (25 x 25 x 10) per experience level of the caster. The
caster may choose to shape the area in any way desired.
Spell perks may be allocated to increase the area by an Obscure Vision
additional 6,250 cubic feet (25 x 25 x 10) each.
Discipline: Aeromancy, Aquamancy, Curses, Illusions,
Spell perks may be allocated to reduce the Nature, Pyromancy, Telekinesis, Temporal, Terramancy,
resistance of technological items by 5% each. Spell perks Transformation, Vitalism, Weather
allocated to increase the reduction of technological options Minimum Skill: 50 Exp. Cost: 10 XP
will improve the reduction by an additional 10%. The ability Skill Penalty: - 0 Drain: 10
to affect chemical reactions such as gunpowder will require Casting Time: 3 Range: Touch
five spell perks. Duration: Continual
Object Shift
Oath Bound Discipline: Translocation
Discipline: Binding Minimum Skill: 75 Exp. Cost: 15 XP
Minimum Skill: 40 Exp. Cost: 8 XP Skill Penalty: - 25 Drain: 15
Skill Penalty: - 0 Drain: 10 Casting Time: 3 Range: Touch
Casting Time: 3 Range: Touch Duration: Instant
Duration: Continual
This spell effect allows the target inanimate object
This spell effect will bind the words of the oath to instantly travel up to one hundred feet per level of
taker to his deeds. Should the oath breaker not fulfill the experience. This requires a line of sight to the target
wording of the sworn oath there will be dire consequences. destination. While the destination may be partially
The oath can be as simple, or as complicated, as the oath obscured by bars or translucent materials, it can not be
taker desires. Open ended oaths without a time limit are blocked by large opaque objects such as walls or non-
presumed to be made in good faith. Too long a period of windowed doors. The object may only weigh up to twenty
inactivity may be considered a breach of promise. pounds per wizards level of experience.
The first consequences of breaking an oath are Casters cannot teleport items into solid objects.
several nights of haunting dreams and little rest. If the oath- Attempts to shift objects into solid objects will result in the
breaker begins to fix the failure, or continues the sworn object appearing in the nearest non-obstructed location
task, they will cease and allow the character rest. Willful along the casters line of sight. The impact and shock of
and premeditated oath-breaking will often skip this stage or early materialization will destroy the shifted object and cause
present the dreams before the oath is broken. 3d10 injury to the destination person or object. Intentional
use in this way will require the Ranged Strike skill and
The final stage of oath-breaking creates a one-way victims may attempt to resist with a Dodge or Defensive
sympathetic link between the wizard and the oath-breaker. Tactics.
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Spell perks can be used to increase the distance Spell perks can be used to increase the distance
traveled by one hundred feet per spell perk allocation. A traveled by one mile per spell perk allocation. A spell perk
spell perk can be used to increase the maximum allowed can be used to increase the maximum allowed weight by
weight by twenty pounds. Spell perks may not be used to twenty pounds. Spell perks may not be used to increase the
increase the number of targets. number of targets.
Observation
Discipline: Observation
Minimum Skill: 100 Exp. Cost: 20 XP
Skill Penalty: - 50 Drain: 25
Casting Time: 4 Range: Special
Duration: Continual
Object Teleportation
Discipline: Translocation
Minimum Skill: 110 Exp. Cost: 22 XP
Skill Penalty: - 60 Drain: 25
Casting Time: 3 Range: Touch Observation Ward
Duration: Instant Discipline: Observation, Ward
Minimum Skill: 60 Exp. Cost: 12 XP
This spell effect allows the target inanimate object Skill Penalty: - 10 Drain: 15
to instantly travel up to one mile per level of experience. Casting Time: 3 Range: Special
The destination may be any that the caster can either see, Duration: Continual
scry, or knows well. Unknown locations will impose an
additional penalty of -20. The object may only weigh up to This spell effect will limit or prevent all manner of
twenty pounds per wizards level of experience. surveillance, spying, and observation into the haven.
Casters cannot teleport items into solid objects. Magical, technological, supernatural, and all forms of
Attempts to shift objects into solid objects will result in the normal observation are blocked or obscured by the ward.
object appearing in the nearest non-obstructed location This includes all sensory observations including sight, smell,
along the casters line of sight. The impact and shock of taste, hearing, and tactile. Any attempts to record
early materialization will destroy the shifted object and cause conversation or video within the shrouded area will also fail.
3d10 injury to the destination person or object. Intentional This spell may affect a volume equal to 6,250 cubic feet (25 x
use in this way will require the Ranged Strike skill and 25 x 10) per experience level of the caster. The caster may
victims may attempt to resist with a Dodge or Defensive choose to shape the area in any way desired. Spell perks
Tactics. may be allocated to increase the area by an additional 6,250
cubic feet (25 x 25 x 10) each.
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Path-walking is the ability to use the translocation Pocket creates an extra-dimensional storage area
effects of others to piggyback and follow behind. The within a pocket, pouch, bag, or other storage device. The
original effect must have been cast within the past hour for maximum weight and volume that can be placed into this
this spell to be most effective. After one hour, the skill storage area is five pounds and 125 cubic inches (5 x 5 x 5) for
penalty will increase by 10 for every additional hour, unless every level of the caster. The pocket will always appear to
mitigated by one spell perk each. be empty and weighs only 1/10th the actual weight.
Anything left inside the pocket when the duration expires is
transported just outside the pocket.
Spell perks may be used to increase the carrying
Phantasm capacity of the pocket. Every allocated spell perk will
increase the volume of the pocket by 125 cubic inches (5 x 5 x
Discipline: Illusions
5) and increase the maximum weight by five pounds. One
Minimum Skill: 155 Exp. Cost: 31 XP
spell perk will eliminate any weight from the objects carried
Skill Penalty: - 105 Drain: 35
within the pocket.
Casting Time: 6 Range: Touch
Duration: Instant Alternatively, a spell perk may be allocated to
protect the pocket from anyone except the caster. Others
Phantasm will create an illusion so horrifying to who attempt to reach into the pocket will only find the
the victim that they will suffer a massive coronary or normal, empty, storage container. A wizard, who expends a
seizure. This spell will kill one victim within 1d10 phases spell perk in this way, may determine that some objects
unless serious magical or paramedic aid is received. The within are stored normally in the container.
victim may roll Health to resist the effects of this spell. If
successful the victim merely suffers 3d10 points of sanity
loss per level of experience of the caster. A life ward will
protect the victim from this effect. Spell perks may never be
used to increase the number of targets.
Poisoned Slivers
Discipline: Nature, Transformation
Minimum Skill: 90 Exp. Cost: 18 XP
Skill Penalty: - 40 Drain: 20
Phoenix Cloak Casting Time: 3 Duration: Instant
Discipline: Healing, Vitalism Range: 10 feet per experience level of caster
Minimum Skill: 135 Exp. Cost: 27 XP
Skill Penalty: - 85 Drain: 30 Poisoned Slivers are small needle-like objects
Casting Time: 5 Range: Touch which are propelled from the caster at a target. This spell
Duration: Continual effect requires the Ranged Strike skill, and will inflict injury
as well as poison the victim.
This spell effect is very similar to a life ward but
far more powerful. If a recipient is killed while this spell is
still in effect, they will return to life with 1d10 injury points 1 2 3 4 5 6 7 8 9 0
per experience level of the caster. This will require three 2 4 6 8 10 12 14 16 18 20
phases to occur. Characters that are completely obliterated
cannot be revived with this effect. Any poison, disease or This spell effect will create a weak Type 1 poison
other lingering effects may still be active after the that will be absorbed into the victim injured. The poison
resurrection. will remain in the victims body for one minute for every
Spell perks may be allocated to increase the experience level of the caster. The victim will be able to
restored injury points by an additional 1d10 each. One resist the poison as normal. The poison can be any of the
additional spell perk will negate any lingering effects of following forms: Debilitative, Injury Inflicting, Sleeping, or
poison, toxins, or disease. Paralytic. Special or unusual poisons cannot be created by
this spell effect.
Spell perks can be used to increase the potency of
the poison. For every spell perk allocated towards potency,
the Type of the poison will increase by one. The allocation
Pocket of one spell perk will allow them to create a special or
Discipline: Translocation unusual poison of the appropriate Type. One spell perk will
Minimum Skill: 95 Exp. Cost: 19 XP increase the period of poisoning by one minute. Every
Skill Penalty: - 45 Drain: 20 allocated spell perk will increase the injury by +5. Spell
Casting Time: 3 Range: Touch perks may not be used to increase the number of potential
Duration: Continual targets.
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Poison Touch harm. If exorcised, the wizard will appear corporeally next
to the victim.
Discipline: Nature, Transformation
Minimum Skill: 60 Exp. Cost: 12 XP
Skill Penalty: - 10 Drain: 15
Casting Time: 3 Range: Touch
Duration: Instant Propulsion
Discipline: Mechanical
This spell effect will create a weak Type 1 poison Minimum Skill: 80 Exp. Cost: 16 XP
that will be absorbed into the victim touched. The poison Skill Penalty: - 30 Drain: 20
will remain in the victims body for one minute for every Casting Time: 3 Range: Touch
experience level of the caster. The victim will be able to Duration: Continual
resist the poison as normal. The poison can be any of the
following forms: Debilitative, Injury Inflicting, Sleeping, or Propulsion provides fuel, or power, to a vehicle for
Paralytic. Special or unusual poisons cannot be created by the duration of the spell. Only small vehicles such as cars
this spell effect. and motorcycles can be fully powered by this spell, although
Spell perks can be used to increase the potency of some systems may be brought online for larger vehicles.
the poison. For every spell perk allocated towards potency, Larger cars and light trucks will require one spell
the Type of the poison will increase by one. The allocation perk. Large trucks will require two spell perks, and larger
of one spell perk will allow them to create a special or vehicles will require a number of spell perks determined by
unusual poison of the appropriate Type. One spell perk will the Game Master.
increase the period of poisoning by one minute. Range and
additional targets cannot be increased with the use of spell
perks.
Proscribe
Discipline: Binding, Sorcery
Possession Minimum Skill: 80 Exp. Cost: 16 XP
Skill Penalty: - 30 Drain: 20
Discipline: Binding Casting Time: 3 Range: Touch
Minimum Skill: 135 Exp. Cost: 27 XP Duration: Continual
Skill Penalty: - 85 Drain: 30
Casting Time: 5 Range: Touch Proscribe imposes ten points of Continual Drain
Duration: Continual upon a victim. The victim may attempt to resist with a
contested Sorcery Discipline skill roll. Every additional spell
This spell effect will allow the wizard to mentally perk will impose an additional five Continual Drain.
control and direct all actions of the touched victim. The
potential victim may attempt to resist with Willpower. The
possessing entity will leave their body defenseless during the
possession. If the wizards body is killed during the effect
they may attempt to remain within the host body. Should
the wizard ever be drawn out or exorcised they are
automatically dead. Such deaths usually result in ghosts and Protection Ward
spirits. Discipline: Wards
Minimum Skill: 65 Exp. Cost: 15 XP
The possessor may allow the victim full nominal Skill Penalty: - 15 Drain: 15
control whenever they desire, lurking in their subconscious. Casting Time: 3 Range: Special
The victim will not receive an additional resistance when Duration: Continual
control is exerted. The victim will retain a full horrifying
knowledge of what was done and how they were helpless to This spell effect creates a volume which limits the
resist. The possessed body cannot be forced to injure itself. entry of a proscribed creature or element. The volume for
One spell perk may be allocated to remove all this ward is 250 cubic feet (5 x 5 x 10) and may be shaped as
memories from the victim for the duration of the the spellcaster desires. Each ward may only protect against
possession. Two spell perks will allow the possessor full one such subject type.
command over the body, including inflicting injury or Any attempt by the proscribed subject will result
suicide. Three spell perks will enable the possessor to in a contested roll between the appropriate Discipline and
bodily inhabit the victim to keep the casters body safe from the Willpower of the creature. Possible proscribed creatures
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include angels, demons, elementals, shadows, spirits, djinni, This spell effect removes all toxins, poisons,
and undead. The caster will know whenever an attempted impurities, chemicals, and bio-organisms from liquid. If
breach occurs and if it was successful. two or more liquids are in solution, the wizard may choose
which to retain. One gallon of liquid may be purified for
Wards that protect against the elements will have every experience level of the wizard. Spell perks may be
different contested rolls based upon the source of the allocated to increase the affected liquid by one additional
element. Those within the warded volume cannot be gallon. One spell perk will identify the impurities that were
harmed by the proscribed element. The Game Master must cleansed.
determine what elements are allowable for warding against.
Spell perks may be allocated to increase the
volume protected. Each will increase the volume by 250
cubic feet (5 x 5 x 10).
Push
Discipline: Aeromancy, Aquamancy, Telekinesis
Minimum Skill: 30 Exp. Cost: 6 XP
Psychic Ward Skill Penalty: - 0 Drain: 5
Casting Time: 1 Duration: Instant
Discipline: Binding, Protections, Wards Range: 10 feet per experience level of the caster
Minimum Skill: 80 Exp. Cost: 16 XP
Skill Penalty: - 30 Drain: 20 Push will shove the victim back five feet. The
Casting Time: 3 Range: Self victim may attempt to resist with either a Dodge or Strength
Duration: Continual check. Each additional spell perk will increase the distance
shoved by five feet.
Psychic ward does not shield the recipient against
mental effects and spells. Instead, it inflicts injury upon
anyone who dares any mental control or manipulation upon
the recipient. The mentalist will suffer 2d10 injury per
experience level of the caster. Additional spell perks will
increase the injury inflicted by 1d10 each. Puzzle Trigger
Discipline: Enchantment
Minimum Skill: 100 Exp. Cost: 20 XP
Skill Penalty: - 50 Drain: 25
Casting Time: Craftwork Range: Touch
Duration: Permanent
Purify Food
Discipline: Alteration, Nature This craftwork spell effect will allow an enchanter
Minimum Skill: 21 Exp. Cost: 4 XP to create a puzzle trigger for a permanent enchanted item.
Skill Penalty: - 0 Drain: 5 Puzzle triggers are commonly added to other triggers. A
Casting Time: 3 Range: Touch certain sequence of runes that must be depressed, an answer
Duration: Instant to a riddle, a specific sequence of mental images, or anything
else an enchanter might envision can be woven into the
This spell effect removes all toxins, poisons, magical device.
impurities, chemicals, and bio-organisms from food. One Each aspect of a physical puzzle must also be
pound of food may be purified for every experience level of incorporated into the same trigger, but puzzle items can be
the wizard. Spell perks may be allocated to increase the as difficult and mysterious as the creator can devise. The
affected food by one additional pound. One spell perk will required time to activate the item will vary with the
identify the impurities that were cleansed. complexity of the puzzle, but at least one action is required
for any puzzle triggers.
Purify Liquid
Discipline: Alteration, Aquamancy, Nature Pyrotechnics
Minimum Skill: 21 Exp. Cost: 4 XP Discipline: Illusions, Pyromancy
Skill Penalty: - 0 Drain: 5 Minimum Skill: 30 Exp. Cost: 6 XP
Casting Time: 3 Range: Touch Skill Penalty: - 0 Drain: 5
Duration: Instant Casting Time: 3 Duration: Continual
Range: 10 feet per experience level of the caster
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Additional spell perks may be allocated to increase Reduce Spell will reduce the effect of a spell being
the recharging by five Drain. Additional targets may not be cast by another wizard. If the casting wizard is allocating
improved with spell perks. spell perks, this spell will reduce the number allocated by
one of the sorcerers choice. Otherwise the sorcerer may
choose to reduce any other aspect by 25%. The wizard
casting the target spell may resist with a contested skill
check between the disciplines used for spellcasting.
Spell perks will increase the potential spell
reduction. One additional spell perk can be allocated to
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reduce the other spell effect by one spell perk. This effect This spell effect will continually reload a missile
can never modify more than one spell at any one time. weapon from ammunition held or carried by the recipient.
This spell effect can be used for bows and firearms but not
crossbows. Thrown weapons may be reloaded, but the spell
effect will take another from upon the recipients person
instead of retrieving the previously thrown weapon.
Reflective Shield Spell perks will increase the distance that the
ammunition may travel. Every spell perk will increase the
Discipline: Illusions, Protections
distance allowed by five feet. The spell will automatically
Minimum Skill: 40 Exp. Cost: 8 XP
take ammunition from the caster first, other distant sources
Skill Penalty: - 0 Drain: 10
afterwards.
Casting Time: 3 Range: Touch
Duration: Continual Crossbows require one spell perk to be reloaded
with this spell. It will reload and crank the crossbow into
Reflective Shield creates an invisible, intangible readiness. Thrown or surviving ammunition may be
mirror. The caster must state the size, angle, and direction it returned from a range of 20 feet per experience level of the
is facing. The reflective surface can be up to a 25 square caster for two spell perks.
inch (5 x 5) area or a single recipient. The caster may
determine the exact dimensions. Once cast, the mirror A charm version of this spell effect is only
cannot be moved or changed unless cast upon a character. applicable for firearms. Requiring five Drain and one phase
This spell will reflect light and gaze attacks, but will not to cast, this charm will transport a single round of
reflect images. ammunition into the casters weapon.
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This spell will heal the physical damage of an item Recipients with this spell effect will enjoy a bonus
with only a momentary touch. The object will instantly of +10 to any resistance rolls against any form of fear. This
recover 2d10 breakage points. Armor may be repaired includes natural and unnatural horror. Additional spell
instead at a rate of one PV for every five breakage points. perks will allow the protected individual a further bonus of
Vehicles may repair one cosmetic damage box for every ten +5.
breakage points, or mechanical damage box for every
twenty.
The rate of repair may be increased by 1d10 per
allocated spell perk. An item can never be repaired beyond Resist Heat
its maximum BP, PV, or damage boxes.
Discipline: Aeromancy, Aquamancy, Protection, Pyromancy,
Transformation
Minimum Skill: 40 Exp. Cost: 8 XP
Skill Penalty: - 0 Drain: 10
Resist Cold Casting Time: 3 Range: Self
Duration: Continual
Discipline: Aeromancy, Aquamancy, Flight, Protections,
Pyromancy, Transformation This spell effect will protect the recipient against
Minimum Skill: 40 Exp. Cost: 8 XP any hot environment up to 110 degrees Fahrenheit. The
Skill Penalty: - 0 Drain: 10 recipient will be comfortable up to 100 F, but will begin to
Casting Time: 3 Range: Self feel hot until they reach their maximum threshold. This
Duration: Continual spell effect will not prevent any injury inflicted by elemental
fire; see the Elemental Resistance spell effect for that ability.
This spell effect will protect the recipient against Spell perks will improve the threshold by an additional 20
any cold environment down to 0 degrees Fahrenheit. The F.
recipient will be comfortable down to 30 F, but will begin
to feel chilly until they reach their maximum threshold.
This spell effect will not prevent any injury inflicted by
elemental cold; see the Elemental Resistance spell effect for
that ability. Spell perks will improve the threshold by an
additional 20 F.
Resist Illusions
Discipline: Illusions, Protections
Minimum Skill: 40 Exp. Cost: 8 XP
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Touch
Resist Curse Duration: Continual
Discipline: Curses, Protections
Minimum Skill: 40 Exp. Cost: 8 XP Recipients with this spell effect will enjoy a bonus
Skill Penalty: - 0 Drain: 10 of +10 to any resistance rolls against any form of Illusions
Casting Time: 3 Range: Touch or Holograms. This includes a wide variety of spells listed
Duration: Continual under the Illusions Discipline. Additional spell perks will
allow the protected individual a further bonus of +5.
Recipients with this spell effect will enjoy a bonus
of +10 to any resistance rolls against any form of curse.
This includes a wide variety of harmful spells listed under
the Curses Discipline. This spell effect will not aid in
resisting divine or infernal curses of great power. Additional
spell perks will allow the protected individual a further
Resist Magic
bonus of +5. Discipline: Binding, Protections, Sorcery
Minimum Skill: 80 Exp. Cost: 16 XP
Skill Penalty: - 30 Drain: 20
Casting Time: 3 Range: Touch
Duration: Continual
Resist Fear
Discipline: Binding, Protections, Transformation Recipients with this spell effect will enjoy a bonus
Minimum Skill: 40 Exp. Cost: 8 XP of +10 to any resistance rolls against any form of magic,
Skill Penalty: - 0 Drain: 10 enchantment, and many forms of supernatural options. The
Casting Time: 3 Range: Touch Game Master must decide what constitutes an applicable
Duration: Continual supernatural option. Additional spell perks will allow the
protected individual a further bonus of +5.
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Recipients with this spell effect will enjoy a bonus This ritual will restore 1d10 points of permanent
of +10 to any resistance rolls against any form of poisons. attribute loss. The characters maximum will also be
This includes natural and unnatural poisons, drugs, and restored by the same rate. The attribute maximum and the
toxins. Additional spell perks will allow the protected attribute rating cannot be increased beyond what was
individual a further bonus of +5. previously lost by the character. Injury points and sanity
points cannot be recovered with this ritual. The ritual will
also cost one experience point from the spellcasters.
Spell perks may be allocated to increase the
amount of restored attribute loss. Every allocated spell perk
will increase the amount restored by an additional 1d10.
Resize Item
Discipline: Alteration
Minimum Skill: 70 Exp. Cost: 14 XP
Skill Penalty: - 20 Drain: 15
Casting Time: 3 Range: Touch
Duration: Continual Restore Limb
Discipline: Healing
This spell effect will alter the size and weight of an Minimum Skill: 135 Exp. Cost: 27 XP
inanimate object. The maximum alteration is 25% of the Skill Penalty: - 85 Drain: 55
original size and weight. The caster may only alter items Casting Time: Ritual Range: Touch
that weigh twenty pounds or less. No object may be Duration: Permanent
reduced under one ounce in weight or one cubic inch in size.
Organic and living material cannot be altered. Permanently This ritual will restore a lost limb, appendage, or
enchanted items may not be altered. member lost by a recipient. The loss must be recent, no
longer than a week old. The ritual will cost the spellcaster
Spell perks may be allocated to increase the two experience points.
alteration that occurs by an additional 20% of the original
size and weight. Spell perks may also be spent to increase Spell perks may be used to increase the period of
the maximum allowed size by 20 pounds. Three spell perks time that passes since the limb was lost. One spell perk will
will allow a permanent change in size and weight. allow the caster to reattach a limb regardless of the elapsed
time. This version of the ritual will cost five experience
points instead of two.
There is a spell effect version of this spell that will
attach any severed limb within one hour of severing. The
severed part must be present for the spell to be effective.
Restoration This spell requires five phases to cast and only 30 Drain.
Discipline: Healing
Minimum Skill: 110 Exp. Cost: 22 XP
Skill Penalty: - 60 Drain: 25
Casting Time: 4 Range: Touch
Duration: Instant
Restore Sanity
This spell will heal the physical wounds of a
character with only a momentary touch. The recipient will Discipline: Healing
instantly heal 3d10 Injury for every experience level of the Minimum Skill: 55 Exp. Cost: 11 XP
caster. This spell cannot heal Accumulated Injuries or many Skill Penalty: - 5 Drain: 10
effects of Critical Injuries. This spell cannot restore Sanity Casting Time: 1 Range: Touch
Points. The rate of healing may be increased by 1d10 per Duration: Instant
allocated spell perk. Spell perks may not be used to increase
the number of potential targets. This spell will heal the mental stress of a character
with only a momentary touch. The recipient will instantly
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heal 2d10 sanity points. This spell cannot heal Injury points. Rune Storm
Characters who suffer continual loss of sanity and
immediate restoration may begin to suffer temporary mental Discipline: Runic Knowledge
aberrations. This spell effect cannot restore any sanity lost Minimum Skill: 100 Exp. Cost: 20 XP
as a cost of another spell, option, or effect. The rate of Skill Penalty: - 50 Drain: 25
restoration may be increased by 1d10 per allocated spell Casting Time: 4 Duration: Instant
perk. Range: 10 per level of caster
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Bonus Drain Sacrificial Victim This spell effect creates a sizable extra-
50 Children under the age of 13 dimensional space at the casters location. The caster may
30 Adolescents between 13 and 18 choose to open, chose, or hide the portal into the sanctuary
20 Adults over the age of 18 at will; each change will require one action. The extra-
10 Huge Animal dimensional space may be shaped by the spellcaster up to a
5 Medium or Large Animal volume of 6,250 cubic feet (25 x 25 x 10).
5 Small Animal
The space will be completely bare except for the
1 Non-lethal Blood Sacrifice
equipment brought in by the occupants. The spell will
- 10 Total stranger
continually clean and refresh the air within. When the spell
-5 Low Health / Willpower (Under 30)
is canceled, all of the items and people within are
+2 / Rating Destiny Resource
transported to the original point of entry. The owner may
+5 Spellcasters and priests
choose to lock the barriers of the sanctuary, requiring
+5 High Health (Above 70)
unauthorized visitors to make contested skill rolls for entry.
+5 High Willpower (Above 70)
+5 Blood Relation Spell perks may be allocated to increase the
+5 Holy Day volume of the extra-dimensional space. Each spell perk will
+ 10 True Innocents (Included w/ children) add 6,250 cubic feet to the total volume. The number of
+ 10 Special Relation (Lover, strong friend) targets may not be increased with the expenditure of spell
+15 Child / Parent of victim perks.
Several ritual versions exist of this spell perk. The
most common ritual version will create a huge one acre of
area that may be improved. The maximum height is one
hundred feet. This volume may be made permanent for ten
Sanctuary experience points. Access is available through additional
Discipline: Translocation uses of the sanctuary spell effect or other forms of
Minimum Skill: 150 Exp. Cost: 30 XP dimensional travel. Additional spell perks used with the
Skill Penalty: - 100 Drain: 35 ritual will increase the area by one acre or the height by 100
Casting Time: 6 Range: Special feet.
Duration: Continual
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Sanity Shield out the hidden fears and phobias of the victim. The victim
must resist with Willpower or else lose one action from
Discipline: Illusions, Protections absolute terror.
Minimum Skill: 50 Exp. Cost: 10 XP
Skill Penalty: - 0 Drain: 10 If the initial resistance fails, the victim may not
Casting Time: 3 Range: Self advance upon the horrific character. They are not forced to
Duration: Continual flee and may attempt to resist again once per phase. If the
character advances on the victim, they are allowed a second
This spell effect will enable the recipient to suffer Willpower roll to resist. If successful they may stand their
less sanity loss from attacks or effects. This will protect ground, otherwise they will flee. If pressed into a corner, the
against all forms of sanity loss except any voluntary victim may defend and will fight with a terrified vigor. Two
expenditures from the costs of abilities or spell effects. spell perks will allow an additional save once per round
instead of once per phase.
The total resistance is equal to the casters level of
experience multiplied by five. Reduce all sanity loss by this
resistance. Spell perks may be allocated to improve this
protection; each will increase the resistance by +5.
Scramble
Discipline: Communication, Mechanical
Minimum Skill: 60 Exp. Cost: 12 XP
Skill Penalty: - 10 Drain: 15
Save from Death Casting Time: 3 Range: Touch
Discipline: Healing, Vitalism Duration: Continual
Minimum Skill: 50 Exp. Cost: 10 XP
Skill Penalty: - 0 Drain: 10 Scramble will allow the wizard to scramble radio
Casting Time: 1 Range: Touch or telephone communications. The wizard may touch and
Duration: Instant imbue a number of such devices equal to her experience level
plus one. Each device will suffer no distortion when
Save from death must be cast quickly upon the speaking with each other. Any one else listening into the
death of a character from loss of injury points. This spell communication will not be able to understand the words
must be cast no later than the phase after the victims being transmitted. Eavesdroppers may attempt to break the
demise. This spell will have no effect upon those who are scrambling by using a contested action against the Discipline
still alive. Recipients will suddenly have 1d10 injury points used to cast the spell.
above zero, but will slip into a coma for 1d10 hours. All Spell perks may be used to increase the number of
remaining injury must be healed naturally; unnatural healing imbued communication devices. Each spell perk will
may not be applied. increase the number of available devices by one. Two spell
Spell perks may increase the injury points regained perks will enable the wizard to create a pass code which will
by +5 each. Alternatively, spell perks may be used to reduce enable anyone who speaks it into an appropriate device to
the time the recipient is comatose by one hour each. The understand the conversation. One spell perk will allow the
coma may not be reduced to less than one hour. Two spell wizard to imbue a known device from any distance.
perks will negate the requirement for only natural healing;
spells and options may be used to restore injury points
normally.
Seal
Discipline: Telekinesis, Wards
Minimum Skill: 40 Exp. Cost: 8 XP
Scare Skill Penalty: - 0 Drain: 10
Discipline: Binding, Curses, Illusions Casting Time: 3 Range: Touch
Minimum Skill: 35 Exp. Cost: 7 XP Duration: Continual
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Touch This spell effect will create a magical seal on a
Duration: Continual door, chest, lock, or other object that opens. This seal is
extremely difficult to break. Any attempt to open a sealed
This spell effect will cause the victim touched to object will require a contested Strength roll against the
look upon the character with fear and trepidation. It draws wizards discipline skill rating. Tools and other equipment
may allow a bonus to this strength roll or enable the use of a
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different skill. An Open Lock spell may open the door. In holograms or invisibility. This version will allow the
this case the two discipline ratings should be rolled in a recipient to see past the false image and clearly see the truth
contested action. The door can still be smashed or the behind the shroud. It is not effective on non-light based
hinges removed, if they can be seen. effects.
A ritual version of this effect may be used to create A charm version of this spell effect exists called
a permanent seal. The Drain for the ritual version is 35, but Glimpse the Invisible. It allows the character to see the
there is no required expenditure of experience. A charm invisible in the same way as the normal spell as per the
version of the spell effect is called Barred Gate. The applicable discipline. This charm only requires one action
casting time is only one phase with a Drain of 5. The spell and will cost five Drain. It only remains in effect for a Short
will only last a Short duration. duration.
This spell effect will enable the recipient to see This spell effect will enable the recipient to see
heat as if they were using a thermal imaging camera. This magic in full color with auras of magical energy bleeding off
ability is passive and cannot be detected through infrared or the subject. These auras are faint but have vibrant colors
thermographic means. This spell will create a false color that seem to fade into the surrounding area. Stronger spells
image in the recipients mind and may be combined with and enchantments will have brighter auras.
normal vision. Cooler areas and objects will have a blue or
purple hue while warmer objects will have an orange to Enchanted items will glow a deep blue color, while
white hue. Extreme heat may temporarily blind the spells in effect will seem to glow a reddish orange. Spells
recipient. being cast will seem to be yellow. Spell casters will seem to
have a light blue tinge. Supernatural creatures and other
A charm version of this spell effect exists called effects may have alternate colors. This spell will not give
Glimpse Heat. It allows the character to see heat in the any more information on the effects, abilities, or powers of
same way as the normal spell for a Short duration. This the magic.
charm only requires one action and will cost five Drain.
A charm version of this spell effect called
Glimpse Magic exists. It allows the character to see
magical energies in the same way as the normal spell as per
the applicable discipline. This charm only requires one
action and will cost five Drain. It only remains in effect for
a Short duration.
See Invisible
Discipline: Divination, Illusion
Minimum Skill: 80 Exp. Cost: 16 XP
Skill Penalty: - 30 Drain: 20
Casting Time: 3 Range: Self See Spirits
Duration: Continual Discipline: Divination, Necromancy
This spell effect will enable the recipient to see Minimum Skill: 50 Exp. Cost: 10 XP
invisible characters, spirits, astral creatures, and other hidden Skill Penalty: - 0 Drain: 10
objects. The invisible subject will seem a hazy and indistinct Casting Time: 3 Range: Self
outline of the normal appearance. It will often not have well Duration: Continual
defined edges or details. One spell perk will grant clearer
vision enabling the recipient to see details with a successful This spell effect allows the character to see non-
Awareness roll. Two spell perks will enable the recipient corporeal spirits, shades, echoes, and other ghostly essences.
normal vision for all invisible entities. They will appear as a faint ghostly outline of their
appearance in life. Some may show the wounds that ended
The Illusion discipline version of this spell effect their life, while others with strong personalities may choose
will only be effective upon subjects that use light to create their own appearance.
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Spell perks may help the wizard to see the true Sense Scrying
shape or get a clearer image. One spell perk will grant
clearer vision enabling the recipient to see details with a Discipline: Divination, Observation
successful Awareness roll. Two spell perks will enable the Minimum Skill: 21 Exp. Cost: 4 XP
recipient normal vision for all spirits. One spell perk will Skill Penalty: - 0 Drain: 5
enable the wizard the ability to see past a spirits veil. A Casting Time: 3 Range: Self
contested discipline skill roll versus the Willpower of the Duration: Continual
recalcitrant spirit is required for success.
This spell effect will allow the recipient a sixth
A charm version of this spell effect called sense to determine when someone is observing them. This
Glimpse Echoes exists. It allows the character to see includes all normal, magical, or technological forms of
spirits in the same way as the normal spell as per the spying or observation. Only observation that focuses upon
applicable discipline. This charm only requires one action the recipient may be sensed using this spell effect. Those
and will cost five Drain. It only remains in effect for a Short using unnatural forms of scrying may attempt to sneak past
duration. this defense with a contested Scrying skill of the observer
and the appropriate discipline skill rating used to cast the
spell. If the spy is successful, the recipient will never notice
the observation.
Spell perks may be allocated to notice observation
See Wards on people or items near the wizard. The first allocated spell
perk will either allow one additional character to be
Discipline: Divination, Wards protected or create a five foot radius of protection around
Minimum Skill: 30 Exp. Cost: 6 XP the recipient. Additional protected characters will not sense
Skill Penalty: - 0 Drain: 5 the observation; only the recipient of the spell will notice.
Casting Time: 3 Range: Self Additional spell perks may increase the number of protected
Duration: Continual characters by one or increase the radius of protection by five
feet each.
This spell effect will enable the recipient to see
wards that have been hidden from sight. This includes those
on objects and those that cover areas or volumes. Wards
placed upon objects will show a rune-like symbol that glows
with a light that resonates with the spell effect placed
within. Area and volume wards will seems to be bars, walls, Sense Thaumic Site
and other geometric symbols that resonate with the Discipline: Divination, Geomancy
generated effect. This spell cannot be used to identify the Minimum Skill: 21 Exp. Cost: 4 XP
exact effect, although the resonance will give clues to a Skill Penalty: - 0 Drain: 5
resourceful wizard. Casting Time: 3 Range: Self
Duration: Continual
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This spell effect will grant the recipient the ability This spell effect will sever another wizards
to detect truth, lies, and evasive speech. This is a passive control from a spell that he has cast. Any inherent
ability, and anyone within earshot may be discerned by the protections are stripped when control is lost. The former
wizard to be truthful or not. The recipient can only controller may not make any further alterations and the
determine if the speaker believes that they are speaking the loose spell will act at random, often with strange and
truth. Those attempting to lie to the recipient may roll a unusual effects.
contested skill between the discipline used for spellcasting
and the Deceit skill of the speaker. The wizard will enjoy a The controlling wizard may resist this effect with
bonus of +20 to this contested roll. This bonus may be a contested Sorcery versus spell discipline skill roll. Further
increased by +5 for every allocated spell perk. attempts to sever the same spell will grant a bonus of +10 to
the spell strength of the original spell. Two spell perks will
give the sorcerer the chance to take control of the spell
himself with an appropriate discipline skill roll.
Sense Undead
Discipline: Divination, Necromancy
Minimum Skill: 21 Exp. Cost: 4 XP Sever Thaumic Link
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Self Discipline: Geomancy
Duration: Continual Minimum Skill: 60 Exp. Cost: 12 XP
Skill Penalty: - 10 Drain: 15
This spell effect will allow the recipient a sixth Casting Time: 3 Range: Touch
sense to determine when undead are within one hundred Duration: Instant
feet. This sense will not be able to pinpoint undead, but the
recipient may get a general direction and distance with a This spell effect will sever a thaumic link created
successful Sense Aura skill roll. Additional spell perks will by another geomancer. Both geomancers must roll their
increase the range of detection by one hundred feet each. Geomancy Discipline skill in a contested action. Only
success will sever a thaumic link. Further attempts to sever
the same link will grant a bonus of +10 to the spell strength
of the original spell. If the severing geomancer is successful,
they may immediately attempt to create their own thaumic
link in its place.
Sense Weather Changes
Discipline: Divination, Weather
Minimum Skill: 21 Exp. Cost: 4 XP
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Self Shades
Duration: Continual
Discipline: Illusions, Protections
This spell effect will grant the recipient a sixth Minimum Skill: 30 Exp. Cost: 6 XP
sense regarding changes in the weather due to natural or Skill Penalty: - 0 Drain: 5
unnatural causes. The recipient may use their discipline skill Casting Time: 3 Range: Self
to determine what the eventual weather will be after the Duration: Continual
change. This effect is not able to provide forecasts; it simply
grants a basic understanding of immediate changes within This spell effect creates a magical filter over the
the surrounding area. eyes of the recipient. This polarized filter will protect the
individual from direct sunlight, flares, flashes, glare, and
other light-based blinding effects. Recipients with this spell
effect will enjoy a bonus of +10 to any resistance rolls. This
is not applicable to gaze attacks from monsters such as
basilisks and cockatrices. Additional spell perks will allow
the protected individual a further bonus of +5.
Sever Control
Discipline: Sorcery
Minimum Skill: 30 Exp. Cost: 6 XP
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Touch
Duration: Instant
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This spell effect will increase the distance that a square inches (2 x 2). Brightly glowing sigils will require
recipient may intelligibly shout. The character will be one additional spell perk. Sigils that will glow through light
understandable for up to one quarter of a mile. Additional clothing will require two spell perks. Sigils that will glow
spell perks will increase the range an additional quarter of a through light armor or heavy clothing will require three spell
mile. One spell perk will allow the effect to be Continual, perks. Heavy armor will require four spell perks.
enabling a longer conversation.
Silence
Shrinkage Discipline: Aeromancy, Binding, Communication, Curses,
Discipline: Curses, Transformation Transformation
Minimum Skill: 70 Exp. Cost: 14 XP Minimum Skill: 80 Exp. Cost: 16 XP
Skill Penalty: - 20 Drain: 15 Skill Penalty: - 30 Drain: 20
Casting Time: 3 Range: Touch Casting Time: 3 Range: Touch
Duration: Continual Duration: Continual
This spell effect will reduce the victims height and This spell effect will silence the victim touched.
weight by half. Strength is reduced proportionally, but will They may not make any intelligible noises and are reduced
receive a bonus of +5 to his Full Defensive tactics. No to simple grunts, groans, and other noises. This is
victim may be shrunk to under 3 inches in height, and such particularly dangerous to wizards as they will be unable to
victims will have an equivalent Strength of one. This spell cast spells without massive penalties.
may also be used to counteract a Growth spell. A contested
action between the appropriate Discipline skills are required Players in this situation should try to role-play
in this circumstance. their condition and refrain from making verbal suggestions.
Victims may attempt to resist with Willpower, Health, or
Spell perks will increase the shrinkage by an Luck depending upon method used to silence. Victims may
additional 10% of the original height. Each additional still make noise normally; this spell only eliminates verbal
increment will reduce the strength normally and increase the communication.
DT by five.
Spell perks may be used to increase the effect of
the silence. One allocated spell perk will completely
eliminate any verbal communication from the victim
including grunts and groans.
Sigil
Discipline: Binding
Minimum Skill: 40 Exp. Cost: 8 XP
Skill Penalty: - 0 Drain: 10 Sink
Casting Time: 3 Range: Touch
Duration: Continual Discipline: Alteration, Aquamancy
This spell effect will create a magical symbol of Minimum Skill: 30 Exp. Cost: 6 XP
the wizards choice upon the subject, or target object. This Skill Penalty: - 0 Drain: 5
sigil may be no larger than four square inches (2 x 2) and will Casting Time: 3 Range: Touch
glow faintly in any color desired by the caster. The sigil is a Duration: Continual
two way sympathetic link between the caster and the
recipient. Victims may attempt to resist with luck. This spell effect allows the caster to reduce the
buoyancy of the victims clothing and carried gear. While
This sympathetic link may only be used to cast under the effects of this spell, the recipient will be drawn
spells and scry upon the recipient. Sympathetic links may be under water for long periods of time and will struggle to
used to treat the distance between the two individuals as if keep his head above water.
they were touching for the purposes of thaumaturgy.
Sympathetic links also resonate with the target and are often The victim must be no lighter than medium
excellent tools in rituals and enchantment. encumbrance, wearing soft armors with more than 25 PV, or
wearing hard armor. Every phase the character must roll a
Spell perks may be used to increase the brilliance contested action using their Swimming skill against the skill
of the light emitted and the size of the sigil. Every spell rating of the spell discipline used. Failure will result in the
perk will increase the size of the sigil by four additional victim beginning to drown.
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Spell perks can be allocated to be effective with will remain at the higher level.
lighter armor. One additional spell perk allocated will
enable the recipient to sink wearing any soft armor. Spell perks will reduce the unnatural slowness
Alternatively, spell perks may be used to sink victims with even further. Every two spell perks will reduce the number
one lighter level of encumbrance each. of actions by one, the maximum movement level by one, and
an increase to the reaction penalty of -10. Action losses
should be taken from floating actions first, and then primary
actions evenly distributed amongst all phases.
Sleep
Discipline: Binding, Curses, Healing
Minimum Skill: 70 Exp. Cost: 14 XP Slow Fall
Skill Penalty: - 20 Drain: 15 Discipline: Aeromancy, Flight, Transformation
Casting Time: 3 Range: Touch Minimum Skill: 21 Exp. Cost: 4 XP
Duration: Continual Skill Penalty: - 0 Drain: 5
Casting Time: 1 Range: Self
This spell effect will lull a target victim into a Duration: Continual
restful sleep. Victims that choose to resist may roll
Willpower, throwing off the suggestion if successful. Any This spell effect will reduce the results of any fall
loud noises near the victim, physical jostles, or a single point by ten feet. This will help protect the maximum injury
of injury will break this spell. The sounds and smells of suffered by the recipient, decrease the chances of broken
combat will prevent the use of this spell. Two spell perks legs, and otherwise cushion the fall. Spell perks will reduce
will place the victim into a sound sleep that will only end a fall by an additional ten feet each.
with the duration of the spell.
Healers often use this spell to calm restless
patients to assist their natural healing. Other wizards learn
this spell to avoid insomnia or to put too curious apprentices
to bed.
Slow Sense of Time
Discipline: Curses, Temporal
Minimum Skill: 45 Exp. Cost: 9 XP
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Touch
Slow Duration: Continual
Discipline: Curses, Temporal, Transformation This spell effect will slow the subjects sense of
Minimum Skill: 40 Exp. Cost: 8 XP time to a slow crawl. Events will seem to slow down and
Skill Penalty: - 0 Drain: 10 the movements of other people with them. Every action
Casting Time: 3 Range: Touch will seem a leisurely affair with plenty of time to consider
Duration: Continual moves and counter moves.
While this could be used for psychological torture,
This spell effect will slow a victims running speed it does give the recipient a bonus of +10 to all skills. The
and reaction time. The victim may attempt to resist with characters body does not speed up, simply the time allowed
Willpower. If the spell is effective, the victim will lose one her to think and plan. Every additional spell perk will
floating action each round. If the victim has no floating increase the bonus by +5.
actions, then one primary action is lost from the first phase
of combat each round. Any Agility or Dexterity rolls for True sadists will occasionally use this spell to
reflexive actions or reaction time will have a penalty of -20. prolong the torture they inflict upon their victims. The pain
If players prefer, they may use the new actions total chart in will seem to drag on for the duration, along with the terror
character creation. experienced by the victim. Some torturers will cast the spell
on themselves to seemingly extend the session.
The victim will also move slower than normal.
The character will move at a movement rate one lower than
their maximum as determined by encumbrance. The
penalties for those striking the victim will reflect the actual
movement rate while the penalties for the victims actions
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This spell effect will transform the recipient into a This spell effect will transform a reasonably pure
large billowing cloud of dark smoke. Smoke forms can fly at liquid into a solid state. A 125 cubic foot volume (5 x 5 x 5)
the standard rate of speed for a character and will take no of liquid will be solidified into an equal volume of hard
injury from normal weapons. They are vulnerable to all material. While this is not scientifically accurate, this should
normal non-physical methods of injury. They still must be be used for ease of game-play. Those of a more scientific
able to breathe oxygen, eat, and imbibe water. They cannot bent may calculate the exact liquid to solid ratio for each
survive on elemental planes without further magic or altered compound. This freshly solid object will have a PV
powers. of 10 and 25 BP. Additional spell perks will increase the
maximum volume by 125 cubic feet (5 x 5 x 5).
The caster may only transform an amount of gear
equal to the Medium encumbrance level of the recipient.
This gear is unusable to the character in an elemental form.
Additional spell perks will enable the caster to transform an
additional level of encumbrance each. Alternatively, one Soul Bind
spell perk will enable the character to become a light white
Discipline: Binding
smoke or misty cloud that is difficult to see.
Minimum Skill: 130 Exp. Cost: 26 XP
Skill Penalty: - 80 Drain: 55
Casting Time: Ritual Range: Touch
Duration: Permanent
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The item will require another permanent effect to This spell effect allows the recipient to speak
allow speech or mental communication. The item will normally underwater. This allows the recipient to be
retain three skills automatically at their original skill ratings. understood by those around him and cast spells without
All other skills will have a 25% chance to be remembered at penalty. This does not allow the recipient to communicate
half the original skill rating. If this roll fails, that skill is not with sea creatures or underwater races.
remembered at all. Skills that are not usable by the item
may fade away over time. Use the standard rules for
assisting other characters to determine any bonuses granted
by the soul-bound item.
Soul-bound items will eventually lose many of Speak with Echoes
their memories during their existence. The Memory
resource should be purchased to counteract this loss, but few Discipline: Necromancy
enchanted items earn experience points. Player characters Minimum Skill: 40 Exp. Cost: 8 XP
who wish to continue their characters as enchanted objects Skill Penalty: - 0 Drain: 10
may be allowed, but require serious consideration and Casting Time: 3 Range: Self
moderation to retain game-balance. Duration: Continual
Spell perks may increase the likelihood of skill This spell effect will allow the character to speak
retention. Every allocated spell perk will increase the chance with non-corporeal undead and echoes of the dead. Echoes
for all skills by +5. Two spell perks will allow one of the dead are those spirits that resemble ghosts who haunt
additional skill to be remembered at the original skill rating. locations or people. There is a philosophical split about
whether ghosts are spirits that have absorbed certain
Alternatively, one spell perk may be used to bind
memories of a soul that has passed on or if they are the
unwilling demons, angels, spirits, and other extra-planar or
remaining soul, bound in some way to this realm.
non-corporeal entities into objects. These victims may resist
with a contested Willpower versus Binding skill check.
Such creatures that also know the Binding Discipline may
choose to use their skill instead to resist. Two spell perks
are required to bind any other unwilling characters into
items. Speed
Discipline: Temporal, Transformation
Minimum Skill: 40 Exp. Cost: 8 XP
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Self
Duration: Continual
Soul Projection
Discipline: Necromancy, Vitalism This spell effect will increase a recipients running
Minimum Skill: 110 Exp. Cost: 22 XP speed and reaction time. The victim may attempt to resist
Skill Penalty: - 60 Drain: 25 with Willpower. If the spell is effective, the recipient will
Casting Time: 4 Range: Self gain one floating action each round. Any Agility or
Duration: Continual Dexterity rolls for reflexive actions or reaction time will
have a bonus of +20. If players prefer, they may use the
Soul projection allows the recipient to leave his new actions total chart in character creation.
body for a time. His soul is still tethered to his body and it
The recipient will also move faster than normal.
will continue all biologic functions in his absence. If the
The character will move at a movement rate one higher than
body is not cared for it can die, leaving the character as a
their maximum as determined by encumbrance. The
spirit permanently. The spirit form of the character can
penalties for those striking the character will reflect the
speak with and interact normally with all spirits. Characters
actual movement rate while the penalties for the characters
in this form may be bound or otherwise affected by spirit
actions will remain at the lower level. If the maximum
magic and abilities. Banishment will return the character
speed exceeds the running level, then it will instead increase
immediately to his body.
the movement rate by ten feet.
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Spell perks will increase the unnatural speed even spells held or the magnitude of the spell that may be stored.
further. Every two spell perks will increase the number of Every two allocated spell perks will enable the sorcerer to
actions by one, the maximum movement level by one, and store one additional spell effect. Spell perks may also be
an increase to the reaction bonus of +10. Action bonuses used to increase the range of minimum skill that may be
should be applied to floating actions first, and then primary stored by +20 each. Five spell perks will store the effects of
actions evenly distributed amongst all phases. a ritual.
This spell will make the subjects time seem to fly Spell surge creates interference in the victims
past. Events will seem to blink by and the movements of brain. Any thaumaturgical or spellcasting skills will have an
other people with them. Every action will seem a rushed increased chance of critical failure. Victims may attempt to
affair with no time to consider moves and counter moves. resist the effect with Willpower. The caster must roll a d10
The victim will miss key portions of conversations and may when this spell is cast. Whenever that number is rolled as
not notice events that occur. The victim may attempt to the ones digit for an appropriate skill, the action is an
resist this spell with Willpower. automatic critical failure. An additional fumble number may
be rolled with the allocation of two spell perks.
While this could be used for psychological torture,
it does give the recipient a penalty of 10 to all skills. The
characters body does not speed up; time just seems to slip
away. Every additional spell perk will increase the penalty
by 5.
The victim must attempt a willpower roll each Spoil
round to be able to make any active actions. Active actions
Discipline: Alteration, Curses, Nature
include combat, spell casting, or anything that requires
Minimum Skill: 21 Exp. Cost: 4 XP
impetus. Defense and speech are passive actions and can be
Skill Penalty: - 0 Drain: 5
done without an additional save.
Casting Time: 3 Range: Touch
Duration: Instant
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This spell effect will place a recipient into a another. This spell can only steal a maximum skill rating of
temporal stasis. The character will not have any biologic 50 in any one skill possessed by the donor. The caster
processes for the duration and will obviate the need for air, cannot steal a higher skill rating than the one possessed by
food, or water. The character will not even realize the the donor. The skill rating is not treated as a bonus to the
passage of time. Unwilling victims may resist with Luck. recipient, it replaces the skill possessed. The donor may
resist with Willpower. The donor temporarily loses the
option stolen.
Specializations can also be stolen by this spell
Steal Option effect. The entire specialization bonus can be stolen by the
use of this spell. Memorized spells can also be stolen by this
Discipline: Sorcery
spell with a limit of 15 experience points. Should the caster
Minimum Skill: 110 Exp. Cost: 22 XP
choose, they may steal a large list of information from a
Skill Penalty: - 60 Drain: 25
donor instead of a skill. The GM must determine the
Casting Time: 4 Range: Touch
amount of information that can be gathered by this spell.
Duration: Continual
Spell perks can never be used to increase the
This spell effect will allow the caster to steal an number of skills stolen by this spell. Spell perks can be used
option from a target and place the ability within the body of to increase the maximum skill rating stolen by 20 each.
another. This spell can only steal a maximum of 50 option Additional memorized spells may be stolen at a rate of 5
points in any one option possessed by the donor. The caster extra experience points per spell perk allocated.
cannot steal an option with more extras than the one
possessed by the donor. The option points are not treated as
a bonus to the recipient; it replaces the single option
possessed. The donor or recipient may resist this spell with
Willpower. The donor temporarily loses the option stolen. Sticky Goo
Spell perks can never be used to increase the Discipline: Nature, Transformation
number of options stolen by this spell. Spell perks can be Minimum Skill: 40 Exp. Cost: 8 XP
used to increase the option point cost stolen by 20 each. Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Touch
Duration: Continual
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Strength
Discipline: Transformation
Minimum Skill: 40 Exp. Cost: 8 XP
Skill Penalty: - 0 Drain: 10 Sublimate
Casting Time: 3 Range: Self Discipline: Alteration
Duration: Continual Minimum Skill: 80 Exp. Cost: 16 XP
Skill Penalty: - 30 Drain: 20
This spell effect will drastically increase the Casting Time: 3 Range: Touch
physical strength of the recipient. Temporarily increase the Duration: Continual
physical strength attribute by +20. This extra strength will
improve any strength based skills, extra injury inflicted, and This spell effect will temporarily change the state
strength rolls normally. Spell perks will increase the of matter from a solid to a gaseous form. The compound
strength attribute by +10 each. must be relatively simple compounds without organic
matter. Very dense matter like stone or hard crystal cannot
be sublimated. Complex electronics and machinery cannot
be sublimated. A 125 cubic foot volume (5 x 5 x 5) of solid
matter may be sublimated.
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This ritual will summon one angel from another This ritual will summon one demon from another
plane of existence into the ritual circle. The ritual circle will plane of existence into the ritual circle. The ritual circle will
protect the spellcasters from the wrath of the angel, while protect the spellcasters from the wrath of the demon, while
the ritual is in effect. This ritual does not provide any the ritual is in effect. This ritual does not provide any
control or methods of binding the angel. Angels and other control or methods of binding the demon. Demons and
powerful spirits are rarely pleased to be summoned by other powerful spirits are rarely pleased to be summoned by
impetuous mortals and may vent their frustrations for being impetuous mortals and may vent their frustrations for being
summoned for frivolous reasons. summoned for frivolous reasons.
This ritual will only be able to summon a first This ritual will only be able to summon a first
level angel. These angels are very low in the angelic level demon. These demons are very low in the angelic
hierarchy and often do not have the powers or skills of their hierarchy and often do not have the powers or skills of
more illustrious brethren. Unless the celestial or true name more powerful brethren. Unless the infernal or true name
of an angel is known, and items of resonance to that of a demon is known, and items of resonance to that
particular angel are used, the results will be random. particular demon are used, the results will be random.
Spell perks will increase the experience level of Spell perks will increase the experience level of
angel that may be summoned. Every allocated spell perk demon that may be summoned. Every allocated spell perk
will increase the maximum level of experience by one level. will increase the maximum level of experience by one level.
Alternatively, additional demons may be summoned instead
with spell perks. Every spell perk will increase the number
of summoned demons by one.
Summon Animal
Discipline: Nature, Summoning
Minimum Skill: 35 Exp. Cost: 7 XP
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Special Summon Djinni
Duration: Continual Discipline: Summoning
Minimum Skill: 100 Exp. Cost: 20 XP
This spell effect will summon an animal within a Skill Penalty: - 50 Drain: 50
radius of one mile to the spellcasters location. This normal Casting Time: Ritual Range: Special
animal will travel in a direct route until they reach the caster. Duration: Continual
The breed or species may be selected by the spellcaster, but This ritual will summon one djinni from another
the results will be random without a resonant item or true- plane of existence into the ritual circle. The ritual circle will
name. protect the spellcasters from the wrath of the djinni, while
If the animal is unable to travel to the spellcaster, the ritual is in effect. This ritual does not provide any
due to an impassible barrier or hazard, the spell will be control or methods of binding the djinni. Djinni and other
broken. The animal may not be sentient, enchanted, or powerful spirits are rarely pleased to be summoned by
otherwise unnatural. The summoned animal may not weigh impetuous mortals and may vent their frustrations for being
more than 30 lbs. This spell will prevent the animal from summoned for frivolous reasons.
attacking the spellcaster, but does not grant the ability to This ritual will only be able to summon a first
command or control the animal. This spell does not allow level djinni. These djinni are very low in the spiritual
speech or empathy with the summoned animal. This spell hierarchy and often do not have the powers or skills of
will not affect familiars nor will it create a familiar. more powerful brethren. Unless the celestial or true name
Spell perks can be used to increase the size of the of an djinni is known, and items of resonance to that
animal and the quantity of animals. Every spell perk particular djinni are used, the results will be random.
allocated to this end will increase the maximum weight of Spell perks will increase the experience level of
the animal by 20 pounds. Every spell perk will increase the djinni that may be summoned. Every allocated spell perk
number of animals by one. Five spell perks will summon will increase the maximum level of experience by one level.
1d10+5 animals from a single pack or herd.
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This ritual will summon a small elemental spirit This ritual will summon a larger elemental spirit
that will follow the instructions issued by the spellcaster. that will follow the instructions issued by the spellcaster.
Domovoi are not particularly intelligent, but are often canny Elementals are powerful entities that will follow instructions
and delight in simple mischief and interesting commands. as best as their understanding allows. Being made from one
They will often confuse and misunderstand commands of the four primal elements of nature, elementals do not
issued to them, and may forget more complicated understand or care about many of the considerations,
instructions. The discipline used to cast the ritual will morals, and practices of mortals.
determine the type of domovoi that may be summoned.
One allocated spell perk will summon one extra domovoi. This ritual will only be able to summon a first
level elemental of an element allowed by the discipline used.
These elementals are very low in the elemental hierarchy
and often do not have the powers or skills of their more
Elemental Domovoi illustrious brethren. Unless the elemental or true name of
AGL 50 IP 30 PV 0 an elemental is known, and items of resonance to that
AWA 50 SP NA particular elemental are used, the results will be random.
BEA 40 Spell perks will increase the experience level of
CHA 30 elemental that may be summoned. Every allocated spell
DEX 50 Injury Inflicted 1d10 perk will increase the maximum level of experience by one
HEA 30 level. Alternatively, additional elementals may be
INT 20 Domovoi are small elemental summoned instead with spell perks. Every spell perk will
LUC 50 creatures with very minor abilities increase the number of summoned elementals by one.
STR 20 based upon their element.
WIL 30
Summon Faerie
Summon Dragon Discipline: Nature, Summoning
Discipline: Summoning Minimum Skill: 80 Exp. Cost: 16 XP
Minimum Skill: 130 Exp. Cost: 26 XP Skill Penalty: - 0 Drain: 20
Skill Penalty: - 80 Drain: 55 Casting Time: 3 Range: Special
Casting Time: Ritual Range: Special Duration: Continual
Duration: Continual
This spell effect will summon a faerie within a
This ritual will awaken and summon a dragon radius of one mile to the spellcasters location. This faerie
within one mile per experience level of the spellcaster. The will travel in a direct route until they reach the caster. The
dragon may attempt to resist with a contested Willpower breed or species may be selected by the spellcaster, but the
versus Summoning skill roll. A success for the summoner results will be random without a resonant item or true-
will awaken the beast and bring him along the most direct name.
route to the ritual circle. This spell does not grant any
control over the ancient dragon and many wizards have met This ritual will only be able to summon a first
their death to a gargantuan maw. The age, power, and level fae. These faerie are very low in the fae court and
experience level of the dragon should be determined by the often do not have the powers or skills of their more
Game Master. Spell perks will increase the range by one illustrious brethren. Unless the true name of a faerie is
mile each. known, and items of resonance to that particular fae are
used, the results will be random.
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Spell perks will increase the experience level of simplest of commands. Anyone caught within the horde
faerie that may be summoned. Every allocated spell perk will suffer 1d10 injury per phase. The horde will have a
will increase the maximum level of experience by one level. maximum area of 100 square feet (10 x 10). An additional
Alternatively, additional fae may be summoned instead with area of 100 square feet may be purchased for the allocation
spell perks. Every spell perk will increase the number of of one spell perk.
summoned fae by one.
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flowers, and sky. There are many different forms of nature Summon Shadow
spirits and are occasionally confused with fey folk. In the
modern world some nature spirits have become corrupted Discipline: Summoning
and polluted, becoming spirits of the city or pollution. Spell Minimum Skill: 100 Exp. Cost: 20 XP
perks may increase the range of summoning by an additional Skill Penalty: - 50 Drain: 50
1,000 feet. Casting Time: Ritual Range: Special
Duration: Continual
This ritual will only be able to summon a first
level nature spirit. These spirits do not have the powers or This ritual will summon one shadow from another
skills of their more illustrious brethren. Unless the plane of existence into the ritual circle. The ritual circle will
elemental or true name of a nature spirit is known, and protect the spellcasters from the wrath of the shadow, while
items of resonance to that particular spirit are used, the the ritual is in effect. This ritual does not provide any
results will be random. control or methods of binding the shadow. Shadows and
other powerful spirits are rarely pleased to be summoned by
Spell perks will increase the experience level of
impetuous mortals and may vent their frustrations for being
nature spirit that may be summoned. Every allocated spell
summoned for frivolous reasons.
perk will increase the maximum level of experience by one
level. Alternatively, additional spirits may be summoned This ritual will only be able to summon a first
instead with spell perks. Every spell perk will increase the level shadow. These shadows are very weak and often do
number of summoned spirits by one. not have the powers or skills of their more dangerous
brethren. Unless the true name of a shadow is known, and
items of resonance to that particular shadow are used, the
results will be random.
Spell perks will increase the experience level of
shadow that may be summoned. Every allocated spell perk
Summon Object will increase the maximum level of experience by one level.
Discipline: Conjuration Alternatively, additional shadows may be summoned instead
Minimum Skill: 80 Exp. Cost: 16 XP with spell perks. Every spell perk will increase the number
Skill Penalty: - 30 Drain: 45 of summoned shadows by one.
Casting Time: Ritual Range: Special
Duration: Instant
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Teleportation
Discipline: Translocation
Minimum Skill: 110 Exp. Cost: 22 XP
Skill Penalty: - 60 Drain: 25
Casting Time: 4 Range: Self
Duration: Instant
Tele-presence
Discipline: Observation
Minimum Skill: 135 Exp. Cost: 27 XP
Telekinesis Skill Penalty: - 85 Drain: 30
Discipline: Telekinesis Casting Time: 5 Range: Special
Minimum Skill: 30 Exp. Cost: 6 XP Duration: Continual
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Duration: Continual This spell allows the caster to experience all senses
Range: 10 feet per experience level of the caster from a specific point as if they were standing there. This
spell effect requires a scrying device and the Scrying skill.
This spell effect will allow the character to Once the spell is cast, the caster can choose to focus upon
mentally lift, move, and manipulate items by simple one location within 1,000 feet per level of experience. The
concentration. The wizard can lift a maximum weight of character must still attempt awareness or skill rolls to see
twenty pounds per level of experience. Only one object may fine details or hidden features. The rolls required are based
be lifted at a time. Any attempted attacks with the object upon the actions attempted. See the section on scrying for
will require the Ranged Strike skill. There is no strength more information.
bonus to injury for such attacks, but 1/10th of any unused
lifting weight may be added instead. Spell perks can increase the range of this spell
effect incredibly. Three spell perks will alter the range to 1
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mile per level of experience. Five spell perks will alter the This dangerous ritual is the epitome of temporal
range to 10 miles per level of experience. Seven spell perks magic. One recipient may be transported through time to a
will increase the range to 100 miles per level of experience. historical period or future time-line of the spellcasters
choice. Game Masters and players should be very careful
Spell perks can also be used to increase the with this chronicle destroying ritual. Spell perks, maximum
sensitivity of the spell. Each spell perk allocated in this way temporal travel, and other particulars must be decided by the
will increase any awareness or skill rolls by +5. Game Master based upon the needs of their chronicle.
Temporal Shield
Discipline: Temporal Tongues
Minimum Skill: 40 Exp. Cost: 8 XP Discipline: Communication
Skill Penalty: - 0 Drain: 10 Minimum Skill: 45 Exp. Cost: 9 XP
Casting Time: 3 Range: Touch Skill Penalty: - 0 Drain: 10
Duration: Continual Casting Time: 3 Range: Self
Duration: Continual
Recipients with this spell effect will enjoy a bonus
of +10 to any resistance rolls against any form of temporal Tongues allows caster to understand and speak
effects. This includes a wide variety of spells listed under any language by an intelligent creature. This spell will not
the Temporal Discipline. This effect will not shield the translate the written word, nor does it allow the caster to
recipient from any injury suffered from temporal effects or speak with animals. The recipient will have a skill rating in
attacks. Additional spell perks will allow the protected the spoken language equal to the discipline skill rating.
individual a further bonus of +5. Some ancient magical languages such as Enochian or
Infernal may not be possible; as determined by the Game
Master. The caster will not remember the language after the
spells duration, except highlights and simple phrases used.
Temporal Shift Spell perks may be used to increase the
Discipline: Temporal understanding of the language. One spell perk not only
Minimum Skill: 180 Exp. Cost: 36 XP translates the language, but grants some minor knowledge of
Skill Penalty: - 130 Drain: 60 cultural concepts and beliefs. The GM must decide how
Casting Time: Ritual Range: Touch much cultural information will be transferred.
Duration: Instant
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Transfer Enchantment Tremors will shake the earth and ground within a
125 square foot (25 x 25) area. Everyone within the area that
Discipline: Enchantment attempts to move must roll Agility every phase of
Minimum Skill: 100 Exp. Cost: 20 XP movement. The movement penalty to actions should be
Skill Penalty: Varies Drain: 25 applied to this roll. All other actions will suffer a penalty of
Casting Time: Craftwork Range: Touch -10 due to the shaking and disorientation of the tremors.
Duration: Permanent
Spell perks may be used to increase the area by an
This craftwork spell effect is the technique of an additional 125 square feet (25 x 25) each. The penalty to all
enchanter to transfer a magical enchantment from one item non-movement actions may be increased by 5 per spell perk.
to another. The destination item may not be previously
enchanted. The enchanter must have knowledge of the
storage medium effect to be moved.
The required number of man hours is dependent
upon the enchantment being transferred. The skill penalty
is based upon the original penalty to create the storage
Trickery
medium enchanted. Only one enchantment may be Discipline: Illusions
transferred at a time. Minimum Skill: 35 Exp. Cost: 7 XP
Skill Penalty: - 0 Drain: 5
Storage Medium Man-hours Casting Time: 3 Duration: Continual
Single Use, Gems, Scrolls, etc 10 Range: 10 feet per experience level of the caster
Charged Item, Wyrd Magic 60
Battery, Limited Use, Talisman 100 Trickery allows the caster to create an illusion that
Spell Vault 150 affects only one sense. The applicable senses are Sight,
Eternal Effect, Golems 200 Smell, Taste, Touch, and Hearing. Everyone within sensory
Gateway, Pattern 500 range receives a Perception save to realize what the illusion
Legendary Artifact + 500 really is. They still can see, hear, or feel the illusion, but can
easily ignore it and any of its effects. No more that 1d10
points of sanity may be lost using this effect.
Spell perks may be used to create illusions with
multiple senses. The illusion then becomes that much more
Tree Speak real to the witnesses. For every additional sensation created
by trickery, there is a -5 penalty to the perception save.
Discipline: Nature
Minimum Skill: 60 Exp. Cost: 12 XP
Skill Penalty: - 10 Drain: 15
Casting Time: 3 Range: Self
Duration: Continual
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Understand Writings
Discipline: Communication
Tunnel Minimum Skill: 65 Exp. Cost: 13 XP
Discipline: Telekinesis, Terramancy, Transformation, Skill Penalty: - 15 Drain: 15
Translocation Casting Time: 3 Range: Self
Minimum Skill: 40 Exp. Cost: 8 XP Duration: Continual
Skill Penalty: - 0 Drain: 10
Casting Time: 3 Range: Touch This spell effect allows caster to read most written
Duration: Continual languages. This spell will not translate the spoken word,
nor does it allow the caster to speak with animals. The
Tunnel will dig a large volume of dirt every round. recipient will have a skill rating in the written language equal
No more than 27 cubic feet (3x3x3) of dirt may be tunneled to the discipline skill rating. The subject can understand
each round. The volume may be shaped as the caster dead, lost, and pictographic languages. The GM may
desires. Frozen ground, stone, and other hard materials may determine that some ancient magical languages may not be
not be tunneled. All of the dirt that was dug out must go translatable. This spell does not decrypt codes or ciphers.
somewhere; it does not vanish. The transformation version Spell perks may be used to increase the
of this effect creates large digging claws and will tire the understanding of the language. One spell perk not only
recipient normally. translates the language, but grants some minor knowledge of
Spell perks may increase the volume of dirt cultural concepts and beliefs. The GM must decide how
tunneled each round, the rate of tunneling, the materials that much cultural information will be transferred.
may be tunneled, and the method of tunneling. One
allocated spell perk will increase the volume tunneled per
round by 27 additional cubic feet. Three spell perks will
increase the rate of tunneling to every phase. Harder
materials such as stone and frozen dirt will require two
allocated spell perks. Terramancy and translocation versions
may eliminate any extra dirt of materials with the
expenditure of one spell perk.
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Vampiric Transformation
Discipline: Necromancy
Minimum Skill: 130 Exp. Cost: 30 XP
Skill Penalty: - 80 Drain: 55
Casting Time: Ritual Range: Self
Duration: Permanent
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Wall of Resistance This spell effect will allow the recipient to walk
over calm bodies of water and other liquids. The recipient
Discipline: Aeromancy, Aquamancy, Illusions, Nature, may not more than a medium encumbrance. Heat and toxic
Telekinesis, Temporal, Weather chemicals may still inflict injury. Additional spell perks will
Minimum Skill: 140 Exp. Cost: 28 XP enable the caster to affect an additional level of encumbrance
Skill Penalty: - 90 Drain: 35 each. Alternatively, spell perks may be allocated to improve
Casting Time: 3 Duration: Continual the maximum movement by one level each.
Range: 10 feet per experience level of the caster
Weather Shield
Discipline: Wards, Weather
Minimum Skill: 25 Exp. Cost: 5 XP
Water Walk Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Special
Discipline: Aquamancy, Flight, Telekinesis Duration: Continual
Minimum Skill: 30 Exp. Cost: 6 XP
Skill Penalty: - 0 Drain: 5 This spell creates an invisible barrier shaped as a
Casting Time: 3 Range: Self hemisphere around the range of the spell. This shield will
Duration: Continual repel bad weather such as hail, rain, or snow. The
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temperature within the shield will stabilize at a cool 50-60 Winged Flight
degrees Fahrenheit. The shield itself can become opaque to
shield the inhabitants from the rays of the sun. Extreme Discipline: Transformation
weather or temperatures may break through the shield. Minimum Skill: 70 Exp. Cost: 14 XP
Game Masters must determine the required spell perks Skill Penalty: - 20 Drain: 15
needed to protect against extreme temperatures, wind, Casting Time: 3 Range: Self
precipitation, and other weather. Duration: Continual
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Write
Discipline: Alteration, Communication
Minimum Skill: 21 Exp. Cost: 4 XP
Skill Penalty: - 0 Drain: 5
Casting Time: 3 Range: Touch
Duration: Continual
Youthen
Discipline: Temporal, Transformation, Vitalism
Minimum Skill: 130 Exp. Cost: 26 XP
Skill Penalty: - 80 Drain: 30
Casting Time: 3 Range: Touch
Duration: Permanent
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Compassion
Character Name Physical Description
Hero Type
Character Race
Level Total Exp
Remaining Borrowed
Courage
Personality
Age DOB
Sex Build
Height Weight
Curiosity
BASIC ATTRIBUTES Primary Form Secondary Form
Attribute Base Lost Full Quarter Tenth Full Quarter Tenth Max
Agility
Awareness
Beauty
Drive
Charisma
Dexterity
Health
Intellect
Luck
Fury
Strength
Willpower
Resources
Resource Rating Notes
Greed
Loyalty
Morality
Defe nsive Tactics + Shield Bonus + Othe r Bonus - Arm or Penalty = Total 1/2 1/4
+ + - =
+ + - =
Magical Disciplines
Disciple Skill Disciple Skill Disciple Skill
Plus...
Online Discussion Forum Artwork Gallery & Links
Online Web Store Photographs from years past
e-Newsletter Registration Upcoming Events
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