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Abandoned Supplemental Material To Play As Standalone RPG
Abandoned Supplemental Material To Play As Standalone RPG
(Order #10146879)
SUPPLEMENTAL MATERIAL FOR ABANDONED
Is published by Vajra Enterprises, Portland Oregon
Art by
Michaël Brack, Nicole Cardiff,
Kulbongkot Chutaprutikorn, Alice Duke,
Tomasz Jedruszek, Jason Juta, Cristina Ortega,
Pablo Palameque, William Teo, Gracjana Zielinska.
Visit www.InDarkAlleys.com
(Order #10146879)
Table of Contents
Introduction ...........................................003 One or Two Unpopular Ideas ...............096
Table of Contents ................................003 Freudian Psychoanalysis.....................096
Jungian Psychology ............................097
Character Creation ...............................005
Some Secrets ..........................................098
Character Creation in Brief.................004
Cannibals ............................................098
Step 1 – Character Concept ................004
The Lost ..............................................098
Step 2 – Psychodynamics ...................006 Dances ...............................................099
Step 3 – Attributes ..............................007 Outcasts ..............................................101
Step 4 – Secret Life ............................009 Powers-That-Be ..................................102
Step 5 – Day Job .................................010 Scribblers ............................................104
Step 6 – Skills .....................................017 Powers-From-Beyond.........................104
Mundane Skills...............................017 Wonderlanders ....................................105
Surgeons .............................................106
Supernatural Skills .........................031
The Invisible .......................................106
Step 7 – Equipment.............................035
Shatters ...............................................108
Starting Equipment.........................035 Awakening ..........................................108
Purchasing Equipment ...................035 The Rules of Other Worlds .................109
Legality ..........................................035 The Deserted City ...............................110
Animals ..........................................035 The Machinery....................................113
Exploration & Survival ..................036 Subconsciouses ...................................113
High Tech .......................................038
Appendices ............................................. 116
Lifestyle..........................................039
Character Sheets .................................116
Medical ...........................................040 Quick Ref............................................118
Psychoactives .................................042 Power Creation Rules .........................119
Research .........................................045
Services ..........................................046
Surveillance & Security .................047
Tools ...............................................048
Vehicles ..........................................049
Weapons .........................................051
Step 8 – Bonus Characteristics ...........056
Step 9 – Character Advancement........068
003 Introduction
(Order #10146879)
Chapter One - Character Creation
We are born cold, wet and hungry. Then things get worse. -anon
Drive- All PCs are people who seek to find out the truth about the world around them, even if that truth is
scary and dangerous. Come up with a phrase that describes why the PC would endanger himself or herself
for the truth. Examples include:
Intellectual Honesty: The PC is obsessed with the idea of following any sort of inquiry to its logical
conclusion. To ask a question and then not do everything to find the correct answer would be hypocrisy.
Pessimistic Paranoia: The PC is certain that there’s something terribly wrong with the universe. Unable
to ignore this fact, the PC would rather know the nature of the threat.
Curiosity: The PC has always had an insatiable desire to get into off-limits places and learn people’s
secrets. This drive is so strong that it sometimes overpowers the drive for self-preservation.
Fear Junkie: The PC likes anything creepy, scary or disturbing, The PC used to be addicted to horror
books and movies but those no longer do anything for the PC. The PC now gets a rush by seeking out the
scary in the real world.
Misanthropy: People have been cruel to the PC, and now the PC has a grudge against people. The PC
wants to find out that the universe is a terrible place and rub people’s faces in it.
Power Hungry: With knowledge comes power. The PC is obsessed with gaining occult powers, no
matter what dangers to mind, body and soul stand in the way.
Self-Defense: The PC is convinced that some supernatural power is after him or her and that the only
way to escape a terrible fate is to discover the nature of the supernatural.
Resentment: The PC knows he or she has been lied to about the universe. The PC resents being
deceived and will seek out the truth, not so much because he or she wants to know but to spite those that
would hide it from him or her.
Step Three - Attributes when a character needs to move silently, keep his or her
In Brief: Split 80 points between 8 attributes (min 1, max 20).
Choose optional sub-attributes (costs or gives 1 Bonus Point). balance, scale a wall or get through a small space.
Characters have 10 points per attribute (80 points, total) to Awareness (AWR)- This represents the ability to
distribute between the eight attributes listed below. notice things. This is not the acuity of one’s senses, but
1 represents as low as the attribute can get without the the ability to be aware of important details. Awareness is
person being actually disabled. used whenever characters need to notice a clue, avoid an
ambush or sense attempts at mental manipulation. Most
10 represents the average for a healthy young adult. supernatural skills that involve sensing things use this
20 represents the highest a person can achieve without attribute.
special training.
Charm (CHM)- This represents likeability, social
You must spend at least 1 point on each attribute and can presence, persuasiveness and ability to read people.
spend a maximum of 20 attribute points on any attribute. Charm is used when a character needs to put on an
Later character creation options can subsequently increase act, convince an audience or seduce someone. Just as
an attribute to more than 20 or reduce it to less than 1. If Intelligence doesn’t represent cleverness, charm doesn’t
a character buys 20 Strength with attribute points and then prevent a character from saying something that gets the
takes an advantage which gives her +5 Strength, she will group in trouble or saying something that saves the day.
have 25 Strength. GMs must define the effects of negative
attributes (for instance, -5 Strength may mean that the Endurance (END)- This represents stamina for
character can not move or even breathe unaided). intense physical exertion as well as the body’s ability to
fight disease and resist toxins. Endurance is used when a
Agility (AGY)- This represents limberness, coordination, character needs to hold his or her breath, go on a long hike
balance and speed of physical reactions. Agility is used or survive a serious illness.
Mundane Skills
ACAD (Academic) Assassin: Unarmed (Combat) Gambling (INL) Driving (AGY)
Business (INL) Automatic Weapons (Combat) Lock Picking (AGY) Electronics (INL)
Cryptography (INL)* Bodyguard (Combat) Organized Crime (INL) Heavy Machinery (AGY)
Government (INL) Boxing (Combat) Pocket Picking (AGY) Helicopter (INL)
History: Local (INL) Club (Combat) Poisons (INL) Mechanics (INL)
History: World (INL) Fencing (Combat) Prowling (AGY) Motorcycle (AGY)
Law: Basic (INL) Florentine Sword (Combat) Street Drugs (INL or AWR) Plumbing (INL)
Law: Business (INL) Gun Repair (INL)
Law: Criminal (INL)* Immobilization (Combat) TECH (High Tech) MEDI (Medical)
Law: International (INL)* Kickboxing (Combat) Anonymity (INL) Diagnosis (INL)
Law: Tort (INL)* Knife Fighting (Combat) Computer Hardware (INL) Emergency Medicine (INL)
Linguistics (INL) Knife Throwing (Combat) Computer Security (INL) Pharmacology (INL)
Math (INL) Ordinance (Combat) Computer Software (INL) Physical Therapy (INL)
Mnemonics (INL) Pistol (Combat) Data Pirating (INL)* Plastic Surgery (INL)*
Mythology (INL) Rifle/Shotgun (Combat) Denial of Service (INL)* Psychopharmacology (INL)*
Philosophy (INL) Self-Defense Weapons (Combat) Hacking (INL) Surgery (INL)
Physics (INL)* Sniper (Combat) Internet Publishing (INL) Veterinary Medicine (INL)
Religion (INL) Specific Weapon Training (Combat) Networks (INL)
Phone Phreaking (INL) PEOP (People)
Research: Academic (INL) Staff Fighting (Combat) Fashion and Beauty (CHM)
Science: Agriculture (INL) Street Fighting: Armed (Combat) Programming (INL)
Research: Internet (INL) Language (INL)
Science: Archeology/Paleontology (INL) Street Fighting: Unarmed (Combat) Oratory (CHM)
Science: Botany (INL) Sword and Shield (Combat) INVS (Investigation/Espionage) Performance (CHM)
Science: Chemistry Tae Kwon Do (Combat) Bomb Disarming (INL) Psychotherapy (CHM)
Science: Ecology (INL) Wrestling (Combat) Brainwashing (INL)* Seduction (CHM)
Science: Genetics (INL) Crime Scene Forensics (INL) Storytelling (CHM)
Science: Meteorology (INL) CRTV (Creative)
Cooking (AWR) Disguise (INL)
Science: Pathology (INL) Forensic Pathology (INL) TRAD (Traditional)
Science: Psychology (INL) Filmmaking (INL) Acupuncture (INL)
Gardening (INL) Impersonation (CHM)
Social Work (INL) Interrogation (CHM) Animal Training (CHM)
Music (AWR) Local Geography (INL)
ATHL (Athletic) Photography (AWR) Military Tactics (INL)
Offensive Driving (AGY) Ethnogens (INL)
Acrobatics (AGY) Sculpture (AWR) Herbal Medicine (INL)
Bicycle (AGY) Visual Arts (AWR) Research: Law Enforcement (INL)
Torture (INL) Hypnosis (CHM)
Climbing (AGY) Writing (INL) Lipreading (AWR)
Running (SPD) WMDs (INL)
CRIM (Criminal) Light Sleep (AWR)
Skates (AGY) LABR (Labor) Sleight of Hand (AGY)
Sports (AGY) Alarm Systems (AWR or INL)
Auto-Theft (INL) Airplane Pilot (AGY) Street Survival (INL)
Swimming (END) Blacksmithing (INL) Tracking (AWR)
Black Market (CHM)
CMBT (Combat) Card Counting (INL)* Boat Pilot (AGY) Traditional Crafts (INL)
Aikido (Combat) Drug Resistance (WIL) Brewing (INL) Wilderness Survival (INL)
Archery (Combat) Escape Artistry (AGY)* Carpentry (INL)
Assassin: Armed (Combat) Forgery (INL) Demolitions (INL) *Prerequisites
CMBT
TRAD
LABR
TECH
CRTV
CRIM
MEDI
ATHL
PEOP
INVS
a 100% markup.
Alternative Health 5 5 15 5 15 8 10 6 5 7 5 Cryptography (INL)- Prerequisite: Math (2). This
Boring Customer Service 6 7 15 5 15 7 10 5 7 7 7 is knowledge of mathematical theories behind modern
Boring Factory Job 6 7 15 5 15 7 10 4 7 7 7 cryptography and code-breaking techniques. Includes
Boring Field Job 5 7 14 5 15 7 10 4 7 7 7 the ability to analyze, modify and create codes and
Boring Office Job 5 7 15 5 15 6 10 5 7 7 7 attempt to break codes.
Business Owner 4 7 15 4 15 7 10 4 7 7 7
Easy (10): Do simple cipher by hand.
Career Criminal 7 7 8 6 7 8 10 6 9 7 7
Moderate (20): Break a simple cipher.
Child Care 4 7 15 4 15 7 10 5 7 6 7
Computer Tech 4 8 15 5 15 3 10 6 7 7 7 Hard (30): Analyze the encryption on a Hard Drive.
Creative 4 7 15 3 15 7 10 5 7 6 7
Government (INL)- This is knowledge of the structure
Dangerous Field Job 6 5 13 6 15 8 9 4 7 6 7
and procedures of government, from city councils to
Driver 5 7 15 5 15 7 10 4 7 7 7
federal agencies.
Homeless 8 7 12 5 10 9 10 5 9 9 5
Homemaker 6 8 15 5 15 7 10 8 7 6 7 Easy (10): Make a statement before the city council.
Investigator 6 7 9 6 10 7 5 6 7 7 7 Moderate (20): Get a funding grant from a federal
Law Enforcement Pro. 6 6 7 6 12 7 6 6 6 8 7 agency.
Legal Professional 3 7 15 6 15 7 8 7 7 6 8 Hard (30): Get a state water management board to
Medical Professional 4 7 15 5 15 7 10 6 3 7 8 rescind its annual report to the state assembly because it
Paranormal Professional 5 7 15 5 12 7 10 6 7 6 7 failed to make a draft available for public comment for 30
Performer 7 4 15 4 15 8 10 6 7 4 7 days.
Pilot 5 7 15 5 15 7 10 4 7 7 7
Politician 4 7 15 5 17 7 10 6 7 5 7 History: Local (INL)- This is knowledge of the history
Privileged 5 7 15 5 15 7 10 7 7 6 8 of the area the campaign takes place in.
Professor 3 8 15 4 15 6 10 6 6 6 7 Easy (10): Tell how and why the city was founded.
Religious Professional 4 7 15 5 15 7 10 5 7 6 7 Moderate (20): Tell when year a skyscraper was built.
Reporter 5 8 15 4 12 7 7 6 7 5 7
Hard (30): Determine what was on any given block 200
Researcher 3 8 15 6 15 4 10 7 4 7 8
years ago.
Retired 5 9 13 5 12 9 9 5 6 6 5
Security Professional 7 6 9 6 15 7 9 5 6 8 8 History: World (INL)
Sex Industry Worker 7 6 12 7 10 9 10 7 8 6 6
Easy (10): Describe the major players in WWII.
Social Worker 4 7 15 6 15 7 10 6 6 5 7
Student 4 6 15 4 15 6 8 8 6 6 8
Moderate (20): Name the major Chinese dynasties and
Trendy Customer Service 6 5 15 4 15 8 10 7 7 4 7
say what made each one special.
Ward 5 7 15 5 15 8 10 8 8 8 8 Hard (30): Name the winner of any given battle in the
Welfare 5 8 15 6 15 8 10 5 8 8 6 crusades.
CMBT
TRAD
LABR
TECH
CRTV
CRIM
MEDI
ATHL
PEOP
INVS
ACAD (Academic)
brought in front of a court, who can practice law, the
remedies for each type of legal problem and the general
procedures for legal actions.
Business (INL)- This is knowledge of the world of Easy (10): File an amicus curiae (friend of the court)
business, from single proprietorships to multinational brief.
corporations. The PC is familiar with business bookkeeping, Moderate (20): File an ethics complaint against a lawyer
taxes, investment, labor practices, sales, distribution, with the state bar.
manufacturing and warehousing. Hard (30): Research all relevant laws and cases for a
Easy (10): Write a business plan. given legal question.
Mnemonics (INL)- This is the collection of tricks and Science: Archeology/Paleontology (INL)- This is
techniques that allow large amounts of information to be knowledge of the methods used to gain information about
memorized quickly and recalled accurately. pre-history, as well as the information that has been gained
Easy (10): Remember a phone number for days after by those methods.
hearing it once. Easy (10): Tell when humans first came to the American
Moderate (20): Memorize the configuration of a chessboard continent.
and remember it for days. Moderate (20): Recognize the bones of a euoplocephalus.
Hard (30): Memorize several pages of a book and remember Hard (30): Analyze ice-core samples to find increases in
it verbatim for weeks. forest fires 5,000 years ago.
Hatchet- A small axe designed for use by campers. Can be Sunscreen- 20 applications of a 150 SPF sunscreen.
used as a 2 bladed damage weapon (range 1). Costs $50. Costs $5.
Headlamp- A waterproof flashlight on a headband, often Swiss Army Knife- Comes with a blade, corkscrew, can/
bottle opener, screwdriver, puncher, scissors, hook, file,
used by cave explorers. Batteries last 12 hours. Costs $50.
tweezers and toothpick. Costs $25.
Insect Repellent- Foul smelling cream, lasts 8 hours, one
Trenchcoat- A thick, ankle-length coat, waterproof, with
bottle contains 20 applications. Costs $5.
large internal pockets. Costs $35.
MRE- Meal-Ready-to-Eat, a packaged military ration,
Water Purifying Canteen- The lid has a heavy-duty
designed to fulfill full nutritional requirements, stay edible filter in it so that any water squeezed out is filtered.
for years unrefrigerated, and require no preparation. Costs Costs $40.
$7.
Wetsuit- Designed to keep people warm in cold water.
Parachute- Parachutes can be bought in normal or base- Heat Factor: +10. AR 7, PR 1 bladed 3 skidding. Costs
jumping styles. Normal parachutes must open at 2000 ft. $100.
(600 m.) to prevent falling damage to the PC. Base-jumping
parachutes can be opened as low as 800 ft. (250 m.) but are Winter Coat- A thick, hooded, waterproof coat that goes
insufficient for use in higher-altitude jumps. Weight 35 lbs. down to mid-thigh. Heat factor: +7. Costs $10.
(16 kg). Costs $1,500. Work Gloves- These gloves protect the hands from up
Protein Bar- Quick energy for situations where it is hard to to 2 bladed or 4 burn damage. Useful for climbing and
stop for a meal. Costs $1. rappelling. Costs $20.
Clothing Collection- A wardrobe large Administered: How the drug is taken. Note
enough for the Fashion & Style skill to
be used without any penalties. Includes
that intravenous injections take a skill roll
(using the skill Street Drugs or a MEDI skill). Medical
outfits and shoes appropriate to every Effects: What the effects are of one dose of the Pharmaceuticals
type of social function, from business drug. Effects that can be saved against have
meetings, to church, to a singles bar. the difficulty to save listed after them. E.g.
“+7 STH, Vomiting (10), Unconsciousness
Antibiotics
Must be purchased twice if the PC will (20) for 2 hours” means that for two hours Administered: Orally as pills
be dressing as either gender. Includes the user gets +7 STH, must save vs. vomiting Effects: +8 to save vs. disease
the items Clubwear and Formal Outfit at 10 difficulty and vs. unconsciousness at 20
progression for bacterial infections.
(see below). Costs $3,000. difficulty every hour. Roll vs. effects once
per the period listed for the effects (e.g. every Overdose (2x): Nausea (20) for 2
Clubwear- New, trendy clothing hour, every minute, etc.). hours.
appropriate for a party or going out to a Legality: Misdemeanor without a
club. Gives +2 to seduction rolls. Costs Withdrawal Effects: Effects experienced
when the chemical starts to exit the user’s prescription.
$150. system (unless stated otherwise, this is when Costs $50 for a full 3 week course
Costume- Specially tailored or all the Effects cease).
commissioned outfit, e.g. a stage Tolerance: How much more of the chemical a Antibiotics (Severe)- This selection of
magician’s outfit, a historical re-enactor’s user must use after having taken many doses. powerful antibiotics is usually reserved
middle-ages dress, a superhero costume, Tolerance increases by 10% for each week of for fighting antibiotic resistant strains
etc. Costs $200. regular use. The maximum tolerance for the
drug is listed.
and has severe side effects.
Fetish Outfit- An outfit designed to Administered: Intravenously.
appeal to people of a particular minority Addiction: When there is a possibility Effects: +12 to save vs. disease
that a drug may be psychologically and/or
sexual preference. Gives +8 to seduction physiologically addictive, the difficulties are progression for bacterial diseases, hair
rolls towards those people. Costs $100. listed here. Users must save vs. addiction based loss, joint pain (-5 AGY), Vomiting
Formal Outfit- A formal outfit that might on the listed difficulties with +1 difficulty for (20), liver damage (permanent -4 to
be appropriate for a business meeting. It
each consecutive dose. The difficulty to resist save vs. poison/drug effects), digestive
drug cravings and any special circumstances system damage (-15 to save vs. nausea
is the right size, but not tailored. Costs which will trigger cravings is listed. E.g.
$200. Psychological Addiction Difficulty 15 means
for 3 months).
that if a PC uses 7 doses in a row he or she Legality: Misdemeanor without a
Format Outfit (Tailored)- A formal must make a roll of WIL + 1d20 vs. 22 or prescription.
outfit, incorporating the best materials become psychologically addicted to the drug. Costs $300 for a full 3 week
and latest styles, hand-tailored to fit the See p.80 for the complete rules of addiction.
course.
wearer perfectly. Gives +2 to seduction
Long Term Effects: These are the additional
rolls. Costs $2,000. effects on a user who uses the drug regularly.
Anti-Nauseant
Jogging Outfit- Sneakers and grey Long Term Withdrawal Effects: These are Administered: Intramuscular Inje-
sweats. Costs $10. the additional effects of withdrawal on a user ction
who has been using the drug regularly.
Military Surplus Outfit- A full outfit, Effects: +10 to save vs. nausea for
including boots and a hat, from military Overdose: Each drug may have several 4 hours
surplus stores. Mostly olive green overdose ratings. “Overdose (2x)” may list the Legality: Misdemeanor without a
and cammo. Gives +4 to prowling in effects of taking two doses at once, “Overdose prescription.
greenery. Costs $60. (4x)” may list the effect of four doses. Unless
stated otherwise, assume the overdose effects Costs $20/dose.
Raincoat- A thin plastic raincoat, with last as long as the normal effects.
Peephole Reverser
Vehicles
Air Bags- The front driver and passenger seats are
outfitted with front and side airbags. Reduces crash damage Vehicle Features
done to passengers by 10 points. Costs $400.
Speed: Lists the vehicle’s maximum speed (on the same scale
Alarm- The vehicle has a theft alarm that makes a loud as the attribute SPD).
blaring noise when someone tries to enter the vehicle Acceleration: How much speed a vehicle can pick up in a
without first disabling the alarm. Costs $200. round. If a vehicle has acceleration 5 and speed 20 then it can
reach its maximum speed in 4 rounds.
Bicycle
Speed: Rider’s SPD x 2 Maneuverability: The maneuverability rating is added to any
Maneuverability: +4 maneuvers attempted in the vehicle. See p.83 for more.
Damage Capacity: 4 blunt or 4 bladed. Damage Capacity: How much damage a vehicle can take
Costs $150. before it stops working.
Chemical
Weapons ingredient in many of the Ethnogenic Deliriants, see p.43) is
the best treatment.
Legality: Misdemeanor.
Chloroform- Once used as a general anesthetic, its use was Costs $60 for 10 doses.
discontinued because of its many side-effects. It has also
been used as a recreational drug. One in 10 people have a Monkshood- This extract of the monkshood plant contains
the toxin aconitine. Monkshood was used as an arrow-
genetic vulnerability to chloroform that causes a high fever.
poison in ancient Europe.
Appearance: A clear, sweet/pungent smelling liquid.
Appearance: Sticky, brownish liquid, slightly bitter odor
Administered: 1x effects within 1 round if inhaled from a and taste
wet cloth, 1x effects within 10 minutes if swallowed.
Administered: 1x effects within 30 minutes if ingested,
1x Effects: +10 to save vs. pain, Vomiting (10), 1x effects within 2 rounds if put on something that causes
confusion (-10 INL, -10 AWR), weakness (-10 STH, -10 bladed damage.
SPD), Unconsciousness (20), 1 in 10 chance of high fever 1x Effects: Burning sensation in mouth (if swallowed),
(make hard save vs. heat exhaustion) for 15 minutes. Vomiting (20), speech impairment, blurred vision (-7 to
2x Effects: Same as 1x Effects plus Coma (30), actions/reactions and vision based AWR rolls), dizziness
Respiratory Arrest (30). (-15 to save vs. loss of balance), weakness (-10 STH),
Treatment: Oxygen or activated charcoal. clumsiness (-7 AGY), Hallucinations (20), Delusions (20),
Costs $80 for a 10 dose bottle. Cardiac Arrest (20) for 24 hours.
Contact: Wise (Costs 2 BP)- The PC has a friend who is False Identity (Costs 5 BP)- The PC has spent years
old enough to have seen or done just about everything that establishing a false identity. This identity has a fake ID,
the mundane world has to offer. The contact doesn’t have sparse (but believable) credit and rental history and a
any supernatural skills or knowledge, but has seen enough bank account. It’s not perfect (there’s no birth certificate
to know that not everything can be explained by modern for instance), but it can be used to accomplish most
science. The contact has History: Local (5) and Local transactions.
Geography (4).
Ghetto Raised (Costs 4 BP)- The PC was born and
Drug Resistant (Costs 2 BP)- The PC’s body chemistry is raised in a place where the PC was constantly exposed
such that psychoactive drugs have less of an effect on the to violence, poverty, crime and drugs. Today, the PC has
PC than they do on the average person. Gives +7 to save ‘street smarts.’ The PC gets 3 free levels of Criminal
vs. drug effects. Does not help saves vs. drug addiction and skill(s) and 1 free level of a Combat skill.
cravings.
Inherited Property (Costs 5 BP)- Limitations: Not
Ethnic Group (Costs 4 BP)- Limitations: The PC must take available to PCs with the Day Jobs: Welfare, Ward or
either the Bilingual advantage or the ESL disadvantage. Homeless. The PC recently inherited land and a house
Animists get the equivalent of this advantage free. The in the area the campaign takes place in. The PC can
PC belongs to a small community of non-English speaking sell the land and house, but would need to clean and do
immigrants. The PC has spent all or some of his or her renovations on the house first. If the PC chooses to live in
youth in the US and understands American culture better the house, the PC can gain extra income by not having to
than many of his or her fellow immigrants. Thus the PC is pay rent (+$1,000 to start and +$100/wk.).
often called on to interpret for or represent his or her people.
The PC’s loyalty to his or her community is repaid in kind. Innate Talent: Brawler (Costs 8 BP)- The PC has been
getting in fights since he or she was a little kid and fighting
Ex-Military (Costs 4 BP)- The PC was a military soldier. comes naturally to the PC. The PC gets +2 to strike, parry
The PC gets one free level of an Athletics skill, 1 free level and dodge, +5 to initiative, and a +3, a +2, and a +1 to any
of an Investigation/Espionage skill and 2 free levels of actions or reactions of the character’s choice (the pluses
Combat skill(s). can not be put on the same action or reaction).
Nightblindness (Gives 3 BP)- The PC sees very poorly Poor Hearing (Gives 2 BP)- Limitations: Not available to
(-10 to AWR rolls) in low light. PC is partially blinded (-7 Cannibals or Survivors. Without aid, the PC’s hearing is
to actions/reactions) in the light of a room lit with a 15 watt very poor (-10 to hearing based AWR rolls).
bulb and fully blinded (-15 to actions/reactions) in light so
Poor Vision (Gives 1 BP)- Limitations: Not available
dim that a normal person could not read a book.
to Cannibals or Survivors. Without prescription glasses
Obese (Gives 2 BP)- The PC is so overweight that it impairs or contact lenses, the PC is almost blind. If the PC is
his or her abilities and causes health problems. The PC is nearsighted, he or she can see close-up things okay (well
-10 to all jumping, sprinting, climbing rolls and +10 to enough to recognize a person’s face at 1 ft. or 1/3 m.) or
rolls where weight is an advantage (tackle, pin, ramming). if the PC is farsighted he or she can see far away things
The PC is -7 to save vs. heat exhaustion and +7 to save okay (well enough to recognize a building). Prescription
vs. hypothermia. Unless the PC has 15+ STH, walking or glasses cost $40. Corrective surgery ($2,000) can improve
standing is a tiring activity (uses pooled END). the PC’s vision.
Old (Gives 15 BP per decade after 50)- The character starts Post-Traumatic Stress (Gives 10 BP)- The PC was in
the game suffering from the effects of old age. For each a prolonged period of mortal danger, torture or intense
decade after 50, the character gets cumulative -2 STH, physical/sexual abuse and since then the PC has suffered
-2 END, -2 SPD, -1 AGY, -1 BLD and -1 BDY. from trouble eating, sleeping, nervousness and occasional
Parole (Gives 4 BP)- The PC is out on parole from prison. flashbacks. The PC gets:
The PC is out conditionally: there are a set of rules and One per day, moderate (20) save vs. delusions that
if the PC is caught breaking them the PC will be shipped the PC is back in the stressful situation. Delusions can
back to prison for about 6 months. The PC must meet be triggered by sensations that remind the PC of the
a parole officer weekly and the parole officer may drop situation.
by unannounced (1 in 20 chance each day). The police -10 to save vs. nausea, insomnia, fear and psychological
are allowed to search the PC’s car, residence, person or shock.
hotel room any time they want. Choose two additional
conditions from the following list: steady employment, Pre-Op Transsexual (Gives 3 BP)- Not available to
curfew (in by 8 pm), not allowed in a ‘known drug area,’ Androgynes. The PC has been taking hormones, has
not allowed to associate with criminals or gang members, had some plastic surgery and has been living as the other
not allowed within 1,000 ft. of a school or playground, not gender for some time. Most people the PC knows do not
allowed to take drugs or alcohol (regular urine tests), must know that the PC still has genitals of the gender opposite
complete 100 hours of community service, must complete what the PC appears to be.
100 hours of anger management classes.
Generally, XP can be spent as soon as it is received. The Generally speaking, the more BP it costs to get a day job
only exception is when so little time has passed in the game during character creation, the harder the PCs should have
universe between one game session and another that it is to work to get it. It should be easy to become Homeless
ridiculous to think that the PC might have improved in that and take a lot of work and luck to become Privileged.
way. Example: The PCs are in the countryside, on the run Once a PC actually starts working the same new day job
from FBI agents and sleeping in barns and cornfields. When he or she gets the income and skill costs for that day job.
Applicable attribute + 1d20 (one twenty sided die) Opposed Rolls- When characters are competing, two
Vs. Action Difficulty rolls are made and whoever has the best success (amount
over the difficulty) wins. This represents that people
For instance: Sam wishes to climb the side of a building to competing may have different levels of ability but may
get to the roof. AGY is the attribute and the GM decides that also be trying things of different difficulty. A character
the difficulty will be 20. Sam has an AGY of 9 and so needs trying to do a complicated martial arts maneuver must
to roll 11 or higher on his d20 in order to succeed. Say, get a much higher roll to get the same amount of success
however, that Sam has special gloves that gives him +8 to as someone trying to do something as simple as a punch.
climbing – now he would roll AGY (9) +8 (gloves) + 1d20 Opposed rolls take the following form:
vs. 20 (Sam only needs to roll a 3 or better).
Sometimes the number of points by which the character Character 1’s Attribute + 1d20 vs. Difficulty 1
succeeded (called “success”) or failed opposing
(called “failure”) effects what happens. For ORC Changes
instance, the amount by which a climbing Character 2’s Attribute + 1d20
Although new components have vs. Difficulty 2
character succeeds may determine how been added to enhance In Dark
quickly the PC climbs. Alley’s unique attributes, the
core components of ORC have The difference between successes is
only been changed in order to called the “opposed success” (for the
Sample Difficulties fix serious errors. The changes winner) or “opposed failure” (for the
0- Automatic Success to ORC from previous games loser).
are as follows:
5- Walk down stairs briskly. (AGY)
10- (Easy) Notice a mosquito on PC’s skin. New Components Example: Amanda and Jovonne are
(AWR) -Healing rules playing blackjack. Amanda only wants
-Using psychodynamics
15- (Easy-Moderate) Paint ceiling from -Supernatural skill rules to win (moderate difficulty: 20). Jovonne
flimsy ladder. (AGY) -Sprinting and chase rules wants to win in a way that makes it
20- (Moderate) Win a game of mah-jongg. -Psychological shock rules appear that she won via dumb luck (hard
(INL) difficulty: 30). Amanda rolls INL + 1d20
Core ORC Changes
25- (Moderate-Hard) Catch paper flying in -Changed SPD to MPH ratio
vs. 20 and beats 20 by 3 points. Jovonne
the wind. (AGY) -Combat round = 0.5 seconds rolls INL + 1d20 vs. 30 and beats 30 by
-Changed Area Attack difficulty 7 points. Jovonne wins with an opposed
30- (Hard) Get burned and not flinch.
(WIL) -Clarified frequency of save vs. success of 4 (7-3) and Amanda loses
drug/poison effect rolls with an opposed failure of 4.
40- (Legendary) Lift a pony over PC’s -Ofbuscating hallucenations part
head. (STH) of normal hallucenations.
Using Attributes
Agility (AGY) first point of damage can be saved against at 10 difficulty,
the second point at 20 difficulty, the third at 30, etc.
Use AGY for athletic type rolls: catching things, throwing Prowling- AGY is also used for prowling (attempting
things, blocking things (other than strikes), skipping rope, to move through an area while not being noticed). The
etc. difficulty is based on several factors: the number of
people and their proximity, how distracted or attentive
they are, the amount of cover and whether there is
Balance- Use AGY for rolls to keep one’s balance: walking darkness or a weather condition obscuring the PC, etc.
a tightrope, moving on ice covered streets, racing down The person being prowled against should get an opposed
stairs, etc. awareness roll.
Climbing- Use AGY for climbing. See table for sample Prowling difficulties
difficulties.
10 (Easy) Crawling through a field of tall
grass with a wind to cover noises and an
Climbing Difficulties (with no equipment) unsuspecting person nearby.
10 (Easy) Tree with low branches. 20 (Moderate) Sneaking up behind
20 (Moderate) Rocky cliff face. someone who isn’t expecting anything.
30 (Hard) Sheer cliff face. 30 (Difficult) Crawling in a gutter at night
40 (Legendary) Glacial ice. with several people searching for you.
40 (Legendary) Avoiding someone who is
searching for you by staying directly behind
Landing- Characters can use AGY to save vs. falling or them (may also require SPD based rolls).
skidding damage (see Other Types of Damage, p.79). The
Persuasion- CHM is used to persuade NPCs to agree with Rest- When Pooled END is lost to strenuous activity,
an argument. First, PCs must roleplay arguing their case. it returns at 1 point per round when the PC is resting.
Next, the GM decides the difficulty of the persuasion based Pooled END lost to oxygen deprivation returns at 1 point
on the logical strength of the argument. A very reasonable per round when the PC begins receiving oxygen again.
argument which makes a lot of sense might have a difficulty Pooled END lost to fatigue returns at the same rate it was
of 10. A very improbable argument that asks the listener lost (e.g. if Juan loses 4 END by jogging for 20 minutes,
to make a lot of assumptions might have a difficulty of 30. he will regain it with 30 minutes of rest). If a PC ever
Don’t even bother rolling if an argument is so strong or so reaches 0 END (incapacity) that PC is -1 END for the next
weak that it is ridiculous to believe that someone would or 24 hours. If a PC reaches 0 END five times, the PC will
wouldn’t agree with it. be at -5 END the next day.
Pain- One of the most common things PCs will have to Save vs. Shock Difficulties
resist is pain. Pain comes in two types: Easy (10): Seeing a small child driving a car.
Shocking Pain: This is pain that comes on suddenly Moderate (20): Seeing a dog driving a car.
(sometimes unexpectedly). It only lasts a second but it is Hard (30): Seeing a mass of spiders driving a car.
so strong that it can cause the PC to be unable to act. A PC Legendary (40): Seeing floating globs of
who fails to save by 1-9 loses his or her next action. A PC congealed blood connected by chains driving a car.
who fails by 10 or more loses his or her next action and
reaction (see A Combat Round, p.86), meaning that the PC
not only cannot act, but cannot defend himself or herself for Example: Ted is driving on the 101. He looks over and
one round. sees a man with no face driving the car next to him. He
Distracting Pain: This is pain that comes on more slowly makes a WIL + 1d20 vs. 30 roll and fails by 6. A moment
and stays around longer, causing the PC to be distracted later, the car in front of him hits its breaks and he has to
from anything he or she tries to do. When a PC fails a save make a swerve roll. He is at -6 to his driving roll.
The three health attributes, BLD, BDY and INCY are used
Armor
whenever a character takes any kind of damage which In Brief- AR is how much success a strike needs to
moves the PC progressively closer to death. There are bypass armor, PR is subtracted from any strike that hits
many types of damage which may cause pain, cripple or the armor.
disfigure the PC, but don’t move the PC significantly closer
to being dead and so they do not remove BLD, BDY and A piece of armor has two factors:
INCY. The two main types of potentially lethal damage are Armor Rating (AR) represents how much of the body
blunt and bladed. the armor covers (or how difficult it is to hit an unprotected
spot on the PC).
Blunt Damage- Blunt damage comes from that does Protection Rating (PR) represents how much damage
crushing damage to the PC’s tissues, like a club or a punch. each type the armor can absorb.
Things like falling, being crushed, being rammed by a
vehicle also do blunt damage. Blunt damage is subtracted Example: Lake has a leather suit with an AR of 7 and a
from BDY. Once all BDY is gone, blunt damage is removed PR of 2 bladed. A strike (a combat action, see p.143) with
from BLD but the effect is doubled. So, if a person with 2 a success of 7 or below will hit the armor and 2 bladed
BDY is hit with something that does 5 blunt damage, all 2 damage will be subtracted from the damage the strike
BDY are taken away and the character suffers 6 damage to would normally do. If the strike was with a weapon that
does 4 bladed and 2 blunt damage, it would only do 2
BLD (the remaining 3, times 2). bladed and 2 blunt damage. A strike with a success of
8 and above would hit an unprotected spot and do full
Bladed Damage- Bladed damage comes from anything damage.
which cuts, pierces or spills blood, including knives, guns,
barbed wire, skidding, etc. Bladed damage goes straight to AR of 20 represents total coverage and no amount of
BLD. Any other type of damage which causes the PC to success can bypass the armor.
lose blood, be unable to take in oxygen, or does damage to
the heart and lungs also does damage to BLD. Multiple Layers- When a PC is wearing multiple layers
of armor, each layer acts upon the damage independently.
0 BLD- When a PC reaches 0 BLD it means he or she has One strike may hit one piece of armor and lose some of
been mortally wounded and without medical intervention its damage, hit another piece of armor and lose more, then
bypass a third piece of armor and not lose any more. In
he or she will eventually die. Even at 0 BLD or below, a order for damage to reach a PC, it must either bypass or
PC can still do things, even fight, for a limited period of cut through every piece of armor the PC is wearing.
time. END effects how long the PC can continue to act, and
INCY (Incapacity) effects how much more damage a PC Armor Piercing- Some weapons and types of damage
can take before being immediately incapacitated. cut through armor better than they cut through other
things (like people). An armor piercing bullet may be
Incapacity- When damage reduces a PC’s BLD to 0, any listed as doing: “5 bladed damage (pierces as 10)”. When
further damage is done to INCY. INCY represents the subtracting damage absorbed by the armor, treat the
character’s last reserves of energy to act even after being damage as if it is 10. When the damage gets to the PC,
mortally wounded. All further damage that would have however, it can’t do any more than 5. Note that poisons on
a bladed object do full damage if any bladed damage gets
done damage to BLD instead does damage to INCY. All through to the victim.
further blunt damage does double damage to INCY. When
a PC reaches 0 INCY it means he or she is incapacitated. Non-Damaging Attacks- There are attacks which do not
An incapacitated person can not stand, make fighting do damage, but do things like cause pain, cripple joints,
actions or reactions, or initiate any kind of communication. knock people out, etc. Armor can protect from these
An incapacitated PC may make moderate (20 difficulty) attacks too. To determine whether armor protects from
WIL rolls to be able to do very simple things (e.g. answer such an attack, figure out how much damage the attack
a question, crawl away from a fire) but cannot do anything would have done if it were a normal strike, then figure
that would require a roll (e.g. perform a skill). out if any of that damage would have gotten through. If
none would have gotten through, then the non-damaging
As long as a PC still has Incapacity and pooled END, he attack has no effect. Also, some attacks have a minimum
damage (e.g. a knockout strike requires an attack that
or she can still act normally. As soon as a PC reaches 0 would do at least 2 blunt damage if it was a normal strike)
BLD, he or she loses 1 point of pooled END every round (in and if armor reduces the “would be” damage to less than
addition to END lost from other activities/circumstances). this then the strike doesn’t work.
When pooled END reached 0, the PC is incapacitated.
Healing
For every 7 day period, the average person regains the
following:
1 point of BLD
½ point of BDY
Each of the following will slow the healing rate by one
day:
Bad Damage Type- The PC was damaged by ragged,
burn or radiation damage.
Botched 1st Aid- The PC never had any 1st aid
performed on the injury, or an Emergency Medicine
skill roll failed.
Infection- The PC contracts any disease, whether or
not it is related to the injury.
Low END- The PC’s base END is 5 or less.
Malnutrition- The PC cannot get food which satisfies
basic nutritional requirements.
Mental Stress- The PC is put in constant fear of death
or of not having the basic necessities of life met.
Physical Stress- The PC must do heavy labor or suffers
from any amount of sleep deprivation.
Poor Hygiene- The PC is unable to keep wounds
clean.
Reinjury- The PC take another injury while healing.
Vehicle Skills doesn’t make him roll a skill roll, doesn’t even make him
roll INL. The GM simply describes the bomb and asks
Flagg what he does. Flagg decides the best thing to do is
Normal skills list example things that a person with that
skill could do at each level of difficulty (an easy thing, a grab a handful of wires and yank them out all at once. The
moderate thing, a hard thing, etc.). Vehicle skills list a GM narrates the result…
number of “maneuvers” that a person with that skill can do,
each with a corresponding difficulty. For example, one of Unless they have some special disadvantage, PCs are
the maneuvers that people with the motorcycle skill get is expected to be able to do normal things that anyone can
“Stairs (20): Go up or down stairs or similar impediments.” do, including: read, eat, dress, keep clean, stay afloat in
Maneuvers are rolled as normal skill rolls, but they have water, use a pistol, read a map, cook a meal, tie a knot, tell
two special modifiers: maneuverability and speed. a lie, recognize symptoms of serious illness, etc.
Skills 083
(Order #10146879)
Chasing
Since this is a horror game, a lot of action will involve as pain/stun attacks or, if the object is really heavy, a
running away from things. The outcome of a chase is not knockdown or knockaway attack. Note that runners with
solely dependent on who has the highest SPD. It may superhuman strength may be able to make STH rolls to
depend on other factors. power through obstacles that weaker runners could not.
If both the chased and chaser are just running at their Climbing- Other times the chased may lead the chased
normal SPD, then each round the distance between the two through a route that requires things be climbed. For
decreases (if the chaser is faster) or increases (if the chased instance the chaser may decide to try to escape by
is faster) by a number of feet equal to the difference between climbing a fire escape ladder or a tree. Both the chaser
the two SPDs (or a number of meters equal to the difference and chased should make climbing rolls (1d20 + AGY vs.
divided by 3). difficulty). If one succeeds by more than the other then
the opposed winner is climbing faster than the other and
Example: The Doberman chasing Andrew has SPD 17, the number of feet between the two should be reduced or
Andrew has SPD 10. They start at 20 ft. apart. At the end increased by an amount equal to the opposed success.
of the first round that distance is reduced by 7 ft. (17 SPD-
10 SPD) to 13 ft. At the end of the second round it has been Inclines & Stairs- On steep stairs or inclines the chased
reduced to 6 ft. During the third round the Doberman will and chaser should be asked to make an AGY + 1d20 vs.
catch Andrew. difficulty roll to avoid tripping or stumbling.
Starting the Chase- From a stand-still it takes 1 full round Non-Human Chasers- Some of the rules don’t apply
for a human to reach full running speed (smaller creatures to non-humans. An intangible creature doesn’t have to
might be faster, larger creatures slower). For that one round dodge. A flying creature doesn’t have to jump over holes.
the runner closes a distance equal to half normal. This gives A snake-like creature might not be able to climb. There
a significant advantage to someone already running against may also be routes where a non-human chaser cannot go,
someone standing still or someone who has been forced to e.g. a small hallway. AWR rolls should help PCs notice
stop (e.g. by stumbling over something). these opportunities to escape.
Sprinting- This is a one-round action in which a chased Running and Combat- Combat actions and reactions
and/or chaser run at their maximum SPD. Sprinting can can be made while running but are at -4. If runners want
only be one on open ground. Each runner rolls SPD + 1d20. to make a sprint (e.g. to move themselves into weapon’s
Compare the results. If the chaser got a higher result, then range) and attack in the same round they will take a split
the space between the two closes by a number of feet equal action penalty (-10 to each). Any time a PC reacts to
to the opposed success (or meters equal to one third the an attack, dodges something in his or her path, jumps
opposed success). If the chased got higher than the chaser over an obstruction, etc. that uses the PC’s one combat
then the space between the two is increased by that number reaction for the round (unless the PC has split his or her
of feet. If one party is sprinting and the other isn’t, then reaction or has given up his or her action for the round,
see p.87).
compare the sprinter’s SPD+1d20 roll to the other person’s
SPD.
Fighting
In Brief Initiative
Combat begins by determining initiative (who acts first), At the beginning of combat, each participant makes an
then proceeds though a number of rounds until combat AWR + INL + 1d20 roll. The fighter with the highest roll
is finished. Each round, each participant gets one action will get the first action in the round, the second highest
(used in order of initiative) to use against an opponent and will go next, etc. The next round, initiative is the same.
one reaction to react defensively to something done to Initiative must be re-rolled every time there is a break in
him or her. There are many types of combat actions and the action (e.g. fighters stop to taunt each other).
reactions, each with a different intended result, different
difficulty and using different attributes. There are also Surprise- The fighter who initiates combat should get a
bonus to initiative, from +5 to +15, depending upon how
many factors that can modify the difficulty for an action
much of a surprise the combat was to the other fighters.
or reaction, including skills, properties of the weapon and
Also, characters who are completely unaware that they are
environmental variables. the victims of an action (e.g. are hit unaware by a sniper)
do not get a reaction.
Fighting 085
(Order #10146879)
Attributes in Combat
The following gives a basic idea of how attributes figure into
various combat maneuvers:
AGY- Adds to the speed and accuracy of an action/reaction.
AWR- Adds to actions that require noticing and reacting to a
flaw in the enemy’s defenses, an attack, etc.
INL- Adds to actions that require the use of knowledge (e.g.
knowing where to strike to hit a vital organ).
SPD- Adds to actions that involve quick and powerful
footwork.
STH- Adds to the damage and pure force of an attack.
A Combat Round
A combat round is a period of time, approximately equal
to half a second, during which each participant gets one
action and one reaction. The character’s reaction is made in
response to any attack against him or her at any time during
the round. Action/Reaction Example
Attacker’s Action: Defender’s Reaction:
Converting Actions & Reactions- Characters do not have Strike (Handheld) Dodge
to use their actions and reactions at the designated time; they The attacker declares the action first: an attack with some
can do any of the following: handheld weapon. The defender then chooses to use his
or her reaction to dodge the blow.
-Wait and use their one action at the end of the round.
-Give up their action for that round in order to gain an Attacker’s attributes: Defender’s Attributes:
extra reaction (no penalty). STH+AGY = 23 AWR+AGY = 30
-Turn a reaction into an action (at extra difficulty, see Each action or reaction uses specific attributes, a
Simultaneous Action, below). handheld strike uses STH and AGY, a dodge uses AWR
and AGY. The combatants add those attributes.
Aim +4 to roll The attacker has just aimed at the target (see Noncombat Actions)
Blinded (Full) -15 to roll This is the penalty when a fighter’s vision is completely obscured.
Blinded (Partial) -7 to roll This is the penalty when a fighter’s vision is partially obscured or blurred.
Burst The character is firing more than one shot at once (up to the max. Rate Of Fire listed
-4 to roll for that weapon). If the action is successful, each shot does damage.
The character puts his or her whole body into an action (+5) but in doing so
Extended Action +5 to roll sacrifices his or her balance (-10 to next action or reaction). Not possible with
projectile weapons.
Improvised -8 to most
See Improvised Weapons (p.91) for more.
Weapon rolls
Leaning While leaning over to attack something below the character’s knees, he or she is at
-10 to roll -10 to the roll for any action or reaction.
This is the penalty to make a combat action from atop a moving vehicle or animal.
Mounted -4 to roll Note that in order to hit opponents, mounted PCs must typically lean (see above).
When the PC is moving he or she is at +4 difficulty to hit.
Paired The character is attacking with two weapons simultaneously. If the action succeeds,
-4 to roll both weapons do damage.
Prone Penalty does not apply to kicks or projectile weapons. Because of their reduced
-8 to roll profile, prone characters are –8 to hit with a projectile. See also Stomp (p.89).
The character makes an action as a reaction: he or she reacts to an action directed
Simultaneous -20 +WIL towards him or her with another action. Both actions happen simultaneously and
Action to roll neither are opposed. –20 to the roll, but WIL is added in as a third attribute. A will
higher than 20 will not give a bonus to the action.
-10 to The character splits one action into two actions or one reaction into two reactions
Split but gets -10 to each. Actions created in this way must be used at the same time;
rolls reactions can be saved for later in the round.
The damage done by a successful attack is done to a specific part of the enemy
Targeted -4 to roll predefined by the attacker (depending upon the part, the attack might do less damage
than normal, but never more).
Underwater Because water reduces momentum, all attacks do ½ damage underwater. Characters
-8 to roll without any swimming skills can typically move at ¼ their SPD underwater.
Fighting 087
(Order #10146879)
-A successful crippling attack cripples one limb.
Combat Actions -A person can continue to stand on one leg but is at SPD
These are actions that every person can attempt, even people 1, -7 to all actions and reactions, and is -20 to save vs.
with no combat training whatsoever. Actions that only people loss of balance.
with special training can do can be found in the combat skills
section (p.83). Disarm
Goal- Knock the opponent’s weapon from his or her
Actions Vs. Reactions hand.
-Each character gets one -Each character gets only one Roll- STH+AGY+1d20 vs. 30
per round. per round.
Weapon- Fists, kicks or anything which can cause a wrist
-Characters get to use -A character can only use a to lose tension.
their actions in an order reaction when he or she is the
determined by initiative. target of an action. -Usually a strike to the wrist, though it may be a strike to
the weapon itself.
-Actions can be traded -A character can use a
for reactions at no extra reaction as an action at extra -The victim can resist with an opposed STH feat
difficulty. difficulty (+20 +WIL). (STH+1d20 vs. 20) as a reaction.
-Characters can wait until -If the character is not acted
the end of the round to use
an action.
upon in a round, he or she
gets no reaction.
Grab
Goal- Immobilize one limb or one weapon.
Roll- STH+AGY+1d20 vs. 25
Area Attack Weapon- Hands, or anything which can grab (e.g. a
Goal- Hit everything in a given area with bullets or other snare).
projectiles. -Once a limb or weapon is successfully grabbed, the grab
Roll- INL + Number of shots fired + 1d20 vs. 10 + size of remains until it is broken. The grabber can choose to let
area in feet (or +3 per m.). go, or the victim can use an action to make an opposed
STH roll against the grabber. Any successful pain/stun
Weapon- Any that can shoot more than once per action
attack against the grabber will also cause the hold to be
-Each victim can react separately to the attack. broken.
-This is the only action which doesn’t suffer from blindness
penalties: the character can fire at an area without seeing it.
Distance penalties for projectile weapons do apply.
Grab (Pain)
Goal- Immobilize a limb so that the victim can not move
-When declaring, define an area to spray. Roll a separate without pain.
success roll for each person in the area.
Roll- STH+INL+1d20 vs. 35
-Each victim hit takes damage from one projectile.
Weapon- Hands
-The victim’s arm is simultaneously grabbed and twisted
Blinding Strike so that the victim must make a save vs. pain (WIL+1d20
Goal- Damage victim’s eyes to blind him or her. vs. 20) to move in any way.
Roll- INL+AGY+1d20 vs. 30 -The victim’s free limb is still usable but usually on the
Weapon- Anything that damages eyes or flesh around the opposite side of the body from the grabber.
eye or any substance that can obscure vision or makes eyes
shut involuntarily. Grab (Strangle)
-Most weapons only partially blind (a nail can only poke out Goal- Cut off blood and air flow through the neck.
one eye at a time, sand will only partially damage vision).
Roll- STH+AGY+1d20 vs. 25
-Some weapons fully blind on a successful strike (e.g. a
caustic chemical spray). See Improvised Weapons: Blinding Weapon- Hands, anything that can be wrapped around
Substances (p.91) for more. the victim’s neck, or anything hard that can pin the neck
against a stable surface.
-Grab can be broken by opposed STH roll or pain/stun
Crippling Attack attack.
Goal- Damage a limb so as to make it unusable. -During the hold, the victim loses 1 pooled END per
Roll- STH+INL+1d20 vs. 30 round then 1 BLD per round. If the hold is broken before
the victim dies, the lost BLD and pooled END return one
Weapon- Anything that can cut tendons, break bones or each per round.
dislocate joints (must be able to do at least ½ point of
damage had this been a normal strike). -Both the victim’s hands are free during the grab.
Fighting 089
(Order #10146879)
Roll- INL+STH+1d20 vs. 30
Tackle -Requires something that can stop and trap the weapon
Goal- Knock both the attacker and the atackee to the (e.g. chain, meat hook, trident, jacket, folding chair).
ground.
-If successful, the action is blocked and the attacker must
Roll- SPD+STH+1d20 vs. 20 use another action to unentangle the weapon.
Weapon- Body
-If the tackle is successfully dodged, the attacker must make
a save vs. loss of balance to avoid ending up on the ground.
Flip
Goal- Dodge attack and knock over attacker.
-A tackle does no damage.
Roll- AGY+STH+1d20 vs. 35
Vital Strike (Bladed) -This requires that the attacker make a lunge (punch or
attack with a handheld weapon) and that the defender
Goal- Use a bladed weapon to damage vital areas. must be close enough to use the momentum to flip
the attacker over a pivot point (usually the defender’s
Roll- INL+AGY+1d20 vs. 35 shoulder).
Weapon- Any weapon that does bladed damage. -If successful, the attacker is knocked down with no
-Bladed damage that penetrates armor is doubled. save.
-Blunt damage is not doubled.
-This is an attack on an area where bladed damage is
especially harmful (e.g. neck, heart).
Drop
Goal- Drop below the path of the weapon.
Roll- AWR+AGY+1d20 vs. 20
Vital Strike (Blunt) -Whether successful or unsuccessful, the defender ends
Goal- Use a blunt weapon to damage vital areas. up on the floor at the end of the reaction.
Roll- INL+STH+1d20 vs. 40
Weapon- Any weapon that does blunt damage Jump
-Blunt damage that penetrates armor is doubled. Goal- Jump out of weapon’s range.
-Bladed damage is not doubled. Roll- SPD+AGY+1d20 vs. 25
-This is an attack on an area where blunt damage is especially -Unlike the Noncombat Action: Jump, this is in reaction
harmful (e.g. neck, temples). to a specific attack.
-Determine how many range levels the character needs to
Wing move to be out of the range of the weapon.
Goal- Damage easy to hit but non-vital parts. -+10 difficulty for every range level beyond the first.
Roll- INL+AGY+1d20 vs. 20 -If the defender beats the difficulty but doesn’t beat
the opposed action, the PC gets hit but ends up out of
Weapon- Any weapon capable of doing damage. weapon’s range at the end of the reaction.
-Aimed at exposed yet non-vital body parts (e.g. arms, -Can also be used to jump towards the opponent, e.g.
thighs and ribs). jump towards an opponent to get too close to be hit by
-Any damage not absorbed by armor is cut in half. a shotgun.
Mental Block
Reactions Goal- Resist attempted mind control (especially psychic
attacks).
Dodge Roll- WIL+1d20 vs. 20
Goal- Sidestep or duck under the path of the weapon.
-This is only useful against attacks that go directly to the
Roll- AWR+AGY+1d20 vs. 25 character’s mind.
-After a successful dodge, the defender is still in roughly the
same place as he or she was before.
Parry
Goal- Block the attacker’s weapon.
Entangle Roll- STH+AGY+1d20 vs. 25
Goal- Stop and trap the weapon.
-Be sure to declare what you are blocking and with what.
Projectile Weapons Most swarms do not dodge and instead make simultaneous
strikes at no minuses (for convenience’s sake, assume that
Range- When making any action with a projectile weapon, all swarm animals which can attack make a successful
the PC takes a penalty equal to the number of range units strike). Characters, on the other hand, usually can’t
away the target is. For example, if a weapon has a FR kill more than a few swarm animals with each strike,
(Functional Range) of 5 ft. then for every 5 ft. away the except with certain weapons like poison sprays or flame
opponent is (rounded down) there is a -1 penalty. A target throwers.
60 ft. away would be -12 to hit with that weapon. Weapons
also have a Maximum Range (MR) beyond which the
weapon can not do damage. Weapon Specific Difficulties
Cover- A character who lies flat, facing the enemy (reducing The difficulties listed for the various actions and
his or her profile) is very hard to hit with projectile weapons reactions represent the difficulty with the “typical”
(-8 to hit). Any type of cover can give the enemy a minus weapon someone might use to do that action or reaction
to hit depending upon how much of the character’s body with. Some weapons are designed so that some actions/
is protected. Treat this as armor: standing partially behind reactions are easier, while others are much harder. For
a tree might have an AR of 5 and a PR of 15 bladed/blunt instance, a sledgehammer is so heavy and awkward that it
(from that one direction only). is hard to make a strike with it. On the other hand, a whip
is designed for pain/stun attacks and so such an attack
would be easier. In weapon profiles, special actions and
Fighting Non-Humans reactions are listed as:
Very Easy (-8 difficulty)
Machines- Non-Biological opponents do not have BDY,
BLD or INCY. Instead, each device has an amount of blunt Easy (-4 difficulty)
or bladed damage that, if it takes, will cause it to cease Hard (+4 difficulty)
functioning. One machine, for example, may be able to
take 4 blunt or 9 bladed damage before it stops working. Very Hard (+8 difficulty)
Fighting 091
(Order #10146879)
Poking Weapons: Objects with a point on them strong to treat using medical skills. If the PC fails the save vs.
enough to be driven into flesh do ½ point of bladed damage. contraction, he or she suffers from a disease with the
The PC is at -8 to any actions with this weapon except following profile (see p.81 for more on fighting diseases):
blinding strike, pain/stun and vital strike. Disease Progression Rating: 20. Disease Progression
Speed: 12 hours. Treatments: Antibiotics. Symptoms:
Blunt Weapons: Blunt objects with a good handle can For each 1x the victim suffers from an aggregate fever
do between 1 and 3 blunt damage. The PC is at -8 to any (-10 to save vs. heat exhaustion), Vomiting (10), weakness
actions with these weapons except strike and pain/stun. (-5 STH, -5 SPD) and 1 BLD damage.
Thrown Objects: Any heavy object without a handle
can be thrown at an enemy. If a character attacks someone
with a huge rock at point blank range, we can simply say that Simple Combat Example
is was a throw at 0 ft. They have normal difficulties but the
following ranges: Rusty and Juanita are in a fight:
Rusty: 12 AWR, 8 AGY, 10 INL, 6 SPD, 14 STH, 7 WIL,
Weight Functional Dmg 3 BLD, 5 BDY, 4 INCY. No combat skills. Has a hunting
Range knife (range 0-1, damage: 2½ bladed). No armor.
1-2 lbs. or ½-1kg. 3 ft. or 1 m. ½
3-5 lbs. or 1-2½ kg. 3 ft. or 1 m. 1 Juanita: 8 AWR, 10 AGY, 13 INL, 16 SPD, 4 STH, 8 WIL,
6-10 lbs. or 2½-4½kg. 2 ft. or ½ m. 2 4 BLD, 4 BDY, 4 INCY. Kickboxing (2) (gives +8 to wing,
11-20 lbs. or 4½-9kg. 1 ft. or 1/3 m. 3 +8 parry, +8 to knockaway, +4 to strike with her feet). No
21-99 lbs. or 9-45kg. ½ ft. or 1/8 m. 4 weapons. Her kicks do 1½ blunt damage. No armor.
100+ lbs. or 45+ kg. ½ ft. or 1/8 m. 1 dmg/ GM- Roll initiative.
20lbs. or 10 kg.
Rusty- (rolls INL (10) + AWR (12) +1d20) 28
Blinding Substances: Any substance which can be Juanita- (rolls INL (13) + AWR (8) +1d20) 23
thrown in the eyes. PCs can make a blinding attack with
GM- Rusty, you get the first action. What do you do?
these substances at no minuses. They can be thrown only
within a range of 5 ft. (1.5 m.). Most of these substances Rusty- I’m doing a split action, I’m moving into range 1
can be avoided by closing one’s eyes (a very easy dodge). and doing a strike at Juanita with my knife.
A successful attack, though, will partially blind (-7 to all GM- Juanita, are you reacting?
actions or reactions) or fully blind (-15 to all actions/ Juanita- I’m going to dodge.
reactions) the opponent for a length of time, depending
upon the causticity of the substance. Extremely caustic GM- Okay, roll. Remember, Rusty, since you split your
substances (like bleach) will not only blind but act as a pain/ action you’re -10 to each action. The jump into range will
stun strike on a successful blinding attack. succeed automatically, but you’re -10 to hit.
Rusty- (rolls STH (14) + AGY (8) -10 (split action) +1d20
vs. 25) I got 27, that’s 2 success.
After Combat Juanita- (rolls AWR (8) + AGY (10) + 1d20 vs. 25) I got
26. Only one success.
After combat is finished, PCs who have taken injuries
should seek out medical attention. The best case scenario GM- Okay, the knife hits you Juanita, and does 2½ damage
is that someone with the Emergency Medicine skill and to your BLD. Okay, Juanita, now it’s your action.
proper medical equipment can immediately treat wounded Juanita- I’m going to make a strike with my feet.
PCs. Immediate and proper medical care will eliminate the Rusty- I’ll block with my arm.
following post-combat complications:
GM- Okay, roll.
Bleeding- For each point of bladed damage a PC has taken, Juanita- (rolls STH (4) + AGY (10) +4 (skill) + 1d20 vs.
that PC will lose another ½ point of BLD over the next 25) I succeeded by 8.
15 minutes unless the wound is cared for (tourniqueted, Rusty- (rolls STH (14) + AGY (8) + 1d20 vs. 25) I succeed
cauterized, stitched up). by 12.
GM- Okay, Rusty parries the kick. Next round. Rusty,
Pain- When the endorphins the body produces in an your action. What do you do?
emergency wear off, the PC will feel every bit of damage
Rusty- I’m going to make a strike against Juanita with my
done. The PC must save vs. distracting pain with a difficulty knife.
of 5 for each point of damage done.
GM- Okay, Juanita, your reaction?
Infection- Unless a wound is disinfected, the victim risks a Juanita- Um… I’ll parry with my leg.
serious infection. For every point of bladed damage a PC GM- Are you parrying the knife blade?
has taken, the PC must make a save vs. disease contraction
with a difficulty of 10 per point of damage (max. 30). Note Juanita- Hell no. I’m going to parry his arm. I’m close
that burns and ragged damage (see Other Types of Damage, enough to do that, right?
p.79) increase the chances of infection and are very difficult GM- Yeah.
Zeus, Chupatra and Michaela wake up in an empty, decaying Next Michaela gets an action. She rolls Spirit Speed
Victorian house with no idea how they got there. In the to increase her abilities. She rolls WIL (!7) +4 (skill)
living room is a steamer trunk with chains wrapped around +1d20. She gets 24, allowing her to increase her SPD to
it. Something inside is incessantly rattling and straining the 16, AGY to 19 and giving her +40 to jumping rolls. This
chains. Each takes a turn watching it while the other two is the only action she can make this round.
explore the house, look for ways out, and arm themselves
as best they can. After a few hours one of the chains snaps. Next the Little Girl goes. The GM declares she is going
Chupatra, who is watching the trunk, call for Zeus and to make a Vital Strike against Zeus with her feet. Zeus
Michaela and they come quickly. The trunk opens and what declares that for his reaction he will block with one of the
appears to be a young girl in a Victorian dress climbs out of the candlesticks. The Little Girl rolls STH (35) + AGY (15)
box and stares at the ground, not seeming to notice them. +1d20 vs. 25 and beats the difficulty by 27. Zeus rolls
STH (17) + AGY (10) +8 (skill) +1d20 vs. 25 and beats
“Um… hello?” says Zeus. the difficulty by 28. The attack is blocked.
The girl looks up at Zeus, then makes an inhumanly high leap
in the air towards him. Next, Zeus gets his action for the round. He decides to
make a strike with one of the candlesticks. The Little
Zeus Girl will use her saved split reaction to block with her
AGY 10, AWR 6, END 13, INL 10, SPD 12, STH 17, WIL 8, hands. Zeus rolls STH (17) + AGY (10) +4 (skill) +1d20
BLD 5, BDY 6, INCY 5. vs. 25 and beats the difficulty by 21. The Little Girl rolls
Club (2) (+8 to Parry, +8 to Vital Strike (Blunt), +4 to Wing, STH (35) + AGY (15) -10 (split) +1d20 vs. 25 and beats
+4 to Strike) the difficulty by 23. The attack is blocked.
Two Candlesticks (each does 2 blunt damage, +2 from Zeus’
high STH, range 1) Zeus, Chupatra and the Little Girl, who all made combat
actions and reactions, all lose 1 END.
Chupatra
AGY 16, AWR 13, END 10, INL 12, SPD 11, STH 9, WIL 15, Round 2- Chupatra goes first again. She is still in combat
BLD 5, BDY 4, INCY 4 range. She declares she will make a Vital Strike (Bladed)
Knife Fighting (4) (+20 to Vital Strike (Bladed,), +16 to Jump, against the girl with her knife. The GM warns her that
+16 to Split Jump & Strike, +12 to Dodge), Kickboxing (3) if she is wrong in guessing that the girl has more-or-less
(+12 to Wing, +12 to Parry, +12 to Knockaway, +8 to Strike). human anatomy, then the vital strike will only do normal
Two kitchen knives (range 0-1, 2 bladed, 1 in 20 chance of
strike damage. Chupatra says she is willing to take that
breaking per attack)
risk. The GM declares the Little Girl will do a split
Fighting 093
(Order #10146879)
reaction, blocking and saving the other reaction for later. Round 3- Chupatra goes first. She declares she will split
Chupatra rolls INL (12) + AGY (16) +20 (skill) +1d20 vs. her action and will make two separate Vital Strikes with
25, she succeeds by 28. The Little Girl rolls STH (25) + her knives against the Little Girl. The GM declares the
AGY (15) -10 (split) +1d20 vs. 25 and beats the difficulty Little Girl will split her reaction and make two blocks.
by 20. The kitchen knife does double its normal bladed Chupatra rolls INL (12) + AGY (16) +2 (skill) -10 (split)
damage, so 4 is subtracted from the Little Girl’s BLD +1d20 vs. 35 twice. The first time she succeeds by 16
(bringing it to 3). The PCs notice that instead of blood and the second time she succeeds by 5. The Little Girl
the Little Girl’s wounds ooze a silky white fluid. They rolls STH (35) + AGY (15) -10 (split) +1d20 vs. 25 and
don’t know it yet, but in 1 round that fluid will start to hurt succeeds by 23 and 30. Both of Chupatra’s attacks are
them. Chupatra also rolls 1d20 to see if the knife breaks. blocked.
It doesn’t.
It has now been 1 round (approximately half a second)
Next Michaela gets an action. She declares she will make since Chupatra first cut the little girl. The GM informs
a split action jump (into range) and stomp on the girl. This them that they smell a ‘chemical’ smell and that their
requires Michaela actually jumping on the girl’s head. eyes and lungs are starting to burn. He requests that each
The GM declares the Little Girl will make a simultaneous make a save vs. distracting pain at 20 difficulty. Zeus
Crippling attack with her saved reaction. Michaela wants and Chupatra both beat the difficulty. Michaela fails by
to back out but it is now too late. First, the PC makes 1 point, meaning she will take a -1 penalty on all further
Michaela roll to see if she can jump up and into stomping actions and reactions.
range. It’s not difficulty with her +40 to jumping rolls and
she succeeds. Then she rolls Stomp at SPD (16) +STH (5) Next Michaela goes. She uses her one action for this
-10 (split) +1d20 vs. 25. She does not meet her difficulty round to stand.
and thus does not damage to the Little Girl. The Little Girl
Next the Little Girl goes. She declares she will make a
rolls STH (35) + INL (5) -10 (split) + WIL (20) +1d20 vs.
Knockaway against Zeus (with a kick). Zeus says he will
30 +20 (simultaneous action). She beats her difficulty by
Parry with his candlestick. The Little Girl rolls STH (35)
18. A success of 18 bypasses Michaela’s armor, which
+ SPD (40) +1d20 vs. 25 and beats the difficulty by 39.
only has an AR of 4. Michaela’s leg is crippled, reducing
Zeus rolls STH (17) + AGY (10) +8 (skill) -10 (because
her SPD to 1, giving her -7 to all actions and reactions and
his last action was extended) vs. 25 and beats the difficulty
giving her -20 to saves vs. loss of balance. The GM makes by 18, not enough. He takes 1 point of blunt damage
her roll vs. loss of balance to see if she can land on her feet. (bringing him to 5 BDY) and is knocked back one range
She fails and is now prone. level per point of opposed success. Since the Little Girl
succeeded by 59 and Zeus by 18, the opposed success is
Next the Little Girl goes. She declares she will split her 41, meaning Zeus is thrown across the room. Zeus must
action, doing two separate Vital Strikes against Chupatra, also make an opposed save vs. loss of balance to land on
one with her feet and one as a punch. Chupatra declares she his feet. Yet since it is opposed, he has to not only beat
will use her one reaction dodging the punch. For the punch, the difficulty (20) but do so by 41 (the opposed success)
the Little Girl rolls STH (25) + INL (5) -10 (split) +1d20 which he can only do it he rolls a 20 (automatic success).
vs. 40 and beats the difficulty by 0 (she exactly matched He does roll a 20 and lands on his feet.
the difficulty). Chupatra rolls a dodge at AGY (16) + AWR
(13) +12 (skill) +1d20 vs. 25 and beats the difficulty by Next Zeus gets his action. He is too far away to get to
18. Chupatra avoids the punch. For the kick, which is the Little Girl this round. Instead he decides to split his
unopposed, the Little Girl rolls STH (25) + INL (5) -10 action: to run towards her as fast as he can and to throw
(split) +1d20 vs. 40 and beats the difficulty by 2. Chupatra one of his candlesticks at her. Treating the candlestick
takes double the blunt damage of the girl’s normal kick: 6 as an improvised thrown weapon, the GM decides it will
blunt damage. Chupatra only has 4 BDY, so all those are have a functional range of 3 ft. and do 1 blunt damage.
taken away and the remaining 2 points are doubled, thus The GM says Zeus is 15 feet away, so he will take a -5
doing 4 damage to her BLD, leaving Chupatra with only 1 penalty. The Little Girl has no reactions left so can do
BLD. nothing. Zeus rolls INL (10) + AGY (10) -5 (range) -10
(split) +1d20 vs. 25. He does not meet the difficulty and
Next Zeus gets to go. He declares he will make an extended the candlestick flies past the Little Girl.
strike against the girl with his candlestick. Although she
could take her one remaining split action and turn it into All have exerted themselves this round, so all lose END.
a reaction, the GM declares the girl will do nothing. Zeus
rolls STH (17) + AGY (10) +4 (skill) +5 (extended) +1d20 Round 4- Chupatra goes first. She declares she is making
vs. 25 and beats the difficulty by 24. He does the normal an extended Vital Strike with her knife. The GM declares
blunt damage of the candlestick (+2 because of his high the Little Girl is going to Parry. Chupatra rolls AGY (16)
STH). The Little Girl’s BDY is thus reduced from 7 to 3. + INL (12) +5 (extended) +20 (skill) +1d20 vs. 35. She
beats her difficulty by 36. The Little Girl rolls STH (35)
At the end of the round, since everyone made combat + AGY (15) +1d20 vs. 25 and beats her difficulty by 38.
actions, everyone loses 1 point of pooled END. The attack is blocked.
Next the Little Girl goes. Zeus is not yet in striking range, Next Zeus gets an action. He will make an extended Vital
but Chupatra and Michaela are. The GM declares the Little Strike with his candlestick at the Little Girl, who cannot
Girl will make a split Action: making a Strike (punch) react. He rolls STH (17) + AGY (10) +8 (skill) +5 (skill)
against Michaela and saving the other action for later. +5 (extended) +1d20 vs. 40. He beats the difficulty by
Michaela, who is at -7 from her broken leg and -10 from 6. He does double the normal blunt damage to the girl,
having just done an extended attack, declares she will close so 8 blunt. The girl only has 3 BDY left, so all of that is
her eyes and use her Untouchable skill. Since this is not a removed, and the remaining 5 blunt damage is doubled
physical action, none of those penalties apply. The Little and done to the girl’s INCY, reducing it to less than zero.
Girl rolls STH (35) + AGY (15) -10 (split) +1d20 vs. 25 The candlestick buries itself deep in the girl’s skull,
and beats the difficulty by 25. Michaela rolls a skill roll of crushing her brain and causing white goo to ooze out.
WIL (17) -1 (failed save vs. pain) -10 (using Untouchable as The girl crumples to the floor.
a combat reaction) +1d20. She gets 21 total, allowing her
to take only one fourth damage from physical attacks. The Suddenly, all the lights start to fade.
Little Girl’s punch does 4 blunt damage, so Michaela takes 1
point of blunt damage, reducing her BDY to 3. Zeus, Chupatra and Michaela wake up in an empty,
decaying Victorian house with no idea how they got
Next Zeus goes. He has been running at his max SPD (12) there…
since last round and the GM says he is close enough to do a
jump into range. Zeus declares he will do a split jump and
strike with his candlestick. The Little Girl declares she will Tips for GMs: Keeping Combat Quick
turn her remaining split action into a reaction and will block.
Zeus rolls STH (17) + AGY (10) +4 (skill) -10 (split) +1d20 1. Never let the PCs get into a fair fight. Either the PCs
vs. 25. He beats his difficulty by 16. The Little Girl rolls should be ambushed, or the PCs should be doing the
STH (25) + AGY (15) –10 (split) +1d20 vs. 25 and beats her ambushing, or the PCs should be vastly superior to the
difficulty by 17. No damage is done. people or things they are fighting, or the PCs should be
vastly inferior to their opponents.
Zeus, Chupatra and Michaela lose 1 END at the end of 2. Enemies run away, surrender or play dead when they
this round, the Little Girl loses 2 because she is mortally realize they are getting their asses kicked.
wounded. Michaela, who started with only 5 END, is the
only one close to exhaustion. She has only 2 pooled END 3. Figure out the NPC fighter’s typical reaction and typical
left, meaning that she can only make combat actions for 2 reaction ahead of time and calculate it (e.g. this opponent
more rounds before needing rest. strikes at 1d20 vs. 3).
4. NPC fighters only make simple actions (e.g. strike and
Round 5- Chupatra goes first. She declares she will make an dodge, no extended simultaneous split actions).
extended Vital Strike against the little girl. The GM declares
5. Don’t bother keeping track of END if the battle is only
the Little Girl will parry. Chupatra rolls AGY (16) + INL
going to last a few rounds.
(12) +20 (skill) +5 (extended) +1d20 vs. 35 and rolls a 1,
meaning she fails. The Little Girl’s parry roll is unnecessary, 6. Give opponents weapons with the same range as that of
although she has still lost her only combat reaction for the the PCs – this makes for a lot less jumping around during
round. battle.
7. Start PCs and opponents in weapons range of each other.
Next Michaela goes. She asks the GM what she can do with
the remains of her broken knife. He says she can still use it 8. Instead of calculating and rolling for every effect of a
as a weapon, but it will only do 1 bladed damage. Michaela poison on an NPC opponent, just give the opponent a flat
declares she will do an extended Vital Strike with the stub of penalty to all actions and reactions. E.G. instead of the large
a knife. The Little Girl gets no reaction. Michaela rolls INL list of symptoms of Monkshood, just say that a person hit by
(18) + AGY (9) +5 (extended) -7 (broken leg) -1 (failed save it takes 1 BLD and a progressive -10 to all rolls per round
vs. pain) +1d20 vs. 35 and succeeds by 2 points. The attack until dead.
does double the weapon’s normal bladed damage: 2 bladed. 9. Give each player only a limited amount of time to declare
The Little Girl has no BLD left, so 2 is subtracted from her an action or reaction.
INCY, bringing it to 4.
Fighting 095
(Order #10146879)
Chapter Three -
ONE OR TWO unpopular ideas
interplay between these forces explained human behavior.
Freudian Psychoanalysis Freud included the Id, Ego and Super Ego in his earliest
models of the subconscious. Later Eros (the lust for life
In Brief: Humans unaware of warring forces and and reproduction) and Thannatos (put in to explain war
unacceptable thoughts going on inside them. and genocide) were added.
Origin: Sigmund Freud, b. 1856, d. 1939, was an Austrian To Freud, the division between the conscious and
neurologist who specialized in cases of hysteria. After subconscious was there to protect the conscious mind
listening to the life stories of several patients he became from awareness of any thoughts, memories or drives that
convinced that their problems were the result of issues from would disturb it. According to Freud, humans are a mass
their pasts that they were not conscious of and that before of conflicting desires: we want to be good, we want to be
they could be cured they had to become conscious of those evil, we want to satisfy our every desire, we want to be
issues. He created and experimented with many means of proud of our self-control. The subconscious hides these
getting to these subconscious problems, created a theory of conflicting desires and gives us the illusion that we are a
the inner working of the mind, and expanded his theories to unified being.
fit all types of abnormal and normal human psychology. To
most, Freud was the first psychologist.
Major Works:
The “Archetypes
and the Collective
Unconscious,” collected
works from 1934-1954.
“Memories, Dreams,
Reflections” (1962), a
book about Jung’s own
inner journeys. “Symbols
of Transformation”
(1952), a book about
dream analysis.
Carl Jung
G
Chapter Six - SOME Secrets
A Cannibals The Lost
M
In Brief- Monk at leper colony, reading about Gnostics, In Brief- Some born such that reality has a harder time
learned to deny and remove the flesh and so raise the soul nailing them to one point in space, yet because rules
from its dormancy. of location are ingrained in human consciousness
E
they can only overcome location when they don’t
Origins- In 1869 a Franciscan monk named Sebastian Cook know where they are.
began a serious study of heresies, including the Gnostic
heresies. Most of the surviving information about the Gnostic Origins- There have been Lost as long as humans
heresies were written by enemies of the Gnostics, yet Cook have had souls. Becoming Lost was frightening
was able to piece together enough of the philosophy to create and dangerous: an aboriginal person who got Lost
M
his own model of Gnosticism. would most likely wind up in the camp of some
group who spoke a different language and would
In 1880 the church discovered that he had taken an unhealthy kill a stranger. There were a few ancient Lost who
interest in the heresies and they had him transferred to
A
learned to control their powers well enough to use
a leper colony. Watching people die, he had a revelation
them to their advantage (as warriors, messengers,
about how the soul could gain freedom. He engaged in a
traders and thieves) but the ability was too rare
number of dangerous and degrading practices, including
S
infecting himself with leprosy. He started teaching the for them to find others to teach their skills to or
lepers and staff what he had discovered. The colony was share information with.
shut down in 1895, and Sebastian Cook disappeared (killed
T
by Professionals), but the monks and nuns that worked there These were the wilderness Lost. Urban Lost
took the teachings with them. Each sought out, secretly, appeared with cities large enough to become lost
peers they thought would be willing to learn their doctrines. in. By the 1890s there were enough Lost that
E
Thus a secret group spread throughout catholic monasticism. they started to meet each other and trade stories
At the turn of the century Cannibalism spread to the Catholic and techniques. Naturally, they met in bars and
priesthood. In the last 30 years is has spread to non-Catholic saloons. Yet the Lost who knew of each other
religious communities.
R
remained a tiny group, and only a tiny percentage
of those who had the ability.
The Dead Sea Scrolls were discovered in 1946 in a cave on
the western shore of the Dead Sea. These scrolls contained
S
Psychogeography was created in 1958 but didn’t
a huge number of Gnostic texts. Once the texts made it out
really become popular until the 1980s. It was
of the hands of the Catholic Church they greatly increased
popularized by the Situationists, a group that was
academic knowledge of Gnosticism and increased the
abilities of the Cannibals. influenced by the Surrealists and Existentialists.
Psychogeography is the art of wandering a city at
Structure- The Cannibals are organized into independent random and mapping how different parts of the city
O
cells who don’t know of each other’s existence. The cells made one feel. Some of the psychogeographers
are visited sporadically by masters who bring teachings and, became Lost. They found new Lost skills and
occasionally, tasks to be performed. The masters have been methods and taught them to the loose Lost
community.
N
practicing Cannibal doctrines between 20 and 80 years.
They have several body parts missing but can still pass as
normal (although severely disabled) humans. Each master In recent decades growing cities and growing
communicates directly with one of a handful of ancient
L
population has made Lost meeting Lost an almost
Cannibals. The ancients only rarely communicate with each regular occurrence and the Lost ‘culture’ has
other. The ancients have been practicing between 50 and grown more complex.
100 years and cannot pass for living humans. They live
Y
cloistered deep in the dark corners of abandoned or sparsely
populated monasteries. They rarely leave the monasteries
and when they travel within the monasteries it is typically
via underground tunnels. They live most of their life
meditating, contemplating and reading texts brought to them
by masters.
M
humans into undead experience-machines. Dance were experiences that meant a lot to the people
and that those people had a burning desire to express or
communicate those experiences but couldn’t.
E
Origin- Ever since humans have had souls there have been
Dances. Most early Dances were born in the wilds and could Faustians who investigate their own minds can find out
only attack those who happened to wander by. what the Dance is doing inside them. They will find that
the Dance is using the PC’s brain to think for it, that it is
Dances blossomed in the last half-century where economic growing ‘larger’ in the PC’s subconscious (using more
downturns could turn a heavily populated area into one mental resources) and weakening and finally destroying
full of abandoned buildings that might stay abandoned for other psychodynamics (thus destroying the PC’s
M
decades. Only the modern economy would allow a building personality). The psychodynamics know something is
in a populated city to sit unused for long periods. wrong but don’t know what. They don’t recognize the
Dance when they encounter it and they aren’t capable of
A
Detroit has experienced one of the biggest economic understanding something from the outside coming into
downturns that an American city has ever experienced. In
the subconscious.
1967 a race riot and a loss of auto-plant jobs caused a
massive upper and middle class exodus from the city. The
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city’s population went from nearly 2 million in the 1950s Metaphysics- When a building sits abandoned for a long
to less than 1 million, leaving a huge number of buildings time, the unfulfilled desires for self-expression coalesce,
abandoned. Soon after, hundreds of Dances were born. They unperturbed by random stirring up by new desires,
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were surrounded by drunks and psychotics they could control into a single unitary desire. The thoughts, feelings and
and desperate people they could infect. For the first time perceptions that meant the most to the residents of a
ever, Dances began to communicate with each other. There place, that they wanted to express and share but couldn’t,
form a cycle of experiences that is the Song. The desire
E
was a Dance renaissance, at attempt by Dances to cooperate
and share information for their own survival. Faustians, sent to make the Song be experienced by as many people as
as messengers from this Dance society, have communicated possible is the Dance.
with Dances in every major city in North America.
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Dances are born mindless. They are simply a wish, or the
Structure- There are thousands of Dances worldwide. In residue of wishes. Like other wishes made by mundane
L.A. there are about 500 Dances, only about 100 are powerful humans, they don’t have the power to perceptibly
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enough to effect the minds of humans. About 50 have one influence the physical world. They can influence minds,
or more Faustians in their service. These 50 Dances have, though, especially the minds of easily manipulated
altogether, 87 Faustians in their employ. Most have only people like drunks, drug users and psychotics. Any
one, some have as many as 10. 30 of the Dances have more person with a weak mind who comes near the Dance’s
than one abode. The Dances purposefully prevent any abandoned building will experience some of the thoughts,
organization of Faustians, no matter how informal, from perceptions and emotions of the Song and will, in turn,
forming. They purposefully try to obscure evidence of their
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feel the desire to express those experiences, thus making
existence and origins. They don’t want any organized human
the Dance stronger.
resistance against them and they have been almost completely
successful.
Drunks and psychos are poor vessels for the Dance. It
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In Detroit, a group of vigilantes have been trying to destroy has intelligence, but that intelligence is as flawed as that
Dances by burning down as many abandoned buildings as of the minds it infects. When a mostly sane and sober
they can. Their founding member is an ex-Faustian. They human who is near a Dance completely opens his mind,
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don’t understand much about Dances and they believe a lot of usually out of sheer desperation, a little copy of the Dance
things that aren’t true. Together with copycat arsonists, this forms in that person’s subconscious. The Dance now has
group is responsible for Devil’s Night, the orgy of arson that a fully functioning brain that it is operating in, not only
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hits Detroit each year on the night before Halloween. increasing its power but also giving it intelligence. As
time goes on it takes over more of the person’s mental
Revelations- Most historical research into Dances will resources, becoming stronger and smarter. Eventually it
be dead ends. At best, characters will discover that the becomes self-aware and starts thinking in terms of self-
phenomena they experience are strung together from the preservation instead of just blind pursuit of spreading
experiences of different people who lived in the apartment itself into as many minds as possible.
Dances 099
(Order #10146879)
When a Dance puts itself into multiple hosts (a.k.a. when people were living there. Then the Dance has the
Faustians) it is able to network together the stolen bits of Faustian deliver a human whose free will is so weakened
neurological power from each into one whole, making it as that the Dance can control that human completely. The
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intelligent, or more so, than a human. victim is led around the abode, experiencing every
experience of the song. Then the facsimile abode is
Dances are not physical beings and care little about the sealed up so that those experiences and the desire to
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physical world. They can sense the physical world only express them can ferment and become another part of
through the senses of their hosts, and even then they depend the Dance.
on the hosts to help them understand what they see. Dances
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exist on the mental plane. They can see the thoughts, When Dances become very powerful they begin to be
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emotions and perceptions coming off people like a human able to effect physical reality. Apart from redecorating,
sees the light from a bonfire at night. Thus Dances have the main use of this power is to control human biology.
the ability to read minds, influence minds and sense hostile A Dance who can gain complete control of both the
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intentions. Faustians, s parts of the Dance’s intelligence, mind and biology of a human can create the perfect
can develop access to these abilities. These powers reduce experiencer, one who experiences the song over-and-
as a target gets farther from a Faustian’s brain or Dance’s over again without pause for rest, sustenance or even
abode. death. The Dance usually directs the Faustian to find
Dances know that humans are mortal and that when a someone nobody will miss, drug them to the point of
Faustian dies the part of the Dance that is inside that will-less-ness and deliver them to the Dance’s abode.
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Victims become “Puppets,” neither alive (for they
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Faustian will die. As long as the abandoned place that
contains the thoughtless core of desire remains unperturbed, cannot think for themselves) nor dead (for their neurons
though, the Dance can always gain new Faustians. What still fire and their souls are still in their bodies). To
make maximum use of these undead slaves the Dances
A
Dances fear most, therefore, is some human invading their
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abandoned space and messing up the song with his or her often bisect them down the middle, having one half
own experiences and desires. Thus Dances do everything in experiencing one thing in one part of the abode while
their power to keep those with free will out of their abodes. the other half experiences something else somewhere
S S
else. If the Dance is shocked, injured or distracted the
Many Dances try to reduce their vulnerability by creating puppets may experience a few minutes of terrible self-
copies of their abodes. First they have a Faustian redecorate awareness before the soul escapes from the body.
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a place to look, sound and smell like the Dance’s abode did
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100 Chapter Five - Some Secrets
(Order #10146879)
Dance Defenses
Dances surround themselves with layers of protection. The first layer of protection is
the Faustians. The Dance uses its ability to read minds at remote to identify potential The only way to kill a Dance is to
future threats and then it dispatches the Faustians to remove those threats. The Dance destroy the Dance in its abode and any
understands little about the world of humans and it depends on Faustians to figure copies it has made of those abodes.
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out the best way to deal with those threats. The second line of defense is the almost-
will-less: alcoholics, crazy homeless people, severely retarded people that live nearby
(often because the Dance has drawn them to live nearby). They have enough free-will Only if PCs find a way to get the Dance
to keep themselves alive but they are weak enough that the Dance can take temporary (or another Dance) to reveal its secrets
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control over them and force them to attack threats. The next line of defense is physical: can a Faustian find out what he or she
the Dance will have had Faustians install all manner of locks, bars and even traps. really needs to know. Dances will be
Dances strong enough to manipulate the physical world will have locks that can only reluctant to reveal their secrets and will
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be opened from the inside. The next line of defense is any Puppets the dance may only do so in one of three circumstances:
have in that abode. The final line of defense is the Dance itself: it will try to drive off First, if they are threatened and see no
or destroy the invading humans by forcing the song on them and/or by manipulating other choice. Second, if they completely
the environment (e.g. making the floor give way).
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trust a PC (even then the info is need-
to-know). Third, if the PC can manage
to take control of the Dance’s intellect.
Dances Manipulating Faustians Even then, the Dance doesn’t know the
metaphysics behind its own existence.
The part of the Dance inside each Faustian has a psych STH, just like natural It only knows that it is the desire to
psychodynamics. A level 1 Faustian starts with a 10 STH dance. A Dance’s AWR, make the Song be experienced by as
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INL and WIL are approximately equal to the sum of all psych STHs within each many human minds as possible as
Faustian’s mind divided by 5. strongly as possible.
Dances can hurt or manipulate a PC in the same way a psychodynamic does: with
A
impulses, slips and hindrances. For instance, the Dance might give a Faustian an
impulse to push someone into traffic, make the Faustian accidentally leave a burning
cigarette on an armchair, or hinder the PC’s ability to use the Mind Reading skill to
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read a certain person’s mind. See Using Psychodynamics, p.75 for more.
As time goes on the Dance grows stronger and other psychodynamics grow weaker
as the Dance eats more psychological resources. The rate of growth is ½ point per
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week if the PC is actively resisting the encroachment, 2 points per week if the PC is
actively aiding the encroachment and 1 point per week if the PC is doing neither. A
PC is actively resisting when he or she tries to use distractions, meditation, hypnosis
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or force of will to block out the déjà vu feelings that run through the PC’s dreams and
wandering thoughts, and avoids situations and environments which prompt the déjà
vu feelings. A PC is actively aiding the encroachment when he or she tries to prompt
the déjà vu feelings.
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Outcasts S
In Brief- Some people have access to their souls’ senses.
Most Outcasts can see The Invisible, a phase of reality
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As Cannibals know, the soul can develop the ability that coexists alongside out own. Matter and energy from
to sense things that the biological senses cannot. Yet our realm cannot normally effect the invisible and visa
most souls are too lazy to ever develop such an ability. versa, meaning the inhabitants of each realm are mutually
Outcasts are people who, in the womb or early childhood, invisible and intangible. The only exceptions are where
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accidentally developed a ‘spirit eye’ or ‘spirit ear’ or some the powers-from-beyond have specifically designed a
sense organ with no human anatomical counterpart. Most being to be able to see or interact with the other realm
were taught at an early age that seeing things that nobody or where supernatural powers have awakened the human
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else sees is bad, so their Egos started blocking such visions soul’s ability to interact with the other realm. For more on
from reaching the conscious mind. At some point, though, the nature of the invisible realm and its inhabitants, see The
the Ego weakened and faltered, allowing visions to come Invisible, p.106.
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through unimpeded. The resulting crisis kept the Ego too
busy to block the visions. By the time the visions have
been accepted by the conscious mind the Ego has given up
trying to block them.
Dances 101
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Powers-That-Be
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In Brief- The humans who secretly rule the world, and in Southern France. The Cathars believed that the physical
are given favors by the powers-from-beyond so long world was evil and that only an ascetic priest could wipe the sin
as they keep society away from anything that might of worldliness from a person before death. At the beginning
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enlighten them, have a secret society to train their of the 13th Century the Catholic Church initiated a crusade to
agents to fight supernatural enemies. wipe out known Cathars, and created the Inquisition to uncover
secret Cathars. The Inquisition became especially skilled at
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Origin- The powers-from-beyond have always favored using the abilities and objects given to the powers-that-be to
leaders that changed or restrained society in a way that find hidden Cathars. The last of the Cathar priesthood were
made humanity less likely to gain knowledge of its true killed by 1321 and the group was completely gone by the 15th
nature. These leaders often felt they were ‘favored century.
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by god’ and in a way they were right. Through this
manipulation, the powers-from-beyond helped usher in At the same time, the Christian kings, because they conquered
every major social change: the rise of nations, the rise of pagan kingdoms, were given favor by the powers-from-
organized religion, the rise of monotheism, the rise of beyond equal to that of the church. Yet when the Christian
scientific rationalism and more. kings went to war against the Islamic empire they found
themselves, for the first time, fighting a group that also had
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This ‘favor’ comes in three types: manipulating events favor of the powers-from-beyond. In 1118, to gain an edge
in the ruler’s favor (e.g. causing a natural disaster to hit against these enemies, the crusaders created the Knights
an enemy city), giving the leader objects with beneficial Templar, a group that combined the occult knowledge of
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supernatural properties, and imparting supernatural the church with the combat skills taught to agents of the
knowledge to the leaders. The last two can be used by kings. The Templars even gained occult knowledge from the
leaders themselves or, as empires grow larger and leaders Assassins, a group of Muslim mystical warriors that had gone
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do less of their own dirty work, by servants and soldiers rogue from the empire. The Templars became too powerful
loyal to the leaders. and were destroyed in 1307 by the church, yet their power was
remembered and there were several attempts to preserve their
Smart leaders realized that is was what they were secrets for future use by the powers-that-be.
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doing, not who they were, that gained them favor of
the powers-from-beyond and so they kept doing it, even In the Renaissance, power over society started to shift from
passed it down to their successors. The kings of Israel the kings and church to the rich merchants. These merchants
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had favor of the powers-that-be because they practiced were given favor by the powers-from-beyond because they
monotheism and discouraged homosexuality. This favor helped spread science, enhanced the authority of academic
allowed the Jews to triumph over many superior forces. dogma and represented a new transnational model of power.
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Yet after the death of Christ, Christianity emerged as The merchants started or co-opted secret societies, most of
a proselytizing monotheism capable of converting the which tried to model themselves after the Knights Templar
Roman empire from paganism. Favor of the powers- or other ancient mystical orders. Here the rich and powerful
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from-beyond quickly transferred to the Christians.
would form connections, conspire to control the economy
Yet Christianity was born in a time where many and teach each other occult secrets. Yet the more prestigious
cultures were coming together to share their beliefs: people who joined lodges, the more popular and less elite they
Greek philosophy, tribal mysticism, pagan occultism, became. The wealthy merchants couldn’t give everyone the
even ideas from Buddhism found their way into Israel. secrets to wealth and power, so they were forced to hide the
Gnosticism developed as a variant of Christianity, yet real power of the lodges, first inside degrees of ordination and
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the tenants of Gnosticism were dangerously close to the then in secret-societies within secret-societies.
truth. Gnosticism was a threat to the powers-that-be
and its enemies were given special favor by the powers- By the Victorian age (mid 1800s), the rich and powerful
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from-beyond in order to eliminate it. men at the top of these societies recognized that growing
population, urbanism and metropolitanism meant more
Yet ideas from Gnosticism survived and the Christian supernatural threats. They knew that they gained favor from
church had to deal with more heresies that popped
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the powers-that-be when they suppressed knowledge of these
up, as well as fighting the pagan and animistic cults supernatural events, yet they didn’t like doing the dirty work
that persisted in lands that has nominally converted themselves. So in 1862 they created the Order of the Protector,
to Christianity. The church became adept at using the
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a secret society designed to train what would later be known
special abilities and objects granted to it, by the powers-
as Professionals to take care of supernatural threats.
from-beyond, to fight heretics.
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ability to manipulate society grew to cover the entire globe.
Power was consolidated into fewer and fewer hands, and of these leaders are retired Professionals, others became
world travel became easier, turning the powers-that-be into leaders after being loyal servants of the Powers-That-Be.
something more akin to a circle of friends than a massive Thirty-third degree leaders decide when a Professional can
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conspiracy. Although they retained the Order, the powers attempt initiation to a new degree. Professionals advance
themselves found they did not need secret lodges. Anyone when they show ability to defeat supernatural enemies and
who gained large amounts of power was either inducted into loyalty to the duty of ‘protecting’ the world from knowledge
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the group, driven to poverty and powerlessness, or killed. of the supernatural. ‘Tests’ are arranged when the loyalty or
abilities of a professional are in question.
Since 1910, the powers-that-be have maintained an artifact
By the fourth degree a Professional must prove willingness
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that allows them to bring people back from the dead. They
reserve use of this object for only inner members of their to take on any supernatural danger and destroy or hide
group and only when they die at a young age. The use of compelling evidence of the supernatural. By the seventh
degree a Professional must kill someone who is a potential
this artifact sometimes results in obituaries being published
supernatural threat but is also completely innocent (e.g.
for people who later turn out to be alive (a phenomenon someone who was given supernatural powers by being too
which is blamed on a mistake by the news outlet). close to a shatter). By the eleventh degree the Professional
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must be willing to kill a complete stranger for no reason
Structure- The Order of the Protector is only one arm of the other than the say-so of Order leaders. By the twentieth
powers-that-be’s sophisticated network of secret and not-so- degree the Professional must be willing to kill people, as
secret controls on society. The Order is the arm that deals commanded by the Order leadership, who they know for
A
with supernatural threats. Other arms, completely ignorant a fact are not supernatural and have done nothing wrong.
of the Order and visa versa, manipulate the news media, start By the twenty-fifth degree the Professional must be willing
and end wars, eliminate non-supernatural threats, discredit to kill children or torture innocent people. By the thirty-
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heretical philosophies, control the economy, manipulate second degree the Professional must be willing to kill a
elections and choose world leaders, and more. lover or close family member.
The Order of the Protector is a secret society with 33 degrees. There are about 5,000 members of the Order worldwide
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It has branches in almost every major city in the world. The spread out among 500 lodges. 70% (3,500) are degrees 1
order does not own any of its own facilities. It meets in to 6. 25% (1,250) are degrees 7 to 19. Only 4% (200) are
buildings owned by other fraternal organizations. Its secrets degrees 22 to 32 and only 1% (50) are 33rd degree. There are
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are hidden in secret chambers within or under the lodges. The about 100 Professionals in the L.A. area taking orders from
leaders of the Order are among the leaders of these mundane three 33rd degree leaders.
lodges and thus are able to keep the presence of the Order
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Powers-That-Be 103
Scribblers
In Brief- Rogue 30’s philosophy students, communicating Graffiti that was visible to the public was quickly painted
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in the margins of library books, started putting together over, yet the Scribblers continued to put up their messages.
elements from suppressed philosophies, gained power The attempted censorship only made them more determined
by angrily denying the validity of this reality. to broadcast the truth to as many people as possible. Most
people who saw this graffiti ignored it, yet some were
A Origins- In the 1930s some anonymous philosophy intrigued and sought out more. Where the library age
student, angry at his professors’ unwillingness to consider only had a few dozen Scribblers, the graffiti age gained
the possible validity of certain philosophies, started hundreds.
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scribbling notes in the margins of library books. Later
students with similar feelings were inspired by those Scribblers briefly tried to use computers to communicate.
notes and defaced other books, either with their own new This worked back in the days of dial-up bulletin board
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comments or by quoting their favorite comments from systems, since these systems were isolated and could be
other books. Scholars who changed schools or who kept fairly secret (you couldn’t find them if you didn’t have
borrowed books through interlibrary loans spread the the phone number). Yet when the internet came along it
comments to new libraries and thus new scholars. became too easy for the enemies of the Scribblers to find and
censor Scribbler communication. Scrawling on bathroom
In 1968, someone discovered the existence of the heavily walls and inside phonebooths remained king.
annotated books. Agents of the powers-that-be began
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searching out and destroying the annotated books. Structure- Since most Scribblers write anonymously, the
Scribblers managed to save a few books before the enemy only way they knew each other is by their handwriting. Very
got to them. A few Scribblers tried to fight back and were few Scribblers will ever meet another Scribbler in person,
A
never seen again. although they will read the writings of dozens of scribblers,
dating back to the 1970s (or 30s if they are lucky enough to
The Scribbler community, loose and disorganized as it gain access to an annotated volume). There is no Scribbler
hierarchy: each person is judged by his or her words alone.
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was, quickly found its only means of communication
gone. Scribblers went back to being lone weirdos, Along with real Scribblers with real insight into the nature
subscribing to ideas everyone they knew would laugh at. of the universe, there are many crazies and wannabes who
write complete nonsense or stereotyped hyperbole alongside
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Yet some Scribblers were so mad at their suppression that the words of real Scribblers.
they took to scrawling truths on walls. Graffiti became
a big thing in New York in 1970 and quickly spread Scribbler activity is confined mostly to the US and UK,
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throughout the country, and a minority of that graffiti and is rarely found outside of cities and towns with large
was Scribbler graffiti. The old Scribblers seized this universities. There are about 500 currently active Scribblers
new way to continue their great philosophical discussion in the world, about 20 in L.A. Scribbler graffiti can be
found all over the city but is most concentrated in the public
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and began to use walls as places for discussion. Places
where graffiti was never painted over became host to restrooms, phone booths, bus stops and alleys on or near
lengthy discussions and the new hubs of the Scribbler one of the major colleges and universities in the area.
community.
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In Brief- Non-humans from outside this realm that run this -They are not omnipotent: it is possible, although
reality. extremely difficulty and rare, for a human to destroy an
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agent of the powers-from-beyond.
The powers-from-beyond are the non-human entities that -They are not all completely loyal: the powers-from-
are responsible for the current shape of this reality and the beyond have been seen hunting down rogue agents from
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current state of human souls. They act on this world via their own ranks.
their own agents operating in this world and by influencing
the powers-that-be. Insofar as their motives are discernible Most agents of the powers-from-beyond operating in this
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they seem to be doing everything they can to keep humans world are natives of the invisible (p.106). Yet the most
from realizing their true power and escaping the limitations powerful come from other worlds. Some operate in the
of their physical bodies. A few seem to be acting out of invisible, some as physical and visible beings, some can
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hatred of humanity; others show no recognizable emotion. do both. These include Surgeons (who experiment on
humans), Torturers (who hurt humans for fun), Grey
Not much can be said for certain about the powers-from- Men (who edit history), and Angels (who communicate
beyond. This much is fairly certain: with the powers-that-be).
-They are not omniscient: humans can keep secrets from
the powers-from-beyond if they are careful.
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become immortal by living in those subconsciouses. generation Wonderlanders (dead Wonderlanders living in
the minds of other dead Wonderlanders) have dozens of
minds they can wander through.
Origin- The first books written and published especially
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for children were in 1740’s England. In the century that A dead Wonderlander’s primary motivation is to keep his
followed the genre of children’s literature flourished as or her children from dying prematurely. Next is to teach
writers grew more cognizant of what best suited the tastes the child how to achieve his or her own immortality in
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of children. time for the child to escape death (yet not too quickly,
lest the child rebel). Another important motivation is
The most popular children’s books were written by adults to keep the child at least moderately mentally healthy,
who spent a lot of time with children and created stories for since psychological and emotional problems will make
the amusement of those children, often with creative input the subconscious into an unpleasant and dangerous place
from the children. The creator of Alice in Wonderland based to live in.
it on stories he told to Alice, the daughter of his boss. The
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creator of Peter Pan based it on his play with the children Wonderlanders achieve immortality by sending their
of a friend. The creator of the Oz series based it on the consciousnesses (or their entire bodies) to live in the
stories he told his daughters. Many less-famous children’s pocket universes they have helped to create. If their
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authors created their stories the same way. In the 1870s, at bodies die in the mundane realm and reapers show up they
the same time that spiritualism and investigation of occult find no soul to reap. The soul has taken up its own life in
phenomenon were popular in the western world, many of the playland. As playlands are not physical realms, old
these authors began perceiving phenomena that suggested
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age, disease and death only exist when they are part of the
that the worlds they had created with their young companions fictional setting, and even then they can be overcome by
were real or were trying to become real. A group of British force of will. Dead Wonderlanders who can find the right
children’s book authors took it upon themselves to discover
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kind of portal can return to this world as physical beings,
what was going on. although like escaped psychodynamics they remain part
of the child’s minds and will die if the child dies.
It wasn’t until 1910 that the children’s books authors used
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techniques recently developed by Freud for probing the Some Wonderlanders have a motivation that has little to
subconscious mind to determine that the playworlds were do with wanting to be immortal. They have a romantic
manifestations of the children’s subconsciouses. Using an or sexual attachment to one of their children and have a
admixture of spiritualism, occultism and Freudian techniques
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plan to live for eternity with him or her in some playland
the authors discovered ways to send their consciousness into paradise.
the playlands of their children. An ailing elderly member
was in a Playland when her physical body died, but she soon Metaphysics- Humans have incredible power over
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contacted the other members to tell them she was still alive reality. They can make things ‘exist’ simply by believing
in the playland. The group devised a scheme for their own hard enough. The requisite belief is emotional and
immortality. They would each escape death by hiding in the not intellectual. Humans have to feel the truth of a
playlands of their children, then convince those children to thing, which is a power which dawns with the birth of
do the same. imagination and slips away quickly as a young person
becomes more indoctrinated into the rules of “real” and
The members of this group, and those they chose to teach
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“not real.” The ability to imagine things real peaks at
the secret of immortality to, went on to start lineages of around 4 or 5 years.
Wonderlanders. Many prepared more than one child (in case
something should happen to one) and thus the phenomenon The things children believe into being exist outside this
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has grown and evolved. universe. They only exist by degrees and after the child
stops believing in them most disappear. Only a few
Structure- There are about 1,000 children who have been or circumstances can keep them around, and one is if they
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are being manipulated by Wonderlanders, 400 living adult are linked to a person’s subconscious. Children have an
Wonderlanders and 200 dead Wonderlanders living inside unsophisticated Ego that allows various thoughts and
the others. impulses from the subconscious to leak out in what, to an
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adult, is a poorly disguised form. Children often project
A few adult Wonderlanders are free from manipulation their psychodynamics onto characters in their imaginary
because their adult friends died while not in the play. Adult Wonderlanders figure out what those
Wonderlander’s mind. The majority, though, have either characters represent and enhance the connection to that
a live or dead adult friend manipulating them. The adult psychodynamic by telling stories about those characters
friend can speak to the Wonderlander when necessary, but that enhance that part of their personality. The adult
prefers more subtle manipulation: by tampering with the friends help create a fictional world that the child can
world of psychodynamics to effect the very personality of
Wonderlanders 105
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feel strongly about. The small pocket of semi-
reality floating in the darkness outside this reality
is linked to the subconscious, a subset of the Surgeons
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human mind and thus of the human soul, and so
instead of fading away as most imagined worlds In Brief- Humanoid creatures that do medical experiments on humans in
do it grows in strength. The beings that live small labs in pocket realities.
there and the things that happen there are at once
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real things living in another universe as well as
patterns of neurons firing in the human brain and These beings have the job of doing experiments on behalf of the powers-
its soul counterpart. from-beyond. Most of their experiments are on humans: discovering
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what drugs, technology, physiological manipulation and experiences will
Revelations- A Wonderlander’s life is one of increase or retard supernatural powers.
slow, planned revelations. The trespasser in the
Most surgeons look like tall males wearing latex gloves, green surgical
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Wonderlander’s mind has front row seats to the
Wonderlander’s changing psychology and can scrubs, green caps and white face masks, showing only yellowish, staring
make an educated guess when the Wonderlander eyes. A few older surgeons look like surgeons from the last century:
will be receptive to each new revelation. Finding thin beards and short hair, wrinkled unmoving faces, deep-set eyes, long
out things faster then the trespasser intended can be blood-stained leather aprons over brown wool shirts and pants.
a threat because it might cause the Wonderlander
to fight back against the adult friend’s plans. The surgeons own ‘labs,’ small pockets of physical reality that aren’t part
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of the geography of this world. They can travel to and from the labs
Revelations can come in many forms: whenever they want. The labs were once shiny clean marble. Today they
A long-lost friend of the family from the are dirty, grimy places. The ceilings are caked with soot (from the days
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Wonderlander’s childhood shows up to tell the of gaslights), the floors are sticky with layers of dried blood. Medical
Wonderlander some important secret. equipment ranging from the latest high-tech to antiques from the Victorian
When the Wonderlander turns 18 he is given a age are piled haphazardly in corners. Rough riggings of forty-year old
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note from a lawyer executing the estate of a dead florescent lights cast a harsh yellow glow on everything. There are no
uncle. windows. Most have no doors, though a few have heavy, locked doors
Searching for an explanation for the strange that connect to other labs in a complex.
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phenomena happening to her a Wonderlander
rereads a children’s book that was dedicated to
her by her old nanny and she discovers secret
messages in the text. The Invisible
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The Wonderlander is searching through his In Brief- Another layer of reality where creatures designed to watch and
parent’s attic trying to find out exactly what control humanity live.
happened to him or her and finds an envelope
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with his name on it. Attached to this world, co-inhabiting the same space, is a world whose
A dead friend-of-the-family shows up in inhabitants are invisible and intangible to most of us. There are a few
a Wonderlander’s dream with an important ways to see this world: many Outcasts have the ability to see it. Cannibals
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message. using spirit eyes can see it. Certain devices created by crazy pseudo-
While lost in her playland a Wonderlander scientists can make the invisible world visible, audible or sometimes
meets a playland character who has a message even tangible. Animists with the visions skill have information about
from ‘the strange woman.’ the invisible (although they are not truly ‘seeing’ the invisible, they are
seeing knowledge of the invisible filtered through the subconscious).
Most adult friends try to send revelations in the Some shatters (p.108) make the invisible visible and/or tangible.
following order:
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via your unique connection to your playland. to do so. Some of the things that allow the invisible to be seen also make
-You can gift other children with a connection the invisible able to see and touch our world. This is dangerous, since
to their playlands. most denizens of the invisible have an instinct to attack any non-invisible-
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-You can enter these children’ playlands to native they see.
help them by using a toy of theirs.
-One can escape physical death by going There are no inanimate objects native to the invisible world. Almost all
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inside the playland of another person. matter in the invisible is made up of living creatures.
Human and animal souls are not the same matter as the invisible, but are
often able to effect the invisible more easily than the visible world (see,
for instance, Soul Blade, p.34). Many invisible beings are designed to be
able to sense souls or even grab onto them.
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the invisible is filled with an ether (which is not made of These are the simplest, stupidest and most numerous inhabitants
atoms) which provides a constant pressure, temperature of the invisible. There are roughly five wrigglers per human.
and dim lighting. The ether feels like warm jelly. It As mosquitoes are drawn to heat, Wrigglers are drawn to human
souls, and when a human stands still long enough for a wriggler
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contains no oxygen or carbon dioxide and thus living
beings from the mundane world placed in the invisible to attach itself, that person now has a wriggler infection. The
quickly suffocate. Natives of the invisible do not need wriggler stays attached to the person for a random amount of
to respirate or eat as the invisible provides them with time (weeks, months or decades) then detaches to find another
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constant energy which they use to move and repair victim. The average urban human, at any given time, has an
themselves. average of 1.5 wrigglers on him or her.
There are two types of denizens of the invisible, those There are several subspecies of wrigglers, each of which looks
created in the invisible and those who immigrated to the slightly different from the others. Some are quite common;
invisible from the Deserted City (p.110). Those created others (especially the ones that kill their victims) are rarer.
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to live in the invisible are by far the most numerous.
They have little or no intelligence and instinctively do Not every disease is caused by wrigglers. In the modern
whatever job they were designed for. They do not eat, Western world, about 1 in 10 physical ailments are caused by
Wrigglers. The rest are caused by visible-world mechanisms
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do not sleep, do not reproduce and do not die of old
age. They only need to be replaced if damaged, but the like viruses, bacteria and cancer.
circumstances capable of damaging them are rare. There
Some of the misfortunes caused by Wrigglers follow:
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are factories floating high in the sky but they are rarely
used. The factories look like giant wasp nests. Common: asthma, clumsiness, coughing, cramps,
dizziness, fatigue, forgetfulness, headaches, indigestion,
The native inhabitants of the invisible have biological infertility, insomnia, nervousness, nightmares, nosebleeds,
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systems based on that of biological entities of our world, poor temper, tinnitus.
specifically insects. The powers-from-beyond found
it easier to use the engines of evolution to figure out Rare: anemia, epilepsy, erotomania (an insatiable desire
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the optimal design of creatures in a world of physical for sex), exhaustion, extreme vertigo, fetishism (inability to
matter. have sexual pleasure without some odd element present),
hallucinations, sourceless pain, tooth loss, weakness, weight
loss.
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Invisible natives include: Rumblers, who cause natural
disasters, Reapers, who take souls to the land of the Very Rare: heart attack, stroke.
dead, Storks, who bring souls from the land of the dead
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to fetuses, Wolves, who destroy damaged or outdated The symptoms of some wrigglers can be treated medically
invisible inhabitants, Crying Girls, who are traps for those (e.g. cough medicine to treat a cough caused by a Wriggler)
humans who can see the invisible, Starers, also traps for but no medical procedure can cure a misfortune.
those who can see them, Bad Talkers, who subliminally
introduce destructive thoughts and Haunters, who scare
people away from shattered places. The most numerous Typical Wriggler
by far are Wrigglers, who come in many models and
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Appearance- A foot-long insect with a segmented body, bulbous
cause many types of misfortune.
black eyes, antennae and pincer-like mandibles. It squirms
through the air.
The invisible is like a two way mirror: it allows agents of
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the powers-from-beyond to watch us and manipulative us Attributes- AGY 1, AWR 2, CHM 0, END 5, INL 0, SPD 3,
without being seen. Aside from being a place to secretly STH 3, WIL 5, BLD 2, BDY 2, INCY 1.
watch us from, the invisible is also a trap for anything Psychology- The wriggler has the mind of an insect. It
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that comes to this world unbidden. The form of matter instinctively attaches to people, causes them one particular kind
and energy that make up the invisible is the ‘default’ of of misfortune and then at some random point (1d10 x 1d10 x
matter in this world, so things that wander into this world 1d10 days later) it detaches. If it finds itself able to see the
physical form of a human it will immediately try to attack with
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who don’t know what they’re doing usually end up part
of the invisible. Most are too stupid to ever figure out its pincers.
how to see or interact with the visible world. Typical Attack- Strike with its pincers at 1d20 vs. 10, doing 1
bladed damage if successful.
Typical Reaction- Simultaneous Strike with its pincers at 1d20
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souls would seek an escape from the pain outside this
Throughout the history of the illusion, there have been reality and an unacceptable number of humans would
Shatters, accidents where a person ‘woke up’ enough to awaken.
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damage the illusion.
The ratio of pleasure and pain, fortune and misfortune
Shatters happen when a person is experiencing not just one in this world is the best the powers-from-beyond have
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strong emotion, but strong lust, joy, fear, hatred and sadness been able to find to keep humans from awakening. The
all simultaneously. There are very few experiences which powers-from-beyond use wrigglers and their control
can trigger strong levels of all these emotions at once. over society via the powers-that-be to constantly re-
adjust this rate. Yet human experience is a bell curve. At
In a shatter the mechanisms of reality break and the laws of the extreme ends there are a few people who experience
physics are turned upside down. Impossible things happen: no suffering or nothing but suffering and are thus in
water flows up walls, non-flammable objects burst into danger of becoming semi-awakened.
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flames, solid objects become intangible, etc. Shatters can
also cause portals to open up to other realms. Most Shatters Humans can also be semi-awakened by various pseudo-
change the local laws of physics past the tiny range of science experiments. Brain stimulation, psychoactive
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variation within which human biology can operate. In other
drugs, sensory deprivation, hypnosis and near-death
words, they usually kill everyone nearby.
experiments can cause semi-awakening, especially if
The broken reality often conforms in part to what was more than one of these techniques are used at once.
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going through the head of the person who caused a shatter.
A shatter caused by a person who was being burned by a Semi-awakened humans have a random assortment
cigarette, for instance, might cause burns to appear on any of the same powers that the Touched have. Unlike
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flesh in the area. shattered people the semi-awakened usually have
control over their powers. They also have scattered
It doesn’t take long for the powers-that-be to hear about most memories of their past lives (including times spent in
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shatters. They quickly clean up the bodies as best they can the Land of the Dead) and a few strange memories of
without putting themselves in danger. They arrange to have the time before this reality. Since the human mind, even
the area condemned, locked up and surrounded by a barbed semi-awakened, is incapable of fully comprehending
wire fence. Often a Haunter (a creature of the Invisible)
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memories from before this reality those memories are
comes to live in the place to keep explorers out. Often times ‘converted’ to memories of people-like-things in a place
local urban legends develop about the place being haunted. resembling a physical world.
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In other cases, objects, “shatter relics,” become imbued with
Semi-awakened humans are usually psychologically
broken reality and change the laws of physics wherever they
go. damaged by whatever caused them to become semi-
awakened. Those who became awakened via a lack of
suffering are usually amoral and apathetic, not caring
about anyone or anything, including themselves, and
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boredom. Those who gained their powers through
torture are usually psychotic: scared, confused, angry
In Brief- Extreme experiences can awaken lost potential and with little or no idea who they are or where they
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of humans. are. They use their powers most often to attack real
or imagined pursuers. Those who were experimented
on suffer from a broad range of seemingly random
In the story of Goldilocks, the mama-bear’s bed was too
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psychological disabilities.
soft, the papa-bear’s bed too hard, the baby-bear’s bed
was just right. This world is like baby-bear’s bed. It is a
compromise between torture and boredom.
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being is +20 difficulty and the being that is effected can
Our realm, and the tiny labs of Surgeons (p.106) are the make an opposed WIL roll.
only worlds dominated by constant laws of physics. All
The difficulty of changing the environment depends on
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other realms are non-material worlds.
the malleability of that realm (see table).
In the mundane realm, a thing can only be one size, or in
one location, or have one shape. Outside this reality, things WIL + 1d20 difficulty + to
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and places are more like ideas than physical matter: they can Realm to change supernatural
be interpreted in different ways. Yet when humans travel self/environment/others skill rolls
outside this reality, we are unable to deal with multiple
possibilities and so, through our expectations, we create a Deserted City,
40/50/60 +20
static world of more-or-less static places and things. We Void, Citadel
don’t see ‘what’s actually there’ because ‘what’s actually Subconsciouses 30/40/50 +30
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there’ is not something that can be seen.
Dreams 20/30/40 +40
Supernatural Abilities in Non-Physical Realms Example: Ginny and Amanda are stuck in a bubble.
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Ginny decides that this place must not be real and tries
In Brief: Most powers enhanced except those dealing with to effect the bubble. First she tries to conjure a pistol out
the invisible. of thin air. She rolls WIL +1d20 but doesn’t meet the 40
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difficulty. Next she tries to will herself the ability to fly
In the non-physical world, since reality is more pliable, it is but this time her difficulty is only 30 and she makes it.
easier for those with supernatural skills to use them to warp
Encouraged, Amanda tries to use her Nihilistic Rage
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reality. PCs get +20 to +60 to supernatural skill rolls (see
table) and all skills have at least double the effect. skill. She rolls WIL + 1d20 and gets 23. Because of the
malleable nature of the realm she is at +30 to her roll,
meaning she gets a total success of 53. Instead of just
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making the surroundings crumble, this level of success
Imposing Will on Non-Physical Realms destroys the entire bubble.
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In Brief- Dying in the non-material worlds is bad.
When in a non-physical realm, a visitor either contributes to
or is fully responsible for (depending on the realm) how that Dying as a Physical Being- In the larger non-material
realm is experienced. The experience of the realm is based realms there are Reapers, mostly ones who came here by
on what the visitor believes will happen and is capable of accident and couldn’t find their way back. When someone
comprehending. When a visitor runs into a brick wall they dies in the non-material realms, a reaper comes for them,
bounce off because that’s what they’re used to. but it is visible to any observers, and it tears a transparent
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semi-physical soul from the dead body, stuffing it into a
However, even untrained individuals can use their WIL to visible portal to the Land of the Dead. In other words, it’s
change how things work in the non-physical realms. The the same thing that happens when someone dies in this
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easiest thing to change is how one’s body acts: change world, except anyone around can see it.
one’s appearance, strength, become able to fly or walk
through walls, etc. The next most difficult (+10 difficulty)
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worlds (most often in dreams and the subconscious) a small incapacitated and, worse still, loose its connection to the
part of the spirit remains in the body. The soul is located in physical body. This leaves the soul stuck outside of its
two places at once and the body, although unconscious, keeps body and the body will be brain dead.
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breathing and pumping blood.
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clearing, filled with huge huts. To a group from Japan, the city
would take on a slightly Japanese flavor. For instance, some of
the rooms inside buildings would have sliding screens and tatami
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mats. However, to those familiar with Western cities (even if
they’re kids from the countryside who have only seen cities on
TV), the deserted city appears as a long-abandoned Western city.
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110 Chapter Five - Some Secrets
(Order #10146879)
power going to them. Old yellow bulbs light the
sewers dimly. Warm blood flows along the bottom
of the tunnels, in some places a trickle and in
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others a gushing stream. PCs can follow the blood
upstream or downstream forever and will never find
its source or final destination. Interspersed in the
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tunnels are Deserted City creatures. The sounds of a
woman sobbing in pain are louder here than above,
though their source is still unidentifiable. There is
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occasionally a rumbling sound and the tunnels shake
as if a subway train is passing but the sewer tunnels
never lead to any subway tunnel or station.
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(above) if visitors touch the liquid they will die of
progressive necrosis. The flow will slow down and
stop within a few minutes.
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figure is gasping and jerking as if in terrible pain,
eyes unfocused and mouth open. If visitors scream
at it or attack it the figure may look at them briefly
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before forgetting they are there. The body will not
communicate in any way. The bodies cannot be
freed from the walls they are sticking out of and any
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injuries they take will heal instantly.
These are the rarest, the most powerful and the most
dangerous artifacts. With most artifacts, the powers- O
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that-be dispatch Professionals to retrieve them and
Deserted City Sewers keep them. With artifacts of the Deserted City, the
powers-from-beyond personally show up to remove
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these artifacts from this reality. Artifacts of the
In Brief- Blood, black poison, mysterious figures stuck in sewer
Deserted City show up when a human manages to
walls. travel physically to the Deserted City, find one of
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the rare loose objects and then make it back to this
The sewers are made from concrete and large enough for humans reality without being killed. Deserted City Artifacts
to walk through. The walls are warm and seem to pulse gently. come in three types: tools, mementos and parts of
The air is warm and moist. The tunnels are an endless maze the city.
of forks, gates, sudden drops, smaller tunnels branching off or
emptying into bigger tunnels, ladders leading up and down and
tiny control rooms with old-style gauges and dials that have no
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new powers in this world that they do not have in the Deserted City. the Nihilistic Rage skill. Inanimate objects will start to
Mementos will quickly decay and crumble to dust in the mundane warp, crack or corrode. Within a day everything will
world. be severely weakened. Within a week structures will
collapse into dust and portals will start opening to other
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Mementos- Mementos take the form of postcards, photos, touristy- realms. Within 2 weeks the entire area will disappear
souvenirs, greeting cards with sound chips, photo slides, old from this reality, the fabric of space will constrict to fill
8mm film reels, etc. The mementos don’t have any writing on the gap, leaving the earth a little bit smaller.
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them. The mementos show the Deserted City except it is daytime Shape Shifting: When nobody is looking, the object
and not deserted. The people look like androgynous humans of will change into whatever the people nearby most fear
indeterminate ethnicity and culture. The people all seem genuinely or most want it to be. The artifact will only change
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happy, all are mid-twenties people in perfect health without a single into similar objects (e.g. a knife may turn into a sword,
scar or blemish and all seem to be playing, creating art, doing sports a sword into a spear, a spear into a crowbar, etc.). The
or romancing each other. artifact will not change into any living being and will
not lose its special abilities.
Staring at the mementos will begin to awaken feelings of déjà vu Moving: When nobody is looking, the object may
in viewers. The will start feeling like they remember being in the move short distances (e.g. teleport from a wall safe and
Deserted City before it was deserted. The longer they stare, the
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on top of a person’s bed while that person is sleeping).
stronger the feeling will grow. After a round of staring the PC will
have to make a moderate (20 difficulty) WIL roll to stop. Tools- These artifacts appear to humans to be tools,
electronic or mechanical devices, toys, appliances,
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For every minute spent staring at a memento, a viewer gets +4 to vehicles, etc. These are things that the residents of
supernatural skill rolls and +1 to all attributes (these plusses will the Deserted City created to make their lives easier.
fade away in about a month) and the viewer’s soul burns noticeably Humans, with their limited perception, cannot use the
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brighter to anyone with the See Souls skill. In the person’s full abilities of these objects. However, the objects
subconscious, strange multi-dimensional geometric shapes will do what a viewer would expect them to do (and
start bursting from the halls of memory, doing random damage to exceptionally well), and have other abilities related
psychodynamics (each minute a random psychodynamic takes 1d6
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to that function. For instance, a key might be able to
damage). unlock any lock and even open doors such that they
that lead to any place the user wishes to go. A vending
After 5 minutes the persons’ soul will begin to burn so brightly that it machine might be able to produce any mundane non-
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is visible even to those without the See Souls skill. The viewer’s eyes living item a user might wish for, e.g. a pistol, a gold
will seem to glow. At the same time the viewer will start suffering bar or a bag of chips.
from burns to his or her internal organs doing 1 BLD damage per
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minute and requiring 30 difficulty saves vs. pain every minute.
Eventually the strange shapes will kill the Ego and the barriers
Hopes vs. Fears
between the subconscious and conscious will begin to dissolve. The A part of the Deserted City will turn into whatever
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viewer will start having memories that the human brain is unable to the people near it hope or fear, depending on
process. The result will be bizarre hallucinations and delusions (40 whether hopes or fears are stronger. Other
difficulty to save). aspects of Deserted City (e.g. where they move
to when they spontaneously change location) are
If the viewer can keep staring at the memento despite the pain, controlled by the same mechanism. Generally, if
hallucinations and delusions, the human body will eventually burn people can beat a moderate save vs. fear then their
hopes win, if they fail then their fears take charge.
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to ash and fall to the ground, leaving only a glowing soul behind.
This will summon reapers who will try to take the soul to the Land Anyone who knows what’s going on can try to
control the shape the artifact will take with a hard
of the Dead.
WIL roll.
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Parts of the City- Parts of the city looks like ordinary pieces of the
environment: a brick, a clump of weeds, a piece of broken glass, etc.
While in the Deserted City they do nothing, but if taken to any other
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world they have the following special properties:
Colorless: They are all black, white, grey, clear or mirrored.
Eye Catching: In darkness they tend to shine, in the light they
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tend to be unusually dark.
Unbreakable: The artifacts cannot be destroyed by any earthly
or known occult means.
Aura of Pain: People nearby the object will hallucinate hearing
faint sobs of pain from nearby. They will also dream of a voice
sobbing loudly.
Soemwhere not on this Earth is a massive underground Occasionally one might see a part of the machinery that
space. The space is sweltering, filled with steam and looks like a bomb went off: the machinery is twisted,
smoke, and there is an omnipresent roar of machinery. melted, charred and shattered. These places are usually
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As far as the eye can see in every direction (including swarming with engineers trying to fix them and stop the
down) there is a lattice-work of machinery that combines escape of steam and fluids.
every type of tech known to the human visitors: steam
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pipes, gears and chains, old vacuum tubes, computer Dozens of stories down is a blood-soaked concrete floor
circuits. Ladders and walkways criss-cross the space, covered with rows of huge bodies. They’re about 20 ft.
giving access to all the machinery. Yellow light bulbs tall, naked and have human anatomy. The rows of bodies
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give a diffuse light to the space. At intervals are binocular merge into the vanishing point in every direction. Each
shaped viewers attached to a circuit boards. Looking body has hundreds of wires, pipes and gear shafts impaling
through one a person will see pixilated, amber-and-black, them through blood encrusted holes. The bodies appear
bird’s-eye views of our world. asleep and are breathing slowly. They look like a random
Explorers who are not careful about what they touch will
be badly burned or electrocuted. Even careful visitors
can be killed by an unexpected gout of steam or arc of
selection of every age, ethnic group and physical condition.
Every once in a while a body will shudder, sometimes make
a groan, and the movement will cause machinery around
and above it to break, bringing a horde of engineers.
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electricity.
If visitors are lucky, they may see the body of someone
Crawling around the machinery are ‘engineers’: they know or they may see giant versions of their own
shambling spider-like masses of the same technological bodies. Bodies of the Touched seem slightly more restless
anachronisms that the machinery is made of. Engineers than most of the others (as do the bodies of babies and
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will attack any human they see, impaling them and children). The bodies cannot be awakened or killed.
welding or bolting them to the machinery. Injuries heal almost instantly.
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In Brief- People’s internal subconscious worlds are, to a
degree, real. Geography
Everyone has a subconscious. Wonderlanders have their
subconsciouses frozen into a theme so that throughout a
lifetime the places and things there look the same to visitors.
In Brief- Psychodynamics have their own realms; there
is a place where memories are kept and a gateway to
consciousness guarded by the Ego. A
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For non-Wonderlanders the subconscious is more like a
dream: a surreal mishmash of old memories, recent memories Space and location are not constant in the subconscious.
and imagination. The subconscious and its inhabitants For example, a forest clearing may appear only a
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change in form as years pass. few hundred feet from the outside, a hundred miles
from within. However, places tend to have the same
Subconsciouses are bubbles of semi-reality floating in the void relationship with each other: the doors of perception,
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outside this reality. Every person with a soul and a conscious hall of memories and Super Ego’s realm are all near each
self that interacts with this world has a subconscious. They other and are on the edge of the subconscious. One the
contain everything which the conscious self is not conscious opposite end of the subconscious are the Reptile and Id’s
of. It is a non-physical realm: it only takes physical shape realms. In most cases this geography is vertical, with the
when a viewer or visitor from the physical realm forces it to doors of perception at the very top and the Id’s realm at
do so. the bottom of an underground labyrinth.
There are a few people, including the severely autistic, who Each psychodynamic (except the Stranger) has its own
do not have a conscious self. Instead they live in what we realm. A psychodynamic’s realm matches the personality
would call a subconscious. Since the person knows little of of that psychodynamic. Psychodynamics spend most of
the laws of this world, the subconscious and what happens their time in their own realms, but can travel anywhere
in it are extremely surreal when viewed by a person more in the subconscious they want. The majority of the
versed in the laws of this world. subconscious is not the realm of any psychodynamic.
(Order #10146879)
The Machinery 113
The Halls of Memory- All the person’s memories are stored unique entity begins to dissolve until the person is lost
here. The halls of memory typically take the form of a long forever, consumed in a wash of meaningless sensation.
hallway. Behind each door a memory plays itself out over PCs can fight the ‘melting’ with WIL rolls, but doing so
and over again. Details that cannot be remembered are dark requires uninterrupted concentration and the difficulty
or hidden behind a grey mist. Actors in the memory will rises as visitors near the center of the realm.
try to ignore visitors. If visitors forcefully change the way
the memory is going then that person’s memories become At the very center (or bottom) everything is a wash of
permanently altered. The doorways are not marked, yet chaotic and unconnected sensations. To keep one’s body
the doors tend to open up on the memories the visitors are intact requires a legendary (40) WIL roll and to keep one’s
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looking for. Some doors have locks, bars, booby-traps and/ sense of self requires a hard (30) WIL roll. If one can find
or alarms on them. These are repressed memories and the a way to go below (or beyond) this zone, however, one
Ego patrols them whenever it gets a chance. will find oneself moving through the void of dreamless
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sleep: a black, silent, windless space. If one can traverse
Doors of Perception- The Ego guards a gateway to the this then one will emerge from an orifice in a body at
conscious mind. This is often represented by streams, the bottom of the Machinery (p.113) that resembles the
pneumatic rubes, conveyor belts, phone lines, mail slots, subconscious’ conscious self.
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etc., that pass through a wall that represents the end of the
subconscious. Streams of information coming from every Troubles- Miscellaneous worries that the person has not
realm of the subconscious (these are emotions, drives and dealt with consciously take the form of small predatory
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intuition) and streams of information from the sense organs monsters that roam the subconscious. They will attack
and the halls of memory all meet at the Doors of Perception. anyone they come across. Individually, they are rarely
A psychodynamic or visitor who steals a sensation or a danger to visitors, but sometimes they swarm. Their
memory can keep the conscious self from becoming aware form is dependent on the themes of the subconscious, yet
of or remembering something. Alternately, by forcing most are the size of a dog or cat and have an ugly or
the sensation or memory through one can make sure the monstrous appearance with some sort of natural weapon.
conscious self becomes aware of that thing. Tampering with They have the intelligence of a small animal.
information from the halls of memory of sense organs will
cause hallucinations or delusions. Major traumas, secrets and fears take the form of giants.
They are malevolent, happy to smash anyone they can,
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The Ego runs back and forth trying to control what goes but their size makes them clumsy and imprecise. Each
through. Sometimes the Ego panics and locks up whole giant has a unique appearance and personality.
sections of the doors of perception, causing hysterical
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blindness or deafness (stopping sensory input), dissociation
(stopping emotions) or psychogenic amnesia (locking down
the halls of memory). Getting something past the Ego means
Psychodynamics
either convincing the Ego to allow it through, sneaking past In Brief- Live in the subconscious, make up elements of
the Ego or fighting past the Ego. human personality, can become diseased/insane.
Any visitor or psychodynamic who can manage to force Psychodynamics are as intelligent as the conscious self
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themselves through the doors of perception can force the (sometimes more so), although their personalities and
conscious self into unconsciousness and take control of behaviors are completely one-sided. They only care
conscious self’s body. The conscious self gets an opposed about one thing and are unable to understand anyone
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WIL roll to resist. who cares about anything else. The relationship between
psychodynamics is like that between nations: when they
The Reptiles Realm- Somewhere in the subconscious is have interests in common they work together and when
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a realm where nature rules. It could be a swamp, forest, their interests are counter to each other they try to hurt
grassland, etc. The ecosystem may be fantastic and not each other. There is no law in the subconscious, only the
resemble any on Earth, but there are a few constants: there Ego who tries to act as a mediator.
is edible plant life, there are animals and there are predators
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large enough to hunt visitors. Corruption- Sometimes psychodynamics become
corrupted. Psychodynamics can become corrupted by
The Id’s Realm- The realm of the Id is one in which being severely injured in combat, by exerting themselves
physical pleasures are everywhere. There is always food to complete exhaustion, or by being brutally and
(usually candy) available in copious quantities, everything ruthlessly suppressed by the other psychodynamics for
is soft and comfortable, and the weather is perfect. Yet as long periods.
one goes further into the realm, the semblance of physical
reality breaks down: the number, size, location, color and
A corrupted psychodynamic looks ill or crazy and acts
other physical attributes of things are constantly changing,
first slowly then, as one travels deeper, more quickly. insane. Specifically it’s paranoid, delusional, cruel,
Objects start to blur together, sticking together or passing hateful and prone to extreme and suddenly shifting
through each other. Next bodies begin to merge into their moods. A corrupted psychodynamic’s realm is filled with
environment: visitors become unable to tell where they end rot, poison, insects or whatever else represents corruption
and their surroundings begin. Knowledge of the self as a and disease to the conscious self.
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Fighting Psychodynamics- If one can travel into a person’s the consequences.
subconscious it is possible to hurt that person’s psychodynamics. Yet when you left the womb, some sensations
The psychodynamics can be hurt by attacking them physically or by excited the knowledge that was programmed into
T
doing extreme damage to their realms. Combat in the subconscious you by evolution. You had basic drives that were
is virtually the same as combat in the real world, except that a beyond the simple hedonism of the Id, and these
psychodynamic’s “BLD” is a function of its Psych STH. Hitting drives formed the Reptile.
O
a psychodynamic with a club, for example, will reduce its Psych As you grew older you learned that doing some
STH, making it less able to assert its will over the conscious self’s things got you yelled at or spanked. You memorized
behavior. If the psychodynamic is brought to 0 psych STH it will your parents’ rules and to remind you of them you
P
appear to die and that element of the person’s personality will cease created a little internal parent to nag you. This was
functioning. the Super Ego.
Yet you were at war with yourself. The Id, Reptile
As long as the psychodynamic’s realm remains, that psychodynamic, and Super Ego all wanted you to do different
even one brought to 0 psych STH, will heal 1 point of Psych STH things. As the Super Ego grew more sophisticated
per week. The only way to permanently kill a psychodynamic it started getting angry, not just at things you did
from inside the subconscious is to incapacitate it and completely but at things you wanted and felt. A mediator was
decimate its realm. created, the Ego. The Ego built a wall between you
and the unacceptable thoughts and desires so you
could still have them but not upset the Super Ego
G
Visitors to a subconscious can also temporarily trap or tie up a
by being conscious of them. It also created your
psychodynamic and thus keep it from doing its job. first ever self-concept: the idea of a single unified
person rather than a chaos of conflicting desires.
Visitors can also corrupt a psychodynamic. This can be done by
O
finding some terrible, poisonous, diseased or cursed object (usually As you got older you became more sensitive to
a part of or refuse from a Trauma) and impaling the psychodynamic what was expected of you. You learned you were
one gender and you were supposed to act like that
with it or burying it in the heart of the psychodynamic’s realm.
one gender and not the others, so you created an
internal model of the opposite gender, the Animus
Coming to This Realm- Psychodynamics can come to this realm in or Anima, that would contain all those thoughts
three ways. The easiest is to force their way past the Ego, through
A
and feelings you were not allowed.
the doors of perception and take over the conscious self’s body.
The conscious self gets an opposed WIL save unless it is mentally Similarly you learned certain thoughts and feelings
were “evil” and you learned to suppress them
incapacitated. The next easiest way is to find a portal leading to
W
behind the subconscious, where they formed the
another person’s subconscious, fight their way past that person’s Ego Shadow.
and take over the body of that person. In either of these two cases,
the presence of the psychodynamic gives the body increased physical Later, you learned that life contains suffering, but
A
abilities. that life can end. While your Reptile told you to
fear death, some other part of you grew to want
what it hoped would be an end to life’s trials. That
The most difficult way is for the psychodynamic to find a portal leading
Y
part was quickly suppressed into your subconscious
to the physical world. The psychodynamic emerges as a physical and became your Thannatos.
being with the same form and abilities that it has in the subconscious.
Despite being in this world, the psychodynamic still exists, in part, in Finally, at some point you became aware of your
the person’s subconscious. It performs its normal functions, although own ignorance. You learned there was a world of
things out there you did not yet understand. This
not as well, and it can still influence the conscious self (see Using
knowledge led to fear of the unknown, but it also
Psychodynamics, p.75) at half its normal psych STH. Killing the created a new source of hope: that the solution to
physical manifestation will not destroy the psychodynamic inside the your problems might lie in the dark reaches of that
subconscious, only temporarily weaken it. Killing the conscious self, which you do not yet know. This commingled fear
however, will cause the physical manifestation of the psychodynamic and hope became your Stranger.
to fade out of existence.
Subconsciouses 115
(Order #10146879)
ABANDONED
Character Sheet
Persona
Player Name ____________________ Character Name ___________________________ Age __________
Gender _____________ Neighborhood _________________ Day Job _____________________________
Appearance ________________________________________________________________________________
_________________________________________________________________________________________
Psychodynamics
ANIM ____ EGO ____ ID ____ REPT ____ SEGO ____ SHAD ____ STRA ____ THAN ____
(Order #10146879)
ABANDONED
Combat Sheet for ___________
ARMOR
Armor Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 PR Penalties
__________________ O O O O O O O O O O O O O O O O O O O O ___________ _____________
__________________ O O O O O O O O O O O O O O O O O O O O ___________ _____________
__________________ O O O O O O O O O O O O O O O O O O O O ___________ _____________
__________________ O O O O O O O O O O O O O O O O O O O O ___________ _____________
__________________ O O O O O O O O O O O O O O O O O O O O ___________ _____________
(Order #10146879)
Weapon Specific Character Creation in Brief
Difficulties Size to hit Other Types of Damage
Step 1 – Character Concept: Your idea of the character: name,
Very Easy (-8 difficulty) Bee -20 appearance, drives, etc. Burn: When a person is burned, 4 effects happen:
Easy (-4 difficulty) Rat -10 Step 2 – Psychodynamics: Spread 80 pts. across 8 personality -BLD damage (1 pt. per pt. of burn damage).
Cat -5 elements. -Pain (WIL+1d20 vs. 10/pt. of damage).
Hard (+4 difficulty) Step 3 – Attributes: Split 80 points between 8 attributes (min
Human 0 1, max 20). Choose optional sub-attributes (costs or gives 1 -Physiological Shock (END+1d20 vs. 5/pt. of
Very Hard (+8 difficulty) Horse +5 damage).
bonus point).
Elephant +10 Step 4 – Secret Life: Choose a source of supernatural -Increased chance of infection (-5 to save vs.
Improvised Weapons House +20 knowledge and ability. disease contraction/pt. of damage).
Step 5 – Day Job: Choose occupation. Some cost or give Bonus Cold: Make saves vs. hypothermia hourly. 1st
Slashing Weapons: Points. This sets income and cost for mundane skills.
1 bladed damage, -8 to actions except pain/stun, Step 6 – Skills: Spend 100 Skill Points, skill costs set by Day failure halves all attributes, each additional failure
blinding and slash. Job and Secret Life. Can buy 1 to 5 levels of any skill. does 1 BLD damage.
Step 7 – Equipment: Buy stuff with money from Day Job. Dropped Objects: Does blunt damage = weight
Poking Weapons: ½ point bladed damage, -8 to actions Can’t buy illegal things without the Black Market skill. (divided by 10 lbs or 5 kg) times number of stories.
except blinding strike, pain/stun and vital strike. Step 8 – Bonus Characteristics: PC starts with neutral balance. E.g. 20 lb. object dropped 5 stories does 10 blunt
Advantages must be balanced out by disadvantages. Max. 30 damage.
Blunt Weapons: 1 to 3, -8 to any actions with these BP of disads.
weapons except strike and pain/stun. Step 9 – Character Advancement: Use XP to gain experience Electricity: When harmful levels of electricity run
levels and improve the PC. Gaining supernatural skills through a person, four effects happen:
require dangerous experimentation. -Paralysis (WIL+1d20 vs. 20/pt. of damage),
paralysis only lasts while the electricity is
Spending BP/XP running.
-Unconsciousness (WIL/END+1d20 vs. 10 per
3 skill pts. = 1 BP =10 XP pt. of damage)
1 attribute pt. = 1 BP =10 XP -Heart Attack (END+1d20 vs. 5/pt. of damage),
1 BLD/BDY/INCY pt. = 3 BP =30 XP see Symptoms/Effects (p.79).
$500 = 1 BP N/A -Burn Damage: 1 pt. of burn damage for every 4
pt.s of electrical damage.
Explosion: Explosions can do one, two or all three
Sample Difficulties of the following:
0- Automatic Success -Incendiary Damage (same as Burn damage)
5- Walk down stairs briskly. (AGY) -Concussion Damage (same as Blunt damage)
10- (Easy) Notice a mosquito on PC’s skin. (AWR) -Shrapnel (same as Bladed damage, the amount
15- (Easy-Moderate) Paint ceiling from flimsy ladder. (AGY) is usually expressed as a dice roll and typically
Combat Modifiers 20- (Moderate) Win a game of mah-jongg. (INL) pierces armor)
Aim +4 to roll 25- (Moderate-Hard) Catch paper flying in the wind. (AGY)
30- (Hard) Get burned and not flinch. (WIL) END Damage: Some toxins do END damage.
Blinded (Full) -15 to roll Every pt. of damage takes away 1 pooled END.
Blinded (Partial) -7 to roll 40- (Legendary) Lift a pony over PC’s head. (STH) When pooled END is at 0, damage is done to
Burst -4 to roll BLD.
+5 to roll (-10 to next Save vs. Psychological Shock Difficulties
Extended Action reaction) 10: Seeing a small child driving a car. Falling: 2 blunt damage for each story fallen (a
Improvised Weapon -8 to most rolls 20: Seeing a dog driving a car. story is ~10 ft). Armor typically cannot protect
Leaning -10 to roll 30: Seeing a mass of spiders driving a car. from this damage.
Paired -4 to roll 40: Seeing floating globs of congealed blood connected by Heat: Make saves vs. heat exhaustion hourly. 1st
Simultaneous Act -20 +WIL to roll chains driving a car. failure halves all attributes, each additional failure
Split -10 to rolls does 1 BLD damage.
Targeted -4 to roll Kick Damage Hunger: For every day without food: -1/4 BLD,
Underwater -8 to rolls, half damage SPD 1-5 SPD 6-15 16-19 20-30 31-40 41-50 51+ -2 END.
Actions DMG ½ blunt 1 1½ 2 3 4 5 Radiation: For every pt. of damage: 1 BLD
Area Attack INL+#of shots+1d20 vs. Plus to Damage With Blunt Weapons damage, Vomiting (10), Headache (10), fatigue (-2
10+area in ft. (or +3/m.) END), confusion (-1 INL, AWR). Effects develop
Blinding Strike INL+AGY+1d20 vs. 30 STH 1-5 6-10 11-15 16-25 26-30 31-40 40+ over 24 hours. BLD damage is permanent (unless
Crippling Attack STH+INL+1d20 vs. 30
+ to DMG -1 0 +1 +2 +3 +4 +5 bone marrow transplants are given). Strong
Disarm STH+AGY+1d20 vs. 30 Punch Damage likelihood (25% per pt. of damage) of developing
Grab STH+AGY+1d20 vs. 25 STH 1-5 6-10 11-15 16-20 25-30 31-40 40+ cancer and cataracts within the next year.
Grab (Pain) STH+INL+1d20 vs. 35 DMG 0 ½ 1 2 3 4 5 Ragged: Like bladed damage, but with an
Grab (Strangle) STH+AGY+1d20 vs. 25 increased chance of infection after the battle (see
Grab (Wrestling) STH+INL+1d20 vs. 30 Save vs. Rolled on p.92). For each pt. of ragged damage taken the PC
Knockaway STH+AGY+1d20 vs. 25 Disease Contraction END gets -5 to save vs. disease contraction.
Knockdown STH+AGY+1d20 vs. 30 Disease Progression END
Knockout STH+AGY+1d20 vs. 30 Skidding: For each 20 SPD the PC is moving at: 1
Fall/Skid Damage AGY bladed 1 blunt damage. Less if the ground is very
Pain/Stun INL+AGY+1d20 vs. 25
Slash INL+AGY+1d20 vs. 25 Fear WIL soft, more if it is rocky.
Stomp SPD+STH+1d20 vs. 25 Heat Exhaustion END Sleep Deprivation: For every 24 hours without
Strike (Handheld) STH+AGY+1d20 vs. 25 Hypothermia END sleep: -3 to AWR, CHM, INL and END. Must
Strike (Projectile) INL+AGY+1d20 vs. 25 Loss of Balance AGY save vs. hallucinations and delusions at (3
Tackle SPD+STH+1d20 vs. 20 Nausea WIL difficulty per 24 hours). Must make saves vs.
Vital Strike (Bladed) INL+AGY+1d20 vs. 35 unconsciousness (15 difficulty per 24 hours) when
Vital Strike (Blunt) INL+STH+1d20 vs. 40 Pain WIL not doing anything.
Wing INL+AGY+1d20 vs. 20 Paralysis WIL
Strangulation/Loss of Oxygen: PC loses 1
Reactions Physiological Addiction END pooled END per round (in addition to pooled
Dodge AWR+AGY+1d20 vs. 25 Physiological Drug Effects END END being lost for other reasons). Resting will
Entangle INL+STH+1d20 vs. 30 Physiological Shock END not bring back any lost END. When END reaches
Flip AGY+STH+1d20 vs. 35 Psychological Addiction WIL 0, PC loses 1 BLD per round. When the PC can
Drop AWR+AGY+1d20 vs. 20 Psychological Drug Effects WIL or INL breathe normally again, lost END and BLD returns
Jump SPD+AGY+1d20 vs. 25
Psychological Shock WIL 1 per round.
Mental Block WIL+1d20 vs. 20 Thirst: ½ BLD damage per day.
Parry STH+AGY+1d20 vs. 25 Unconsciousness END/WIL
118 Appendices
(Order #10146879)
Appendix: Power Creation Rules
Power Creation Steps
Step 1 – Choose Power Source. Decide what actually
creates the effects. It could be a part of the PC’s body, a
seeming normal object or a high-tech electronic device.
A Warning
The power rules here are supposed to represent dangerous and
terrible things: artifacts from alien realms, things present at a
brutal shattering of reality, and dangerous untested technology.
Powers are by their nature difficult to control. See No Control
Powers, below. Even with several levels of controls, however,
powers are hard to use safely. Whenever it is not specifically
stated, assume that a given aspect of a power is not under
control of the PC.
120 Appendices
(Order #10146879)
Power Creation Rules (continued)
Creatures: Creatures could be biological Electrify: Does electrical damage.
or robotic, depending on the nature of the Other Types of Damage
Irradiate: Does radiation damage.
power. See p.79 for more. Poison: Kills organic matter via toxic
(1) Create up to 100 small stupid Burn: When a person is burned, 4 chemicals. Does damage directly to BLD
creatures (e.g. ants) per round (live 1 hr., effects happen: within 4 rounds.
max. 500/day). -BLD damage (1 pt. per pt. of burn Shake: Destroys structures by vibrating
damage).
(2) Create up to 100 rat sized creatures them. Humans must save vs. loss of balance
-Pain (WIL+1d20 vs. 10/pt. of
that perform one indiscriminate task (e.g. damage).
(10 difficulty/level) but otherwise take no
attack anyone they can find, dig holes in -Physiological Shock (END+1d20 vs. direct damage.
anything they can, eat anything they can, 5/pt. of damage). Smother: Does oxygen deprivation damage.
etc.) live 1 wk., max. 500/day -or- 1,000 -Increased chance of infection (-5
small stupid creatures. to save vs. disease contraction/pt. of Disrupt
(3) Create one creature, up to 300 lbs. damage).
The working of biological or technological
(136 kg.), that is smart enough to follow Cold: Make saves vs. hypothermia systems are temporarily disrupted.
simple commands, has 20 STH, 20 SPD, 10 hourly. 1st failure halves all attributes,
AGY, 4 BLD, 4 BDY, and a natural weapon each additional failure does 1 BLD Sensory Nervous Systems: Any entity
that does 4 blunt or bladed damage (live damage. with sensory neurons must make a save vs.
24 hrs., max. 3/day) -or- 1,000 rat-sized Dropped Objects: Do blunt damage =
distracting pain at:
creatures or 10,000 small stupid creatures. weight (divided by 10 lbs or 5 kg) times (1) 20 difficulty
number of stories. (2) 30 difficulty
Valuable Substances: E.g. gold, computer
parts. Electricity: (3) 40 difficulty
-Paralysis (WIL+1d20 vs. 20/pt. of
(1) Create up to $5 worth of a valuable damage), only while the electricity is Motor Nervous Systems: Any entity
substance (max $100/dy.). running. with motor neurons must make a save vs.
(1) Create up to $50 worth of a -Unconsciousness (WIL/END+1d20 paralysis at:
valuable substance (max $250/dy.). vs. 10 per pt. of damage) (1) 20 difficulty
-Cardiac Arrest (END+1d20 vs. 5/pt. (2) 30 difficulty
(3) Create up to $500 worth of a
of damage), see p.79.
valuable substance (max $1,000/dy.). -Burn Damage: 1 pt. of burn damage (3) 40 difficulty
Dangerous Substances: for every 4 pt.s of electrical damage. Immune Systems: Any biological entity
(1) Create up to potential ½ damage Falling: 2 blunt damage for each story with an immune system gets a penalty to
worth of a dangerous substance, e.g. enough fallen (a story is ~10 ft). Armor typically saves vs. disease contraction and progression
poison to do ½ BLD damage. cannot protect from this damage. as follows:
(2) Create up to 2 potential damage Heat: Make saves vs. heat exhaustion (1) -20 to save
worth of a dangerous substance, e.g. enough hourly. 1st failure halves all attributes, (2) -30 to save
each additional failure does 1 BLD
explosives to do 2 explosion damage. (3) -40 to save
damage.
(3) Create up to 20 potential damage Metabolic Systems: Any biological entity
Radiation: For every pt. of damage: 1
worth of a dangerous substance, e.g. enough BLD damage, Vomiting (10), Headache which metabolizes chemicals for energy
plutonium to do 20 radiation damage. (10), fatigue (-2 END), confusion (-1 becomes less able to do so. For humans, this
INL, AWR). Effects develop over 24 means a loss of pooled END (when pooled
Destroy hours. BLD damage is permanent END is at zero, all attributes are halved,
The power had the primary effect of hurting (unless bone marrow transplants are and each point below zero is removed from
people or things. The effect may have given). Strong likelihood (25% per pt. BLD) as follows:
other uses (e.g. use burn to cook food, use of damage) of developing cancer and
cataracts within the next year. (1) -10 END
electrocute to power a simple electronic
device) but, unless you buy a lot of controls, Ragged: Like bladed damage, but for (2) -20 END
any creative use of the power is clumsy at each pt. of ragged damage taken the PC (3) -30 END
best. The power does the damage listed gets -5 to save vs. disease contraction
to each object, person and/or animal each (see p.92). Mechanical Systems: Anything with
time it comes within the effect range of the Skidding: For each 20 SPD the PC is
mechanical parts becomes unstable: working
object. moving at: 1 bladed 1 blunt damage. inefficiently and sporadically and then
Less if the ground is very soft, more if stopping.
(1) Does 1 damage.
it is rocky. (1) Machines work inefficiently
(2) Does 5 damage.
Strangulation/Loss of Oxygen: PC (consume twice the fuel for half the effect)
(3) Does 20 damage. and have a 1 in 20 chance of breaking down.
loses 1 pooled END per round (in
Burn/Melt: Does Burn damage. addition to pooled END being lost for (2) Mechanical systems work
Consume: Parts of the item are bitten off other reasons). Resting will not bring sporadically (every round, 1 in 2 chance they
and destroyed. Does ragged bladed damage. back any lost END. When END reaches will do anything) and have 1 in 6 chance of
0, PC loses 1 BLD per round. When
Crush: Does blunt damage. breaking down.
the PC can breathe normally again, lost
Cut: Does bladed damage. END and BLD returns 1 per round. (3) Machines absolutely do not work.
Freeze: Does damage directly to BLD Thirst: ½ BLD damage per day.
If enough pressure is applied they will break,
and Hypothermia (10/pt.). possibly injuring those nearby.
122 Appendices
(Order #10146879)
Power Creation Rules (continued)
(3) Nothing physical can happen. People’s hearts stop beating, (1) The effect works through thin partial cover (like blankets).
neurons stop firing. Even photons do not move: anyone who views (2) The effect works through normal walls.
the effect area from outside will see only blackness. After the effect is
over, the photons from outside that have built up along the edges will be (3) The effect works through anything.
released, causing a flash of light. The intensity of this flash is based on Weak Things: Weak sensations are made stronger: a dimly lit
how long the effect was in place: a stunning flash with a minute’s worth of scene becomes brightly lit, quiet sounds become loud, a faint smell
photons, semi-permanent damage from an hour’s worth, bright enough to becomes strong, etc. Any sensation that is strong enough to be easily
cause things to burst into flames from a day’s worth. perceived becomes painfully strong.
Sound (1) Gives +20 to AWR rolls to sense the faint sensation.
(1) Even loud noises become very faint. People are at -20 to all (2) Gives +40.
hearing based AWR rolls. (3) Gives +100.
(2) Someone shouting in your ear is just barely audible.
(3) No sound is possible. Invisible Things: (supernatural) The effect reveals sensations from
the invisible world.
Friction (1) Dim/Transparent/Faint (-7 to hit).
(1) Every surface becomes very slippery. Anyone attempting to (2) Solid.
walk must make moderate (20) saves vs. loss of balance. -40 to Climbing
rolls. Other Worlds: (supernatural) The effect reveals things that would
(2) People cannot walk. Moderate (20) difficulty to stay standing. not be perceivable because they are in another plane of existence.
(3) There is no friction. Things in motion will stay in motion until (1) Dim/Transparent/Faint.
blocked. The only way to hold something is to completely envelop it. It (2) Solid.
takes moderate AGY and STH rolls to do anything but lie on the ground.
Transport
Psych Effect Anything effected by this power is moved as follows:
The power has the effect of making everyone within range experience one (1) 5 SPD or 50 ft. (15 m.)
pre-determined thought, emotion or perception. Everyone experiences
the effect, but each person effected can make a save to keep from being (2) 20 SPD or 1 mile. (1.5 m)
disrupted or incapacitated by the experience. Anyone expecting the effect (3) 100 SPD or 30 miles. (50 km.)
gets +10. Anyone who has had a chance to practice resisting the effect Slide: The effected people and/or things travel along the ground.
gets an additional +10. In addition, if the thought, emotion or perception If not supported by something like wheels the people effected by this
is jarringly different from what the victim is expecting, the victim must power will take skidding damage (1 bladed and 1 blunt per 20 SPD).
make a moderate or hard save vs. psychological shock (see p.75).
(1) 20 difficulty save Fly: The effected things are moved through the air.
(2) 30 difficulty save Throw: Effected things and/or people are tossed, and when they hit
(3) 40 difficulty save an object they will take falling damage (2 blunt/10 ft. or 3m.).
Thought: Victims must make a save vs. delusion to avoid believing the Teleport: (supernatural) Effected things and/or people disappear
thought. Failure by 10+ means the victim forgets where he or she is and from one location and reappear in another with a loud pop. Teleporting
what he or she is doing and takes a few seconds to become reoriented. one solid object into another will destroy both. At 4 levels the effect
Teleports things to other planes of existence.
Emotion: Victims must make a save vs. emotion to avoid acting on the
emotion. Failure by 10+ means the victim is paralyzed with emotion. Portal: (supernatural) A portal is created that leads to another
place. The portal works in both directions. At 4 levels of effect the
Perceptions: Victims must make a save vs. hallucination to know that portal can lead to other planes of existence.
the smell, taste, touch, sight or sound is not real. A failure by 10+ means
that real sensations in that sensory modality are blocked (e.g. the sound of Warp
a clock ticking blocks out the voices of friends shouting to run).
This effect changes the physical properties of matter (including
Reveal people). The matter goes back to its normal state when the power
This power has the effect of making things visible (or audible, feelable, stops working (except for the shape subtype, which is permanent). For
tasteable, smellable) which might not normally be. Choose which sensory some subtypes you will have to decide on the direction of the effect.
modality is revealed. Choose power range twice: once for the range of E.g. when choosing Warp: Hardness, decide whether the power makes
what gets revealed, once for the range of who it is revealed to. For things more hard or less hard.
example: you might have a cage that reveals any invisible object within Stickiness (Increase)
(enclosed) to anyone within range of the cage (area). Or you could have a (1) People make smacking sounds when walking on effected
rod that makes anything touched by it (touch) appear magnified to anyone surfaces and get +7 to climbing rolls.
holding the other end (touch).
(2) It takes an easy (10) STH feat to pull something from an
Far Things: The power makes far things look, sound, smell, feel or effected surface. -15 SPD moving over effected surfaces. Climbing
taste as if they were close. rolls are at +20.
(1) The effect is up to 100 feet (300 m.). (3) Anything touching an effected item cannot be removed
(2) The effect is up to 5 miles (8 km.). without destroying one or both items.
(3) The effect is up to 1,000 miles (3,000 m.).
Flexibility (Increase or Decrease)
Small Things: Small things are perceived as if they were bigger. (1) Clothes become stiff, flesh is tough (-5 AGY, 1 PR blunt and
(1) The effect is up to 10x (ten times bigger). bladed), paper is brittle -or- shelves sag, armor is too flexible (-1 PR),
(2) The effect is 500x. locked doors can be yanked open.
(3) The effect is 300,000x (equivalent to an electron microscope). (2) Water feels like honey, flesh cracks when people move too
fast, clothes shatter -or- bones bend like cartilage, metal rebar can be
Hidden Things: Things are revealed that would otherwise not be twisted into loops, armor has no blunt PR and ½ normal bladed PR.
perceivable because they are behind some barrier or cover.
124 Appendices
(Order #10146879)
A minority of initiates come to the Androgyne movement
Power Creation Rules (continued)
through the back door: they learn about genderqueer (a
Limitations movement that oradvocates
takes 3+ blunt freedom
bladed damage fromstop
it will gender roles),
working
become fascinated
permanently. by it, start hanging out with the
Blockable (1)- Use only with Area or Enveloped. Any person preeminent genderqueer philosophers, learn that some
or object that is completely sealed off (e.g. in Fragilemerged
have (2)- If the source of the
genderqueer power takes
philosophy with
a space suit) is not effected. as much as ½ point blunt or bladed damage it
Drug/Infection some form of mysticism, and ask to be
will stop working permanently.
Blockable (2)- Any person or object which Side Effects initiated into this system. From this point on,
is completely blocked from view (e.g. inside Anemia (-2 BLD) however,
Fragile (3)-theyThemust faceofthethesame
source powerchallenges
is as
a house or hiding under a pile of blankets) is fragile
as as a thin
those piece of
initiated glass. Ifrandom
through it is dropped,
sexual
Blotchy Skin (-10 to handled roughly or takes any damage it will
not effected. seduction rolls) ecounter.
break.
Blockable (3)- Any person or object which is Blurred Vision (-10 to Only afterWhile
Heat (1)- the active
initiatethe has
power proven
source hir
mostly protected (e.g. wearing jeans, gloves vision based AWR rolls)
and a hooded jacket with the hood up) is not
willingness to transcend
creates large amounts boundaries
of heat energy. If it is of
Clumsiness (-4 AGY) gender andarea
an enclosed orientation
with littlewill
or nothe initiate be
ventilation
effected.
Confusion (-4 INL) rewarded with will
the temperature another
growsexual
steadilyexperience,
hotter,
Bulky (1)- The item weights about 75 lbs. Cough (-10 to prowling often with
requiring hir original
increasingly initiator.
difficult saves vs. In
heatthis
(34 kg). rolls) exhaustion. The
experience, object isthe
though, hotinitiate
to the touch and
witnesses
anyone hir
having wearing
bodyitswitched,
or holdinghirit original
will havebody’s
to
Bulky (2)- The item weights about 250 lbs. Delusions (occasional 20
make a moderate
gender changing,(20)
anddiffi cultytransferred
being save vs. heatback
(113 kg). difficulty saves)
exhaustion
to within
hir original 5 minutes.
body but this time as another
Bulky (3)- The item weights about 2000 lbs. Dizziness (-10 to save vs.
loss of balance) gender.
Heat (2)- The object does 1 burn damage to
(900 kg). anything it touches and any one spending time
Drowsiness (-10 to save vs.
Damages User (1)- User takes ¼ pt. bladed unconsciousness) The
withinsudden
5 ft. (2 change
m.) of it of gender
must make ahas different
moderate
damage per round while power is in effect. (20) saveonvs.different
effects heat exhaustion.
initiates. Some are able
Dysphoria (20 difficulty to hide
Damages User (2)- User takes 1 blunt or 1 save to do any but life or Heat (3)-it The
via object
carefuldoes
choice of damage
4 burn clothingtoand
death actions)
makeup and go on with their normal
anything it touches, causing flammable objects lives.
bladed damage (choose one) per round while
power is in effect.
Some
to burst into flames. Any one spending timequit
adopt new identities. Some
Euphoria (20 difficulty showing up(6 to
within 20 ft. m.)work and,make
of it must when they
a hard (30)can
save to do any but life or
Damages User (3)- User takes 1d6 blunt or no
savelonger
vs. heatpay the rent, become homeless.
exhaustion.
bladed damage (choose one) per round while death actions)
Wherever they end up they are always left
power is in effect. Fever (-10 to save vs. heat Infection Side Effects (1)- Choose this
with instructions on how and where to find
limitation if the source of the power is a viral,
exhaustion) their
Drug Side Effects (1)- The power is based bacterial orsupernatural
next sexual encounter.
parasitic infection. Choose 3
Hallucinations (occasional
on the consumption of a drug. Choose 3 Drug/Infection Side Effects (see sidebar). The
20 difficulty saves) During
Drug/Infection Side Effects (see sidebar). infectionfurther
can be sexual
cured ifencounters the initiate
the PC is given the
The power takes full effect within 5 minutes Insomnia (30 difficulty save fi ndsantibiotics,
right hirself in the initiator’s
antivirals body for longer
or antiparasitics. It
after the drug is injected or within 2 rounds or will suffer from 1 day’s and
can belonger
spreadperiods andtissues
if infected learnsor flthat
uidssie
findcan
after it is ingested and only lasts about 1 hour. sleep deprivation damage) access
their waytheinto
initiator’s memories.
another person’s Not only
bloodstream
The drug may interact with other drugs. Light Sensitivity (-7 to (10 difficulty save vs. disease contraction with
all actions and reactions in unprotected sex or sharing needles).
Drug Side Effects (2)- Choose 6 Drug/ bright light)
Infection Side Effects. Infection Side Effects (2)- Choose 6 Drug/
Narrowing of Attention (-7 Infection Side Effects.
Drug Side Effects (3)- Choose 10 Drug/ to AWR rolls)
Infection Side Effects. Infection Side Effects (3)- Choose 10 Drug/
Nausea (10 difficulty
Infection Side Effects.
Environmentally Sensitive (1)- The power save vs. vomiting every 5
source will cease functioning if it gets very minutes)
cold, very wet or is shaken violently (a Poor Memory (-10 to
portable CD player would have this level of memory based AWR rolls, Using Limitations as On/Off
this limitation). 20 difficulty saves vs. Switches
anterograde, retrograde and
Environmentally Sensitive (2)- The power sudden amnesia) Some limitations can be used in place of
source must be kept within a ~30° F (~15° the On/Off Switch control. If a power
C) temperature range and cannot be exposed Tinnitus (-10 to hearing has the Power Required limitation, for
to excess humidity or vibration. based AWR rolls) instance, the PC can simply not plug it
Tiredness (-8 END) in until it is ready to be used. Or, if a
Environmentally Sensitive (3)- The power power has Blockable (2) the PC can keep
source must be kept within a few degrees of Weak Immune System
(-10 to saves vs. it wrapped up in something until it is
a predetermined temperature (either almost ready to be used. Yet in any case, using a
disease contraction and
freezing or 110° F / 43° C), must be kept Limitation as an on/off switch will always
progression)
completely free from humidity and dust and require the PC do some additional action
must not be allowed to vibrate at all. Weakness (-2 STH, -2
and thus will take longer.
SPD)
Fragile (1)- If the source of the power
Painful (1)- User must make a moderate (20) save vs. Unhideable (1)- The source of the power is too big to be
distracting pain while using the power. hidden in a pocket or under clothes and too odd looking to be
carried around without attracting attention.
Painful (2)- User must make a hard (30) save vs. distracting
Unhideable (2)- In addition to being odd looking and
pain while using the power.
too large to be easily concealed, the source of the power
Painful (3)- User must make a legendary (40) save vs. constantly emits a sound, light or smell that makes it easy to
distracting pain while using the power. notice and find even from a distance.
Polluting (1)- The power source releases foul, noxious Unhideable (3)- A long trail of clearly non-normal effects
smelling gasses when the power is active. The effect is leads directly to the current location of the source of the
magnified up to 10 times if the power is operating in an power.
enclosed space with little or no ventilation. Within 15 ft. (5
m.) the gasses cause 10 difficulty pain when it gets in the eyes
and 3 damage to END per round when inhaled. Power Creation Example: H-Tech Portal
Polluting (2)- Within 30 ft. (10 m.) it causes 30 difficulty pain A pseudo-science machine which opens a portal to another
and 7 damage to END per round. Within 10 minutes exposed realm might be constructed as follows:
skin develops painful blisters (hard save vs. distracting pain).
To start, we’d want Transport: Portal (4). We could buy a
Power Required (1)- The power source is run by bulky (4
precision control if we want the users to be able to control
lb. or 2 kg) batteries which provide for 20 minutes of activity
what realm the portal goes to, but that’s not fun so we’ll
each.
leave it out. We could also buy an on/off switch, but it’s
Power Required (2)- The power source must be plugged into not really necessary because we’re going to get the Power
the wall or a portable electric generator in order to operate. Required limitation. So in other words, the machine will
work whenever it’s plugged in.
Power Required (3)- The power source must be plugged into
a special high-capacity power line with a transformer in order Finally, for limitations, we’ll choose Bulky (3) (it’s a huge
to operate. mass of machinery), Fragile (1) (someone with a baseball
Random Activation (1)- Every day the power has a 1 in 6 bat could make the machine stop working), Heat (2) (it
chance of activating. produces a lot of heat), Noisy (1) (it makes a loud hum),
Power Required (3) (it needs to be plugged into a power
Random Activation (2)- Every hour the power has a 1 in 6 line), Slow (2) (it takes an hour to warm up), Slow Fade
chance of activating. (1) (the portal stays open a while even after the machine
Random Activation (3)- Every round the power has a 1 in 6 is turned off).
chance of activating.
126 Appendices
(Order #10146879)
Power Creation Rules (continued)
Random Power Creation Table Power Notation
Power Range Effect Level
01-60: Area 01-20: 1 levels Pre-written powers can be written as follows:
61-80: Enclosed 21-80: 2 levels
81-00: Touch 81-00: 3 levels
Power Source; Power Range; Effect 1: Subtype (level),
Effect Limitations Effect 2: Subtype (level), etc.; Limitation 1 (level),
01-01: Controls: On/Off Switch 01-02: Blockable (1)
02-02: Controls: Aimable Limitation 2 (level).
03-04: Blockable (2)
03-03: Controls: Intensity Control
05-05: Blockable (3)
04-04: Controls: Precision Example: Severed Hand; Area; Nullify: Sound (2),
05-05: Controls: Exempt 06-07: Bulky (1)
06-06: Controls: Target Type 08-09: Bulky (2) Transport: Thrown (1); Blockable (1), Noisy (2), Slow (1).
07-09: Create: Worthless 10-10: Bulky (3)
Substances 11-12: Damages User (1)
10-11: Create: Creatures 13-14: Damages User (2)
12-12: Create: Valuable 15-15: Damages User (3) Sample Character Creation – Power Creation
Substances 16-17: Drug Side Effects (1) Rules
13-14: Create: Dangerous 18-19: Drug Side Effects (2)
Substances 20-20: Drug Side Effects (3) Our sample character, Maggie Hernandez, is going to be
15-16: Destroy: Burn/Melt 21-22: Environmentally a Hero with the Supernatural Object option. We are told
17-18: Destroy: Consume Sensitive (1) to create a power with 4 levels of Effect and 4 levels of
19-20: Destroy: Crush 23-24: Environmentally
21-21: Destroy: Cut Sensitive (2)
Limitations with the power source as an everyday object.
22-22: Destroy: Freeze 25-25: Environmentally
23-24: Destroy: Electrify Sensitive (3) First off, we decide that the power source is going to be an
25-26: Destroy: Radiate 26-27: Fragile (1) old denim jacket she found.
27-27: Destroy: Poison
28-29: Fragile (2)
28-29: Destroy: Shake
30-31: Destroy: Smother 30-30: Fragile (3) Next we decide the range. If it’s ‘enclosed’, then the power
31-32: Heat (1)
32-33: Disrupt: Sensory Nervous
33-34: Heat (2)
would effect her. If it’s touch then it would effect her and
Systems anyone who touches her jacket. We decide on area: the
34-35: Disrupt: Motor Nervous 35-35: Heat (3)
Systems 36-37: Infection Side Effects jacket radiates its effect around it at a range of 20 ft. per
36-37: Disrupt: Immune Systems (1) effect level, so 80 ft.
38-39: Disrupt: Metabolic 38-38: Infection Side Effects
Systems (2) Next we decide what powers the jacket has. Since she’s
40-41: Disrupt: Mechanical 39-39: Infection Side Effects
Systems (3)
going to be wearing the jacket we don’t want it doing
42-43: Disrupt: Electronics 40-41: Limited Lifespan (1) its thing all the time, so our first power level is going to
44-44: Enhance: Physical 42-43: Limited Lifespan (2) be a Control. We’ll purchase On/Off Switch (costing 1
45-45: Enhance: Mental 44-44: Limited Lifespan (3) effect level), meaning there’s something Maggie can do to
46-46: Enhance: Health
47-47: Enhance: Occult Ability
45-46: Needs Fuel (1) instantly turn the power on or off. We decide that the jacket
47-48: Needs Fuel (2) activates if she zips it up.
48-48: Enhance: Attractiveness 49-49: Needs Fuel (3)
49-49: Enhance: Scariness
50-51: Noisy (1)
50-50: Enhance: Damage Area broadcasts the power in all directions, but we don’t
Resistance 52-53: Noisy (2)
54-54: Noisy (3) want our effect to effect her, so we’ll spend another level
51-52: Nullify: Light
53-54: Nullify: Heat 55-56: Painful (1) in Control: Aimable and make it so that the power only
55-56: Nullify: Gravity 57-58: Painful (2) broadcasts out from the jacket, anyone inside is safe.
57-58: Nullify: Momentum 59-59: Painful (3)
59-60: Nullify: Sound 60-61: Polluting (1)
62-63: Polluting (2)
We have two levels left to spend on what the Jacket actually
61-62: Nullify: Friction
63-64: Psych Effect: Thought 64-65: Power Required (1) does. We don’t want it to just do damage because she
65-66: Psych Effect: Emotion 66-67: Power Required (2) might kill PCs or innocent bystanders. We choose Nullify:
67-68: Psych Effect: Perceptions 68-69: Power Required (3) Momentum (1) and Warp: Weight (1). Everyone around
69-69: Reveal: Far Things 70-71: Random Activation (1) Maggie will grow extremely heavy and will only be able to
70-70: Reveal: Small Things 72-73: Random Activation (2)
71-71: Reveal: Hidden Things move slowly. This should give her a big bonus in taking out
74-75: Random Activation (3)
72-72: Reveal: Weak Things 76-77: Slow (1)
any physical opponent while not killing her friends.
73-74: Reveal: Invisible Things 78-79: Slow (2)
75-76: Reveal: Other Worlds 80-81: Slow (3) Next we have to choose 4 levels of limitations. We choose
77-78: Transport: Slide
79-80: Transport: Fly
82-83: Slow Fade (1) Blockable (2) (people can avoid the effect of the jacket by
81-82: Transport: Throw 84-85: Tiring (1) hiding behind something). We also choose Heat (1), the
83-84: Transport: Teleport 86-87: Tiring (2) jacket becomes very hot while operating, and Noisy (1),
85-86: Transport: Portal 88-89: Tiring (3)
90-91: Ungainly (1)
we’ll say that the jacket makes a warbling-whining noise
87-88: Warp: Stickiness while operating.
89-90: Warp: Flexibility 92-93: Ungainly (2)
91-92: Warp: Durability 94-95: Ungainly (3)
93-94: Warp: Shape 96-96: Unhideable (1) Finally we’ll notate the power on the character sheet as
95-95: Warp: Size 97-98: Unhideable (2) Denim Jacket; Area; Control: On-Off Switch (1), Control:
96-97: Warp: Tangibility 99-00: Unhideable (3) Aimable (1), Nullify: Momentum (1), Warp: Weight (1);
98-99: Warp: Invisibility
00-00: Warp: Weight Blockable (2), Noisy (1), Heat (1).
(Order #10146879)
Power Creation Rules 127
(Order #10146879)
Gender Identity Disorder
Mainstream psychiatrists no longer claim that homosexuality
is a disease. However, many young people who are struggling
with gender issues are diagnosed by modern psychiatrists with
“Gender Identity Disorder.” To qualify for such a diagnosis,
the person must have strong feelings of being the wrong
gender and identification with the opposite gender, and the
feelings must be strong enough that they distress the person or
impair the person. Gender Identity Disorder is diagnosed in
children, adolescents and adults.
(Order #10146879)
(Order #10146879)