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BYTE Roleplaying Game Rulebook
BYTE Roleplaying Game Rulebook
BYTE Roleplaying Game Rulebook
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byterpg.com
Each of the remaining players will create This book gives players everything they need
a character whose actions they will choose and to play in an unlimited number of settings, with
roleplay during a gaming session, following not only thematic elements ranging from cowboys to spies,
the roleplaying game’s rules, but also the setting’s Roman gladiators to Mecha pilots, elven knights to
peculiarities. vampires, and private investigators to galactic rulers,
with everything supported by the rules, from using
a bow to firing a machinegun, riding a horse to
What a character—either a player character or
commanding a fleet, and casting a spell to running a
non-player character—may do in a roleplaying game
corporation.
is governed by the rules of the roleplaying game, the
dice rolls, and, above all, the good judgment of the
game master. The BYTE RPG uses only one type of dice:
eight-sided ones, with faces numbered 0 to 7.
Five such dice will be enough for a gaming 9
It is important to note that roleplaying games are
group, but you may also use regular eight-sided
neither competitive affairs between the game master and the
dice with the BYTE RPG—just treat any rolled
other players nor fully cooperative distractions in which the
eights as zeros.
game master should always bend or break the rules to help
and protect the player characters at all costs. Instead, the
game master and players should strive together for fairness The core resolution mechanism used in most
and exciting, compelling storytelling, even if that means a situations in the BYTE RPG for actions that characters
INTRODUCTION
tragic outcome should befall the player characters. attempt is as follows: have the player roll a number
of dice corresponding to the Score of one of the
character’s four Attributes, and check whether at
Roleplaying games do not have a set ending. Each
least one die rolled a result equal to or fewer than the
story may comprise one or more gaming sessions,
number of Ranks in the Skill pertinent to the task. If
each of which may last from a couple of hours to
so, the character succeeds in the action, otherwise, a
many more. Once concluded, a story will most likely
failure happens.
be followed by another, and any surviving player
characters will grow in experience and, generally
speaking, become more capable. Players that lost The BYTE RPG doesn’t require miniatures or
their characters will be able to create new (albeit less measurements.
experienced) characters to rejoin with the remaining
player characters from their party.
The BYTE RPG has many rules modules that
allow a game master to design a ruleset tailored
Together, stories in a same setting will link with specifically to the setting of their own liking. Each
one another to form a saga that will reach its end rule and thematic element in this book is marked for
when the game master has told all the stories they easy reference regarding the applicable BYTE RPG
wish to tell within that setting (at least for the time setting or general Technological Level (TL).
being). The game master may then create a new saga
in the same or a different setting.
In Sections III—VII of this book, game masters
When designing their own settings, game YERAKSYS: DYING WORLD TL 2-8
masters may want to limit themselves to elements
from one or a couple of technological levels. For that
purpose, they should use the scale below for reference
throughout the many chapters in this book:
♦ Tech Level 0
TL 0 : the Stone Age
♦ Tech Level 1
TL 1 : from the ancient civiliza-
Player characters will be scavenging survivors
tions of the Bronze Age to the fall of Rome
from diverse ancestries roaming the deadly Yeraksys,
♦ Tech Level 2 TL 2 : the Middle Ages and its
a supernatural and superstition-filled carcass
knights, Vikings, and the samurai of a world bearing the scars of a long-forgotten
♦ Tech Level 3 TL 3 : from the Age of Sail of cataclysmic event of global proportions. They will
pirates and gunpowder to the Napoleonic Wars travel on the backs of strange creatures or inside
♦ Tech Level 4 TL 4 : from cowboys and the rusty war roadsters in a continuous search for hope
gothic Victorian Era to the Great War and the meaning of life in a desolate place, all the
♦ Tech Level 5 TL 5 : from the Roaring Twenties while having to avoid or confront the many human
to the end of WWII or inhuman threats found in its barren lands.
♦ Tech Level 6 TL 6 : the Atomic Age and the
Cold War, from the late forties to the seventies THE CITY AND THE NUMINA: TL 5
10 ♦ Tech Level 7 TL 7 : from the eighties to CHRONICLES OF NIORTHUS II
today’s technological world
♦ Tech Level 8 TL 8 : the cyberpunk world of
tomorrow
♦ Tech Level 9 TL 9 : the far-away era of space-
faring civilizations
INTRODUCTION
Besides being connected to TLs, most Skills, Two hundred years after Ashes of the Heavens,
Abilities, equipment, and other rules may also refer a dream of prosperity fills the streets of the great
to one or more BYTE RPG settings. metropolises, as Niorthus seems to have healed
from the scars of the Great War of the Twenties.
Player characters will be people hailing from diverse
The BYTE RPG settings are: backgrounds and living in a world filled with new
inventions, such as the car, the airplane, the semi-
automatic pistol, and the telephone. These people
ASHES OF THE HEAVENS: TL 3 will be pulled by the many mysteries residing in the
CHRONICLES OF NIORTHUS I dark corners of society where magic still exists, big
corporations mingle secretly with the sacred or the
profane, and rebels rise against authoritarianism and
exploitation of the masses.
GHOSTS OF T’KELTI TL 9
Player characters will be the Children of Ashes—
people from diverse cultures imbued with mysterious A space opera filled with mysteries greater
powers during a devastating event in the world of than those housed in the darkness between the
Niorthus and sought after by queens, kings, powerful
INTRODUCTION
TL 2 own unique settings.
EMPRESS
While potential game masters should read the
first three Sections of this book, other players should
preferably read at least Section I (pertaining to character
creation) and any chapters from Sections III—VII
relating to specific perks their characters may have.
After a long war that shattered the Great Ancient
Empire, the remaining kings, queens, and warlords For first-time players who wish to better visualize
signed the Eternal Treaty, a dream of peace resting how a roleplaying gaming session can go, see page 164
on the shoulders of the Magistrates. Player characters for a brief example of gameplay. That chapter is also
will take this mantle and its responsibilities as important for new game masters coming into touch
delegates of a slain empress and go on a journey with the BYTE RPG just now to get a feel for how a
to every corner of the known world, imbued with gaming session might flow, especially regarding action
the mystical ability to perform incredible physical resolution.
feats and the administrative power to deal justice
whenever necessary. In their day-to-day struggle Finally, it is important to note that game masters
for righteousness, they will face both supernatural should always feel free to modify any rules found in this
threats and evils that are very much man-made. book to tailor them to their tastes whenever necessary.
OVERVIEW
9 See how much money the character begins Regarding pages 50 - 109, first-time players
the game with and spend some of it to buy should read just those related to the Skills in which
equipment (page 112). they actually invested Skill Points, with attention
to the settings to which each Ability is applicable.
10 Give the character finishing touches by
looking at the pertinent chapters in Sections
III—VII. Are they a spellcaster (page 170), After that, first-time players should consult
cybernetic warrior (page 324), or leader of a with their game masters to check on any possible
Faction (page 385)? special powers allowed by the setting and to
receive orientation regarding the chapters from
11 Make a second character to serve as a backup Sections III—VII pertaining to the characters
(page 114). created.
OVERVIEW
It is advisable that players creating characters It is advisable that game masters be open-minded
for the first time follow the step-by-step above, but
about allowing late, non-radical changes to any
after choosing one of the Ancestries from page 16,
characters created by first-time players, as they may
they should at least read pages 42 - 109 to gain an
discover only after a couple of gaming sessions that
initial grasp on how Attributes, Weaknesses, Skills,
and Abilities come together to form the backbone minor adjustments to a couple of Skills or Abilities
of any character. After that, read pages 111 - 112 to would make their characters more aligned with what
glance over the possibilities given by Background they first envisioned.
15
CHARACTER CREATION
ANCESTRIES
16
CHARACTER CREATION
ANCESTRIES
relating to an Attribute with a Score equal to 2, as
long as they don’t have any Attributes with a Score
above 2.
17
CHARACTER CREATION
Attribute Bonuses:
Presence (increasing its Score
from 3 to 4 costs 3 Character Points)
18
Skill Penalties (increasing each Skill Rank
costs 2 Skill Points): Stealth, Survival, Taming
ANCESTRIES
a long time ago.
CHARACTER CREATION
Skill Bonuses (increasing a Skill Rank from 0 to 2
costs 1 Skill Point, and also just 1 Skill Point when
increasing it from 3 to 4): Choose two from the
following: Athletics, Dodge, Martial Arts, Stealth
ANCESTRIES
Attribute Bonuses: Wits (increasing its Score from 3 to 4 costs
3 Character Points)
CHARACTER CREATION
Bonus Abilities: Start with the Iron Lungs Ability from the
Athletics Skill, regardless of the number of Ranks in that Skill.
Character Points: 8
ANCESTRIES
Attribute Bonuses: Vigor (increasing its
Score from 3 to 4 costs 3 Character Points)
CHARACTER CREATION
to 4): Craft
ANCESTRIES
Attribute Bonuses: Dexterity (increasing its Score
from 3 to 4 costs 3 Character Points)
CHARACTER CREATION
Skill Penalties
(increasing each Skill
Rank costs 2 Skill
Points): Engineering, Heavy Weapons, Seamanship,
Technology
Character Points: 7
ANCESTRIES
Attribute Bonuses: Wits (increasing its Score from 3
to 4 costs 3 Character Points)
CHARACTER CREATION
costs 2 Skill Points): Driving, Heavy
Weapons, Intimidation, Martial Arts
ANCESTRIES
Native Language: Jeod
Character Points: 8
CHARACTER CREATION
Bonus Abilities: Start with the Nimble Ability from
the Athletics Skill, regardless of the number of regular
Skill Ranks in that Skill and any requirements (but
conditions for its use apply).
ANCESTRIES
Attribute Bonuses: Dexterity (increasing its Score
from 3 to 4 costs 3 Character Points)
CHARACTER CREATION
4): Dodge, Piloting
ANCESTRIES
Attribute Bonuses: Vigor (increasing its Score from 3
to 4 costs 3 Character Points)
CHARACTER CREATION
Points): Charm, Engineering, Piloting, Technology
ANCESTRIES
Attribute Bonuses: Vigor (increasing its Score from 3
to 4 costs 3 Character Points, and increasing its Score
from 4 to 5 costs 3 Character Points)
CHARACTER CREATION
Skill Penalties (increasing each Skill
Rank costs 2 Skill Points): Charm,
Legerdemain, Taming
ANCESTRIES
Attribute Bonuses: Vigor (increasing its Score from 3
to 4 costs 3 Character Points) and Dexterity (increasing
its Score from 3 to 4 costs 3 Character Points)
CHARACTER CREATION
Skill Penalties (increasing each Skill Rank costs 2
Skill Points): Legerdemain
Character Points: 8
ANCESTRIES
Attribute Bonuses: Vigor (increasing its Score from 3
to 4 costs 3 Character Points) and Dexterity (increasing
its Score from 3 to 4 costs 3 Character Points)
CHARACTER CREATION
is 2 or higher, in addition to other Advantages if
the Vigor Attribute Score is 3 or 4. Yasogons have a
prehensile tail to hold objects, which may be used to
hold weapons to fight with or to grapple enemies. All
Medicine Skill tests on the character are hard, unless
the healer is a Yasogon or has the Xenomedic Ability
from the Medicine Skill.
Character Points: 6
ANCESTRIES
Adulthood Age (in Earth years): per the Ancestry of
one of their parents, or an average of both.
Life Expectancy (in Earth years): per the Ancestry of
one of their parents, or an average of both.
Average Height: per the Ancestry of one of their
parents, or an average of both.
Average Weight: per the Ancestry of one of
their parents, or an average of both.
Native Language: per Culture
Character Points: 8
41
CHARACTER CREATION
additional divine power or mutation without cost
as the character’s special ability resultant from their
unique genetic code. In and other settings that allow
characters to start with one divine power for free, the
player will still be allowed to roll for a second divine
power (or choose one by spending 1 Background
Point).
MAIN STATS
42
CHARACTER CREATION
MAIN STATS
ATTRIBUTE SCORE NUMBER OF ADVANTAGES
The Vigor Attribute relates to strength,
endurance, general health, and resistance against life- 1 0
threatening wounds.
2 0
The Dexterity Attribute relates to speed, agility,
3 1
reflexes, and hand-eye coordination.
4 2
The Wits Attribute relates to the character’s
amount of knowledge as well as their awareness of 5 3
their surroundings.
Advantages must be chosen by the player from
The Presence Attributes relates to looks, charisma, the following lists, depending on the Attributes with 43
self-assuredness, social skills, and willpower. a Score equal to or higher than 3:
CHARACTER CREATION
up to a maximum of 5. To increase one or more of ♦ Resilient (the character is less susceptible to
their character’s four Attributes, the player must diseases and other ailments and has good
spend Character Points, which may be obtained from stamina)
two sources: the chosen Ancestry and any acquired
Weaknesses (for Weaknesses, see page 44).
♦ Tough (the character is generally harder to
kill)
FROM 2 TO 3 2
♦ Deft (the character has great finesse in
physical activities)
FROM 3 TO 4 4
WITS:
FROM 4 TO 5 4
♦ Erudite (the character is very knowledgeable)
Note: depending on the chosen Ancestry, the amount ♦ Insightful (the character has a deep intuition
of Character Points to increase an Attribute from a certain about mystical powers)
Score to the next one may change. ♦ Inventive (the character is uniquely creative)
Advantage, but if it is temporarily decreased from detriment of characters who have them.
a Score of 3, 4, or 5 to a Score of 1 or 2 through in-
game effects, it will temporarily lose its associated An Attribute that is temporarily decreased to
Advantages and any Skill Abilities that have those a Score of 1 through in-game effects won’t net any
Advantages as requirements. Disadvantage, but if it is temporarily increased to a
Score of 2 or higher through in-game effects, it will
temporarily lose its associated Disadvantage.
DISADVANTAGES
Characters will receive a single Disadvantage WEAKNESSES
per Attribute with a Score equal to 1.
44 Weaknesses are negative qualities that characters
Disadvantages must be chosen by the player may have, as a means to foment roleplay opportunities
from the following lists, depending on the Attributes and as a trade-off to achieve higher Attribute Scores
with a Score equal to 1: or certain powers.
CHARACTER CREATION
MAIN STATS
considered automatic successes.
The Heavy Weapons Skill is usually present in
Nevertheless, the game master is always free to settings with a TL 1 (from catapults and cannons
choose when to call for such tests: it is very advisable to of old to the modern artillery, machine guns and
skip Weakness tests in situations where the character other personal heavy-range weapons such as the
is in a controlled, safe place. In sum, Weakness tests flamethrower).
should ideally only be taken when there is a real
possibility of relevant, negative repercussions for the The Driving Skill is usually present in settings
character. with a TL 4-8 (from the invention of the car and
the motorcycle to right before their replacement
by their hovering counterparts of the future), such 45
SKILLS as , , , and .
While Attributes refer to a character’s physical The Marksmanship Skill is usually present in
and mental potentials, Skills relate to the actual settings with a TL 3 (from the first muskets to the
CHARACTER CREATION
competences that the character took time to learn modern light firearms), such as , , , , ,
and develop; for instance, while a character may be and . It is also present in , as black powder wea-
naturally very strong (high Vigor Attribute), knowing pons exist in that setting.
how to effectively fight bare-handed is something
that requires training (Martial Arts Skill). Likewise, The Piloting Skill is usually present in settings
TABLE 3
VIGOR SKILL GROUP DEXTERITY SKILL GROUP WITS SKILL GROUP PRESENCE SKILL GROUP
PILOTING TL 4 TECHNOLOGY TL 6
STEALTH
46
CHARACTER CREATION
MAIN STATS
to, as if they were regular Skill Points from the group Skill
TABLE 4
in question.
ATTRIBUTE SCORE AMOUNT OF REGULAR
SKILL POINTS
The following table shows the cost in Skill Points
1 2
(either regular or bonus ones) to increase a Skill Rank:
2 4 TABLE 6
CHARACTER CREATION
FROM 4 TO 5 2
unspent Skill Point from the Vigor Skill group may be
added to another unspent Skill Point from the Dexterity Note: depending on the chosen Ancestry, the amount of
Skill group to be converted into a single Skill Point to be Skill Points required to increase the Rank of a certain Skill may
spent in the Wits Skill group. change.
Characters may also receive a number of bonus Skill A Skill may also increase its Rank with bonus Skill
Points depending on the number of Weaknesses they Ranks, which may be obtained through some game
possess according to the table below: situations such as cooperation in a task between two
TABLE 5
characters. Bonus Skill Ranks never grant Abilities.
NUMBER OF WEAKNESSES AMOUNT OF BONUS
ACQUIRED SKILL POINTS Refer to page 50 through 109 for specifics regarding
0 6 what each Skill encompasses and peculiarities about tests
and contests involving each one.
1 4
ABILITIES
type
the player only rolled seven
of special benefit rega
test or a contest with the pe
Bonus: May convert a sing
withpresent,
are this Skill,
thebut notAbilit
a co
Situation:
said
Taking
As long as theaconditio
norma
METHODICAL
they do not satisfy its cond
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KNACK
be acquired at a later time.
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acquire
Bonus: If
CHAPT
a new Abilityiswhen
no success
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with this Skill.
ABILITIES
Situation: Taking a norma
obta
conditionEFFORT
(if any) is satisfie
an Ability may only be us
such as an Ancestry they m
rolled.
Disadvantages
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all this is in addition
they may no
RankTo
of its
foracquire
requirements:
all normal or hard
to
Adv
Bonus: The assisted chara
an Ability,
48
CHARACTER CREATION
ABILITIES
normal or hard test or contest with this Skill.
Bonus: The assisted character receives 1 bonus Skill
To acquire an Ability, the character must satisfy Rank for all normal or hard tests or contests with this
all of its requirements: Advantages they must possess, Skill; this is in addition to the usual 1 extra die to be
Disadvantages they may not possess, or other criteria, rolled.
such as an Ancestry they must belong to. Besides that,
an Ability may only be used during a scenario if its
condition (if any) is satisfied. EFFORT
Situation: Taking a normal or a hard test or contest
If for whatever reason the character cannot with this Skill.
acquire a new Ability when a new regular Skill Rank Bonus: If no success is obtained or if all successes are 49
is obtained, or if the player chooses not to give their cancelled out by rolled sevens, the player may reroll a
character a new Ability immediately, the Ability may single die once with a result other than 7, if any.
be acquired at a later time.
KNACK
CHARACTER CREATION
In some rare instances, a player may acquire for Conditions: Declare the use of this Ability before
their character an Ability that completely supersedes rolling any dice in a test or contest with this Skill.
another they already had, rendering it completely Situation: Taking a normal or hard test or contest
useless. If so, the game master should give the player with this Skill.
an opportunity to acquire, for free, another Ability
Bonus: Temporarily reduce the number of Ranks in
from the same skill in place of the Ability that was
this Skill by 1 to roll one extra die.
superseded. See the Tempter and the Captivating
Abilities from the Charm Skill in page 59 for an Special: This Ability may not be used with the Arcana
example. Skill for purposes of spellcasting.
ENCHANTER
For more details regarding the Arcana Skill, see
page 170. Advantage requirement: Inventive
Miscellaneous requirements: Being a spellcaster and
knowing the Object Arcane Symbol.
ARCHMAGE
Situation: Casting a spell on an item of superior
Advantage requirement: Insightful quality with either Attune or Corrupt as the Second
Miscellaneous requirements: Being a Sidhe. Arcane Symbol, with the maximum Duration of the
Situation: Casting a spell. Effects Spell Aspect.
Bonus: Subtract 1 from the result of a single rolled Bonus: Subtract 1 from the result of a single rolled
die, but not from a rolled 7. die, but not from a rolled 7.
Special: The character is a proficient enchanter who
ALCHEMIST knows how to enchant unique objects of superior
quality into mystical artifacts, according to the rules
Advantage requirement: Inventive
CHARACTER CREATION
found in page 369. If a character doesn’t have this knowing the Virtue Arcane Symbol and possessing
Ability, all Arcana Skill tests to plot an astrogation no Weaknesses.
course will be hard ones, and all failures in such tests Situation: Casting a spell with the Virtue or Wicked
will be critical ones. Arcane Symbols.
Special: The player receives one extra die to roll or
APPRAISER increase a Spell Aspect whenever their character casts
a spell with the Virtue Arcane Symbol. This bonus
Advantage requirement: Insightful
die won’t apply to the spellcasting if it involves
Situation: Trying to assess if an item possesses corrupting a place or acquiring one or more Darkness
negative or positive Fortune Points and how many. Points. When this Ability is acquired, the player will
Special: May do a hard Arcana Skill test to assess if also receive a penalty of one fewer die to roll whenever
an item possesses negative or positive Fortune Points their character casts a spell with the Wicked Arcane
(page 259), and how many it has. In the instance of Symbol.
a failure, no retry is possible by the same character.
Such appraisal cannot be attempted without this
MINDFULNESS
Ability except through spellcasting.
Advantage requirement: Insightful
Situation: Taking a Vigor Attribute test to avoid
HEALING TOUCH
receiving Wound Points from insufficient daily
Advantage requirement: Insightful consumption of food and water.
Situation: Trying to stop someone from dying. Special: May immediately redo the test once if it
Special: Once per day, may do a hard Arcana Skill test failed, unless the player only rolled sevens.
ABILITIES
die, but not from a rolled 7. day, regardless of having more than one type of such
powers. Without this Ability, a character’s Psychic
Points, Vitality Points, and Potential Points can only
PRODIGY
regenerate after a new day rises.
Advantage requirement: Insightful
Condition: Possessing Psychic Points, Vitality Points,
MYSTIC
or Potential Points.
Advantage requirement: Erudite
Special: When this Ability is acquired, the character
increases either their total Psychic Points, Vitality Situation: Trying to identify the properties of a spell,
Points, or Potential Points by 2. divine or Psychic power, or supernatural ability.
Special: May do a hard Arcana Skill test to try to 53
identify the properties of a spell, divine or Psychic
ANTIQUARIAN power, or supernatural ability the character just saw
Advantage requirement: Erudite being cast or used, or whose effects are still present
Situation: Trying to identify an object as an enchanted, near them. In the instance of a failure, no retry is
CHARACTER CREATION
mystical or supernatural one. possible by the same character. Such assessment
Special: May do a hard Arcana Skill test to try cannot be attempted without this Ability except
to identify an object as an enchanted, mystical or through spellcasting. This Ability may not be
supernatural one and its special properties. In the combined with the Scholar Ability.
instance of a failure, no retry is possible by the same
character. Such assessment cannot be attempted
without this Ability except through spellcasting. This ARCHERY
Ability may not be combined with the Scholar Ability.
TL 3
SCHOLAR The Archery Skill is used for attacks
Advantage requirement: Erudite with bows and crossbows.
Situation: Taking a normal or
hard Arcana Skill test to assess For combat or hunting purposes,
whether the character has specific most bows and crossbows have
theoretical knowledge about an effective range of about 100
a certain arcane, mythical or meters (or yards). Any shot at
supernatural dogma, event, fact, a target beyond 20 meters (or
place, person, or tome. yards) will be a hard contest for
Special: May immediately redo the the attacker by default.
test once if it failed, unless the player
only rolled sevens. This Ability may not be In most settings with a TL 4 , the Archery Skill will
AIMED ARROW TL 3
Advantage requirement: Deadeye
Situation: Attacking with a bow.
ABILITIES
DEADLY TL 3
BOW PROFICIENCY TL 3
Advantage requirement: Deadeye
54 Advantage requirement: Not being Nearsighted
Situation: Attacking with a crossbow.
Situation: Taking a hard test or contest with the
Archery Skill when shooting a bow. Special: If the attack is successful with a margin of
1 or more successes over the target’s defensive roll,
Bonus: Subtract 1 from the result of a single rolled
negate all of their natural and worn armor rating.
die, but not from a rolled 7. This Ability may not be
This Ability may not be used with non-regular bolts
CHARACTER CREATION
ABILITIES
Situation: Attacking with a bow. the game master should be mindful that many of
Special: May take two successive attacks with a bow those activities can be performed by any reasonably
in a single turn with the Ranged action. Both attacks physically fit character. Thus, failing to roll a success
are hard Archery Skill tests or contests for the attacker. in a test or contest may not mean the character won’t
If any attack hits, reduce damage dealt by 1 for each finish the task, but perhaps, only that they complete
hit (to be able to shoot quickly, the attacker won’t it in a clumsy way or take more time than usual to
pull the bow’s string to its fullest extent). This Ability complete the action.
may not be combined with the Aimed Arrow, Bow
Proficiency, Double Shot, or Strong Arm Abilities.
Regarding climbing mountains, buildings, and
This Ability may not be used with non-regular arrows
obstacles, the Athletics Skill test or contest will be a
such as flaming or explosive ones, or ones with a rope
hard one by default if the character doesn’t have the 55
tied to their end.
necessary equipment (e.g., rope, grappling hook, pike,
climbing harnesses, carabiners), unless the character
TRUE ARROW TL 3 is facing a small or easily climbable obstacle, in which
Advantage requirement: Deadeye case no test will be required and any contests (such as
CHARACTER CREATION
to assess who among two characters climbs it faster)
Miscellaneous requirements: Being an Edohyn or an
will be normal ones.
Elf.
ACROBATICS
DEATH FROM ABOVE
Advantage requirement: Deft
ABILITIES
ABILITIES
Special: May substitute Vigor for Dexterity as the CHARM
related Attribute to take normal or hard tests or
contests with the Athletics Skill.
The Charm Skill may be used to gather
information by socializing with others or to charm
IRON LUNGS someone as a means to obtain an advantage of any
Advantage requirement: Not having the Sick kind.
Disadvantage
Conditions: Not wearing any armor and having both A Charm Skill contest against the target’s
hands free. Deception Skill will take place when the character
Situation: Taking a normal or hard Athletics Skill test attempts to charm another with further intentions. The
57
contest will be a hard one by default for the charmer
or contest to swim or deep dive.
only, unless the target already has a romantic interest
Bonus: Subtract 1 from the result of a single rolled in that character, in which case the contest will be a
die, but not from a rolled 7. normal one for both. If at least a success is obtained,
Special: If taking a normal or a hard Athletics Skill a draw will favor the character attempting to charm
CHARACTER CREATION
test to swim or deep dive, may also immediately redo the other. If no party obtained at least a success, a
the test once if it failed, unless the player only rolled draw will favor the character resisting the charming
sevens. attempt.
charming attempt may not be immediate, and they will only reveal to the character who has said
are usually fleeting. information—perhaps with proof—and its price,
and the compensation must still be fulfilled for the
information to be fully disclosed. A Persuasion Skill
Sincere attempts of romancing someone do not
contest may still take place to lessen the price being
fall into the scope of the Charm Skill—or any
asked by the informant, but the information won’t
other Skill—and instead depend on how the
become free.
story is roleplayed by those involved.
for what they need: from an hour to socialize with test in question.
a single person or with a group of people in a single
place (e.g., tavern or party), to eight hours or so to
When a player character is targeted by a
survey those living in a neighborhood or village.
successful Charm Skill test or contest, the game
master simply should relay to the player how their
The Charm Skill test to gather information will be character is feeling regarding the consequences, but, it
a normal one by default, but no test will be required is ultimately up to the player how exactly to roleplay
if the character is not after specific information and is it. On the other hand, the game master may use the
only seeking the latest rumors or news. Token rules found in page 125 to reward or penalize
the player depending on whether they roleplayed
If the information that the character aims to their character according to the result of said test or
obtain is a secret, it may only be obtained if its contest.
disclosure won’t be a liability to the person relaying
the information or to someone very close to them. Regarding Skills that pertain to social relations,
the game master may change normal tests or
When the disclosure of a secret is possible, it will contests to hard ones or vice-versa depending on
require a contest between the character’s Charm Skill character interaction and roleplaying. In exceptional
and the target’s Deception Skill, instead of a Charm circumstances, a test or a contest may even be
Skill test. The contest will be a hard one by default adjudicated as an automatic success or failure, such
for the character trying to obtain the secret. If at least as when the character possesses certain Advantages
a success is obtained, a draw will favor the character or Disadvantages.
ABILITIES
Advantage requirement: Not being Unattractive Special: May substitute Presence for Wits as the
Conditions: Having at least as many Ranks in the related Attribute.
Charm Skill as in the Persuasion Skill (at the time this
Ability is acquired). INTRIGUE
Situation: Taking a normal or hard Persuasion Skill Advantage requirement: Not being Naïve
test or contest. Situation: Taking a hard Charm Skill contest against
Bonus: Subtract 1 from the result of a single rolled the target’s Deception Skill to obtain a secret.
die, but not from a rolled 7. Bonus: Subtract 1 from the result of a single rolled
die, but not from a rolled 7.
CAPTIVATING 59
Advantage requirement: Beautiful MANIPULATIVE
Miscellaneous requirements: Being a Gherfidr or a Advantage requirement: Astute
Sidhe. Situation: Taking a hard Charm Skill contest against
Situation: Triggering someone’s Hedonism Weakness
CHARACTER CREATION
the target’s Deception Skill to obtain a secret.
after a failed or impossible charming attempt. Special: The contest will also become a hard one for
Special: The target will fail their Hedonism Weakness the target, unless the target is also Astute.
test if they roll a 1 or higher on a die. If the target
doesn’t have the Hedonism Weakness, they will be
considered to have it for purposes of this Ability and CRAFT
will fail the Weakness test with a roll of 7. This Ability
supersedes the Tempter Ability and thus may not be
combined with it. The Craft Skill is used to make or repair objects
(e.g., melee and ranged weapons, suits of armor,
shields, clothing, utensils, tools, jewelry, other
TEMPTER personal items) and art pieces (e.g., sculptures and
Advantage requirement: Not being Unattractive paintings) using diverse materials (e.g., metal, wood,
Situation: Triggering someone’s Hedonism Weakness leather, stone, bone, textiles).
after a failed or impossible charming attempt.
Special: The target will fail their Hedonism Weakness With the pertinent Ability, the Craft Skill will
test if they roll a 2 or higher on a die. This Ability is also be used to make forgeries, from fake art to fake
superseded by the Captivating Ability and thus may seals, signatures, paper money, or documents.
not be combined with it.
By default, the Craft Skill may not be used to build
FLAMBOYANT large or complex things such as buildings, vehicles,
Advantage requirement: Not being Craven large or electric machines, and electronic devices,
which fall under the scope of the Engineering Skill. In the end, it is up to the game master to
60 In TL 0 settings, however, the Craft Skill will still be adjudicate if the repair attempt is simple enough to
used to build primitive structures such as mudbrick allow the use of the Craft Skill, but when in doubt,
houses, stone walls, and small bridges. the Skill used to do the repair should be the same one
used to build the object (for more regarding repairs,
see page 69—Engineering).
The character will be limited by the setting’s
CHARACTER CREATION
ABILITIES
Situation: Crafting a forgery, such as a fake painting,
Conditions: Having all the necessary tools and passport, money, or document.
materials. Special: Without this Ability, the crafter will not be
Situation: Crafting a sword or any blade weapon, able to forge things. The forgery attempt will be a
including throwing ones, or repairing metal objects. hard Craft Skill test for the forger and the Dexterity
Special: The Craft Skill test becomes a normal one by attribute will be the one related to it. Regardless of
default instead of a hard one, but it may become hard how successful the forger was, a forgery may be
again from other factors. detected upon close inspection with a successful hard
Perception Skill test by someone with the Examiner
Ability from the Perception Skill. If a failure happens,
MASTER CRAFTER a crude forgery will be resulted from the attempt,
Advantage requirement: Not being Clumsy 61
which may possibly be identified by anyone (and
Conditions: Having all the necessary tools and most certainly will be by someone with the Examiner
materials. Ability—see page 93 for more regarding forgery
Miscellaneous requirements: Being a Dweorg, a identification) with a normal Perception Skill test.
Also, if the failure is a critical one, the forger will be
CHARACTER CREATION
Jurkhya, a Vorsh, or a Yasogon.
unaware that their forgery is a crude one.
Situation: Taking a normal or hard Craft Skill test.
Bonus: Subtract 1 from the result of a single rolled
GUNSMITH TL 3
die, but not from a rolled 7.
Advantage requirement: Not being Nearsighted
ARMORSMITH Conditions: Having all the necessary tools and
materials.
Advantage requirement: Not being Weak
Situation: Crafting a firearm or some ammunition, or
Conditions: Having all the necessary tools and
repairing metal objects.
materials.
Special: The Craft Skill test becomes a normal one by
Situation: Crafting any armor or shield with
default instead of a hard one, but it may become hard
diverse materials, such as metal, leather, and wood,
again from other factors.
depending on the setting and with adequate materials,
or repairing objects made of wood, metal, leather or
cloth. TOOLSMITH
Special: The Craft Skill test becomes a normal one by Advantage requirement: Not being Clumsy
default instead of a hard one, but it may become hard Conditions: Having all the necessary tools and
again from other factors. materials.
Situation: Crafting objects not encompassed by other
WEAPONSMITH Craft Skill Abilities, such as ropes, grappling hooks,
Advantage requirement: Not being Weak saddles, horseshoes, harnesses, lock picks, surgical
BOWSMITH
Advantage requirement: Not being Nearsighted
Conditions: Having all the necessary tools and
materials.
Situation: Crafting a bow, a crossbow, some arrows
or bolts, or repairing objects made of wood.
Special: The Craft Skill test becomes a normal one by
default instead of a hard one, but it may become hard
again from other factors.
ABILITIES
SUPERIOR QUALITY
Advantage requirement: Deft
Miscellaneous requirements: Having the Artisan or
the Master Crafter Ability
Conditions: Having all the necessary tools, besides
materials of superior quality, for crafting the item,
which may be expensive and rarely found.
Situation: Crafting an object for which the character
62 possesses the appropriate Ability.
Special: The crafter will be able to make an item of
superior quality. The Craft Skill test, which would be
a normal one, will be a hard one instead. If successful,
besides being a beautiful thing, the object will be
CHARACTER CREATION
DECEPTION
The Deception Skill has many uses such as acting
on a stage, disguising oneself, impersonating someone
else, dissimulating intentions, lying convincingly, and
withholding information. A couple of Deception Skill
Abilities also greatly increase the chances of making
someone fail a Pride Weakness test.
ABILITIES
the disguised character with the lowest number of
Ranks in the Disguise Skill and the watcher with the
highest number of Ranks in the Perception Skill.
CHARACTER CREATION
Skill, respectively. In these scenarios, the opposing
character will be the active one and, as such, will have
the benefit of achieving success if they roll the same
number of successes as the deceptive character (see
page 123). But, if no party obtained at least a success,
a draw will favor the character using the Deception
Skill in the contest.
have it for the purposes of this Ability and will fail the
Weakness test with a roll of 7. This Ability supersedes
DASHING the Taunting Ability and thus may not be combined
Advantage requirement: Not being Craven with it.
Conditions: Having at least as many Ranks in the
Deception Skill as in the Charm Skill (at the time this DISSIMULATING
Ability is acquired). Advantage requirement: Astute
Situation: Taking a normal or a hard Charm Skill test Conditions: Having at least as many Ranks in the
or contest. Deception Skill as in the Legerdemain Skill (at the
Bonus: Subtract 1 from the result of a single rolled time this Ability is acquired).
die, but not from a rolled 7. Situation: Taking a normal or hard Legerdemain Skill
contest to pickpocket someone.
TAUNTING Bonus: Subtract 1 from the result of a single rolled
Advantage requirement: Not being Naïve die, but not from a rolled 7.
Situation: Taunting someone directly or indirectly to
try to trigger their Pride Weakness and make them DUPLICITOUS
react in some specific way. Advantage requirement: Not being Naïve
Special: The target will fail their Pride Weakness Situation: Taking a Deception Skill contest against
test if they roll 2 or higher on a die. This Ability is another person’s Charm Skill when being manipulated
superseded by the Schemer Ability and thus may not into revealing a secret.
be combined with it.
The Dodge Skill is used to avoid incoming Likewise, escaping a downing aircraft or one
attacks and other threats. It encompasses characters about to explode by parachuting or using an ejector
using reflexes, shields, cloaks, and nearby cover to seat or escape pod will also require an Athletics Skill
avoid harm. It may be used against both melee and test (see page 55).
ranged attacks, including area-of-effect attacks such
as explosions. Regarding traps, the Perception Skill will be
used to avoid them (see page 93). Once triggered, no
When a character tries to parry an incoming Dodge Skill test will take place and the character will
melee attack, the pertinent weapon Skill will be used suffer its consequences.
rather than the Dodge Skill.
ABILITIES
ARMOR PROFICIENT
By default, dodging an attack will be a normal Advantage requirement: Not being Weak
Dodge Skill test if it is both a melee attack and Conditions: Wearing armor with no Initiative penalty.
the first attack targeting the character during
Special: May use Skill Abilities that normally cannot
the same round; otherwise the test will be a
be used while wearing armor, as long as the armor
hard one.
being worn has no Initiative penalty, regardless of its
armor rating.
When the Dodge Skill is used to avoid a harmful
event other than an intentional direct attack, such as
SHIELD BEARER
an incoming out-of-control speeding vehicle or an
incoming stampede, it will be resolved with a normal Advantage requirement: Not being Weak 65
or hard Dodge Skill test depending on the scenario’s Conditions: Holding a shield.
difficulty. Miscellaneous requirements: Being a Sidhe or a
Zaaveld.
CHARACTER CREATION
Some harmful events are massive and cannot be Situation: Dodging a melee or ranged attack.
GRACEFUL
Special: The bonus from this Ability doesn’t apply
Advantage requirement: Agile
against melee weapons that cannot be parried or that
are hard to be parried by default, or if the opponent Miscellaneous requirement: Having the Reflexes
is attacking with the Overhead Strike Ability from the Ability.
Melee Weapons Skill (see page 91). Conditions: Neither wearing armor nor holding a
shield or heavy firearm.
DANGER SENSE Situation: Taking a normal or hard Dodge Skill test or
contest.
Advantage requirement: Not being Sluggish
Bonus: Once per round, subtract 1 from the result of
Conditions: Neither wearing armor nor holding a
a single rolled die, but not from a rolled 7.
66 shield or heavy firearm.
Special: This Ability may not be combined with the
Situation: Dodging an attack or harmful event while
Danger Sense, Sidestep, or Sixth Sense Ability.
blind or blinded by darkness.
Special: The attempt that otherwise would be
impossible becomes possible with a hard test or SIDESTEP
CHARACTER CREATION
contest with the Dodge Skill. Also, if the character is Advantage requirement: Agile
ambushed, they may still act during the first round Conditions: Neither wearing any armor, nor holding
of combat, but they will have a modifier of -8 to their a shield or a heavy firearm.
Initiative roll (regarding ambush and the Advantage Situation: Dodging a melee attack.
from attacking with the element of surprise, see page
Special: Once per round, may use the Dodge Skill to
102). Besides that, the character may try to dodge
dodge an incoming melee attack and counterattack
attacks dealt with the Assassin or Sniper Abilities.
it. The contest will be a hard one for the defender. If
This Ability may not be combined with the Acrobatic,
successful by a margin of 1 or more successes over the
Graceful, Reflexes, Sidestep, Swiftness, or Tumble
attacker—and even if the player rolled no successes—
Abilities.
the defender steps to the side and automatically deals
damage with an unarmed strike or with any melee
SECOND WIND weapon they might be wielding. This Ability may not
Advantage requirement: Resilient be used against the Assassin or Death from Above
Miscellaneous requirements: Being a Beastman, a Abilities. This Ability may not be combined with
Brau’Haque, an Orc, or a Raikur. the Danger Sense, Graceful, Reflexes, Sixth Sense,
Swiftness, or Tumble Abilities.
Situation: Dodging a melee attack for a second time
in the same round.
Special: A second dodge attempt against a melee SWIFTNESS
attack in the same round will be a normal contest Advantage requirement: Agile
for the character by default if the character has Miscellaneous requirements: Being a Gnome, a
ABILITIES
Conditions: Neither wearing armor nor holding a and any tests and contests with such vehicles will be
shield or heavy firearm. hard ones by default.
Situation: Situation: Taking a hard Dodge Skill test or
contest, but not a normal one.
When a character tries to tail another without
Bonus: Once per round, subtract 1 from the result of a being noticed while both are driving vehicles, a
single rolled die, but not from a rolled 7, when trying contest will take place between their Driving Skill
to avoid an attack with a hard Dodge Skill contest and the target’s Perception Skill. The contest will
regardless of it being hard because it is a ranged be a hard one for the active character if the target is
attack, a second attack against the same target in a driving very quickly or recklessly, or if very little to
single round, or any other condition. This Ability may no is traffic around; otherwise it will be a normal one
not be combined with the Danger Sense, Sidestep, or by default. The contest will be a normal one for the 67
Sixth Sense Abilities. target if they are suspect they might be followed and
CHARACTER CREATION
ATTENTIVE TL 4-8
MOTORCYCLIST TL 4-8
Advantage requirement: Not being Nearsighted
Advantage requirement: Not being Craven
Conditions: Not wearing armor with an armor rating
ABILITIES
MOTORIST TL 4-8
NATURAL TL 4-8
Advantage requirement: Not being Sluggish
Advantage requirement: Deft
68 Conditions: Not wearing armor with an armor rating
Miscellaneous requirements: Being a Human or a
equal to 2 or more, and having both hands free.
Demi-Human.
Situation: Taking a normal or hard Driving Skill test
Conditions: Not wearing armor with an armor rating
or contest with a car with a default Maneuverability
equal to 2 or more, and having both hands free.
Stat equal to or higher than 4.
CHARACTER CREATION
TL 4-8
Advantage requirement: Not being Sluggish
RACER
Conditions: Not wearing armor with an armor rating
Advantage requirement: Not being Clumsy
equal to 2 or more, and having both hands free.
Conditions: Not wearing armor with an armor rating
Situation: Taking a Driving Skill contest to pursue or
equal to 2 or more, and having both hands free.
break away from another vehicle.
Situation: Taking a Driving Skill contest to overtake
Bonus: Subtract 1 from the result of a single rolled
or block the passage of another vehicle.
die, but not from a rolled 7.
Bonus: Subtract 1 from the result of a single rolled
die, but not from a rolled 7.
TANK OPERATOR TL 4-8
Advantage requirement: Not being Nearsighted.
ROAD WARRIOR TL 4-8
Conditions: Having both hands free.
Advantage requirement: Not being Craven
Situation: Taking a Driving Skill test or contest with
Conditions: Not wearing armor with an armor rating
a tank or any other military heavy-duty land vehicle.
equal to 2 or more, and having both hands free.
Special: The Driving Skill test or contest becomes a
Situation: Taking a Driving Skill test to ram into
normal one by default instead of a hard one, unless
another vehicle.
ABILITIES
A failed Engineering Skill test means at least a
day (and possibly more) of work is lost and a new
attempt may be initiated the next day. Also, if the
ENGINEERING failure is a critical one, any materials used will be lost.
TL 1
Depending on the setting, its technological
An Engineering Skill test will always be a hard
level, materials and support personnel available
one by default unless the character has a pertinent
to the character, the Engineering Skill may be used
Ability to turn it into a normal one (if no other
to design, build, and repair structures, large or
conditions present would make the test a hard one
electric machines, electronic devices, vehicles, flying
again). Still, in some cases, such as when trying to
machines, Mechas, sailing ships, and starships.
create an invention, an attempt will not be possible 69
without the corresponding Ability.
The Engineering Skill is available in settings
with TL 1 or higher. In TL 0 settings, however, the
ARCHITECT TL 1
Craft Skill will be used in place of the Engineering
Advantage requirement: Erudite
CHARACTER CREATION
Skill to build primitive structures such as mudbrick
houses, stone walls, and small bridges. Conditions: Having all the necessary space, machines,
tools, materials, and support personnel.
Personal items and equipment that don’t Situation: Designing, building, or repairing small or
require electronic components fall under the large structures such as bridges, houses, buildings,
scope of the Craft Skill. As such, a character castles, monuments, roads, and railways.
from a TL 4 setting will use the Craft Skill Special: The Engineering Skill test will be a normal
to make a Revolver, while a character from one by default instead of the usual hard one, unless
a TL 9 setting will use the Engineering Skill other present conditions make the test a hard one
to make an Energy Blast Handgun. again.
Situation: Designing, building, or repairing small or stationary machines (e.g., tower clocks, windlasses,
large land vehicles, from motorcycles and cars to large, treadwheels, capstans, and pumps).
heavy-duty vehicles such as haulers, excavators, and Special: The Engineering Skill test will be a normal
tanks, but not hovercars or Mecha Vessels. one by default instead of the usual hard one, unless
Special: The Engineering Skill test will be a normal other present conditions make the test a hard one
one by default instead of the usual hard one, unless again.
other present conditions make the test a hard one
again. ARTIFICER
Advantage requirement: Inventive
WEAPON DESIGNER TL 8
Miscellaneous requirements: Being a Dweorg, a
Advantage requirement: Not being a Technophobe Gnome, a Raikur, or a Vorsh.
Conditions: Having all the necessary space, machines, Conditions: Having all the necessary space, machines,
tools, materials, and support personnel. tools, materials, and support personnel.
Situation: Designing, building, or repairing weapons Situation: Taking a normal Engineering Skill test.
and armor with electronic components, siege
Special: May immediately redo the test once if it
weapons, artillery guns, and small or large Mechas,
failed, unless the player rolled only sevens.
from Mecha Suits to Mecha Vessels.
Special: The Engineering Skill test will be a normal one
TL 9
by default instead of the usual hard one, unless other STARSHIPWRIGHT
present conditions make the test a hard one again. Advantage requirement: Erudite
ABILITIES
also uses this Skill.
to sailing boats, steamboats, frigates and cargo ships.
Special: The Engineering Skill test will be a normal
one by default instead of the usual hard one, unless Sometimes, a version of a fencing or melee
other present conditions make the test a hard one weapon may fall into the exotic weapon category if
again. sufficient differences in its balance or design merit
a different martial style. To check if a weapon is
INVENTOR TL 1 categorized as an exotic one, refer to page 150.
Advantage requirement: Inventive
Conditions: Having all the necessary space, machines, By default, the Exotic Weapons Skill will be
tools, materials, and support personnel. More often mostly used through normal contests, but a parry 71
than not, an invention will demand the use of rare against a second or later attack in the same round
and expensive materials to power them, such as the will be a hard one for the character, as well as when
Gods’ Ember . the character wielding such a weapon performs some
Situation: Designing, building, or repairing an Abilities.
CHARACTER CREATION
invention. An invention is anything out of the ordinary
for the setting that pushes its technological possi- ACCURACY
bilities. The airship , the submersible ,
the Ironclad , the Difference Engine and its pro- Advantage requirement: Not being Clumsy
grams , the automaton’s body , the Situation: Attacking with an exotic melee weapon.
automaton’s programming , the Mecha , Special: If a hit occurs, negate 1 point of the target’s
the computer , the cybernetic implant , both worn and natural armor rating, if any. This
and the rocket are all examples of inventions Ability doesn’t apply to reactive attacks, such as those
regarding their respective settings’ TLs. dealt with the Sidestep Ability.
Special: Without this Ability, no attempt to create
an invention is possible. The character may try to
create an invention with a hard Engineering Skill BLIND WARRIOR
test. In settings with a TL 4 , this Ability allows Advantage requirement: Not being Clumsy
the character to operate mechanical computers and Situation: Melee attacking or parrying with an exotic
to program them as well program the minds of melee weapon while blind or blinded by darkness.
primitive automata.
Special: The attempt, which otherwise would be
impossible, becomes possible with a hard contest
JURY-RIGGER TL 1
with the Exotic Weapons Skill. Also, the character
Advantage requirement: Not being a Technophobe may try to parry attacks dealt by the Assassin Ability,
Conditions: Having all the necessary space, machines, but the Exotic Weapons Skill contest will likewise be
tools, materials, and support personnel. a hard one for the character.
DISARMING ATTACK
Advantage requirement: Not being Clumsy
Conditions: Declaring a disarm attempt before rolling
any dice.
Situation: Attacking with a Chain, Weighted Net, or
Whip.
ABILITIES
Situation: Attacking with an exotic melee weapon. The Fencing Skill is used to attack and parry with
light or balanced blades, as well as when a character
Special: If a hit occurs, deal damage as if the character
throws one such weapon against a target (if it is
had the Mighty Advantage. This Ability doesn’t
designed for that purpose).
apply to reactive attacks, such as those dealt with the
Sidestep Ability.
In some settings with a TL 4 , because of the preva-
lence of firearms, the Fencing Skill may be incorporated
SKILLFUL WARRIOR into the Melee Weapons Skill. If so, a character may
Advantage requirement: Deft acquire Abilities from the Fencing Skill with Ranks from
Situation: Attacking with an exotic weapon the Melee Weapons Skill, but such Abilities will only
considered hard to attack with by default, such as apply to weapons still classified as fencing ones.
a Boomerang, Boleadora, Chain, Chained Batons,
ABILITIES
Chainsaw, Laser Cord, Sling, Weighted Net, or Whip. To check if a blade is categorized under fencing,
Special: The Exotic Weapons Skill test or contest refer to page 150.
becomes a normal one instead of being a hard one
by default, unless another condition besides the By default, the Fencing Skill will be mostly used
weapon’s design makes the attack a hard one again. through normal contests, but a parry against a second
or later attack in the same round will be a hard one for
TWO-HANDED STANCE the character, as well as when the character wielding
Advantage requirement: Not being Weak such a weapon performs some Abilities.
Situation: Attacking with an exotic melee weapon by
holding it with two hands. SWASHBUCKLER TL 1-3 TL 9 73
Bonus: Subtract 1 from the result of a single rolled Advantage requirement: Deft
die, but not from a rolled 7. Miscellaneous requirements: Being a Human or a
Special: This Ability doesn’t apply to reactive attacks, Demi-Human.
CHARACTER CREATION
such as those dealt with the Sidestep Ability. This Conditions: Not wearing armor with an armor rating
Ability may not be used with weapons that aren’t of 2 or more.
designed to be held with two hands. Situation: Attacking with a Fencing weapon.
TL 1-3
Conditions: Not wearing armor with an armor rating
BACKSTAB
of 2 or more.
Advantage requirement: Not being Sluggish
Special: The attempt, which otherwise would be
Conditions: May not wear armor with an armor
impossible, becomes possible with a hard contest
rating of 2 or higher.
with the Fencing Skill. Also, the character may try
Situation: Attacking an opponent who already to parry attacks dealt with the Assassin Ability, but
attacked once or more since their last turn with a the Fencing Skill contest will likewise be a hard one
Dagger, a Combat Knife, or a Tanto.
for them. Additionally, attacking with an Energy
Special: If a hit occurs, increase damage dealt by 2. Sword when not blinded becomes a normal Fencing
This Ability may not be combined with the Death Skill contest for the attacker instead of being a hard
from Above Ability. one by default, unless another condition besides the
ABILITIES
RIPOSTE TL 1-3
Advantage requirement: Agile
HEAVY WEAPONS
TL 1
Conditions: Not wearing armor with an armor rating
The Heavy Weapons Skill is available in settings
of 2 or more.
with a TL 1 or higher and is used to attack with
Situation: Parrying a melee attack with a fencing artillery pieces.
weapon other than a Dagger, Combat Knife, Energy
ABILITIES
Sword, or Tanto.
Some of these guns, such as mortars, cannons,
Special: Once per round, may use the Fencing Skill trebuchets, and artillery guns, are designed for
to parry an incoming melee attack and counterattack long-range combat and have a more accentuated
it. The contest will be a hard one for the defender. ballistic trajectory. Others such as mounted heavy
If successful by a margin of 1 or more successes machineguns and gun turrets found in certain
over the attacker—and even if the attacker rolled vehicles, airplanes, and starships are designed for
no successes—the defender parries the attacker and close combat and have, in practical terms, a less
automatically deals damage with the fencing weapon accentuated and more direct ballistic trajectory. This
that the defender used to parry. This Ability may not distinction is important regarding some Abilities
be used against the Assassin or Death from Above found below.
Abilities. This Ability may not be combined with the 75
Defensive Stance Ability or—if the character is blind,
Also, in settings with a TL 4 or higher, the
blinded by darkness, or targeted by the Assassin
Heavy Weapons Skill is likewise used to attack
Ability—with the Prescient Warrior Ability.
CHARACTER CREATION
EXPERT CREW TL 1
To check if a weapon is categorized as a heavy
one, refer to page 150. Advantage requirement: Not being Weak
Situation: Reloading an artillery piece operated with
a crew of 2 or more.
AUTO FIRE TL 4
Special: If the artillery piece has twice its minimum
Advantage or Miscellaneous Requirement: Either required crew, the character may speed up the process
76 the Mighty Advantage or the Bipod Ability of reloading the gun, thus allowing it to be reloaded
Situation: Attacking with a fully-automatic personal with one fewer Turn Action than the usual required
heavy firearm or mounted heavy machinegun. amount. This Ability does not apply to the Broadside
Special: May fire a burst of 10 bullets against 2 targets action during a Naval Battle.
no more than 5 meters (or yards) apart from each
CHARACTER CREATION
ABILITIES
die, but not from a rolled 7. This Ability also applies
when taking a Broadside action during a Naval Battle.
The Intimidation Skill is used to interrogate someone
to try to extract information, to blackmail someone to try
GUN-CAPTAIN TL 1
to force them into doing something in the near future, or
Advantage requirement: Not being Nearsighted to threaten someone to try to make them immediately
Situation: Taking a normal Heavy Weapons test or back down from an imminent or current confrontation.
contest with an artillery piece with an accentuated Also, a couple of Intimidation Skill Abilities are useful for
ballistic trajectory, such as a mortar, cannon, increasing the chances of making someone fail a Wrath
trebuchet, or artillery gun, or with a gun turret from Weakness test through provocation.
77
CHARACTER CREATION
be hard ones unless the opponent is Craven, in which something in the near future.
case it will be a normal one. On the other hand, if the Bonus: Subtract 1 from the result of a single rolled
opponent is Brave, no such attempt will be possible. die, but not from a rolled 7.
ABILITIES
Skill test to threaten someone to try to make them Situation: Provoking someone directly or indirectly
immediately back down from an imminent or current to try to trigger their Wrath Weakness and make them
confrontation. react aggressively.
Special: May substitute Presence for Vigor as the Special: The target will fail their Wrath Weakness
related Attribute to take normal tests with the test if they roll 2 or higher on a die. This Ability is
Intimidation Skill while threatening someone. superseded by the Goading Ability and thus may not
be combined with it.
FRIGHTENING
Advantage requirement: Brave
Situation: Using the Taming Skill to try to scare off a
LEADERSHIP
79
creature.
Special: The creature’s Ferocity Attribute Score will The Leadership Skill is mostly used to motivate
be considered to be 2 points lower for the Taming people—from a single person to millions—as a means
Skill contest. This Ability will not have any effects to perform some desired action.
CHARACTER CREATION
against creatures that never flee or characters. For
more information, see page 106. The character using the Leadership Skill should
have some hierarchy position over the people targeted
GOADING by the Skill or must at least be a peer taking initiative
and filling a power void left by inaction from current
Advantage requirement: Astute
leaders or the complete lack of such figures, either
Miscellaneous requirements: Being a Brau’Haque, a temporarily or not.
Dweorg, an Orc, or a Yasogon
Situation: Provoking someone directly or indirectly
The Leadership Skill may be used in many
to try to trigger their Wrath Weakness and make them
scenarios, such as a commander and their military
react aggressively.
unit, a spiritual leader and their followers, an
Special: The target will fail their Wrath Weakness test entrepreneur and their collaborators, a governor and
if they roll 1 or higher on a die. If the target doesn’t their citizens, and a teacher and their class.
have the Wrath Weakness, they will be considered
to have it for the purposes of this Ability and will
fail the Weakness test with a roll of 7. This Ability Thus, the Leadership Skill differentiates itself
supersedes the Provocation Ability and thus may not from the Persuasion Skill in the following ways (also
be combined with it. see page 96):
of conduct, lawlessness of the order given, and Special: May substitute Presence for Wits as the
personal prejudices. related Attribute to take normal or hard tests or
ABILITIES
DECISION-MAKER AUTHORITY
Advantage: Not being Naïve Miscellaneous requirements: Being an Amerfein or a
Situation: Taking a normal Leadership Skill test or Gherfidr and having the Strategist Ability
contest during non-combat situations. Conditions: Being the current leader of a faction of
Bonus: Subtract 1 from the result of a single rolled any kind.
die, but not from a rolled 7. Special: Only while the character is the leader of the
faction, the faction’s Attribute with the lowest Score
will be considered to be 1 point higher. If the faction
LEADING BY EXAMPLE
has two or more Attributes with the same lowest 81
Advantage requirement: Not being Craven Score, the player is free to choose which Attribute to
Situation: Taking a normal Leadership Skill test or increase by 1.
contest during combat.
Bonus: Subtract 1 from the result of a single rolled INSPIRING
CHARACTER CREATION
die, but not from a rolled 7.
Miscellaneous requirement: Having the Fearless
Ability
FEARLESS Situation: Commanding allied characters during a
Advantage requirement: Brave combat with a Parley action.
Miscellaneous requirement: Having the Leading by Special: The leader must take a Parley action
Example Ability. and succeed in a normal Leadership Skill test. If
Situation: Commanding allied characters during a successful, all allied characters may discard 1 rolled
combat with a Parley action. die with a result other than 7 to subtract 1 from the
Special: The leader must take a Parley action and result of another rolled die, but not from a rolled 7.
succeed in a normal Leadership Skill test. If successful, This bonus will apply to any and all tests or contests
any allied characters with the Craven Disadvantage until the leader’s next turn. The allied characters must
temporarily lose said Disadvantage for the duration be able to hear the commanding character to receive
of the combat. In addition to that, all allied characters the bonus.
gain the Brave Advantage for the duration of the
combat if they don’t already have it. The allied STRATEGIST
characters must be able to hear the commanding Advantage requirement: Astute
character to receive these benefits.
Situation: Taking a hard Leadership Skill test or
contest.
COMMANDING Bonus: Subtract 1 from the result of a single rolled
Miscellaneous requirement: Having the Leading by die, but not from a rolled 7.
draw will favor the character who tried to steal from it by means of a hacking attempt (see page 304).
the other. But if no success is obtained by any party,
the pickpocket will get caught in the act.
When a character tries to open a non-electronic
lock protected by a non-remote alarm system, they
When trying to conceal items with this Skill, a will take a single Legerdemain Skill test to both
Legerdemain Skill test will take place—most likely a disarm the alarm and open the lock, but the test will
normal one unless the object is somewhat large or if be a hard one by default and the alarm will go off if a
the character’s clothes aren’t voluminous. failure happens, critical or otherwise.
But if the character is subjected to a body search, Finally, regarding the use of the Legerdemain
a Legerdemain Skill contest will take place instead
Skill to perform card tricks, the shell game, or other
against the searcher’s Perception Skill, and the
types of prestidigitation, it will always be a contest
contest will most likely be a hard one for the character
against the audience—or the person in the audience
concealing the object and a normal one for the
character doing the searching. If at least a success is with the highest number of Ranks in the Perception
obtained, a draw will favor the character performing Skill.
the body search. But if no success is obtained by any
party, the character concealing the object will get As tricks are designed to fool audiences, such
away with it. contests will be hard ones for them by default, but
without the pertinent Ability it will also be hard ones
Regarding disarming traps or explosives, such for aspiring prestidigitators.
PRESTIDIGITATOR
Advantage requirement: Astute
Conditions: Neither wearing armor with an armor
rating of 2 or more nor holding a shield, and having
an adequate setup to perform the prestidigitation act.
Situation: Taking a hard Legerdemain Skill contest to
perform a prestidigitation act such as a card trick or
the shell game.
Special: The Legerdemain Skill contest becomes a
normal one by default for the prestidigitator instead
of being a hard one as usual, unless another condition
ABILITIES
makes it hard again.
EXPERTISE
Advantage requirement: Deft
Conditions: Neither wearing armor with an armor
rating of 2 or more nor holding a shield.
Situation: Taking a normal Legerdemain Skill test or
ESCAPE ARTIST contest.
Advantage requirement: Deft Bonus: Subtract 1 from the result of a single rolled
Conditions: Not wearing armor with an armor rating die, but not from a rolled 7. 83
of 2 or more.
Situation: Taking a normal or a hard Legerdemain FAST DRAW
Skill test to open a lock on handcuffs worn by the Advantage requirement: Agile
CHARACTER CREATION
character. Conditions: Neither wearing armor with an armor
Special: May immediately redo the test once if it rating of 2 or more nor holding a shield, and declaring
failed, unless the player only rolled sevens. an attack with a one-handed ranged weapon—
including throwing weapons—before Initiative is
rolled for any non-duel combat or for a duel with
SUBTLE
modern handguns.
Advantage requirement: Deft
Situation: Rolling for Initiative.
Miscellaneous requirements: Being a Gnome, a
Bonus: Add 8 to the character’s Initiative roll.
Goblin, a Jeod, or a Muratir.
Special: If the character chooses to not perform
Conditions: Neither wearing armor with an armor
an attack with a one-handed ranged weapon, they
rating of 2 or more nor holding a shield.
maintain their Initiative total but forfeit any action
Situation: Taking a hard Legerdemain Skill test or in the first round of combat. During the first round,
contest. the character may not move before their attack. If
Bonus: Subtract 1 from the result of a single rolled the character is ambushed, the character may still
die, but not from a rolled 7. act during the first round of combat but will lose
their bonus to the Initiative roll, and the only action
they may take is a ranged attack with this Ability,
CONCEALING
which will also become a hard contest for them
Advantage requirement: Not being Clumsy by default (regarding ambush and the Advantage
Situation: Taking a normal or a hard Legerdemain from attacking with the element of surprise, see
Skill test or contest to conceal an object between the page 102).
AIMED SHOT TL 3
Advantage requirement: Not being Clumsy
Situation: Taking a normal or hard Legerdemain Skill Advantage requirement: Not being Nearsighted
ABILITIES
Advantage requirement: Not being Clumsy but will drop to the ground and become stunned.
Situation: Attacking with a fully-automatic light This Ability may not be combined with the Burst
firearm or with a light firearm with a 3-round burst Mode Ability.
setting.
Special: May fire a burst of 5 bullets, or, if the light FAN SHOT TL 4
firearm has a 3-round burst setting, a burst of 3 Advantage requirement: Agile
bullets against a single target with a single Ranged Situation: Attacking with a Revolver.
action. If the light firearm doesn’t have a 3-round
Special: May fire two successive shots with a
burst setting, the Marksmanship Skill contest is
Revolver in a single turn with the Ranged action
going to be a hard one by default for the attacker.
against the same or two different targets. The 85
If a hit occurs, double the amount of damage dealt
number and choice of targets must be made before
by the margin of success. This Ability may not be
any dice roll. Both attacks are hard, separate
combined with the Bullseye or Spraying Bullets
Marksmanship Skill tests or contests for the
Abilities.
attacker. If the character targets a single opponent
CHARACTER CREATION
with both attacks, the second shot will be an
BULLSEYE TL 3 automatic miss if the first one hits and knocks
Advantage requirement: Deadeye them out. This Ability may not be combined with
the Bullseye Ability.
Situation: Attacking with a flintlock weapon or a
light firearm that has the Single fire rate option, while
holding it with two hands. DUELIST TL 3
Special: Only a single shot may be taken. If the attack Advantage requirement: Not being Craven
is successful with a margin of 1 or more successes Situation: Firing a flintlock pistol in a duel.
over the target’s defensive roll, negate all of their Special: May freely choose to use either Dexterity
natural and worn armor rating. This Ability may not or Presence as the related Attribute to take normal
be combined with the Akimbo, the Burst Mode, or the or hard tests with the Marksmanship Skill to fire a
Fan Shot Abilities. flintlock pistol in duel, instead of using the one with
the lowest Score (see page 135).
DOUBLE TAP TL 4
Advantage requirement: Not being Nearsighted QUICK RELOAD TL 3
Situation: Attacking with a one-handed Advantage requirement: Not being Clumsy
semiautomatic or a fully-automatic light firearm such Situation: Reloading a flintlock pistol or a musket.
as a Pistol while holding it with two hands. Special: May reload a flintlock pistol or a musket
Special: May fire two consecutive shots against with one Ranged action instead of two.
martial arts.
Advantage requirement: Deadeye
Miscellaneous requirements: Being a Human, a
Demi-Human, or an Elf. Still, even when an in-game reason exists for a
character to learn a Martial Arts Skill Ability outside
Situation: Taking a normal or hard Marksmanship those of their school, doing so will cost 3 Experience
Skill test or contest with a flintlock weapon or a light Points, which will be in addition to the normal cost of
firearm. increasing the Skill Rank.
Bonus: Subtract 1 from the result of a single rolled
die, but not from a rolled 7.
MASTER
86 Advantage requirement: Not being Uneducated
MARTIAL ARTS Miscellaneous requirements: Having at least 4 other
generic or specific Martial Arts Abilities
The Martial Arts Skill is used to parry and attack Conditions: Not wearing armor with an armor rating
opponents without any weapons, using punches, of 2 or more and having both hands free.
CHARACTER CREATION
kicks, throws, ground techniques, etc. Situation: Attacking with the Martial Arts Skill.
Special: Unless the opponent also has this Ability,
Without the necessary Ability, the Martial Arts all attempts to parry the character’s attacks with the
Skill may only parry unarmed attacks, even those Martial Arts Skill will be hard ones by default. This
dealt with claws, beaks, tails, or other appendages Ability doesn’t apply to reactive attacks the character
from creatures, as long as the creature doesn’t have a may deal, such as those delivered with the Sidestep
Vigor Attribute equal to or higher than 6, or, if it does, Ability.
the martial artist has a Vigor Attribute Score no more
than 2 points below the creature’s. BLIND FURY
Advantage requirement: Not being Clumsy
Unless the character is from an Ancestry with a Conditions: Not wearing armor with an armor rating
naturally higher strength—such as a Brau’Haque—or of 2 or more and having both hands free.
with claws—such as a Taullian—the Base Damage
Rating from an unarmed strike will be 1 by default Situation: Attacking or parrying an unarmed strike
and from the Blunt type, whether or not the character with the Martial Arts Skill while blind or blinded by
is using their hands, elbows, knees, or feet to attack. darkness.
Special: The attempt, which otherwise would be
impossible, becomes possible with a hard contest
In some settings, such as , access to Martial with the Martial Arts Skill. Also, the character may
Arts Skill Abilities is limited. This means that during try to parry attacks dealt with the Assassin Ability,
character creation, if the character has at least 1 Rank but the Martial Arts Skill contest will likewise be a
ABILITIES
the remainder of the combat. This Ability may not be the Mighty Advantage, by the bonus from natural
combined with the Blind Fury Ability. higher strength—such as that of the Brau’Haques—
or by the margin of success over the defender. Apply
armor normally. If the attack hits, the target is thrown
STRIKE TECHNIQUE
to the ground. This Ability doesn’t apply to reactive
Advantage requirement: Agile attacks, such as those dealt with the Sidestep Ability.
Conditions: Not wearing armor with an armor rating This Ability may not be combined with the Ground
of 2 or more and having both hands free. Technique or the Strike Technique Abilities.
Situation: Attacking with the Martial Arts Skill
through a succession of punches or kicks. FINESSE
Special: If a hit occurs, increase damage dealt by 1. Advantage requirement: Not being Weak
87
This Ability doesn’t apply to reactive attacks, such
Conditions: Not wearing armor with an armor rating
as those dealt with the Sidestep Ability. This Ability
of 2 or more and having both hands free.
may not be combined with the Ground Technique or
CHARACTER CREATION
than the martial artist’s Score. If the attack hits, the the Martial Arts Skill.
martial artist drops the target on the ground and Special: Without this Ability, the character may not
locks them. The target may be released with a Free parry ranged attacks. The martial artist may parry
Action or Reaction, but both characters will remain on
a weapon thrown, an arrow from a bow, or a bolt
the ground until they get up during their respective
from a crossbow. Other kinds of ranged attacks, such
turns. If another character targets the attacker and if
as rockets or those dealt from firearms, cannot be
the character tries to dodge or parry the incoming
parried. The Martial Arts contest is always a hard one
attack, the target will be automatically released. While
for the targeted character. If successful by a margin of
locked, the only action the target may take during
2 or more successes over the attacker, the martial arts
their turns is to try to free himself with a successful
may grab the weapon thrown, arrow or bolt, instead
88 Martial Arts Skill contest (a normal one for both
characters). If the target is unsuccessful, the attacker of simply deflecting it to the ground. This Ability may
has the option to automatically deal damage to them not be combined with the Blind Fury Ability.
with a Base Damage Rating of 1. Damage dealt will
be of the Blunt type, even if the character is from an BRAWLER
CHARACTER CREATION
CHARACTER CREATION
character may not perform this test on their own self. Medicine Skill test rather than a hard one will be
needed to prescribe the right one, and, as usual, no
test will be required for its successful ingestion or
With a hard test, a character may use the
application.
Medicine Skill to find and make a cure for a disease.
The game master will decide the ingredients and
time required to make the cure, and a Lab Set will Regarding creatures and Ancestries that
be required. Once a cure is found, no test will be are considered very different from humans,
required for its successful ingestion or application. Medicine Skill tests will always be hard ones
Once the character is saved, they will automatically by default, unless the healer is from the same
be brought down to a total of 5 Wound Points if they Ancestry as the patient or has the Xenomedic
had 6, and will start healing 1 Wound Point per two Ability.
full nights of rest, which can only be sped up if they
had less than 6 Wound Points. APOTHECARY TL 1
Advantage requirement: Erudite
With a hard test, a character may use the Medicine Conditions: Having all the required ingredients and
Skill to find and make an antidote for a poison. The a Lab Set.
game master will decide the ingredients and time
Situation: Finding and making a cure for a specific
required to make the antidote, and a Lab Set will be
disease.
required. Once the antidote is produced, no test will
be required for its successful ingestion or application. Special: The Medicine Skill test becomes a normal
one by default instead of a hard one, unless another
ABILITIES
such as the Spear and the Small Axe. with two hands.
Special: If a hit occurs, increase damage dealt by 1.
This Ability may not be used with thrown weapons.
Some weapons from the Melee Weapons Skill
This Ability doesn’t apply to reactive attacks, such as
are also blades, differentiated from their fencing
those dealt with the Sidestep Ability. This Ability may
counterparts by being heavier and not exclusively
not be combined with the Non-Lethal Strike Ability.
used with only one hand.
BLIND FIGHTING
In settings with a TL 4-8 , the Fencing Skill is most
likely not present, to make room for the more prevalent Advantage requirement: Not being Clumsy
firearms and their Marksmanship Skill. In such settings, Situation: Attacking or parrying with a melee weapon 91
fencing weapons will fall under the scope of the Melee while blind or blinded by darkness.
Weapons Skill. When that is the case, Abilities from the Special: The attempt, which otherwise would be
Fencing Skill may be acquired with Ranks from the Melee impossible, becomes possible with a hard contest
Weapons Skill, but such Abilities will only apply to fencing with the Melee Weapons Skill. Also, the character
CHARACTER CREATION
weapons. On the other hand, Abilities from the Melee may try to parry attacks dealt with the Assassin
ABILITIES
of the target’s both worn and natural armor ratings, trespassers, the contest will take place only between
if any. Also, once per round, when targeted by a the watcher with the most Ranks in the Perception
melee attack, may forgo their next Turn Action to Skill against the trespasser with the least Ranks in
use the length of the Spear or Fusion Spear to try to the Stealth Skill. If at least a success is obtained, a
counterattack it. The contest will be a normal one for draw will favor the ambusher or trespasser. But if
the defender, unless any condition would turn it to no success is obtained by any party, the ambusher or
a hard one instead. If successful by a margin of 1 or trespasser will be spotted anyway.
more successes over the attacker—and even if they
rolled no successes—the defender counterattacks The Perception Skill may be used to identify
and automatically deals damage with their Spear or a disguised person or a person impersonating
Fusion Spear. Using this Ability to counterattack an another; by default, it will be a normal contest for 93
opponent counts as a parry for the round. This Ability all characters—the watcher with their Perception
may not be combined with the Blind Fighting Ability Skill, and the disguised person with their Deception
for purposes of counterattacking while blind, blinded Skill—unless the watcher is not actively looking for
by darkness, or targeted by the Assassin Ability. This such activity, in which case it will be a hard contest
Ability may not be used against the Assassin or Death
CHARACTER CREATION
for the watcher. The contest will also be a hard one
from Above Abilities. for the disguised character if they are trying to pass
as someone specific. In situations involving multiple
LETHAL THROW watchers and disguised characters, the contest will
Advantage requirement: Mighty take place only between the watcher with the most
Ranks in the Perception Skill against the disguised
Situation: Making a ranged attack against a target by
character with the least Ranks in the Deception Skill.
throwing a melee weapon that is designed to be also
If at least a success is obtained, a draw will favor the
thrown.
disguised character. But if no success is obtained by
Special: If a melee weapon designed to be thrown— any party, the disguised character will be identified
such as a Small Axe, a Fusion Spear, a Nanotech anyway.
Blade, or a Spear—is used, and if a hit occurs, increase
damage dealt by 1, as if it was dealt with the Mighty
Advantage directly through a melee attack. The Perception Skill may be used to spot
pickpockets or tailer by default; it will be a normal
contest for both characters—the target with their
PERCEPTION Perception Skill, and the pickpocket or the tailer
with their Legerdemain Skill or Stealth Skill,
respectively—unless the target is not actively
The Perception Skill encompasses the active or
looking for such activity, in which case it will be a
passive use of one’s senses to detect threats, search
for items of interest, investigate a place, find a hard contest for the target. In situations involving
specific book in a library or a certain document in multiple watchers, pickpockets, or tailers, the contest
ABILITIES
PERCEPTIVE
In some circumstances, the game master Advantage requirement: Not being Nearsighted
may allow a character to take a Perception Skill Situation: Taking a hard Perception Skill test to spot
contest against an opponent’s Persuasion Skill a trap, a hidden object, a clue, or a secret passage, or
to try to assess if they are being told a lie—such a hard Perception Skill contest to do a body search.
as when they have reason to be suspicious. The Bonus: Subtract 1 from the result of a single rolled
contest will usually be a normal one for both. If die, but not from a rolled 7.
the character is successful and if the opponent is
indeed telling a lie, the character will only know EXAMINER
that the opponent appears to be “insincere” or
Advantage requirement: Erudite 95
“withholding something”, otherwise they won’t
receive any information. A draw will favor the Situation: Actively trying to identify whether an
opponent, unless they don’t roll a single success. object is a forgery through close inspection.
Note that such a contest won’t take place when the Special: Without this Ability, the character will not
character is actively trying to obtain information be able to identify a forgery unless it is a crude one
CHARACTER CREATION
from a target, which will either be the subject of a resulting from a failed Craft Skill test. The forgery
Charm Skill or an Interrogation Skill contest against will be identified with success in a hard Perception
the opponent’s Deception Skill, depending on the Skill test, but no test will be required for a character
situation. For more information regarding contests with this Ability to identify a crude forgery.
between the Perception Skill and the Persuasion
Skill, see page 96. WATCHFUL
Advantage requirement: Not being Nearsighted
ALERT Situation: Taking a hard Perception Skill contest to
Advantage requirement: Not being Nearsighted spot ambushers or trespassers.
Situation: Taking a hard Perception Skill contest to Bonus: Subtract 1 from the result of a single rolled
spot a character trying to tail (while on a vehicle), to die, but not from a rolled 7.
shadow, to pickpocket someone, or to discover that
someone is disguised. GUARD
Bonus: Subtract 1 from the result of a single rolled Advantage requirement: Not being Naïve.
die, but not from a rolled 7.
Miscellaneous requirements: Having the Watchful
Ability.
METICULOUS Situation: Taking a normal Perception Skill contest to
Advantage requirement: Deadeye spot ambushers or trespassers.
Miscellaneous requirements: Having the Suspicious Bonus: Subtract 1 from the result of a single rolled
Ability. die, but not from a rolled 7.
AWARENESS
When simply trying to convince someone of
Advantage requirement: Astute something, a normal Persuasion Skill test will be
Situation: Actively trying to identify whether a called for, unless the character is trying to convince
prestidigitation attempt is taking place and how it someone that is suspicious of them of some falsehood,
96 is being performed, including catching card game in which case it will be a contest against the target’s
cheaters and trying to win in a shell game, with a Perception Skill (the contest will be normal for both).
hard Perception Skill test. Sometimes, however, such tests are impossible to
Special: The Perception Skill test becomes a normal succeed, because the character is trying to convince
one by default instead of being a hard one, unless another of a very absurd lie, because the person that
the character is trying to persuade has some kind of
CHARACTER CREATION
CHARACTER CREATION
Special: May substitute Presence for Wits as the
ELOQUENT
related Attribute for such contests.
Advantage requirement: Erudite
Situation: Taking a hard Persuasion Skill contest to
BRIBER
convince a third party, such as an audience or a judge,
Advantage requirement: Not being Naïve while debating or defending a case.
Situation: Bribing someone to try to trigger their Bonus: Subtract 1 from the result of a single rolled
Greed Weakness and make them do something die, but not from a rolled 7.
specific, as long as the price is adequate to the target’s
financial status.
FAST TALKER
Special: The target will fail their Greed Weakness
test if they roll 2 or higher on a die. This Ability is Advantage requirement: Astute
superseded by the Insidious Ability and thus may not Situation: Taking a hard Persuasion Skill test to
be combined with it. convince someone of something.
Bonus: Subtract 1 from the result of a single rolled
CONVINCING die, but not from a rolled 7.
Advantage requirement: Not being Naïve
Conditions: Having at least as many Ranks in the COMPELLING
Persuasion Skill as in the Deception Skill (at the time Advantage requirement: Not being Uneducated
this Ability is acquired). Situation: Taking a normal Persuasion Skill contest
Situation: Taking a normal or hard Deception Skill to convince a third party, such as an audience or a
test or contest. judge, while debating or defending a case.
TL 4
INSIDIOUS
In settings with a TL 4 , the Piloting Skill is
Advantage requirement: Astute
used to maneuver flying machines such as balloons,
Miscellaneous requirements: Being an Amerfein, a helicopters, and airplanes.
Daramohn, a Jurkhya, or a Purzari.
ABILITIES
ABILITIES
Piloting Skill Abilities won’t then apply to such ships. Situation: Taking a hard Piloting Skill test or contest.
Bonus: Subtract 1 from the result of a single rolled
Piloting a starship in settings with a TL 8 , a die, but not from a rolled 7.
hover vehicle in settings with a TL 8 , a naval ship
or a submarine in settings with a TL 4 , or a Mecha TL 5
EVASIVE
Vessel in a setting with a TL 9 will always be a hard
test or a contest for the pilot, unless they possess the Advantage requirement: Not being Craven
corresponding Piloting Skill Ability. Conditions: Not wearing armor with an armor rating
equal to 2 or more, having both hands free, and
For more details regarding the Piloting Skill, see piloting any Mecha, flying machine, or starship with
99
pages 330, 353 and 368. an original Maneuverability Stat of 4 or 5.
Situation: Taking a normal or a hard Piloting Skill
TL 5 contest to avoid enemy fire.
ACE
Advantage requirement: Deft Bonus: Subtract 1 from the result of a single rolled
CHARACTER CREATION
die, but not from a rolled 7.
Miscellaneous requirements: Being a Human or a
Demi-Human.
ASTRONAUT TL 6-8
Conditions: Not wearing armor with an armor rating
equal to 2 or more, having both hands free, and Advantage requirement: Erudite
piloting any Mecha, flying machine, or starship with Conditions: Having both hands free.
an original Maneuverability Stat of 4 or 5.
Situation: Piloting a starship.
Situation: Taking a normal or a hard Piloting Skill
Special: Piloting Skill tests and contests to pilot a
test or contest with the vehicle’s Maneuverability
Stat, modified by the pilot’s Dexterity Attribute. starship become normal ones instead of being hard
ones by default, unless any present condition makes
Bonus: Roll 1 extra die.
the test or contest a hard one again.
BIRD OF PREY TL 5
MECHA PILOT TL 9
Advantage requirement: Deadeye
Advantage requirement: Not being Technophobe
Conditions: Not wearing armor with an armor rating
equal to 2 or more, having both hands free, and Conditions: Having both hands free.
piloting any Mecha, flying machine, or starship with Situation: Piloting a Mecha Vessel.
an original Maneuverability Stat of 4 or 5. Special: Piloting Skill tests and contests to pilot a
Situation: Taking a normal or hard Piloting Skill test Mecha Vessel become normal ones instead of being
or contest to fire fixed forward-facing guns on a target hard ones by default, unless any present condition
from the pilot seat inside a cockpit. makes the test or contest a hard one again.
an original Maneuverability Stat of 4 or 5, but no vessels, but all tests and contests with such ships
Mecha. will always be hard ones unless the character has the
appropriate Ability.
Situation: Taking a normal or hard Piloting Skill
contest to tail or to avoid being tailed by another
aircraft or starship. In smaller ships with a small crew no larger
Bonus: Subtract 1 from the result of a single rolled than approximately six, the Seamanship Skill tests
die, but not from a rolled 7. and contests will be taken by the helmsman or by
the strongest rower. In larger ships with a large
crew, the Seamanship Skill tests and contests will
SUBMARINE CREW MEMBER TL 4-8
100 be taken by the ship’s captain or, depending on the
Advantage requirement: Not being Technophobe action being performed, by the first or second mate
Conditions: Having both hands free. (see page 362).
Situation: Piloting a submarine.
CHARACTER CREATION
ABILITIES
Demi-Human.
Situation: Taking a normal or hard Seamanship Skill
For more details regarding the Seamanship Skill, test or contest.
see page 362.
Bonus: Subtract 1 from the result of a single rolled
die, but not from a rolled 7.
WATERSAIL TL 4
Advantage requirement: Not being Uneducated SEADOG TL 4
Situation: Taking a normal Seamanship Skill contest Advantage requirement: Astute
to do a Full Sails action during a Naval Battle.
Conditions: Being the captain of a ship.
Bonus: Roll 1 extra die.
Situation: Taking a normal or hard Seamanship Skill 101
contest while performing a Boarding action or a Full
BATTERY TL 4 Sails action during a Naval Battle.
Advantage requirement: Not being Nearsighted Special: The character won’t suffer the penalty of 1
Situation: Taking a normal or hard Heavy Weapons fewer Seamanship Skill Rank when taking a Boarding
CHARACTER CREATION
Skill test to do a Broadside action during a Naval action or a Full Sails action in place of a first mate.
Battle.
Bonus: Roll 1 extra die. HELMSMAN TL 4
Advantage requirement: Not being Weak
COMMANDER TL 4 Conditions: Rowing a small boat or steering a small
Advantage requirement: Not being Uneducated sailing ship with an ideal crew of 10 or fewer sailors
Situation: Commanding an airship ( , ), an including the character.
ironclad ( ), or a submersible ( ). Situation: Taking a normal or hard Seamanship Skill
Special: Seamanship Skill tests and contests that test or contest.
would be hard ones by default become normal ones, Special: May substitute Wits for Vigor as the related
unless a condition makes the test or contest a hard Attribute to take normal or hard Seamanship Skill
one again. tests or contests when rowing a small boat or taking
the helm of a small sailing ship with an ideal crew of
TL 4
six or fewer sailors including the character.
DAMAGE CONTROL
Advantage requirement: Not being Uneducated
MARINER TL 4
Situation: Taking a normal or hard Craft or
Engineering Skill test to do a Repairs action during a Advantage requirement: Brave
Naval Battle. Situation: Commanding or being part of a crew
Bonus: Subtract 1 from the result of a single rolled involved in a Skirmish action during a Naval Battle.
die, but not from a rolled 7. Bonus: Add 2 to the Skirmish action roll made by the
ARTFUL
The Stealth Skill encompasses hiding, ambushing, Advantage requirement: Not being Sluggish
sneaking, and shadowing.
Conditions: Neither wearing armor with an armor
rating equal to 2 or more, nor holding a shield or
Usually, the Stealth Skill will be used with heavy firearm.
a contest against the Perception Skill of the Situation: Taking a normal Stealth Skill test or contest
target or opponent. If any target or opponent to follow one or more opponents moving together
is completely oblivious to the presence of the without being noticed.
stealthy character—such as if they are asleep—a
Special: May substitute Dexterity for Wits as the
Stealth Skill test will take place instead.
related Attribute to take a normal Stealth Skill contest
102 with the Stealth Skill to follow one or more opponents
The Stealth Skill test or contest may be a normal moving together without being noticed.
or hard one depending on the circumstances, such as
the time of day, if the area is lit or shadowed, if there
SNIPER
is sufficient cover, and the type of terrain or floor on
CHARACTER CREATION
CHARACTER CREATION
Bonus: Subtract 1 from the result of a single rolled
ELEMENT OF SURPRISE
die, but not from a rolled 7.
Advantage requirement: Agile
Conditions: Successfully hiding from all opponents,
SHADOWY
and not wearing armor with an armor rating equal to
Advantage requirement: Not being Sluggish 2 or more.
Conditions: Neither wearing armor with an armor Situation: Initiating a combat by attacking an
rating equal to 2 or more, nor holding a shield or unsuspecting opponent from a hiding spot.
heavy firearm.
Bonus: Add 4 to the character’s Initiative roll.
Situation: Taking a normal or hard Stealth Skill test
Special: As usual when initiating a combat from an
or contest to follow one or more opponents moving
ambush, regardless of the total Initiative rolled, only
together without being noticed.
characters with the advantage of the ambush may
Bonus: Subtract 1 from the result of a single rolled act in the first round of combat. However, ambushed
die, but not from a rolled 7. characters who have the Danger Sense, the Fast Draw,
the Quick-Draw Strike, or the Sixth Sense Abilities
ELUSIVE may still act during the first round.
Advantage requirement: Deft
Miscellaneous requirements: Being a Beastman, a ASSASSIN
Cirimid, a Gnome, a Goblin, or a Taullian. Advantage requirement: Agile
Conditions: Neither wearing armor with an armor Condition: Neither wearing armor with an armor
rating equal to 2 or more, nor holding a shield or rating equal to 2 or more nor holding a shield or heavy
pertinent Skill, and the contest will be a hard one for Situation: Taking a normal Stealth Skill test or contest
both characters. to move through an area without being noticed.
Bonus: Subtract 1 from the result of a single rolled
CLEVER die, but not from a rolled 7.
Advantage requirement: Not being Clumsy
Conditions: Not wearing armor with an armor rating SURVIVAL
equal to 2 or more.
Situation: Taking a normal Stealth Skill test or contest The Survival Skill encompasses many areas
to hide in a single spot from searchers or pursuers, or of expertise necessary to travel in and live in the
104 to set up an ambush against opponents. wilderness or hostile urban environments, such
Special: May substitute Dexterity for Wits as the as orientation, tracking, finding water and food,
related Attribute to take normal Stealth Skill contest identifying medicinal herbs, scavenging for materials,
with the Stealth Skill to hide in a single spot from finding shelter, making camp, improvising protective
searchers or pursuers, or to set up an ambush against gear and clothing against hazardous conditions, and
CHARACTER CREATION
ABILITIES
other means such as being spotted by a witness.
GUIDE
Advantage requirement: Not being Uneducated
ADVENTURER
Situation: Taking a normal or hard Survival Skill test
Advantage requirement: Not being Uneducated to find orientation or plot the fastest or safest route
Situation: Taking a normal or hard Survival Skill test for travels made predominantly over land.
to find shelter or make camp. Special: May immediately redo the test once if it
Special: May immediately redo the test once if it failed, unless the player only rolled sevens.
failed, unless the player only rolled sevens.
HUNTER 105
HERBALIST Advantage requirement: Not being Nearsighted
Advantage requirement: Erudite Situation: Taking a normal or hard Survival Skill test
Situation: Taking a normal or hard Survival Skill test to track characters or creatures, including identifying
to find medicinal herbs and natural ingredients to their number, type, and condition, if their tracks
CHARACTER CREATION
make medicines and antidotes while in the wilderness. weren’t erased already.
Special: May immediately redo the test once if it
Special: May immediately redo the test once if it
failed, unless the player only rolled sevens.
failed, unless the player only rolled sevens.
INSTINCT
SCAVENGER
Advantage requirement: Deadeye
Advantage requirement: Not being Uneducated
Miscellaneous requirements: Being a Beastman, an
Situation: Taking a normal or hard Survival Skill test Edohyn, an Elf, a Goblin, a Jurkhya, or a Zaaveld.
to find medicines, antidotes, materials, water, or food
Situation: Taking a normal or hard Survival Skill test
while in hostile urban environments.
or contest.
Special: May immediately redo the test once if it Bonus: Subtract 1 from the result of a single rolled
failed, unless the player only rolled sevens. die, but not from a rolled 7.
NAVIGATOR GHOST
Advantage requirement: Not being Uneducated Advantage requirement: Not being Nearsighted
Situation: Taking a normal or hard Survival Skill test Situation: Taking a hard Survival Skill test to erase
to find orientation or plot the fastest or safest route the character’s and their allies’ tracks to avoid being
for travels made predominantly over sea or by air. followed.
Special: May immediately redo the test once if it Special: Subtract 1 from the result of a single rolled
failed, unless the player only rolled sevens. die, ut not from a rolled 7.
DOMESTICATOR
Advantage requirement: Not being Uneducated
Situation: Taking a normal or hard Taming Skill
contest to domesticate a creature to make it a Familiar,
pet, or companion hunter.
Special: Consider the creature’s Ferocity Attribute
Score 2 points lower for this contest only.
TRAINER
Advantage requirement: Inventive
Situation: Taking a normal or hard Taming Skill test
to teach a creature a new trick that it may be able to
learn.
ABILITIES
Special: May immediately redo the test once if it
failed, unless the player only rolled sevens.
SPIRITUAL BONDING
Advantage requirement: Insightful
Miscellaneous requirements: Having a Familiar.
Special: The character’s Familiar will increase its total
Mana Points by 1, but only while the link between
them remains established.
107
WRANGLER
Advantage requirement: Not being Craven
Situation: Taking a normal or hard Taming Skill
contest to break a creature for it to become a mount.
CHARACTER CREATION
Special: Consider the creature’s Ferocity Attribute
Situation: Taking a normal or hard Taming Skill Score 2 points lower for this contest only.
contest to try to calm and possibly approach a creature.
Special: Consider the creature’s Ferocity Attribute COACHMAN
Score 2 points lower for this contest only. Advantage requirement: Not being Craven
Situation: Taking a normal or hard Taming Skill test
BEASTMASTER to drive a cart, chariot, carriage, wagon, stagecoach,
Advantage requirement: Not being Craven or similar vehicle powered by animal traction.
Situation: Taking a normal or hard Taming Skill test Special: May substitute Presence for Dexterity as the
to command a creature to perform a trick or some related Attribute to take a normal or hard Taming Skill
other action that it is reluctant to perform. test to drive a vehicle powered by animal traction.
Special: May immediately redo the test once if it
failed, unless the player only rolled sevens. RIDER
Advantage requirement: Not being Craven
CAVALRYMAN Situation: Taking a normal or hard Taming Skill test
Advantage requirement: Not being Clumsy to ride a mount.
Situation: Attacking with a melee weapon from the Special: May substitute Presence for Dexterity as the
back of a mount. related Attribute to take a normal or hard Taming
Bonus: Subtract 1 from the result of a single rolled Skill test to ride a mount.
TECHNOLOGY TL 8
ABILITIES
ID SURGE
Advantage requirement: Brave
TL 6 Situation: Taking a normal or hard Technology Skill
The Technology Skill encompasses many things, test or contest while defending self from hacking
such as programming software for computers, through their own Neural Port.
electronic hardware, AI, and automata; hacking Bonus: Subtract 1 from the result of a single rolled
servers, computers, AI, and automata; navigating die, but not from a rolled 7.
traditional or virtual networks; and using computers Special: If the character is defeated, their opponent
and other advanced equipment operated through must still subtract 1 from the roll to check possible
software, such as a starship’s astrogate. Neural Hacking Action Effects (see page 310).
108
A character must have at least 1 Rank in this ASTROGATOR TL 9
Skill to program software or hack advanced
tech—AI, automata, or cybernetic implants— Advantage requirement: Not being a Technophobe
unless they perform a Neural Hacking (see Miscellaneous requirements: Having 1 or more Ranks
CHARACTER CREATION
ABILITIES
contest while hacking an AI or automaton. Bonus: Subtract 1 from the result of a single rolled
Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
die, but not from a rolled 7. Special: If the character is successful, add 1 to the roll
Special: If successful while performing Neural Hacking to check possible Neural Hacking Action Effects (see
against an automaton and choosing to control its body page 310 ).
as an effect, may do so for a number of hours—instead
of rounds—equal to 1 plus a die roll. TL 6
TECH-SAVVY
Advantage requirement: Not being a Technophobe
GATEKEEPER TL 7
Situation: Taking a normal or hard Technology Skill
Advantage requirement: Not being a Technophobe test to operate a computer, server, or electronic device
109
Situation: Taking a normal or hard Technology Skill other than a starship’s astrogate, as long as the operation
contest while defending a computer or server from a doesn’t involve hacking something, defending from a
hacking attempt. hacking attempt, or programming something.
Bonus: Subtract 1 from the result of a single rolled
CHARACTER CREATION
Bonus: Subtract 1 from the result of a single rolled
die, but not from a rolled 7. die, but not from a rolled 7.
Special: If the character is successful in the Technology Special: May immediately redo the test once if it
Skill contest by a margin of 1 or more successes, they failed, unless the player only rolled sevens.
will discover the hacker’s physical location.
FINISHING TOUCHES
110
CHARACTER CREATION
FINISHING TOUCHES
in for various reasons.
additional language, which may come from bonus
Skill Points or from Skill Points from the Wits or
The player may choose for their character Presence Skill groups.
one of the four Skills related to their character’s
Culture as the character’s Cultural Skill. If the
A character who knows a language is considered
character is created with at least 2 regular Ranks in
competent in both its spoken and written forms, unless
said Skill, the character may acquire the following
they are illiterate (see the Uneducated Disadvantage
bonus generic Ability as one of their Abilities in
in page 44), in which case the character will only be
that Skill:
capable of speaking it and understanding its spoken
form.
CULTURAL SPECIALIZATION
Miscellaneous requirements: 2 regular Ranks in In some situations, the game master may allow a 111
the Cultural Skill character to communicate with another even though
Situation: Taking a normal or hard test or contest they do not share a same language. When that is the
with the Cultural Skill. case, apply the following rules:
Bonus: May discard 1 rolled die with a result other
CHARACTER CREATION
than 7 to subtract 1 from the result of another ♦ the characters may not engage in a sophisticated
rolled die, but not from a rolled 7. conversation or convey complex thoughts to one
Special: This Ability is a bonus one and doesn’t another (such as devising any kind of a plan);
count for the total number of Abilities the character only very basic information may be exchanged
may have in their Cultural Skill. (such as when haggling);
♦ the characters may not take hard tests with the
The player may also spend the character’s Charm, Deception, Intimidation, Leadership, and
Background Points to give them the same bonus Persuasion Skills, which will fail automatically
to any of the other three remaining Skills related (non-critically); and
to their Culture, at the basis of 1 Background Point ♦ normal tests or contests with the Charm,
per additional Cultural Skill. Deception, Intimidation, Leadership, and
Persuasion Skill will become hard ones by
default.
For settings that use the real world as its general
backdrop (such as ), Cultures won’t give Cultural
Skills. In those settings, the player may freely choose Once the character has acquired their native
for their character any Skills as the character’s Cultural language, the player may then choose to have a talent
Skills. In these cases, it is likewise possible for the instead of learning additional languages. With the
character to have more than one special Skill through game master’s consent, talents may be bought with
Background Point spending, but each new Cultural remaining points from the Wits bonus, the Erudite
Skill must belong to a Skill group related to a different bonus, or even with bonus Skill Points or with Skill
Attribute. Points from the Wits or Presence Skill groups at the
Such talents will most likely have very limited MONEY AND SOCIAL CLASSES
repercussions besides the occasional roleplay
effect, but if there is the need for calling a test
FINISHING TOUCHES
Background Points are spent during character If that is the case, the player characters should
creation to give a character uncommon perks such as most likely begin the game with a sum of a roll of a die
casting spells or being part of nobility. As such, most plus 3 in thousands of today’s US dollars (minimum
112
uses of Background Points depend on the setting’s of 1 thousand US dollars). Each time a character
peculiarities (see Sections III—VII). spends a Background Point to be richer, multiply
their total by 10.
A player may spend 1 Background Point once
CHARACTER CREATION
to give their Human character a single Advantage Still, the BYTE RPG also offers abstract economic
relating to an Attribute with a Score equal to 2, as long rules, which are found below and in page 144.
as the character has no Attribute with a Score higher
than 2. For , , , , and these abstract
economic rules are used by default. This rules system
Background Points may also be used when a revolves around the use of the Money Stat as means to
player wants to give their character a trait uncommon streamline bookkeeping. In this same line, all prices found
for their Ancestry or Culture, such as a being a in this book do not refer to any currency but instead to
medieval knight trained in the use of a katana, or a an abstract rating compatible with the Money Stat rules;
cowboy who is comfortable in wearing an improvised this allows the game master and players to find easily by
breastplate under a poncho at all times (game master’s how many points a character’s Money Stat will go up or
discretion applies). down, depending on whether they are selling or buying
the item (see page 144).
Usually those powers and traits cost 1 Background
Point each, but the setting or the game master may specify Basically, a character’s Money Stat is the money
a higher cost for those who are very powerful or truly they have at their disposal beyond what is needed to
extraordinary. satisfy their basic needs (water, food, clothes, rent) or
locked away in some manner (houses, ships, livestock,
farms, shares of a company, etc.).
At the start of character creation, a character will
have 1 Background Point if they are from the Human
Ancestry or 0 if they are from another Ancestry. By default, in such settings, the character will
FINISHING TOUCHES
This may be done multiple times as long as the
character has Background Points left to spend.
CHARACTER CREATION
Money Stat of 23 or less is considered a lower noble—a
household workers. The character probably has much
knight or a dame. They will probably live as a guest in
more money, but said money will be either locked
a castle or palace or have their own small keep or city
away in investments or tied up by business loans.
mansion with a servant or squire. The character probably
has more money, but said money will be either locked away
Usually, a character may be a noble by spending in commitments or awaiting inheritance. In and ,
1 Background Point, but, depending on the setting, the character will be an upper-class citizen with a lower
some Ancestries may allow it without spending a nobility title, either inherited from family or awarded by
Background Point, while others may increase its cost a queen or king for some important political, economic, or
(see the Ancestry’s description for the specific rule artistic achievement.
regarding becoming a noble, if any).
However, if the noble character has a starting
If a character is considered a noble, they will Money Stat of 24 or more, they will be considered
automatically gain a bonus of 4 points to their a higher noble—a lord or a lady. As such, in and
Money Stat. in , they will probably own a castle or palace. The
character will most likely have much more money,
but said money will be committed to running their
Note: the player may choose both options if their fief expenses (e.g., paying the salaries of their several
character has enough Background Points; that is, servants and guards). In and , the character will
they may spend one to make their character a noble, probably have a seat in their nation’s parliament or a
adding 4 points to their Money Stat, and another one cabinet position, or they may oversee the business of an
to make them wealthier, adding 8 more points (or important corporation.
It is advisable, especially in settings where the Third, game masters may consent that players
world is a very dangerous place (e.g., ), that players spend Background Points to give their superhero
have two characters ready before a gaming session characters superpowers. Such superpowers may
starts. One character will be the active one during the be devised together by game master and player, or
game, while the other is a backup character for when chosen from the list below (1 Background Point per
the worst-case scenario happens and a serious injury superpower):
or mental affliction gets the first one out of the action
for a great period (or perhaps permanently). ♦ Enhanced Senses: the character must have a
Score of 3 or more in the Wits Attribute, have
Ideally, both characters will have some relation to the Insightful Advantage, and not have the
allow the backup to join the game as soon as possible. Nearsighted Disadvantage. They will be able
While not activated, the backup character will be to see through obstacles and darkness, besides
considered out of action, in the background, or, at being capable of focusing to hear through walls
most, under control by the game master, popping up or at great distances.
occasionally during the session. ♦ Flight: the character must have a Score of 2 or
FINISHING TOUCHES
♦ Super Speed: the character must have a Score of 2 adequate). Alternatively, once per session, and for
or more in the Vigor Attribute and a Score of 5 in
the same amount of time, the superhero character
the Dexterity Attribute. Their Dexterity Attribute
may instead choose to travel any number of years
will be considered to have a Score of 9. They will
into the past or future to visit the same place she
be able to run at great speeds and to outrun many
is currently at at a different time. It will be up to
kinds of vehicles.
the game master to decide the consequences of
♦ Super Strength: the character must have a Score such a visit to the story.
of 5 in the Vigor Attribute. Their Vigor Attribute
♦ Willpower: the character must have a Score of 2
115
CHARACTER CREATION
GAME MASTERING
GAME MASTERING
reason is the superior way to find out what happens
to the characters and the world around them: the
dice and the rules are only here to support the game
master, not to bind them. Evaluating the players’
intent and how they roleplayed their actions through
common sense is key.
GAMEPLAY RULES
Finally, there is the possibility of resolving a
scenario by simulation through the detailed rules of how to better adjudicate in future situations and
about person-to-person fights, vehicle pursuit, any affected player characters may be compensated
spellcasting, and others found in this book. Sensing in some way later, when an opportunity arises.
when the game’s mood or rhythm is right to “pause”
the story to enter “simulation mode” is also key to Some final words on the subject of the flow of the
game mastering. game and allowing every player to receive an equal
opportunity to shine: in many settings and stories,
characters are people living in a complex society that
The concepts above are important to not only the
ties them up in day-to-day commitments, obligations,
game master, but also the players, so they can keep up
and necessities. Of course, the game must be about
with the flow of the story; there will be times when the
action and interesting events, but that doesn’t mean
dice will be put aside as well as when they will dictate
characters can operate as a nonstop adventuring
characters’ destinies. Knowing this is important so
machine. They must rest, eat, and possibly go to work.
that game master and players are always on the same
page throughout the gaming session, thus avoiding
unnecessary disruptions by rules lawyering and minutia Putting some limits on characters’ abilities to
obsessing; players should concentrate on the story and do continuous action is a necessity to not only keep
roleplaying, and leave the rules to the game master. things closer to how they happen in real life, but also
to allow breaks for other characters to contribute to
the flow of the story, especially in instances where the
Still, while all players and especially the game
use regular eight-sided dice, where a result of 8 will If the test is considered hard by the game master
correspond to a rolled 0. because of any factors, success is achieved only with
a rolled 0, and all other results are misses.
No matter what, a player will never roll more
than a maximum of 5 dice for tests and contests; If the player rolls two or more zeros, a critical
excess dice are simply lost without any other success (an exceptionally good outcome) happens.
effects. On the other hand, if a player rolls only sevens on
all their dice, a critical failure (an exceptionally bad
Note: unlike the other players, who must roll their outcome) happens. The game master will adjudicate
dice in the open, the game master is free to roll the dice in freely on the consequences of a critical success or
secret whenever they see fit, either to hide the results or the critical failure.
number of dice rolled.
A normal or critical failure also means the
Bonuses that apply to rolled dice results may Attribute test cannot be retaken by the same character,
be stacked or divided among the dice as the player unless some special circumstance allows it (e.g., the
wishes, but—unless explicitly stated in the rules— character finds a new, better tool for the task; the
rolled ones cannot be modified to count as a rolled character increases their Attribute between sessions).
zeros and rolled sevens cannot be changed by any Even when a test may be retaken, usually a day must
modifiers or discarded. pass in the game between the tests.
GAME MASTERING
330). When a hard Attribute test refers to an
roll more than 5 dice, the contest will be a normal
Attribute with a Score higher than 5, while the
one for the contestant(s) with the highest related
player must still roll a maximum of 5 dice, the
Attribute Score, and a hard one for others in the
game master may decide that test will become a
contest.
normal one instead.
WEAKNESS TESTS
ATTRIBUTE CONTESTS Whenever a character is being tempted because
of one of their Weaknesses, the game master may call
An Attribute contest happens only when no Skill for the player to take a Weakness test: the player will
applies to a situation where a character is testing their roll a single die and if a 6 or a 7 comes up, failure 121
Abilities against a sentient opponent such as another happens and the game master will decide the specifics
character, a creature, an automaton, or an AI. of the outcome.
Each contestant must roll dice and check for A player always has the option—for roleplaying
success the same way as in an Attribute test. A purposes—to voluntarily fail any Weakness Test
GAMEPLAY RULES
contest may be considered hard for one, some, or all without making its roll.
contestants.
122
GAMEPLAY RULES
GAME MASTERING
UNTRAINED 1 ORIGINAL 2 ORIGINAL 3 ORIGINAL 4 ORIGINAL 5 ORIGINAL
SKILL SKILL RANK SKILL RANKS SKILL RANKS SKILL RANKS SKILL RANKS
ATTRIBUTE 2% 2% 13% 25% 38% 50%
SCORE OF 1
ATTRIBUTE 2% 13% 23% 41% 55% 66%
SCORE OF 2
ATTRIBUTE 13% 23% 33% 51% 65% 75%
SCORE OF 3
ATTRIBUTE 23% 33% 41% 59% 72% 82%
SCORE OF 4
ATTRIBUTE 33% 41% 49% 66% 78% 86%
SCORE OF 5
A normal or critical failure also means the The contestant who rolled more successes is the 123
Skill test cannot be retaken by the same character winner of the contest. In the event of a tie, the
unless some special circumstance allows it (the active contestant (the attacker, the spellcaster,
character finds a new, better tool for the task; the etc.; that is, the one who initiated the contest)
character increases their Skill between sessions; is considered the winner if they rolled at least
etc.). Even when a test may be retaken, usually one success. If no party obtained a success, the
at least a day must pass in the game between the passive contestant (the defender or target) is
GAMEPLAY RULES
tests. considered the winner.
GAME MASTERING
adjudicating it, and when the situation falls outside heights, execution by firing squad, being swallowed
the scope of an Attribute or Skill, they should simply whole by a colossal creature, etc.
establish a probability for success and roll a single die
to check the outcome. This is called an impromptu Also, whenever the player has the Token, a
test. rolled seven never adds up for critical failures
(it still cancels out a non-zero success), and any
single rolled zero will count as two successes
THE TOKEN in contests (however, a minimum of two non-
modified rolled zeros are still needed for a
Well-roleplayed characters contribute to the critical success to happen in a test).
story and have a higher chance of survival, while
badly roleplayed characters should be left to their Note: a player who ends a gaming session with 125
own luck. The Token exists for this purpose. the Token won’t begin the next one with it.
GAMEPLAY RULES
COMBAT
126
GAMEPLAY RULES
COMBAT
draws during the Initiative test, so break any ties with
the roll of a single die: whoever rolls higher goes first. the game master must assess if the desired action
may actually be performed with coordination
between two or more characters.
In certain situations, a character or group of
characters may catch the other by surprise ♦ Focus: the character moves up to 5 meters (or
yards) and concentrates to cast a spell or perform
when combat ensues. When this happens, both
some other action that requires careful thought. If
parties will roll for Initiative, but only the
the character needs to concentrate for more than
group who caught the other by surprise can act
a round, they may do so with consecutive Focus
in the first round of combat (see page 102).
actions. During a Focus action, the character must
be able to self-defend normally, but if they are hit
Still, certain ambushed characters may still act in by an attack, their concentration will be broken, 127
the first round if they have the Sixth Sense, Danger regardless of any damage received. This will
Sense, Quick-Draw Strike, and Fast Draw Abilities make the character automatically fail the action
(refer to pages 50, 65, 71 and 82, respectively). requiring concentration and, in the case of a
spellcasting, all Mana gathered will automatically
return to its source.
GAMEPLAY RULES
ROUNDS, TURNS, AND ACTIONS ♦ Parley: the character moves up to 5 meters (or
yards) and talks to their enemies or allies. This
A combat is divided into rounds, in which each action must be taken if the character wants to
character will have a turn to do one single action in perform a Deception, Intimidation, Leadership,
Initiative order from highest to lowest. Each combat or Persuasion Skill test or contest of some sort. In
round lasts a few seconds, perhaps five or so. the end, however, the game master will adjudicate
whether the desired test or contest is possible.
The possible actions for a character during their ♦ Flee: the character retreats up to 10 meters
turn are: (or yards). If opposing characters start to take
successive Flee and Melee actions as one pursues
the other, an Athletics Skill contest should be
♦ Melee: the character moves up to 10 meters (or called for to see if the pursuer reaches the pursued
yards), perhaps draws a melee weapon from a and gets within striking range—in which case
scabbard or belt, and attacks with it (or with an combat resumes with the pursuer acting first—
unarmed strike). or if the pursued manages to escape successfully
♦ Ranged: the character moves up to 5 meters (or (see also page136).
yards) and attacks one enemy with a ranged
weapon, such as a bow, a firearm or a throwing
♦ Special: the character does some other kind of
action, whose limits the game master will judge.
weapon. Also, the character may draw such a The game master must be mindful that some tasks
weapon from a holster or belt during a Ranged may fall inside the category of the Focus action,
and that they may require more than an action in Besides those common types of Reactions, in
128 successive rounds besides possibly a certain Skill special circumstances, a game master may allow
test or contest. Also, the character cannot move a character who comes before an opponent in the
more than 10 meters (or yards) per round. Initiative order to react to an incoming Turn Action of
theirs with a more complex Reaction.
If a character is in a position that restricts their
movement, such as lying on the ground or sitting on To be able to do so, the character must
GAMEPLAY RULES
a chair, they may only get up—instead of moving up immediately precede the opponent in the Initiative
to 5 or 10 meters (or yards)—during their respective order, which may require that they first take a Delay
Turn Actions. action. Then, when it is their turn to act, the player
will forgo any regular Turn Action and state that
the character will wait to react, depending on the
There are also other types of special, non-regular
opponent’s Turn Action.
Turn Actions: Reactions and Free Actions.
Possible complex reactions include but aren’t limited Some attacks may target more than one opponent
to trying to parry or shielding with their body an attack (e.g., grenades, cannon shots, explosions, fires, etc.).
that targets a nearby ally, drawing a weapon and attacking They are called area-of-effect attacks. They cannot
someone, and using a pertinent Skill Ability to try to be parried, only dodged, and each target must roll
disarm an opponent. separately to try to avoid the attack. When such an
attack takes place, the game master will adjudicate
how many characters are inside the targeted area,
If the character doesn’t try to react or if the chosen
according to its radius. Alternatively, they may roll a
reaction is deemed by the game master as one impossible
die and check the result in the table below:
to be carried out—the character will drop one position
in the Initiative order and be able to perform any regular TABLE 10
Turn Action after the opponent’s, including a new 4-METER/YARD RADIUS 8-METER/YARD RADIUS
COMBAT
Delay action to try a new reaction right before another (1 OR 2 TARGETS) (FROM 1 TO 4 TARGETS)
opponent’s Turn Action, and so on. 0 1 1
1 1 1
In some situations, the game master may even
allow a character to try performing a complex 2 1 2
Reaction over Turn Actions from allied characters.
3 1 2
Free Actions are actions a character may
4 2 3
take together with a regular Turn Action or a
Reaction because of certain Skill Abilities or 5 2 3
because the actions are considered easy and 129
fast to execute. 6 2 4
7 2 4
Examples of Free Actions include drawing a sword
from its scabbard to attack an enemy or parry an incoming
Regardless of the weapon being used, the attacker
attack, drawing an arrow from a quiver, or dropping an
GAMEPLAY RULES
should always roll, make any possible adjustments
item on the floor.
and count their successes before the defender makes
their roll.
It may be possible for a character to perform
more than one Free Action with their regular Turn
A dodge may be interpreted as any action that
Action or a Reaction. For instance, during a Reaction,
tries to avoid the incoming attack, such as
a character may drop a bow and an arrow onto the
diving behind cover or rolling on the floor. It
floor, draw a sword from a scabbard, and use it to try
also encompasses the use of shields. A dodge
to parry an incoming attack.
against ranged attacks is always considered
hard, such as those from bows, firearms, area-
In the end, it is up to the game master to of-effect attacks, and weapons thrown. A dodge
adjudicate how many Free Actions may be taken with or parry attempt will also be considered a hard
a regular Turn Action or a Reaction, depending on the one for the defender if they are stunned, lying
specifics of each situation. on the ground, sitting on a chair, or targeted by
a melee attack from a mounted opponent while
on foot.
ATTACK AND DEFENSE
Regarding parries, note that a character may
When a character attacks an enemy, a Skill contest use their hands to parry an incoming melee attack,
will take place between the attacker—using the Skill but without the appropriate Ability, the Martial Arts
130
Alternatively, a character may still try to parry hard to defend against, even if they are melee
an incoming attack with a melee weapon even if they attacks.
didn’t have the chance to act in the first round of
combat. They may, for instance, draw a sword as a Note, however, that the rule above doesn’t apply
reaction to use it immediately for self-defense. to “reactive” attacks: counterattacks dealt while the
character is trying to self-defend from an attack, such
as those dealt with the Sidestep Ability from the
Melee attacks dealt by creatures with a Vigor
Dodge Skill. Conversely, since reactive attacks are
Attribute equal to or higher than 6, such as
dealt outside the turn of the character using them,
specific creatures (see page 263) or characters
they are not considered a Turn Action and thus
wearing Mecha Suits (see page 331), may only
may not be used by a character to remove their own
be parried if the defender has a Vigor Attribute overwhelmed status.
Score no more than two points lower than the
attacker’s.
If the attacker doesn’t roll at least one success
or if the defender rolls more successes than the
If a character is attacked before they act in a attacker, then the attack is unsuccessful. Otherwise,
combat, or once between two of their turns, they the attacker succeeds and will deal damage to the
will be considered “overwhelmed” whether or not defender (see further below): note that this principle,
the attack hits them. This overwhelmed status will which always favors the acting character instead of
disappear once it is the character’s turn to act again. the target, is also applied to any other non-melee,
COMBAT
allow a character who is not hidden to hold another
at “gunpoint” or “sword-point” instead of dealing
damage after a successful attack with a ranged or WOUNDS, HEALING, AND DEATH
melee weapon or an unarmed strike. What that
happens, the attacker (or counter-attacker) may have The BYTE RPG uses three concepts—damage,
their opponent subjugated for an indefinite period damage threshold levels, and Wounds—to assess the
and may decide to automatically deal the damage characters’ health during combat. Damage represents
that was withheld with any Free Action or Reaction, how well a blow was dealt against a target: it is
such as when the subjugated opponent tries to strike influenced by the weapon being used, the attacker’s
back. The Free Action or Reaction may be taken before strength and precision, and the target’s armor, if any.
any Turn Action by both characters involved in the Wounds, on the other hand, represent how close
situation without any other test or contest. to death a character is. Damage is converted into 131
Wounds by checking it against the target’s current
A character may only free himself from damage threshold levels, which will also inform the
subjugation if the attacker decides to let them go or player of any possible additional effects, such as their
is targeted by a third party or a harmful event. But character being KO’d or gravely injured by an attack.
if a third party attacks and misses by not rolling a
GAMEPLAY RULES
single success, the subjugation won’t be broken and Each time a character is wounded, all of their
damage may be dealt instantly against the subjugated damage threshold levels will be reduced, which
character with a Reaction. in turn will make them more likely to suffer an
♦ plus 1 per success the attacker had over the the target must succeed in a normal Vigor Attribute test
defender, or, in the instance of a reactive attack to not be knocked out for the remainder of the combat
such as the one from the Sidestep Ability, 1 per (or by a minute or so). The Vigor Attribute test will be a
success the attacker had over the defender after hard one if damage dealt is from the blunt type.
the first;
♦ minus the target’s armor rating, if any; only If the player fails the test and if the attacker used a
either natural armor or worn armor will count piercing weapon, the target will also die from a serious
(whichever is higher); injury sustained after 1 to 8 hours (the game master
should roll a die in secret and add 1 to its result).
♦ plus modifiers from certain Abilities, when in
132 play.
4/3 WOUNDS + KO’D + INJURED AND DEAD? (8-9)
No matter what, a successful attack will always
deal at least 1 point of damage, unless the target is If damage dealt is equal to 8 or 9, the target is
specifically immune or resistant to the weapon’s wounded three times and will be knocked out for the
material or attack type. remainder of the combat (or by a minute or so) because
GAMEPLAY RULES
WOUNDED (2-3)
The target will also receive a fourth wound if the
weapon used to deal damage is from the energy type.
If damage dealt is equal to 2 or 3, the target will
be wounded and all of the target’s damage thresholds
will be reduced by 1 until the character heals their If the attacker used a slashing weapon—or, as an
wound. Multiple Wound Points will stack their exception, an Energy Sword or Laser Cord—and if the
penalties to all damage thresholds. target failed the Vigor Attribute test to not die, they
will lose a limb (game master’s choice).
If the damage is equal to 10 or more, the target A character that is wounded but not dying
will lose a limb (game master’s choice) and die will heal 1 Wound Point per two nights of full rest.
immediately. Also, one of their cybernetic implants With success in a normal Medicine Skill test, the
will be destroyed, if any (see page 330—game character will heal 1 Wound Point per night of full
master’s choice). rest instead.
COMBAT
the remainder of the combat (or by a minute or poison, or lack of food or water (see page 138).
so), will become unable to perform any physical
tasks or demanding mental activity, and will die
after 1 to 8 hours (the game master should roll a
die in secret and add 1 to its result). If a character
reaches a total of 7 or more Wound Points, they
die instantly.
GAMEPLAY RULES
Table 11 surmises the damage thresholds and
their effects (for characters without the Tough
Advantage or the Frail Disadvantage).
0-1 0 NO NO NO NO
treatment received will simply impede any It is, of course, up to the game master, but, by default,
further successful healing. Also, a critical no spell can bring a dead character back to their full life in
failure means the character will only heal 1 the BYTE RPG. Some settings, however, may allow one to
point of Wound per 3 nights of full rest or, if speak with the spirits of the dead or raise their corpses as
the injured character was dying, that they die undead.
immediately.
COMBAT
enforce the rules of the dispute and, perhaps, give medical local honor codes and customs, even as compensation
assistance at its end if needed. A duel may be considered for an opposing duelist having natural armor.
legal or illegal, but a duelist who breaks the rules of a duel
will always be considered a criminal. Such showdowns are resolved with a normal
contest with the Marksmanship Skill by rolling a
DUELING WITH PISTOLS number of dice equal to their respective Dexterity
Attribute Scores.
TL 3
A character will roll one extra die if they have the
Some settings may allow two characters to be
Brave Advantage (maximum of 5 dice). A character 135
involved in a duel with flintlock pistols. Usually this
will roll one fewer die if they have the Craven
kind of duel will allow a single attack per duelist and Disadvantage (minimum of 1 die).
the matter will then be settled, regardless of any blood
being shed. The duelists may not use wearable armor.
This contest should not end in a tie; roll a die
for each contestant to break any ties, as they are
First, both characters engage in a contest of
GAMEPLAY RULES
considered to keep firing until someone is hit.
Presence: a character with the Brave Advantage
from the Presence Attribute may reroll once any dice
The character who wins the contest will
with a rolled result other than a 7, while the contest
automatically KO the opponent with a shot, regardless
will be a hard one for a character with the Craven
of damage dealt. The KO’d opponent will receive
Disadvantage. The winner is considered the one
normal damage from the winner’s handgun, including
who kept their emotions in check and will have two
bonus damage for each success the winner had over
options: either attack first, or wait to attack second.
the loser (if the contest wasn’t decided in a tiebreaker).
Regardless of who shoots first, it will always be Once a duelist is knocked out, the showdown
a hard test. If the targeted duelist isn’t KO’d or killed, ends. The KO’d character may also be killed
then it will be their turn to shoot back: this test will be depending on the damage received, according to the
a normal one, or a hard one if they were wounded by normal rules.
their opponent’s attack.
may adjudicate a winner after a set number of rounds by chases by foot, game masters may use the optional
comparing each fighter’s number of rounds “won.” rules found here to make them more compelling and
interactive.
COMBAT
location for someone to hide. Escaping characters
must succeed in a normal Stealth Skill test to gain At the end of every round, check whether one
1 Chase Point. Pursuers must succeed in a normal or more of the escaping characters have 2 or more
Perception Skill test to gain 1 Chase Point. Chase Points than any and all of the pursuers
4 Window: the only way forward is through individually. If so, those escaping characters
a closed window, a shut door, or some dangerous have two options: immediately flee for good, or
obstacle such as barbed wire. Escaping characters voluntarily reduce their Chase Point total by 1 or
must succeed in a hard Athletics Skill test to gain more to maintain pace with any friends lagging
1 Chase Point. Chasers must succeed in a normal behind—this is an individual choice.
Athletics Skill test to gain 1 Chase Point. Failure will
give the character 1 Wound Point. 137
Likewise, at the end of every round, check
5 Gap: the only way is through a tight passage, whether one or more of the pursuers have 2 or more
such as a small gap between two buildings, a Chase Points than any of the escaping characters.
ventilation system, or a narrow window. Escaping If so, those escaping characters are caught and
characters and pursuers must succeed in a normal
outright immobilized (or, at game master’s
Athletics Skill test to gain 1 Chase Point. A normal
GAMEPLAY RULES
discretion, combat ensues). But, for that to happen,
failure will be considered a critical one.
at least the same number of pursuing characters
6 Jump: characters reach a high place, such as must also break out of the chase, otherwise some of
a rooftop, and must jump across to another building
those same escaping characters will be allowed to
or over a chasm. Escaping characters and pursuers
immediately flee for good if they want to.
must succeed in a normal Athletics Skill test to gain
1 Chase Point. A normal failure will be considered a
critical one, as the character will fail the jump and stay In the event that one or more escaping
hanging on a ledge. If a player only rolls sevens, their characters are caught, other escaping characters
character will fall, be KO’d, and receive 1 to 4 Wound may turn around and face their pursers to try to
Points (add 1 to the roll of a die and halve the total, free their friends, effectively initiating combat—
rounding it up). this is an individual choice. If that happens, all
7 Danger: characters face a moving obstacle in pursuers will then be given the same option. Any
front of them, such as speeding vehicles, operational escaping characters that engage in combat will
heavy machinery, or a stampede. Escaping characters automatically act last in the Initiative order.
and pursuers must succeed in a normal Dodge Skill
test to gain 1 Chase Point. A normal failure will be
considered a critical one. And if a player only rolls If a chase does not conclude after a certain number
sevens, their character will be KO’d and receive 1 to 4 of rounds—8 or so—the game master may simply
Wound Points (add 1 to the roll of a die and halve the state that the pursuers become tired and the escaping
total, rounding it up). characters get away for good.
SURVIVAL
138
GAMEPLAY RULES
SURVIVAL
Attribute test to try to resist a disease while in
Note: the character won’t be able to heal any comatose, they will receive an additional 1 Wound
Wound Points or be saved from dying because of Point, or 2 Wound Points if the character has the Sick
lack of food or water until they resume eating and Disadvantage. Again, this is in addition to any regular
drinking. However, once they start again, they will be Wound Point losses from the disease effects, if any.
immediately brought back to 5 Wound Points (if the
sixth Wound Point resulted from lack of food or water)
A character may be healed from the disease by
and will then be able to receive medical treatment to
taking a specific medicine (see page88), or, if the
speed their healing, according to the normal rules.
setting allows it, through the use of some spell.
139
DISEASES If the character is cured, all their Attributes will
return to their original values immediately, they will
be immediately brought back to 5 Wound Points (if
When a character is infected by a disease, they
the sixth Wound Point resulted from the disease), and
will try to resist its effects with a normal or hard
they will then start healing according to the normal
Vigor Attribute test, depending on the disease
rules.
GAMEPLAY RULES
type. Characters with the Resilient Advantage
may reroll once any failed test to resist a disease,
unless the player only rolled sevens. Below are some sample diseases:
TABLE 12
If a character succeeds in the test, nothing happens If the character is cured, all their Attributes will
besides perhaps some light and fleeting sickness. If return to their original values immediately, they will
they fail, apply the effects of the drug or poison for its be immediately brought back to 5 Wound Points (if the
full duration. Usually the effects occur in a number of sixth Wound Point resulted from the disease), and they
SURVIVAL
minutes equal to the roll of a die, with a rolled zero will then start healing according to the normal rules.
meaning they will take place instantly. Also, while
some effects may relate to temporary modifiers for
Attribute Scores, no Score may exceed 5 or go below 1. Below are some sample drugs and poison:
TABLE 13
DREAMSEED THE CHARACTER FALLS ASLEEP (SEE ALSO PAGE 249) 4 TO 8 HOURS
FAE DUST PRESENCE +1; WITS -1; THE HEDONISM WEAKNESS SURFACES 1 TO 8 HOURS
140 HAMMER VIGOR +1; WITS -1; THE WRATH WEAKNESS SURFACES 1 TO 4 HOURS
KNOT WITS +1; VIGOR -1; DEXTERITY -1; PRESENCE -1; THE GREED WEAKNESS SURFACES 1 TO 8 HOURS
LAVA DEXTERITY +1; WITS -1; THE PRIDE WEAKNESS SURFACES 1 TO 4 HOURS
NEEDLES DEXTERITY -1; WITS -1; SUPPRESS THE GREED AND PRIDE WEAKNESSES, IF ANY 1 TO 8 HOURS
GAMEPLAY RULES
TRIM WITS -1; PRESENCE -1; SUPPRESS THE HEDONISM WEAKNESS, IF ANY 1 TO 4 HOURS
VAPOUR VIGOR -1; WITS -1; SUPPRESS THE WRATH WEAKNESS, IF ANY 1 TO 8 HOURS
TABLE 14
PARALYSIS INCAPABLE OF MOVING, TALKING, AND PERFORMING ANY ACTIONS, BUT REMAINS CONSCIOUS 1 TO 8 MINUTES
PHANTOM HOST LOSES THE MIGHTY ADVANTAGE (IF ANY) AND ACQUIRES THE WEAK DISADVANTAGE; ALL VIGOR 1 DAY
AND VIGOR-RELATED SKILL TESTS AND CONTESTS BECOME HARD ONES
SWEET KISS STARTS VOMITING IN UP TO 7 MINUTES AND DIES AFTER 1 DAY PASSES INSTANTANEOUS
WILDNESS WITS -1, PRESENCE -1; ALL WITS, PRESENCE, WITS-RELATED SKILL AND PRESENCE-RELATED 1 DAY
SKILL TESTS AND CONTESTS BECOME HARD ONES
SURVIVAL
exposure are for entering a contaminated zone; for
carrying contaminated objects, multiply the indicated master or randomly assigned.
periods of exposure by 5. Character enters a comatose state for the
8-10
remainder of the day (effect may be negated by a
What constitutes sufficient protective clothing successful normal Medicine Skill test).
and gear will depend on the game master according
11-12 Character loses 1 point of Vigor permanently
to the setting, contaminated area or object, and
(effect may be negated by a successful hard Medicine
source of contamination. Generally, it may consist
Skill test). If the Vigor Attribute Score reaches 0 or
of a combination of adequate mask, suit, gloves, and
less, the character dies.
shoes, as well as perhaps the preventive intake of
some specific medicine such as anti-radiation pills or 13 Character loses 2 points of Vigor permanently 141
the use of oxygen tanks. (effect may be negated by a successful hard Medicine
Skill test). If the Vigor Attribute reaches 0 or less, the
If a character is contaminated, the player must character dies.
roll two dice, add them together, and check the result 14 + Character dies.
GAMEPLAY RULES
NORMAL VIGOR
MEDIUM CONTAMINATION ATTRIBUTE TEST (MAY HARD VIGOR ATTRIBUTE CONTAMINATED. ADD 2
SURVIVAL
NORMAL VIGOR
STRONG HARD VIGOR ATTRIBUTE
ATTRIBUTE TEST (MAY
CONTAMINATION LEVELS NO CONTAMINATION
TEST (MAY RETRY IT
RETRY IT ONCE IF CONTAMINATED
WITH PROTECTIVE ONCE IF RESILIENT) TO
RESILIENT) TO AVOID
CLOTHING AND GEAR AVOID CONTAMINATION
CONTAMINATION
HARD VIGOR ATTRIBUTE CONTAMINATED. ADD 2
STRONG TEST (MAY RETRY IT TO THE ROLL TO CHECK
CONTAMINATION LEVELS ONCE IF RESILIENT) TO CONTAMINATED THE RESULT IN THE DEAD
WITH NO PRECAUTIONS AVOID CONTAMINATION CORRESPONDING LIST
142
(game master’s discretion applies).
HAZARDOUS CONDITIONS
For radiation-like effects, check the specific rules
A character may resist hazardous conditions such in page 141.
as freezing temperatures without the required
GAMEPLAY RULES
SURVIVAL
143
GAMEPLAY RULES
MONEY AND
EQUIPMENT
144
GAMEPLAY RULES
TL 1 1 10
All prices found in this book are specified not
5 100
in any currency but in an abstract number of points
compatible with the Money Stat. Still, the game 10 1 THOUSAND
master is free to adjudicate on the abstract price of
anything, regardless of it being already listed in this 15 10 THOUSAND
book, as means to adjust it to the setting’s economic
era or to the saga. 20 100 THOUSAND
25 1 MILLION
The Money Stat rules aim to streamline game
90 10 TRILLION
If the game master is not comfortable with the
Money Stat rules, they may revert to playing with 100 100 TRILLION
a currency of choice adequate to the setting, such
as US dollars, 17th century Spanish doubloons, or 145
points higher than the price of the thing being bought,
galactic credits.
then the buyer’s Money Stat won’t drop at all.
GAMEPLAY RULES
is possible that they may do so, but their Money Stat
cost in today’s US dollars.
will drop, additionally, 1 point per point the price
exceeds their Money Stat.
Conversely, this table may be used as a very
broad guideline for game masters who want to
In any circumstance, if the Money Stat would
convert the real cost of an item into an abstract price
drop below 0 when buying something, the thing
to be used with the Money Stat rules.
simply cannot be bought by that character.
That said, if the character’s Money Stat is at least 8 In the same way, the game master may reduce a
♦ The character’s Money Stat will be immediately A character’s Money Stat may go up when they
MONEY AND EQUIPMENT
reduced to 0 or 1 (game master’s choice). sell something. When selling something, if the
price agreed upon is equal to or higher than the
♦ The character will be indebted to a non-player seller’s Money Stat, the Money Stat will go up
character or organization that loaned them the
necessary money, which will most likely be a 1 point per 2 full points that the price agreed
criminal or a very dangerous person or entity. upon is higher than the seller’s Money Stat.
BRIEFCASE TL 4-9 3
CART TL 0-7 5
GAMEPLAY RULES
CLOTHING, MODERN, FORMAL TL 4-9 6
COMPASS TL 3-8 3
EYEGLASSES TL 3-7 4
FLASHLIGHT TL 5-9 3
JETPACK TL 8-9 16
LOCOMOTIVE TL 4-7 24
PHONOGRAPH TL 4-5 11
SMARTPHONE TL 7-8 9
SPYGLASS TL 3-4 4
GAMEPLAY RULES
VEHICLE, TRUCK TL 5-8 20
VOICE TRANSLATOR TL 9 14
TABLE 18
Weapon is either a thrown one or a missile-based ranged one that deals damage to anyone
AOE and anything in an area.
HARD ATTACK Attacks dealt with this weapon are hard contests for the attacker by default.
Weapon can be used to parry incoming attacks, but doing so is always a hard contest for
HARD PARRY the defender.
150
HARD TO BE Trying to parry an attack dealt with the weapon will be a hard contest for the opponent
PARRIED being targeted.
A second parry with the weapon in a single round will still be a normal one as long as
2 NORMAL PARRIES the target has not tried to dodge during the round and as long as no other additional
condition would make the parry a hard contest for the target.
GAMEPLAY RULES
When the weapon hits, negate the target’s worn and natural armor ratings by a set number
-# AR (#).
SINGLE Weapon is a ranged one that may only be fired once per round.
SEMI Weapon is a semi-automatic ranged one that allows for the use of certain Skill Abilities.
Weapon is a ranged one with a 3-round burst setting that allows for the use of certain
3-ROUND Skill Abilities.
Weapon is a fully-automatic ranged one that allows for the use of certain Skill
AUTO Abilities.
Weapon has a clip or magazine that can hold multiple rounds (#), thus delaying the need
# AMMO to be reloaded.
RELOAD # Number of turns (#) it takes to reload the weapon with consecutive Reload actions.
CHAINED
GAMEPLAY RULES
EXOTIC 1H/2H. Melee. Hard attack. Hard
BATONS TL2-92-9 2 BLUNT 2 parry. Hard to be parried.
(NUNCHAKU) WEAPONS
DAGGER
(COMBAT 1H. Thrown. Hard parry. Melee
KNIFE, TANTO, TL0-90-9 2 FENCING PIERCING 2 Weapon Skill ( ).
MAIN GAUCHE)
NANOTECH MELEE 1H. Thrown. Hard parry. -1AR.
TL8-98-9 7 PIERCING 2
BLADE WEAPONS
2H. Melee. Hard parry. Must
TL3-53-5 MELEE be installed on a musket or
BAYONET 2
WEAPONS
PIERCING 3
rifle.
GAMEPLAY RULES
KNIFE)
CUTLASS
(SHORTSWORD, 1H. Melee.
TL0-3
0-3 5 FENCING SLASHING 3
GLADIUS,
WAKIZASHI)
MELEE 1H. Thrown.
SMALL AXE TL0-2
0-2 3 SLASHING 3
WEAPONS
MELEE 2H. Thrown. -1AR.
LARGE AXE TL0-9
0-9 4 SLASHING 3
WEAPONS
EDOHYNIAN EXOTIC 1H/2H. Melee. Exclusive to the
BLADE TL1-91-9 7
WEAPONS
SLASHING 3 Edohyn ( , ).
ANTI-
PERSONNEL 2H. Trap. AoE. Hits 1 to 2
LANDMINE PERCEPTION
targets (4-meter/yard radius).
TL4-9
4-9 9 ENERGY 6
(BOOBY-TRAP, TO AVOID IT
-2AR.
SATCHEL
CHARGE)
2H. Trap. AoE. Hits 1 to 2
ANTI-VEHICLE TL6-9
6-9
PERCEPTION
targets (4-meter/yard radius).
9 ENERGY 7
LANDMINE TO AVOID IT
-3AR.
TABLE 20 155
ARTILLERY TLS SETTINGS PRICE SKILL TYPE DMG TRAITS
GAMEPLAY RULES
HEAVY -3AR. Single. 1 ammo (ammo
MORTAR TL4-9
4-9 12 WEAPONS
ENERGY 8 price: 10). Reload 2. Crew
2. Besides the Crew, it also
requires a Spotter.
TABLE 21
TABLE 22
CLOAK TL1-41-4 2 NONE See the Cloak Use Ability from the Dodge Skill.
GAMEPLAY RULES
+2 Vigor Attribute bonus (maximum of 5). Wearer
is considered to have the Mighty Advantage and
EXOSKELETON to not have the Weak Disadvantage. All normal
TL8-9
8-9 16 NONE
tests and contests with the Legerdemain and
Stealth Skills are considered hard. Also, the
Initiative rolls will have a penalty of -2.
LEATHER COAT
(LEATHER
JACKET, TL0-9
0-9 6 1 Nothing.
LEATHER
ARMOR,
GAMBESON)
TL7-8
7-8 13 3 Dodge, Legerdemain, and Stealth Skills are
DISPOSAL SUIT considered hard. Also, the Initiative rolls
will have a penalty of -4.
159
GAMEPLAY RULES
up to the game master to decide on how much ♦ Leading ( , , , ): the character governs
in-game time equals a Time Unit. It usually their faction or corporation, giving it a mission
depends on the setting and on how the game that will then be carried out according to the
master envisions the possible time span for the pertaining rules (see page 389 or page 390). For
saga at its start—how epic in length it would this to have a chance of being accomplished, first
ideally be. If the game master doesn’t have a the character must be successful in a normal test
clear cut idea about the duration of a Time Unit with the Leadership Skill. However, depending
at the start of a saga, it should initially be equal on the task, the game master may decide that the
to a month of in-game time—later, its duration test is a hard one, that more than a Time Unit is
may be adjusted up or down as seen fit. needed to conduct it, or that some conditions must
be met, such as additional manpower, weapons,
transportation, etc. or things that, if available, will
These are the possible actions between stories probably cost money.
per Time Unit:
♦ Searching: the character embarks on a journey
to reach a place or find a person, object, or
♦ Healing: the character rests to self-treat lasting knowledge. They must be successful in a normal
physical or mental ailments through ordinary, or hard test with a pertinent Skill such as Arcana,
experimental, spiritual, or magical means. Perception, Seamanship, or Survival. Such tasks
Success in a normal Vigor Attribute test will be may involve the expenditure of money, as the
needed for physical ailments, while success in character may need to hire guides or specific
FINAL RULES
FROM 0 FROM 1 FROM 2 FROM 3 FROM 4
A gaming session occurs when game master TO 1 TO 2 TO 3 TO 4 TO 5
and players come together (in one physical place or
through any real-time communication) to play part 3 EXP 3 EXP 3 EXP 6 EXP 6 EXP
or all of a story.
LEARN A RESTRICTED 3 EXP (IN ADDITION TO
A gaming session may last any amount of time desired MARTIAL ARTS ABILITY THE SKILL RANK COST)
by the game master and players alike. Ideally, it should last
at the very least a couple of hours to give room for the story
to develop. LEARN ONE LANGUAGE 3 EXP
Still, regardless of its duration, at the end of a LEARN ONE ARCANE 161
3 EXP
gaming session, a character will receive 1 Experience SYMBOL (SEE PAGE 173)
Point simply for participating in it, even if not for its
full extent and even if their player was absent and the LEARN ONE PSYCHIC
6 EXP
character was actually roleplayed by the game master. POWER (SEE PAGE 237)
GAMEPLAY RULES
Additionally, at the end of a gaming session, a LEARN ONE VITALITY 3 EXP, OR, IF FROM
player may receive one or more of the following bonus POWER (SEE PAGE 229) ANOTHER SCHOOL, 6 EXP
Experience Points to award any of their characters as
they see fit:
REMOVE A WEAKNESS 24 EXP
♦ 1 Experience Point for participating in the whole No modifiers of any kind apply when paying
gaming session or through a significant portion to increase Attribute Scores or Skill Ranks with
of it (perhaps three-quarters of its total duration Experience Points, even those from an Ancestry.
or so); An Attribute increased through Experience Points
♦ 1 Experience Point if they were awarded the doesn’t net additional Skill Points (and neither does
token during the gaming session, even if it was a removed Weakness), but a Skill that reaches a new
taken off them later; and Rank through Experience Points will also grant to the
♦ 2 Experience Points if it was the first gaming character a new Ability from those related to it.
session they did in a new saga.
Likewise, when a character raises an Attribute
Depending on the setting, other special rewards Score from 1 to 2, they lose the associate Disadvantage
such as Hope Points may be awarded to the player (or effectively neuter it somehow). If an Attribute is
or their characters at the end of a story or a gaming raised to 3 or above, the character will also gain one
session. If so, see the specific chapters regarding such new Advantage from said Attribute (player’s choice).
Both Attribute and Skill may be raised a Over the course of a gaming session, player characters
maximum of one Score or Rank between two sessions. will usually meet more secondary non-player characters
than main ones: the secondary non-player characters are
used to represent common, everyday people and, especially
162 A player must keep track of all Experience
henchmen.
Points received by the character (both spent
and unspent Experience Points): once a
character retires (usually through death), they If needed, a game master may create a main non-
will pass down to the next character from the player character on the fly during a gaming session
same player half of the Experience Points they by following these guidelines:
earned, rounded down.
GAMEPLAY RULES
FINAL RULES
rules while driving or piloting vehicles. smaller creatures may also be treated as secondary
ones when the game master feels it would be
adequate for the scenario. When that is the case, their
For secondary non-player characters, always Initiative will always be equal to 7 and they are going
follow the guidelines below: to be scared away or killed (depending on the type
of weapon used and how the attack was dealt) with a
♦ Attributes: either all Attributes have a Score of 2, total damage of 2 (or 2, if they are tiny or small-sized),
or one Attribute has a Score of 3, two have a Score otherwise nothing happens. All other rules regarding
of 2 and one has a Score of 1. creatures remain the same (see page 263).
♦ Advantages: choose according to Attribute
Scores, if necessary. 163
♦ Disadvantages: choose according to Attribute
Scores, if necessary.
♦ Weaknesses: the character has one random
Weakness.
♦ Skills: four Skills with 2 Ranks each, or two Skills
GAMEPLAY RULES
with 4 Ranks each. If the character is a warrior of
sorts, they most likely will have the Dodge Skill,
a weapon Skill of some kind, and any possibly
two of the following: a second weapon Skill,
Athletics Skill, Driving Skill, Martial Arts Skill,
Intimidation Skill, Perception Skill, Taming Skill
(mostly for riding mounts). All other Skills are
considered untrained.
♦ Abilities: no Skill Abilities.
♦ Powers: no supernatural powers; if from a
spellcasting Ancestry, the character will be
considered incompetent at spellcasting and thus
will not use their power.
♦ Initiative: during combat, all secondary non-
player characters act together during the same
Initiative order, with an Initiative of 7, even when
driving or piloting a vehicle.
♦ Weapons: probably one or two weapons (most
likely of low quality).
the second floor. Marion has an iron hook Lucilla follows her. Michael rolls 3
tied to a 10-meter/yard rope and she throws dice, obtaining a 1, 2 and 7. The 7 cancels
it towards the balcony, hoping it will cling out a success (the 2, for instance). With
to it. still one success remaining (the 1), Lucilla
makes the climb to the balcony.
Valeria decides a normal Dexterity
Attribute test is required. Marion has a Now, only Emil is left. He has a Vigor
Dexterity Attribute Score of 3. Catherine Attribute Score of 1 and is Weak. In other
gets 3 dice and rolls a 0, 4 and 7. She obtains circumstances, Valeria would not allow
a success (a 0) that cannot be cancelled by Paul to make the roll, as such a climb would
the rolled 7. Valeria describes the arc that be nearly impossible for a weak character.
the hook draws in the air and how it firmly However, Paul also has 1 Rank in Athletics
grasps the balustrade. Some noise was made, that convinces Valeria to allow him to take
but apparently, they alerted no guards. the test, which, just like the others, will
be a normal one.
Now the characters have a way in. Still,
climbing such a rope is not a simple affair, Paul, however, rolls a 7. Even though
although still nothing so difficult for Emil has an Athletics Skill Ability that
adventurers that would merit a hard test. would allow him to subtract 1 point from a
Valeria, then, calls for a normal Athletics rolled die, that Ability does not allow him
EXEMPLE OF PLAY
(but she doesn’t tell the players that yet).
Marion, however, has an idea: Emil could
tie the rope around his thorax and under
But Paul and Catherine are against it,
his arms, and Marion and Lucilla can try
as they think the noise of a door being
to raise him to the balcony by pulling on
broken would most certainly alert the
the rope. Valeria allows it and decides that
guards. Michael then says that Lucilla
Lucilla—the strongest of the two, with a could, instead, try to open it by rolling
Vigor Attribute Score of 3—will make the 3 dice (her Dexterity Attribute Score) and
roll, with a bonus extra die for Marion’s hoping to roll a single 0 (she doesn’t have a
assistance (as she has a Vigor Attribute Rank in the Legerdemain Skill, but rolled
Score of 2). Although it will be a strenuous 0 is always a success and cannot be canceled
task, Valeria decides it is not something out by rolled sevens). 165
considered especially hard for heroes, so
she decides the test will be a normal one.
Paul says he has a better idea still:
Emil knows the Object, Move, and Shadow
Michael rolls 4 dice, scoring two zeros, Arcane Symbols, which, together, allow him
a 2, and a 5, for a critical success: usually, to try casting the Open Lock spell.
GAMEPLAY RULES
a critical success should merit something
special to happen, but nothing special
However, Marion and Lucilla think the
comes to Valeria regarding the outcome of
spell’s required incantation could also
that action, and that is okay. Anyway, the attract the enemies’ attention. They go for
hurt Emil has now joined his two friends the previous plan, but Michael also fails
in the balcony. his character’s normal Legerdemain Skill
test. It is, thus, either the Open Lock spell
There, they see a wooden door. They check or bursting open the door through brute
whether it is open; it is closed. Marion, the force. They go with the spell plan.
thief, will try to pick the lock. She has 3
Ranks in the Legerdemain Skill (besides a First, Paul needs to assess how many Mana
Score of 3 in her Dexterity Attribute). For Points are available in Varimir’s Estate.
a greater chance of success, Emil, who has This is a Free Action that doesn’t require
1 Rank in the same Skill, asks to help her. any test. Valeria decides that the building,
Valeria disallows it, as four hands are too though surrounded by a beautiful garden,
many for the delicate task of lock-picking. qualifies as an urban environment. As such,
Still, the test will be a normal one, as it will have as many Mana Points as the roll
Marion has the tools for the job. of a die. She rolls a 4 and tells Paul there
Catherine makes the roll, getting a are 4 Mana Points in the area.
that, he is trying to open a single lock, so Legerdemain Skill test is called for, but
there is likewise no need to increase the this time Marion succeeds. She opens the
spell’s Number of Targets (or Area of Effect) chest to find old clothes and, between then,
Spell Aspect beyond its default value of a necklace that appears to be of some value.
1 (or 1 meter / 3 feet); finally, according Immediately, Valeria calls for a Weakness
to its description, the Open Lock spell is, test, as Marion has the Greed Weakness.
by default, a spell with an instantaneous
duration and permanent effects, so there Catherine rolls a 6—she fails the test,
is equally no need to increase its Duration and Marion’s greediness overwhelms her.
of the Effects Spell Aspect. Even before Valeria has to say what will
happen, Catherine knows what to do: she
As Emil has a Wits Attribute Score of 4, tells her that Marion discreetly puts the
166 Paul decides to drop another die to increase jewel inside her pouch without alerting
the Time to Cast Spell Aspect by another her friends.
level, effectively reducing the required
spellcasting time to just 3 rounds, or 15 Of course, Paul and Michael know what
seconds. is happening, but as good roleplayers, they
know their characters don’t know this
GAMEPLAY RULES
Thus Emil spends 15 seconds focusing yet and will act accordingly. Paul tells
on spellcasting, chanting, and making Valeria that Emil is simply not paying
gestures in the air representing the attention to what Marion is doing. Michael,
required Arcane Symbols. Paul then rolls on the other hand, tells her that Lucilla
might have noticed what Marion was doing.
for the Arcana Skill test—Emil has 4 Ranks
Catherine then reminds Valeria that Marion
in that Skill; however, all spellcasting
tried to put the necklace away inside her
tests are hard by default, so he will take
pouch “discreetly.”
the test as if he had 2 fewer Ranks. He rolls
a 0, 2 and 6, and succeeds. Valeria describes
a strange mechanical sound coming out of Valeria calls for a contest between
the lock as it magically opens. Marion and Lucilla, the former with her
Legerdemain Skill and the latter with
her Perception Skill. The contest, Valeria
The player characters get inside.
decides, will be a normal one for both.
Valeria describes the scene: a dark bedroom
that appears to not have been in use for
quite some time. It is somewhat dark inside. Catherine and Michael roll a single
With the moonlight, they spot an unlit success each. Valeria could break the tie
candle on a small table beside a dusty bed. by asking each player to roll a single die,
Lucilla goes there and lights the candle but she decides that Marion is the active
with her brimstone—an action that requires character in the contest and the winner—
GAMEPLAY RULES
it was she who started the whole situation Token immediately.
by trying to hide the necklace from her
friends—while Lucilla, for her turn, is
Suddenly, Valeria tells the players,
somewhat passive, as she is not actually
the room’s door slams open: four Human
suspicious of Marion, but is just looking
musketeers wearing the black and gold
around.
uniforms from Lothalyon enter the room,
swords in hand. “We have been waiting for
Thus, Marion wins the contest and you, you noisy rats!” one of the guards
hides the jewel without Emil and Lucilla exclaims, as Valeria roleplays him. The game
learning of its existence for the time master could have decided to first make a
being. Again, as good roleplayers, Paul and secret normal Perception test for the most
Michael accept the result and let it pass: perceptive guard, to see if he heard or saw
there is no reason for Emil or Lucilla to be the player characters, but Valeria chose
suspicious of anything regarding Marion. not to, maybe because she decided the player
characters were loud enough that no guard,
As Catherine has been roleplaying no matter how incompetent, would be unable
Marion well for some time in the current to hear them. Or perhaps the encounter was
gaming session, Valeria awards her the dictated either by the story itself or by
Even though the combat about to take Like Marion, Emil decides to fire his
place will be quite simple, Valeria decides flintlock pistol against another guard,
to make a simple drawing of the room, but to no avail, as he rolled no successes.
placing the door to the corridor, the door Nevertheless, it probably was Paul’s best
to the balcony, the bed, the chest, the call, as, with only a single point of Mana
guards and the player characters. She also left for the time being in Varimir’s Estate,
draws a small, simple line on the side, there was already very little that Emil
representing a 1-meter/yard scale for could do in terms of magic, especially since
reference if needed. Still, the scene was he didn’t bring his Familiar on this mission.
uncomplicated enough for Valeria—if she
wished to do so—to simply set it up with Now it is the guards’ turn. Valeria
just a few words and let the action take decides the first one will go after Lucilla,
EXEMPLE OF PLAY
place entirely inside the players’ minds. but he rolls no successes. Normally, Michael
wouldn’t need to roll for defense, but as
Valeria then asks all the players to Lucilla has the Riposte Ability, he wants
roll for Initiative. Each player rolls a to try to capitalize on that mistake and
number of dice equal to their respective strike back (this time with no risks). As the
character’s Dexterity Attribute Score. rules allow it, Lucilla draws her fencing
Catherine gets a total of 16 for Marion. sword as a reaction against the incoming
Paul rolls 12 for Emil. And Michael rolls a (but failed) attack.
total of 6 for Lucilla—she will be the last
one acting, as the guards are all secondary The contest will be a hard one for
non-player characters with a default Lucilla. She has a Dexterity Attribute
Initiative of 7. Score of 3 and 3 Ranks in the Fencing
168
Skill. Michael rolls 3 dice and obtains a
Marion draws her flintlock pistol. “She 1, 3, and 4. As the contest was a hard one,
came prepared,” Catherine tells Valeria, as Lucilla obtained only one success, but it is
she asks Valeria to allow Marion to fire exactly what she needed. Valeria describes
her pistol during round one against one of the scene: Lucilla parries the attack, then
delivers a lightning-quick and lethal
GAMEPLAY RULES
SPELLCRAFT
170
MIND, SOUL AND POWERS
SPELLCRAFT
seen any spell being cast, who has at least 1
A new character begins the game with the Ability Skill Rank in the Arcana Skill, or who has the
to cast spells if they have all of the following: Insightful Advantage, and no Arcana Skill test
will be required for that.
hard for the target too. Also, for spells that both deal and materialize the effects from spells in the physical
172 damage and can be dodged, natural or worn armor world. In any given setting with spellcasting, they are
will reduce the damage dealt if the spell hits. signs representing the true meaning of things in an
ancient, arcane language, such as Sidhe ( , , ),
The Vigor Attribute or Presence Attribute Forest-Speech ( ), or Jeod ( )—see page 171.
MIND, SOUL AND POWERS
SPELLCRAFT
to combine with each other to achieve the desired
final.
outcome, or if different Arcane Symbols should be
used: note that these Arcane Symbols may include one
or more that the character hasn’t learned yet, and if An Arcane Symbol never has just one meaning;
that is the case, the player may change their selection of each symbol encompasses many concepts that, in one
Arcane Symbols or even change their action (including way or another, are related to a broader idea of what
abstaining from casting a spell at that time). it can do.
So the player may always check with the game Listed below are the 24 Arcane Symbols with
master (during character creation or a session) if a their many meanings. Still, these definitions are not
particular combination of Arcane Symbols may have exhaustive, and both players and the game master
a chance to make the desired outcome happen. are encouraged to be bold and embrace subjectivity 173
when interpreting them. One rule of thumb remains:
no two Arcane Symbols may share the same meaning.
For those who prefer a more traditional, set-in-
stone type of spellcasting, there is a chapter with a spell
♦ Move: climb, jump, run, swim, throw, travel. specific Arcane Symbols may also apply, such as:
♦ See: discover, find, identify, remember. having or not having a specific Weaknesses, having
or not having knowledge of a specific Arcane Symbol,
174 ♦ Transmute: change, disguise, mutate, transform. belonging to a specific Ancestry or Culture, having a
specific Divine Power, having a specific Talent, having
THIRD ARCANE SYMBOLS LIST performed a specific offering, ritual, or sacrifice.
♦ Air: cloudy, fast, gaseous, windy, stormy.
MIND, SOUL AND POWERS
♦ Earth: fertile, healed, natural, stony. The Arcane Symbols of the Third category are
♦ Ethereal: illusory, incorporeal, invisible. most likely to be the ones having restricted access,
♦ Fire: bright, electrified, energized, heated, sunny. especially Virtue and Wicked.
♦ Shadow: dead, hidden, obscured, occult.
♦ Virtue: good, lucky, new, strong. A character’s true beliefs and past actions should
♦ Water: frozen, icy, rainy, slow, snowy, wet. be more important than their position inside any formal
cult hierarchy for the purpose of accessing the powers of a
♦ Wicked: evil, old, unlucky, weak. restricted Arcane Symbol. Because of that, a spellcaster may
fall from grace and lose access to the powers of a restricted
While spellcasters are usually free to learn Arcane Symbol when they perform any act considered
Arcane Symbols, some settings may limit access to disrespectful to their deity. Regaining access to lost powers
the powers residing in some Arcane Symbols for is possible, but will usually call for considerable atonement
those that truly submit themselves to certain beliefs and sacrifice by the character.
or faiths, as such powers will be the domain of certain
gods or supernatural beings and inaccessible to all
but their most devoted followers. MANA POINTS
SPELLCRAFT
them, others may only be used through specific techniques,
However, there are some limitations to the act of some of which may have specific requirements such as
gathering Mana Points. Skill Abilities, equipment, or materials.
First, the spellcaster will have limits of their own: As a Free Action, any spellcasters may sense
they will never be able to gather and spend more how many Mana Points are available in any
Mana Points in a single spellcasting than double nearby Mana source, and no test will be
their Presence Attribute Score (which, however, may required for that.
be artificially increased by some magical artifacts).
However, this total will also be reduced by one Below are the various types of Mana sources
point per Cybernetic Implant the spellcaster has available in the BYTE RPG. When designing a setting
installed in their body (not counting Cybernetic
175
with spellcraft, the game master must choose how
Implants classified as neural software; see page 324) many and which of the following Mana sources exist
and another point per point of Armor Rating the in their world.
spellcaster has from armor that they are currently
SPELLCRAFT
Still, to try to increase the rate at which a place rules above.
replenishes its Mana Points as well as to shield
other spellcasters from gathering power from the
same surroundings, a spellcaster may try to attune While a spellcaster may drain Mana Points from
herself to a certain location. The place in question their surroundings freely, they must be mindful that
must be a secluded location where they have if a place is totally drained of all its Mana Points, it
lived for at least a Time Unit (see page 160). Then, will become corrupted: plants will wither, soil will
to attune herself to this place, they must enter a spoil, small insects may die, and the location will
meditative trance ritual for approximately an hour never again reach its former power. That is why,
and succeed in a normal test of the Arcana Skill. in most societies where magic is regulated by law,
Failure will mean the spellcaster is rejected by the corrupting is frowned upon and considered illicit,
place and a retry is not possible. and it may be severely punished. A corrupted place 177
will replenish its Mana Points at the rate of 1 point
A secluded place which the spellcaster is attuned per day, and Mana Points will only be restored up to
to will replenish its Mana Points fully after an hour half of its original total (rounded down).
PLACES OF POWER
A mystical artifact will usually hold a number Most mystical artifacts will have stored in them
of Mana Points equal to a rolled die plus 4. some Mana Points. If that is the case, the Arcane
Power Spell Aspect level of the Enchantment spell
Usually, to draw Mana Points from such cast will determine how many Mana Points will be
mystical artifacts, the spellcaster must simply hold or stored in the mystical artifact, but the spellcaster may
SPELLCRAFT
wear it. Some mystical artifacts, however, may have not imbue such an item with more Mana Points than
mysterious requirements, such as the incantation of a the amount used to cast the Enchantment spell itself.
secret phrase, or only a person with certain moral or
physical traits may use them. Likewise, if the created mystical artifact has
any special Advantages (in addition to or instead of
In game terms, gathering Mana Points from a any Mana Points stored in it), the game master will
mystical artifact is a Free Action done by the spellcaster decide on the strength of such special Advantages
character together with their first Focus Action used by using the Arcane Power Spell Aspect level of the
to cast a spell. No test is required and the character Enchantment spell cast as a reference.
will gather as many Mana Points as needed for the
spellcasting. Also, as usual, the spellcaster may not Once a mystical artifact is created, the enchanter
179
gather more Mana Points than twice their Presence may decide on any secret requirements for its activation
Attribute Score per spellcasting. or effective use, such as being held in a certain way,
requiring a secret word to be said, or being used only
For settings with Darkness Points, such as Finally, in settings with Darkness Points, such
and , drawing Mana Points from a mystical artifact as and , creating a mystical artifact will net 1
will net 1 Darkness Point to the spellcaster per use. Darkness Point to the enchanter per mystical artifact
created.
Some mystical artifacts may also (or alternatively)
grant special Advantages for casting spells with some FAMILIARS
specific Arcane Symbols. As a Free Action, a normal
Arcana Skill test may be called for a spellcaster to
Familiars are domesticated creatures that
discover the mysteries governing a given mystical
establish supernatural bonds with a spellcaster
artifact, such as how many Mana Points it has, if it
(see page 263 on how to have a Familiar), allowing
has mysterious requirements for its use, and which
the spellcaster to draw Mana Points from the loyal
special arcane Advantages it may provide (if any).
creature. Usually, the creature species will determine
how many Mana Points it possesses, but some
In , , and , the game master may allow creatures may have more Mana Points than usual for
a player character to create a mystical artifact. To be their species. If in doubt about a creature’s amount of
able to do so, the spellcaster must have the Enchanter Mana Points, the game master may simply roll a die.
SPELLCRAFT
setting and on the blood sacrifice’s subject, such subject of a blood sacrifice if they are in any way deceived
practice may be frowned upon by some societies and or intimidated into becoming the subject of such a ritual.
considered outright illegal by others. Also, an unwilling subject must be a captive; a character
targeted and wounded during combat may not be considered
In , Blood Sacrifices are only possible with part of a blood sacrifice, even if the blow was dealt by the
subjects who have the Bloodline power (see above). spellcaster.
No more than a single subject may be In order to work, the blood sacrifice must be
performed by the spellcaster with some adequate
offered as a blood sacrifice per spellcasting.
instrument such as a dagger. As the subject must be
The number of Mana Points absorbed will
either captive or voluntary, no attack roll is needed: the
be the same as the number of Wound Points
spellcaster will simply choose the amount of Wound 181
inflicted on the subject. No more than 6
Points dealt—and thus, Mana Points gathered—and
Mana Points may be absorbed this way, as
the action will be performed in conjunction with the
any living being will begin to pass away
first Focus action for the spellcasting.
with a total of 6 Wound Points.
Having an individual with the Bloodline power In , the amount of Mana Points gathered
or a mythical creature as the subject of a blood by a spellcaster depends on the materials that they
sacrifice will net another advantage: the spellcaster have with them to fuel the spell. Such materials are
Presence Attribute Score will be considered 1 point also called Arcane Elements, and each is specific to a
higher for calculating the amount of Mana Points that single Arcane Symbol.
may be spent on the spellcasting in question (up to a
maximum of a Score of 6, for 12 Mana Points).
When casting a spell, the character must always
provide materials for the Second and Third Arcane
In , the blood from a blood sacrifice may Symbols—called the Second and Third Arcane
be used as a substitute for all the required Arcane Elements—and sometimes also for the First Arcane
Elements of any given spellcasting (see further below). Symbol—the First Arcane Element.
The First Arcane Element sometimes isn’t thus, may not allow Time to Cast Spell Aspect of two
needed when the target of the spell is present or can rounds or less—for Spell Aspects, see page 183).
be seen by any means. However, if the First Arcane
Symbol refers to something immaterial or that cannot No spell may be cast with Arcane Elements if
182 be felt or seen at the moment, the spellcaster will one of the required materials is missing, except when
have to provide a First Arcane Element as a proxy or the First Arcane Element is not needed (and no other
representation of it. Arcane Element is missing).
SPELLCRAFT
spellcaster could possibly absorb won’t allow them to
use fewer Material Elements than those required for the
THIRD ARCANE ELEMENTS
spellcasting. ♦ Air: a henbane plant (regular), some drops
of a floral perfume (regular), a wyrm’s talon
(superior).
Below are some examples of regular and superior
Arcane Elements for each Arcane Symbol: ♦ Earth: a wolfsbane plant (regular), a horned
beetle (regular), a jade stone (superior).
♦ Ethereal: a mandrake’s root (regular); some
FIRST ARCANE ELEMENTS turpentine (regular), the chameleon’s tail
♦ Blood: a piece of clothing worn by the target (superior).
(regular), a drop of blood from the target ♦ Fire: a foxglove flower (regular), some sulfur 183
(superior). (regular), a living firefly (superior).
♦ Body: a piece of paper with the target’s ♦ Shadow: a nightshade plant (regular), the wing
handwriting (regular), a lock of hair from the of a bat (regular), some arsenic (superior).
target (superior).
♦ Virtue: a belladonna plant (regular), a white
consume superior elements for all three Arcane enough to break on impact—like a glass flask—which
Symbols (see Arcane Elements above—the game in turn will trigger its effect on the area. Whether the
master will stipulate the required elements for the magical attack will be successful will be determined
procedure), which will supply the Mana Points by a contest between the attacker’s Dexterity
184 required to make the potion. The alchemist, however, Attribute and the defender’s Dodge Skill; the number
will only be able to absorb a number of Mana Points of successes obtained by the alchemist during the
equal to their Presence Attribute Score times two—as brewing of said potion will not affect the contest.
usual—including the first Mana Point spent to cast
the spell.
MIND, SOUL AND POWERS
SPELLCRAFT
Aspects, see page 183.
SPELL ASPECTS
It is up to the alchemist to choose the potion’s
Arcane Power Spell Aspect and Duration of the
Effects Spell Aspect, in accordance with the amount
of Mana Points they may spend. The potion may not When a spell is about to be cast, the player must
have a Duration of the Effects Spell Aspect lower than together with the game master decide on the aspects
1 day. This Aspect will not only govern the time that of such spellcasting, that is, the scope of the casting
must lapse before a potion expires and permanently itself and, if successful, the strength of the spell’s
loses its magical properties, but also set the actual effects.
duration of its effects once it is used.
185
There are five Spell Aspects:
Regarding the actual duration of a potion’s
effects once it is used, there are two exceptions to the
rule above. First, during the brewing of a potion, the THE FIRST SPELL ASPECT - ARCANE POWER
manifestation of the spell’s effects, in either hours, However, if a held spell is not released and
minutes, or rounds. A spellcaster may do nothing the spellcaster is hit by an attack, the spell and all
besides Focus actions during the whole casting time the Mana Points used to cast it will be lost, and no
(besides perhaps some specific Free Actions—see page magical effects will take place.
175), otherwise the spellcasting will be interrupted
and the Mana Points gathered will be lost.
With enough dice spent, a spell may even be
cast as a Free Action or a Reaction without the
Still, during the spellcasting, the spellcaster need for it to be “held”. Casting a spell with a
may try to self-defend normally, but if they are hit, Reaction during the turn of another spellcaster
the spellcasting will be interrupted regardless of any just for the sake of denying them the Mana
186 damage taken, and all Mana Points gathered will be Points from a shared Mana source won’t work
lost. though, as gathering Mana with a Free Action
takes precedence over gathering Mana with a
During combat and other kinds of scenarios, once Reaction.
MIND, SOUL AND POWERS
SPELLCRAFT
nature of the spell, however, walls, ceilings,
have the targets in their line of sight. floors, and other solid obstacles will interfere
and block the spell’s effects (game master’s
THE FOURTH SPELL ASPECT - DURATION OF discretion applies).
THE EFFECTS
If a spell is cast with the maximum Number
The fourth Spell Aspect is the duration of the of Targets or Area of Effect Spell Aspect level, it
spell effects, which is the time it takes for them to would theoretically be able to affect everyone and
disappear once they are successfully cast. Some spells everything in the world; however, most spells
may have an automatic minimum duration if they are require that spellcasters have their targets in their
considered spells with instant effects, such as most line of sight.
spells that deal damage to opponents. 187
Note: any and all Spell Aspects may be
For attacking spells with instant durations, this increased more than once per spellcasting.
means two things: such spells won’t be able to
deal recurring damage, and the damage inflicted
If a spell is cast with the maximum Duration of Since a player may never roll more than five dice, it
Effects Spell Aspect level, it may be able to last for an is usually advisable to either gather only the necessary
eternity. Mana Points to roll five dice, or if more Mana Points
are drawn, to always discard at least the dice beyond
THE FIFTH SPELL ASPECT - NUMBER OF the fifth die to increase any desirable Spell Aspects (if
TARGETS OR AREA OF EFFECT not more).
The fifth and last Spell Aspect is the target of the Spell Aspect Increase and Dice Expenditure
ASP\DICE 0 -1 -2 -3 -4 -5 -6 -7 -8
POWER 1 2 4 8 12 16 20 25 30
CASTING 1 HOUR 10 MIN 1 MIN 4 RND 3 RND 2 RND 1 RND FREE REACTION
ACTION
RANGE 2M/7 FT 10M/ 50M/ 200M/ 1KM/ 10KM/ 100KM/ 1,000KM/
UNLIMITED
10 YD 55 YD 220 YD 1 YD 6MI 60 MI 620 MI
DURATION 1 RND 3 RND 1 MIN 1 HOUR 8 HOURS 1 DAY 1 WEEK 1 MONTH UNLIMITED
SPELLCRAFT
It takes a character many requirements to become
a spellcaster, and they will face many hindrances when
Below is a list of more than 170 spells. This list, trying to cast any spell, such as the time it takes, the power
however, is not exhaustive: game master and players it requires for longer duration effects, possible difficulty in
alike are encouraged to create spells beyond those finding a Mana source, the supernatural or social negative
listed below, as well as to give alternate effects to consequences, and the always present possibility that a
specific Arcane Symbol combinations, perhaps with failure happens (or worse, a critical failure).
Arcane Power level requirements different from the
default ones.
Even though spells may be powerful in the BYTE
RPG, their price is already high by default. Game masters
It is advisable that no spell duplicates the exact should be mindful of this and, most importantly, be 189
effects of another. However, it is perfectly fine for two consistent throughout a saga: as characters grow in power
or more different spells to produce the same general with each session through Experience Points and in-game
consequences through different means. rewards, any rulings should respect that growth and not
try to counter it.
190
the target can climb with ease even the most slippery
against the target’s Presence Attribute. The spellcaster of surfaces, automatically succeeding in any Athletics
cannot cast this spell on herself. Skill tests to climb buildings and formations (AP1). In
the case of a contest involving climbing, the target will
receive bonus Ranks to their Athletics Skill equal to the
AMNESIA spell’s AP, up to a maximum total of 5 Skill Ranks.
(Void / Corrupt / Ethereal): For the spell’s
duration, the target forgets recent events (AP2).
The target forgets who they are, their friends and ARCANE LOCK
family, and all past events, but retains practical and (Object / Corrupt / Shadow): The targeted lock
theoretical knowledge (AP4). This spell is a contest cannot be opened with any key or lock pick, but it
may be opened by arcane means or destroyed or
against the target’s Presence Attribute.
broken open by force (AP1). For it to have a permanent
effect, the lock must be of superior quality and the
APPEASE THE DEAD spell must be cast with the maximum Duration of the
(Time / Cleanse / Earth): The targeted spirit will Effects Spell Aspect.
go to rest forever and stop haunting a place (AP2).
This spell may target individual spirits or an area. ATTUNEMENT
This spell is a contest against the target’s Presence (Nature / Attune / Shadow): If not already to
Attribute. This is a spell with an instantaneous another, the targeted area will be attuned to the
duration, as the dead won’t become restless again spellcaster (AP1). This is a spell with an instantaneous
after the spell reaches its end. duration, as the attunement won’t break itself after
SPELLCRAFT
attacks, teleporting them away a few centimeters or
inches, just enough for the attack to nearly miss them.
BANISH UNDEAD The wearer must be aware of the incoming attack and
(Time / Attack / Virtue): The targeted undead will try to evade it with the Dodge Skill. The AP of the spell
become dead again (AP2). If the undead is a sentient will be bonus Ranks for the Dodge Skill. For the cloak
one, such as a vampire, the AP is higher (AP8). This to be permanently enchanted by this spell, it must be
spell is a contest against the target’s Vigor Attribute of superior quality and the spell must be cast with the
or, if a sentient one, against their Vigor or Presence maximum Duration of the Effects Spell Aspect; if so,
Attribute. This is a spell with an instantaneous the cloak will be considered to be an enchanted item.
duration, as the dead won’t become undead again
after the spell reaches its end. BLOODLUST WEAPON
(Object / Attune / Wicked): The weapon will 191
BEAUTIFY heal its wielder by the same amount of Wound
(Face / Transmute / Virtue): For the spell’s Points it deals (AP2). The wielder may temporarily
duration, the target loses the Unattractive Disadvantage gain Weaknesses and mannerisms from the person
or creature they struck with the Bloodlust Weapon,
it against a target. The higher the spell’s AP, the bigger will lose its attunement to another spellcaster. This
192 the size of the boulder and the more damage it will deal spell AP must be equal to or higher than the other
if a hit occurs, but the target’s armor rating applies, if spellcaster’s Score in the Arcana Skill if the attunement
any. This is a spell with an instantaneous duration. This was obtained with a simple test with the Arcana Skill,
spell is a contest against the target’s Dodge Skill. or equal to or higher than the opposing spell’s AP if the
attunement was obtained with the specific use of an
MIND, SOUL AND POWERS
SPELLCRAFT
must take Focus actions, otherwise the target will
(Object / Move / Earth): A targeted object lying
remain still. This spell is a contest against the target’s
on soil will descend and be completely engulfed by
Vigor or Presence Attribute, whichever is higher.
the earth, disappearing forever (AP2). Increase the
AP by 2 if the object is imbued with any kind of spell.
This spell won’t work with objects that are too large CONTROL BODY
enough to be held by a single person. This is a spell (Body / Attune / Wicked): For the duration of the
with an instantaneous duration, as the object won’t spell, the target’s body will be under the spellcaster’s
unbury itself after the spell reaches its end. control as if it was a puppet, obeying their wishes (AP8).
If the target is made to speak, they will sound strange and
CALM ANOTHER awkward to others. To control the target, the spellcaster
must take Focus actions, otherwise the target will remain 193
(Face / Attune / Water): For the duration of the
still. This spell is a contest against the target’s Vigor or
spell, the target loses the Wrath Disadvantage (if any)
Presence Attribute, whichever is higher.
and loses any desire to confront or to fight. The target,
however, will still fight to protect himself or other
people are in any way important to him (AP2). This CONTROL CREATURE
Vigor, Presence, or Ferocity Attribute, whichever is falls apart, opening a passage (AP1). This spell may
higher. If the target is already under control by another not be used to attack a building’s foundation to
spellcaster, the Control Undead spell must be cast with make it completely fall apart. This is a spell with an
an AP at least equal to the one cast by the opposing instantaneous duration, as the path won’t close itself
spellcaster for it to have any chance of succeeding. after the spell reaches its end.
SPELLCRAFT
Persuasion, and Taming Skills will be hard ones for
CURE MADNESS the target (AP2). This spell is a contest against the
target’s Presence Attribute.
(Void / Cleanse / Virtue): The target will be
healed from any madness or insanity afflicting them
(AP1). This is a spell with an instantaneous duration
but with permanent effects. The spellcaster cannot
cast this spell on herself.
CURE POISONING
(Blood / Cleanse / Virtue): The target will be
healed from any drug, venom or poison currently 195
affecting them (AP1). This is a spell with an
instantaneous duration but with permanent effects.
CURSE OBJECT
(Object / Corrupt / Wicked): Bad fortune will
always be around the person in possession of the
targeted object. All rolled sixes will count as sevens
for all tests and contests the character takes (AP2).
However, if the cursed object is a weapon (or an
object that may be used as a weapon), it will also be
considered an enchanted weapon for attacking targets
that may only be struck by such a weapon. This spell
is a contest against the character’s Presence Attribute
only if the spell is cast while they have the object with
them. For the spell to have a permanent effect, the
object must be of superior quality and the spell must
be cast with the maximum Duration of the Effects
the spell, any object or substance may become frozen. continuous power source, such as a power grid.
Water will turn to ice, floors will become slippery,
and objects will harm the skin if held without gloves DISEASE
(AP1). The size of the body of water being frozen (Blood / Corrupt / Shadow): Target is infected
may not exceed the size of the spell’s area. This spell with a disease chosen by the spellcaster (AP1). The
cannot be cast on worn objects and is a contest against target may be healed through medical or arcane
the Presence Attribute if cast on an object being held means and will heal automatically once the end of the
by a person. This spell may not target machines or spell’s duration is reached.
parts of a machine, as they are subjects of a different
spell (Freeze Machine).
DISGUISE OBJECT
196 (Object / Transmute / Shadow): The targeted
DECREASE WEIGHT
object’s shape changes and it becomes a different object
(Object / Transmute / Air): For the duration of the of the same size and roughly the same materials (AP2).
spell, any object not part of a building foundation or Increase the AP by 2 in any case if the object is imbued
geological formation may become lighter to the point with any kind of spell. Also increase the AP by 2 if the
MIND, SOUL AND POWERS
of being lifted with ease by any person (AP1). The object is a sentient machine (an automaton). Sentient
object will retain its structure and hardness. Weapons machines may try to resist the spell with the Vigor
and armors subjected to this spell won’t have its stats Attribute or the Presence Attribute, whichever is higher.
changed. This spell may be cast on vehicles and other
machines to make them move faster (but be more
vulnerable to collisions). If that is the case, owners, DISPEL EVIL
drivers and sentient machines (automata) may try (Nature / Cleanse / Virtue): The targeted
to resist this spell with a contest with the Presence creature of a true evil nature, such as a demon, will
Attribute. be destroyed (AP2). If the evil creature is considered
a being of greater power, the AP is higher (AP8). This
spell is a contest against the target’s Vigor, Presence,
DEFLECT MAGIC
or Ferocity Attribute, whichever is higher. This is
(Tongue / Defend / Shadow): This spell must a spell with an instantaneous duration but with
be conjured and held to be released against an permanent effects, as the evil creature won’t return to
incoming spell from another spellcaster. This spell life once the spell’s duration reaches its end.
AP must be at least equal to the opposing spell AP.
To succeed, the spellcaster of the Deflect Magic
spell must roll at least one more success than the DISPEL MAGIC
opposing spellcaster in an Arcana Skill contest. (Tongue / Cleanse / Shadow): This spell is used
This is a spell with an instantaneous duration but to try to dispel the magic effects of a spell already cast
with permanent effects. For more information, see but still present. This spell doesn’t affect the natural
page 188. consequences of a spell on the physical world. This
SPELLCRAFT
lose certain Advantages, acquire Disadvantages
(Time / See / Ethereal): The spellcaster will enter such as Frail, Sick, Weak, Clumsy, Nearsighted,
a trance and receive visions from the future regarding and Sluggish, and have their Vigor and Dexterity
people, places or situations currently on their mind Attribute Scores reduced to 1. The target will revert to
(AP1). The visions from the future may be confusing their original age when the spell’s duration reaches its
as a dream and subject to different interpretations on end. This spell is a contest against the target’s Vigor
their meanings. The longer the spell’s duration, the or Presence Attribute, whichever is higher.
more information the spellcaster will receive.
EARTHQUAKE
DRAIN BLOOD (Nature / Attack / Earth): The spellcaster makes
(Blood / Attack / Shadow): The spellcaster will the earth shake violently to the point of opening
197
engulf a target with shadows that will provoke harm. chasms, damaging structures, and injuring people
quality (AP1). Being enchanted is an Attribute that maximum total of 5 Skill Ranks.
may be relevant for specific story purposes; an
enchanted weapon may be needed, for instance,
FAITHFUL SPEAK
to wound a supernatural enemy, or a ring may be
enchanted to be accepted as a gift to a Sidhe Lady. (Tongue / Cleanse / Virtue): For the duration of
Being enchanted also makes the item more resistant the spell, the target will become unable to deceive or
against some maligned spells, such as the Break tell even the smallest of the lies. They will also lose
Weapon and the Burry Object spells. For an object to the Astute Advantage (if any) and gain the Naïve
not lose its enchantment with time, the Enchantment Disadvantage (AP2). This spell may be resisted with
spell must be cast with the maximum level of the a contest with the Presence Attribute.
Duration of the Effects Spell Aspect.
198 FAST SWIM
ENRAGE CREATURE (Body / Move / Water): The target will become
(Nature / Corrupt / Fire): For the duration of more proficient at swimming. For the spell’s duration,
the spell, a target creature will become enraged and add its AP as bonus Ranks to the target’s Athletics
Skill for purposes of swimming and diving only, up
MIND, SOUL AND POWERS
SPELLCRAFT
(AP1). The spellcaster herself is the target for this of any source of water on its site (AP1). The longer the
spell, but she must have seen the object before or at duration of the spell, the easier it will be to follow the
least received a detailed description or seen a picture lead to find water.
or drawing of it. The longer the duration of the spell,
the easier it will be to identify the being’s location.
FLAME STRIKE
(Body / Attack / Fire): The spellcaster will create
FIND PATH magical flames out of thin air and hurl them against a
(Nature / See / Earth): The spellcaster will cast target or an area. The higher the spell’s AP, the higher
this spell over an area and, for its duration, will the damage it will deal if a hit occurs, but the target’s
receive visual and auditory clues about directions to armor rating applies, if any. This spell is a contest
reach a certain desired location (AP1). The path will against the target’s Dodge Skill. This is a spell with 199
end at the border of the spell’s area if its size is not an instantaneous duration; the magical flames will
(Nature / Defend / Water): The spellcaster will or Superstitious person, while an illusion with an
create a wall of thick ice out of any water nearby, AP8 will always fool any onlookers except perhaps
including water in containers or pipes. The Area Astute, Brave or Erudite people. Any strike against an
of Effect Spell Aspect will determine the wall’s Illusion will automatically dispel it. It will also dispel
maximum height and length. The higher the spell’s itself once the spell’s duration reaches its end.
AP, the higher the damage that must be dealt with
a single blow to break it. This spell cannot be cast on
objects and people, as it may not be used to damage
IMMOVABLE OBJECT
or trap them. The wall will crumble and dissolve after (Object / Move / Water): For the duration of the
the spell’s duration reaches its end. spell, the targeted object will be held in place by an
invisible force of insurmountable strength, regardless
202 of its weight (AP1). This spell cannot be cast on held or
IDENTIFY AFFLICTION worn objects, sentient machines (automata), or vehicles.
(Blood / See / Shadow): The spellcaster will When casting the spell, the spellcaster may set one or
identify the nature of any drug, disease, poison, more conditions for the object to be moved before its
MIND, SOUL AND POWERS
venom or mental illness afflicting the target (AP1). duration expires, such as the incantation of a secret
They will also be aware of any possible medical or password or a specific physical or mental trait that the
arcane cures for the ailment. This is a spell with an person interacting with the object must possess.
instantaneous duration.
INCREASE DEXTERITY
IDENTIFY SPELL (Body / Transmute / Air): For the duration of the
(Tongue / See / Shadow): The spellcaster will spell, the target’s Dexterity Attribute is increased by
identify any spell, its AP and any other properties, the spell’s AP up to a maximum Score of 5. The target
that was cast on an area, being, or object, as long as its won’t gain any Advantages but will temporarily lose
effects are still present (AP1). This is a spell with an any Disadvantage they might have.
instantaneous duration.
INCREASE TEMPERATURE
IGNITE (Object / Transmute / Fire): For the duration of
(Nature / Transmute / Fire): The spellcaster will the spell, any object or substance will become hotter.
create a small natural fire on any area or object made Water will evaporate, rooms will become suffocatingly
of a material consumable by fire (AP1). If the fire hot, and objects will hurt if held without gloves
will or won’t spread itself, it will depend on present (AP1). This spell cannot be cast on worn objects and
natural conditions. This spell may be resisted with a is a contest against Presence Attribute if cast on an
contest with the Presence Attribute if cast on an object object currently held by a person. This spell may not
currently held or worn by a being. This is a spell with ignite objects, as this is the subject of a different spell
an instantaneous duration. (Ignite).
SPELLCRAFT
from someone nearby (AP2).
MUTE
(Tongue / Corrupt / Ethereal): For the duration
MEND of the spell, the target becomes mute (AP1). This spell
(Object / Cleanse / Earth): The targeted object is is a contest against the target’s Vigor or Presence
repaired, be it an item, weapon, shield, suit of armor, Attribute, whichever is higher.
vehicle, or machine, even a sentient one (automaton).
The extent of the repair will be equal to the spell’s AP.
In the case of most non-vehicle, non-machine objects,
OPEN LOCK
a Mend spell cast with an AP1 will be sufficient to (Object / Move / Shadow): The targeted lock will
completely repair them, but a higher AP will be be opened by a magical, invisible key (AP1). If the
required to repair complex machines, vehicles, or fine lock is protected by a spell, the Open Lock spell must
objects of greater value (AP2). Sentient machines that be cast with an AP at least equal to that of the spell 205
were completely destroyed might not be recovered that was cast to close the lock magically. This is a spell
through this spell, or, if recoverable at all, may have with an instantaneous duration but with permanent
lost its memories. This spell has an instantaneous effects.
illusory copies is equal to the spell’s AP. Each time magical or divine origin. Once the spell’s duration
the spell’s target is attacked, roll a die. If the rolled ends, the machine or vehicle will automatically be
result is equal to or lower than the current number of depleted of fuel or power.
illusory copies, then one such copy is automatically
struck and dispelled for good. If the rolled result is
higher than the current number of illusory copies or PRECIPITATION
if a 0 or 7 is rolled, then the targeted being is attacked (Nature / Transmute / Water): The spellcaster
and may try to defend himself normally. Attackers will control the clouds to create a gentle rain over a
possessing the Astute Advantage may reroll the die targeted area (AP2). If both the spell’s area size and
once each time they attack. If the spell’s target is the spell’s duration are too high, a flood may happen,
successfully attacked, all illusory copies are dispelled depending on the topology of the area. This spell will
instantly regardless of any damage dealt. A targeted have a higher AP on settings dominated by a desert-
character may try to resist this spell with a contest like landscape such as (AP20).
with the Presence Attribute.
PREDICT WEATHER
PLAGUE (Nature / See / Air): The spellcaster will gain
(Nature / Corrupt / Wicked): A targeted area perfect knowledge of wind strength, wind direction,
will be afflicted by a cloud of insects that will destroy temperature, and precipitation of a given location.
crops or transmit a disease of the spellcaster’s choice The Range and the Area of Effect Spell Aspects will
(AP4)—regarding diseases, see page 139. The effects determine the location upon which the spellcaster will
of the Plague spell are always permanent regardless try to predict the weather. The spellcaster predictions
of its duration, but the longer the spell’s duration, the will be instantaneous and precise, but it will only
SPELLCRAFT
of its Mana—to its original form. This is a spell with With a higher AP, even an illiterate person will be
an instantaneous duration, but its effects will be able to read a text from a specific language, be it their
permanent unless the area is plagued again. native one or a foreign one (AP2).
Attribute Score equal to the spell’s AP for Vigor (AP1). For its effects to be permanent, the spell must
Attribute tests to resist diseases of both natural and be cast with the maximum Duration of the Effects
arcane origin. Additionally, all such tests, if hard, will Spell Aspect.
become normal ones.
RESTORE SPEECH
RESIST FIRE (Tongue / Cleanse / Earth): The target will
(Blood / Defend / Fire): For the duration of the temporarily regain their speech and cease being mute
spell, the target will be surrounded by an invisible (AP1). For its effects to be permanent, the spell must be
protection against fire, be it of natural or magical cast with the maximum Duration of the Effects Spell
origins. This spell’s AP will serve as armor rating Aspect. The spellcaster cannot cast this spell on herself.
208 effective only against damage from fire. If the armor
MIND, SOUL AND POWERS
SPELLCRAFT
will learn about all the character’s Weaknesses. If cast
REVEAL LINEAGE with an AP2, the spellcaster will also learn whether
(Blood / See / Earth): The spellcaster will be able the target’s past deeds lean more towards good or
to see ghost-like (or holographic-like) portraits of the bad ones. And if cast with an AP4, the spellcaster
ancestors of a given target around them. The spell’s AP will also learn about the target’s current mood. This
will determine how many generations the spellcaster is a spell with an instantaneous duration. This spell
will be able to see on the target’s genealogical tree. may be resisted with a contest with the Presence
For each ancestor seen, the spellcaster will also know Attribute.
the ancestor’s full name. The spellcaster should cast
this spell with a duration compatible with the amount SEE IN DARKNESS
of information they wish to gather on the target’s
ancestors—that is, the higher the spell’s AP, the (Nature / See / Shadow): For the duration of
the spell, the spellcaster will be able to see through a
209
higher the spell’s duration should likewise be, and
the spellcaster should have means to take written or targeted dark area as if it was bathed in direct sunlight
mental notes on what they learn. (AP1).
other dimensions, the spellcaster must cast this spell (AP1). The spellcaster cannot cast this spell on herself.
with its highest Range Spell Aspect to be able to try
summoning such a being, unless the creature has an TAME CREATURE
intimate connection with some place, someone, or (Nature / Attune / Earth): The targeted creature
something in the spellcaster’s reality, in which case will be calmed and tamed by the spellcaster, and
the spell’s range should be able to at least reach that will follow their commands in a competent way as
pertinent location. Note: this spell will automatically any beings of its species would do if tamed (AP2). If
target the nearest creature of the chosen type, but the targeted creature is from a species not considered
the being may try to resist the spell with a contest tamable, the AP will be higher (AP8). The targeted
with either its Vigor, Presence, or Ferocity Attributes, creature will try to resist the spell with a contest with
whichever is higher. If the being closest to the the Ferocity Attribute.
212
MIND, SOUL AND POWERS
SPELLCRAFT
AP. If the object is hurled against an opponent, they
may try to use the Dodge Skill to avoid the attack. If the
UNSPEAKABLE NAME
attack hits, the damage dealt will be equal to the spell’s (Tongue / Corrupt / Shadow): The target’s
AP, but armor rating applies. name becomes magically protected (AP2). For the
duration of the spell, no person besides the target
and the spellcaster will be able to remember, write
TEMPERANCE or speak the target’s name unless successful in a
(Face / Defend / Virtue): The target loses all contest with the Presence Attribute. The target
Weaknesses by the spell’s duration (AP2). The may try to resist this spell with a contest with the
spellcaster cannot cast this spell on herself. Presence Attribute.
214
who succeed in a Perception Skill test will identify WYRM SCALES
the threat. For the Ward to be permanent, the spell
(Body / Defend / Fire): For the duration of this
must be cast with the highest Duration of Effects Spell spell, the target’s skin will become hard as thick
MIND, SOUL AND POWERS
Aspect. The spellcaster who creates the Ward will be scales and gain the outlook of a dragon’s skin. The
immune to it. target will gain a natural armor rating equal to the
spell’s AP, but only against Blunt and Energy attacks.
WIND BLAST Piercing and Slashing attacks will negate the AR,
(Body / Attack / Air): The spellcaster will as well as attacks made with any kind of spells or
enchanted weapons. This spell may be resisted by its
manipulate the air around them to form a violent
target with a contest with the Vigor Attribute.
wind blast to be hurled against a target. The target
will be hurled a number of meters (or yards) equal to
the spell’s AP. The spell will deal damage equal to its YOUTHFULNESS
AP once the target hits a wall or the ground, but the (Time / Cleanse / Virtue): The target will
target’s armor rating applies, if any. This spell may be instantly become younger by a number of years
resisted with a contest with the Vigor Attribute. This equal to the spell’s AP in human years; the game
is a spell with an instantaneous duration. master should adjust accordingly (proportionally)
for targets of other Ancestries. Depending on the age
reached, the target may become unrecognizable to
WRITE LANGUAGE acquaintances, lose certain Advantages, and acquire
(Tongue / Transmute / Shadow): The target Disadvantages such as Frail, Weak, Uneducated, and
will become proficient in writing in a language of Naïve, and have their Vigor and Wits Attribute Scores
the spellcaster’s choice for the spell’s duration (AP1). reduced to 1. The target will revert to their original
With a higher AP, even an illiterate person will be age when the spell’s duration reaches its end. This
able to write a text from a specific language, be it their spell is a contest against the target’s Vigor or Presence
native one or a foreign one (AP2). Attribute, whichever is higher.
DIVINE POWERS
215
In some settings, deities may bestow some In , during character creation, players may
characters with unique powers. Within these settings, choose to roll once from the list below for their
such powers (called Divine Powers) may be acquired characters to acquire one Divine Power. Once rolled,
during character creation, either randomly or by however, players may not forfeit the acquired power.
spending one or more Background Points.
In , instead of rolling from the table below,
Divine Powers may provide good opportunities for players may instead spend one Background Point
game masters to create stories around a character’s powers, to receive one Divine Power of choice. If the player
as different people and organizations may vie for control of chooses the “Powerful” result, they will then earn
such potential. two random powers; roll twice in the table, but reroll
if another “Powerful” result comes up. Players can
DIVINE POWERS
machine without the same tools or repair a similar their previous actions, as well as their current mood.
machine that presents a different problem.
1-4 Mana Guardian (in , Psychic Guardian):
1 META POWERS The character’s power blocks access to Mana from
their surroundings for all Mana users. This does not
affect drawing from a Familiar or other Mana sources.
1-0 Divine Veil: The character’s power nullifies all The amount of Mana that cannot be accessed is equal
other Divine Powers in a radius equal to their Presence
to the character’s Presence Attribute Score, and the
Attribute Score times 2 in meters (or yards). Powers fueled
radius of the effect is equal to their Presence Attribute
by Mana, such as spellcasting and warping powers, are
Score times 5 in meters (or yards). A Mana Guardian
not affected.
is affected by their own power when trying to access
Mana from their surroundings for any purposes.
218 1-1 Echo: Once per day, the character may copy In , the character may, once per day, with a Free
another person’s Divine Power. The character must Action, block the usage of all Psychic Powers in a
know that the person has a power and which power radius around them equal to their Presence Attribute
it is. To copy the power, the character must be able to Score times 5 in meters (or yards), for a number of
MIND, SOUL AND POWERS
DIVINE POWERS
Their mind, however, may still be subject to
supernatural forms of intrusion.
2-4 Gods’ Servant: Once per week, the character
1-7 Sniffer: The character may identify whether may pray to a god for a whole day for a specific event
a person has a Divine Power and, with a successful to happen. What will happen—if anything happens
normal Wits Attribute test, which power they have. at all—depends on the character’s previous actions,
the god they have chosen to pray to, and what is
being asked from the god (game master’s discretion
2 MYSTICAL POWERS applies). If something happens, it will usually be
something that would be considered a simple weird
2-0 Divine Certainty: Whenever the character coincidence or at most a minor miracle. However, such
must blindly guess among a limited number of divine beings often have a strange way of interpreting
options, they will always choose in accordance wishes, which may lead to things happening in a way 219
with their desired outcome. Examples include which is the opposite of what was intended.
going left or right to reach a destination, picking
one among three shells that has a ball, and choosing
the room in a given floor where a certain person 2-5 Medium: The character may discover
DIVINE POWERS
will be able to hypnotize another person, causing
them to forget having seen, and even interacted,
with the character in the last few minutes. That
person won’t be able to remember any of the
character’s last actions. For this Divine Power to
work, the character must be able to engage in a
normal conversation with the person in question
for a minute or so without being disturbed. If the
targeted person hadn’t seen the character before,
their likeness will be completely lost from the
person’s memories.
221
4-5 Sensitive: The character may “hear” intense
thoughts of others, good or bad. Usually, the character
will “hear” a single word that represents a person’s
DIVINE POWERS
won’t be able to keep working without minimal food
resisting. In , add 2 to the character’s Presence
and water. In , characters identified as having
Attribute Score when trying to resist any malignant
this Divine Power are usually sought out by many
Psychic Powers.
companies and rewarded accordingly.
6-4 Serpent Blood: The character will never die 7-1 Earth Warper: If there are rocks near the
from any poison or venom but may suffer any other
character, they may warp them to attack a target. The
effects from such toxins.
attack is either a melee one made with the Martial
Arts Skill, or a ranged one made with the Dexterity
6-5 Stasis: The character may voluntarily Attribute, with a range of 15 meters (or yards).
enter and exit a special, hibernation-like state. This Before attacking, the character must first Focus for
stasis may be used to either resist extreme survival one round (thus, attacking with this power will take
conditions, such as the lack of food or extreme cold, 2 rounds). If the attack hits, Base Damage Rating will
or simulate a dead state. Staying in this special state be equal to the character’s Presence Attribute Score
for more than a couple of days is dangerous and plus their Vigor Attribute Score (up to a maximum
may result in death. While in this state, the character Base Damage Rating of 6; damage dealt is from
will be semiconscious with minimal respiration and the Blunt type). For the attack to have a chance to
heart beats. Their senses and Ability to react will be work, the character must gather and spend 1 Mana
extremely impaired—they won’t be able to see, will Point from their surroundings only (see page 175).
only hear the loudest of noises, and will only feel The Mana Point will always be gathered as if the
pain from grave injuries. The character will, however, character were attuned to the place. In , the
have a good sense of how much time has passed since character is considered to have 1 Mana Point at their
VITALITY POWERS
225
VITALITY POWERS
This is a normal Martial Arts test for the attacker. Base
are listed below.
Damage Rating will be equal to the character’s Vigor
Attribute Score and damage is of the Blunt type. This
Each Vitality Power has an assigned number that is considered a Vitality attack when targeting the
may be used when there is need to randomly select Undead, Vampires or Fiends (see page 280).
one such power. When that is the case, roll one die Vitality Points received: 3.
twice: first to determine the related Attribute, then to
Vitality Point cost: 2 (per attack attempt).
find out the Vitality Power.
VITALITY POWERS
Vitality Points received: 3.
Vitality Point cost: 3 (per attack attempt). Dragon Stance: If not wearing armor with an
2
armor rating higher than 1 and if both hands are free, the
Tiger Stance: When using the Dexterity
6 character may use their Wits Attribute instead of their
Attribute in relation to the Martial Arts Skill (through Vigor one for tests and contests with the Martial Arts
the Finesse Ability), attacks dealt will be considered Skill. Martial Arts attacks dealt while having this Vitality
Vitality attacks when targeting the Undead, Vampires Power will be considered Vitality attacks when targeting
or Fiends (see page 280). the Undead, Vampires or Fiends (see page 280).
Vitality Points received: 2. Vitality Points received: 2.
Vitality Point cost: 0 (permanent effect). Vitality Point cost: 0 (permanent effect).
231
3 Entering Throw: This is a Technique. If not
7 Wristlock: Once per round, if not wearing
armor with an armor rating higher than 1 and if
both hands are free, the character may, as a reaction,
disarm an opponent who does a melee attack against
7 Wasp Style: If not wearing armor with an armor 3 Flaming Strike: This is a Technique. If not
rating higher than 1, the character may use their Wits wearing armor with an armor rating higher than 1 and
Attribute instead of their Dexterity one for tests and if at least one hand is free, the character may attack with
contests with the Fencing Skill. a Flaming Strike. Using an intricate hand movement
the character causes mystical flames to spring out from
Vitality Points received: 2.
their skin made of pure life energy. The flames won’t
Vitality Point cost: 0 (permanent effect). ignite any kind of material. This is a hard Martial Arts
contest for the attacker. Its Base Damage Rating is equal
PRESENCE-RELATED VITALITY POWERS to the character’s Presence Attribute Score plus 2, and
VITALITY POWERS
the damage is of the Energy type. This is considered a
(6 OR 7) Vitality attack when targeting the Undead, Vampires
or Fiends (see page 280).
0 Energy Blast: If not wearing armor with an Vitality Points received: 3.
armor rating higher than 1 and if both hands are free, Vitality Point cost: 3 (per attack attempt).
the character can hurl a translucent energy ball forward
at great speed for up to 20 meters (or yards) to try to hit
an opponent. This is a hard Martial Arts contest for the 4 Inner Strength: Once per day, the character
attacker. The Energy Blast cannot be parried, its Base may use their Presence Attribute Score instead of
Damage Rating is equal to the character’s Presence their Vigor one for tests to check if they are KO’d.
Attribute Score, and the damage is of the Energy type. Vitality Points received: 3.
If the target is hit, they are hurled 5 meters (or yards) Vitality Point cost: 1 (per test).
back and fall to the ground. This is considered a Vitality 233
attack when targeting the Undead, Vampires or Fiends 5 Life Force: Once per day, the character may
(see page 280). use their Presence Attribute Score instead of their
Vitality Points received: 3. Vigor one for tests to check if they die.
PSYCHIC POWERS
234
MIND, SOUL AND POWERS
PSYCHIC POWERS
individuals, or it may be a mystical force present in all
things that dedicated people may tap into and influence
If said character acquires a second Psychic
with their own power. Power, either by experiencing another paranormal
event or by spending Experience Points, then they
To be able to have Psychic Powers, a character will also gain additional Psychic Powers equal to their
must either be from an Ancestry that grants Presence Attribute Score plus one point per Psychic
such powers by default, or have the Insightful Power they now possess.
Advantage and spend 1 Background Point.
When created, a psychic character will begin Performing a Psychic Power takes a Turn Action.
with a number of Psychic Powers freely chosen To perform one such power, the character must:
by the player equal to their Presence Attribute
Score plus one.
♦ do a Focus action; 235
♦ spend the amount of Psychic Points required by
The player may also spend Background Points the Psychic Power; and
to choose additional Psychic Powers for their ♦ perform either a Psychic test or contest. These are
has manifested as intended, and normal rules regarding ♦ If the Psychic Power affects the target’s body
critical successes apply. Failure, on the other hand, indirectly—such as by hurling objects at them—
simply means the Psychic Power does not manifest. they will resist with their Dodge Skill.
A critical failure, however, will mean the Psychic
Power has manifested with undesired, perhaps tragic,
Some Psychic Powers may target creatures (for
consequences for the psychic character or people around
creatures, see page 263). Psychic Powers that affect the
them. This could include a reversed effect.
mind, and that are targeting a creature, may be resisted
with its Ferocity Attribute (as creatures do not possess
Some Psychic Powers may only be performed on a Wits or Presence Attribute) but with a penalty of 4 to
the psychic character herself. Where a Psychic Power its Score (minimum of 1). Psychic creatures, however,
can be used on others, however, if the subject is not are an exception to this rule and may use their Presence
herself or a character willingly placing themselves as Attribute if it is higher (see page 243).
236
MIND, SOUL AND POWERS
PSYCHIC POWERS
Psychic character may try to activate this Psychic
creature may get this bonus die as many times as Power with a Free Action. Psychic Points cost: 2.
possible per day without negative repercussions,
such as self-inflicted Wound Points, as long as they
have Psychic Points available. 1 Chameleon Power: For a number of minutes
equal to their Presence Attribute Score times 5, the
character will receive 3 bonus Stealth Skill Ranks (up to
In settings with Darkness Points (see page 257), a total maximum of 5 Skill Ranks). These bonus ranks
the game master may decide that characters may affect all normal or hard tests and contests. This Psychic
obtain the same bonus die to try to resist a Psychic Power may not be performed again in following turns
Power targeting them by receiving a Darkness Point to aggregate bonuses. Psychic Points cost: 2.
instead of spending Psychic Points.
0 Energy Manipulation: The psychic character meters (or yards) equal to their Presence Attribute
may manipulate energy around them, such as static Score times 5. They may do things such as breaking
energy, to provoke violent discharges against a target a wooden door, shattering a window, blowing a tire,
in the form of lightning bolts. This Psychic Power and damaging things made of metal or concrete.
may also affect large-sized and smaller creatures. The When targeting vehicles or automata, damage dealt
lightning bolts may reach as far as a number of meters will be equal to the psychic character’s Presence
(or yards) equal to the psychic character’s Presence Attribute and will be of the Energy type. Any armor
Attribute Score times 5. Base Damage Rating for this applies normally. While the attack cannot be dodged,
attack is equal to the psychic character’s Presence characters operating a targeted vehicle may try to
Attribute Score plus 1, and the damage is from the resist this Psychic Power with their Presence Attribute,
Energy type. The target may try to dodge this attack. while a targeted automaton may try to resist it with
In settings with the Darkness Tracker, this Psychic its Vigor or Presence Attribute, whichever is higher.
Power will give the Psychic 1 Darkness Point each When targeting objects larger than a vehicle or an
time it is successfully used. Psychic Points cost: 2. automaton, such as buildings and other structures,
the radius of the affected area will be equal to the
psychic character’s Presence Attribute Score in meters
1 Hydrokinesis: The psychic character may (or yards). Psychic Points cost: 3.
control water, evaporate it or turn it to ice. The
character may affect a body of water (e.g. the sea, a
lake, a river), and can control a sphere of water with 4 Pyrokinesis: The psychic character may ignite
a radius equal to their Presence Attribute Score times flammable objects, control flames, or extinguish fires
10 in meters (or yards). The psychic character may solely with the power of their mind. When controlling
use this power to launch a wave attack or turn water existing flames or extinguishing fires, the psychic
PSYCHIC POWERS
Damage Rating for this attack is equal to the psychic (or yards) solely with the power of their mind. This
character’s Presence Attribute Score and damage is of Psychic Power doesn’t work with living beings and
the Energy type. Any armor applies normally. If the the object may not weigh more than the psychic
target is hit by the attack, they (or another character) character’s Presence Attribute Score times 10 in
must lose a Turn Action to extinguish the flames, kilograms (or twice that total in pounds). This Psychic
otherwise the target will keep receiving the same Power may be used to hurl objects at a target that is
amount of damage on following rounds. In settings no more than 10 meters (or yards) from the psychic
which use the Darkness Tracker, this Psychic Power character. Base Damage Rating for this attack is equal
will give the Psychic 1 Darkness Point each time it is to the psychic character’s Presence Attribute Score
successfully used to damage characters or creatures. and damage is from the Blunt type. The target may
Psychic Points cost: 4. try to dodge this attack. Psychokinesis may also be
239
character. Base Damage Rating for this attack is equal character’s Presence Attribute Score times 5 in meters
to 1 and damage is from the Blunt type. Targets hit (or yards). If the psychic character is successful, the
will be pushed back 5 meters (or yards) and fall to target will become stunned. The target may resist
the ground. All targets may try to dodge this attack. this Psychic Power with their Wits or Presence
Psychic Points cost: 3. Attribute, whichever is higher. If the target is also a
psychic character or psychic creature, they will lose
a number of Psychic Points equal to the attacker’s
MIND OVER MIND PSYCHIC POWERS Presence Attribute Score, plus the margin of success
(4 OR 5) the attacker obtained over them. In settings with the
Darkness Tracker, this Psychic Power will give the
Psychic 1 Darkness Point each time it is successfully
0 Dream Sharing: The psychic character may used. Psychic Points cost: 2.
cause herself to fall asleep and enter the dreams of
240
a sleeping character to share a dreamscape with
them (see page 249). This lasts for a maximum 3 Mind Shield: The psychic character may
number of hours equal to the psychic character’s shield herself or another character in her line of sight
Presence Attribute Score. The psychic character may from any Mind over Mind Psychic Powers. The shield
MIND, SOUL AND POWERS
not be farther from the sleeping character than the lasts for a number of minutes equal to the psychic
psychic character’s Presence Attribute Score times character’s Presence Attribute Score. If successful, the
10 in meters (or yards). The sleeping character may character protected by the Mind Shield will have a
resist the Dream Sharing with their Wits or Presence bonus of 1 to both their Wits and Presence Attribute
Attribute. Psychic Points cost: 3. Scores when resisting other Mind over Mind Psychic
Powers. The Psychic character may try to activate this
Psychic Power with a Reaction. Psychic Points cost: 2.
1 Enthrallment: The psychic character may
control the mind of another. This Psychic Power
may also affect large or smaller creatures. The target 4 Psychic Shock: The psychic character sends
may not be farther away than the psychic character’s a psychic shockwave that may KO another. This
Presence Attribute Score times 10 in meters (or yards). Psychic Power may also affect large or smaller
The Enthrallment will last for a number of minutes creatures that aren’t immune to KO. The target may
equal to the psychic character’s Presence Attribute not be farther away than the psychic character’s
Score. To control the target’s actions, the psychic Presence Attribute Score times 5 in meters (or yards).
character must take consecutive Focus actions. If they The target may resist this Psychic Power with their
are hit by an attack or if they take an action other than Wits or Presence Attribute, whichever is higher. If
a Focus one (with the specific intent of controlling the the psychic character is successful in the contest, the
target), the Enthrallment is broken. The target may target becomes stunned. If they are successful by
resist this attack with their Wits or Presence Attribute, a margin of 1 or more successes, the target is KO’d
whichever is higher, and the contest will be a hard one instead. Psychic Points cost: 3.
for the Psychic. Whenever the target is commanded
by the psychic character to perform any action that 5 Suggestion: The psychic character creates a
0 Astral Projection: The psychic character may 3 Extrasensory Perception: For a number of
enter a meditative trance that allows their mind minutes equal to their Presence Attribute Score times
to leave their body for a number of hours equal to 5, the character will receive 3 bonus Perception Skill
their Presence Attribute Score. While doing an Astral Ranks (up to a total maximum of 5 Skill Ranks). These
Projection, their body will be left behind and will be bonus ranks affect normal or hard tests and contests.
PSYCHIC POWERS
completely defenseless, while their consciousness will This Psychic Power may not be performed again in
be immune to all forms of detection and harm. They following turns to aggregate bonuses. Psychic Points
will be able to cross walls and pass through closed cost: 2.
doors. They won’t be able to fly or to go beneath the
earth, but they may enter caves and basements. The
character’s consciousness won’t, however, be able to 4 Precognition: The psychic character will
interact with the physical world in any form, speak, or receive visual and auditory revelations directly into
initiate any Psychic Powers. They can choose to end their mind about the future of a person, place or
the Astral Projection at will, and when the projection object of their choosing. Those revelations will refer
ends they will instantly return to their body. Psychic to immediate events, ones that will occur after many
Points: 4. years, or anything in between. The psychic character
will neither have control of the exact window of time
242 in the future, nor will they acquire perfect knowledge
1 Aura Reading: The psychic character may see about what will happen. These revelations are usually
other people’s auras. The target may not be farther very subjective in nature, when not a total cacophony
away than of the psychic character’s Presence Attribute of dreamlike images, smells, and sounds. More
Score times 5 in meters (or yards). This Psychic Power often than not, however, such revelations will have
MIND, SOUL AND POWERS
requires a Psychic test instead of a contest, as it cannot connections to the most pressing matters regarding
be resisted by the target. If successful, the psychic the psychic character or the target of the Precognition.
character will learn the following things about their While the revelations may take many minutes inside
target (depending on the setting): whether the target the mind of the psychic character, in the physical
is a spellcaster; whether they have a Divine Power; world they will fully happen in the span of a single
whether they are a psychic; whether they have Vitality round. Psychic Points: 4.
Powers; whether they are a Vampire; whether they
are a Fiend; whether they have Darkness Points (and
how many); how many Fortune Points they have; 5 Retrocognition: The psychic character will
whether they have taken the life of another sentient receive visual and auditory revelations directly into
being (even if in a justifiable situation); whether their mind about the past of a person, place or object
they are a paragon of goodness; whether they are of their choosing. Those revelations will refer to recent
despicably evil, or whether they are just an individual past events, ones that happened many, many years
ago, or anything in between. The psychic character
with an unremarkable aura (even though they may
will neither have control of the exact window of time
have done some bad things in the past). The target of
in the past, nor will they acquire perfect knowledge
an Aura Reading won’t know that a psychic character
about what happened. These revelations are usually
is reading their aura. Psychic Points: 3.
very subjective in nature, when not a total cacophony
of dreamlike images, smells, and sounds. More
2 Channeling: The psychic character may often than not, however, such revelations will have
call upon a spirit to talk to—and, perhaps also see. connections to the most pressing matters regarding
The spirit must be personally linked to them, to the the psychic character or the target of the Precognition.
place they are currently in, or to some person in the While the revelations may take many minutes inside
PSYCHIC POWERS
When Teleportation is used as a defensive reaction,
In and other settings with psychics, there are
the psychic character will do a normal Psychic contest
creatures whose main trait is the possession of Psychic
to try to avoid the attack, while their attacker will roll
Points and the capacity to perform certain Psychic
normally to try to strike them. Psychic Points cost: 4.
Powers. Below are some sample psychic creatures:
all forms of arcane attacks except spells cast with the Special: Immune to KO. Never flees. Senses prey and
Virtue Arcane Symbol (see page 188) or the Divine movements through minimal ground vibrations.
Strike (see page 261).
Presence Attribute Score (for performing or resisting
Presence Attribute Score (for performing or resisting Psychic tests or contests): 3
Psychic tests or contests): 3
Psychic Points: 12
Psychic Points: 14
Psychic Powers: Chameleon Power, Extrasensory
Psychic Powers: Dream Sharing, Psychokinesis, Perception, Suggestion.
Suggestion, Telepathy, Teleportation.
OVERSEER
MINDWORM
A huge, sentient, dark, amorphous, floating
A tiny, intelligent parasitic worm that will adhere
creature made of many tentacles, strange eyes and
to the back of a living being’s neck. From there, will
244 mouths with many sharp teeth (for more info on the
try to establish a mind-link to control the being to do
following stats, see page 263):
their bidding, in a macabre symbiotic relation (for
more info on the following stats, see page 263):
Vigor 6 / Dexterity 2 / Senses 3 / Ferocity 5
MIND, SOUL AND POWERS
MUTATIONS
245
with zones or objects contaminated by radiation-like or contests with the Stealth Skill.
effects (see page 141).
3 Glowing Eyes: A single, non-modified, rolled 1
Characters created as mutants will automatically will count as a non-modified, rolled 0 for all purposes
start with two mutations: one good and one bad. when participating in normal or hard tests or contests
with the Intimidation Skill.
Game masters should also be mindful of roleplaying
implications about how a mutant will be treated by others, 4 ESP: A single, non-modified, rolled 1 will
as people are rarely indifferent to a character with a visible count as a non-modified, rolled 0 for all purposes
mutation. Regardless of the mutation being benign or when participating in normal or hard tests or contests
246 malignant, some societies may revere a mutant as a divine with the Persuasion Skill.
being, while others may completely despise them.
5 Hypermobility: A single, non-modified,
rolled 1 will count as a non-modified, rolled 0 for all
LIST OF MUTATIONS
MIND, SOUL AND POWERS
For characters created with mutations, simply 6 Prescient: A single, non-modified, rolled 1 will
roll two dice during character creation and add them count as a non-modified, rolled 0 for all purposes
together to find out which beneficial mutation is when participating in normal or hard tests or contests
acquired in the respective list, then repeat the process with the Driving Skill.
with the malignant mutations list to find out which
malignant one is acquired.
7 Gifted: If the setting has Psychic Powers, the
character will gain one random Psychic Power. If the
A player will then have the option to discard
character was not yet a psychic, they will also gain
a malignant mutation acquired during character
Psychic Points equal to twice their Presence Attribute
creation, but they must spend 1 of their character’s
Score (see page 234). If the setting does not have
Background Points to do so.
Psychic Powers, reroll the dice again on this same list.
13 Scales: The character develops natural armor 3 Spasms: The character will suffer constant
with a rating of 1. If the character already has a natural spasms. All normal tests and contests involving Skills
armor of 1 or higher, roll again on this same list. from the Dexterity group become hard ones. This
mutation effect supersedes any Ability that would
revert such tests and contests into normal ones.
14 Mutant Regeneration: The character heals one
Wound Point per hour without needing any medical
treatment, as long as they are not dying and have less 4 Drained: The character will feel exhausted
than 6 Wound Points. all the time. All normal tests and contests involving
DREAMSCAPES
249
In some settings with fantastical elements, Characters that have the Insightful or Astute
such as , and , a person may, forcibly or Advantages or that knowingly took the
with permission, enter another person’s dreams. Dreamseed (or used the Morpheus Machine—
In those settings, this is possible through a drug see further below) will be considered “lucid
called the Dreamseed and, in , it is also possible dreamers” and will be capable of altering the
for those with the Dreamwalker Divine Power (see Dreamscape, while non-lucid dreamers will
page 216). be unaware that they are dreaming and won’t
be able to make changes to the dream-reality
around them.
The Dreamseed is a drug made from the spores
of a small, slug-like being called the Nemadae. People
who ingest the Dreamseed will drop into a slumber CREATING A DREAMSCAPE
DREAMSCAPES
Those who ingest the Dreamseed made from Some Dreamscapes may take a surreal
spores of the same Nemadae at roughly the same appearance, with different laws of physics than
time can share a dream in a parallel reality called the those of the awakened world. They may lack logical
Dreamscape. correlation between cause and effect, and be the
home of strange denizens. Other Dreamscapes may
The Dreamscape is just like a dream made be quite indistinguishable from the awakened reality.
of pieces from the subconsciouses of two or more Regardless of how the Dreamscape looks, a non-lucid
dreamers who happen to share it. Each dreamer dreamer won’t ever discover that they are dreaming
brings places, objects, events from past experiences, while inside a Dreamscape, only realizing that when
250 they wake up.
secret desires, hidden fears, and Oneiroi—soulless,
autonomous, lifelike people and creatures made of
dream—to merge into a unique dreamlike landscape. When describing a Dreamscape, game masters should
MIND, SOUL AND POWERS
DICE DESCRIPTION
ROLL
For support only, game masters may refer
to or randomly choose options from the tables The Dreamscape won’t have any
below, designed to help them in creating a unique O
special rules and will allow lucid
Dreamscape on the fly. dreamers to try to change it freely,
according to the normal rules.
DREAMSCAPES
0 The Dreamscape will function as a
infinite desert.
dream prison. No lucid dreamer may try
The Dreamscape will resemble some to awaken from it, and every dreamer
1 killed inside it will “wake up” in
part of the awakened world.
2 another location inside the dream.
The Dreamscape will be entirely All dreamers will automatically
2 composed of a single, large retain knowledge of what passed in
labyrinth. the Dreamscape when they actually
wake up.
The Dreamscape will be entirely
composed of a large vehicle or ship. Unlike regular dreams, the
3 Depending on the setting, this may Dreamscape will allow dreamers to
be a sailing ship, a starship, a 3 coherently read words and numbers,
train, an airship, etc. and these won’t change every time
251
dreamers glance at them.
The Dreamscape will be entirely
composed of a single room or building, The Dreamscape is a nightmare of sorts
4 such as a house, a school, or an in which all attempts to run away
office, from which the dreamers are from danger will automatically fail.
The Oneiroi will resemble people and The Dreamscape will continuously
1 call dreamers for adventures, and
creatures from the awakened world.
inspire them to be brave and bold
The Oneiroi will resemble in their hearts. Oneiroi will give
1
doppelgangers of the dreamers them quests to be performed inside
themselves, but they won’t emit a the dream, which may also help them
single word in any circumstance and with their ventures in the awakened
DREAMSCAPES
2
will have permanent sinister looks world.
and grins. Lucid dreamers cannot
create any Oneiroi. The Dreamscape will be surreal in
all of its aspects. Cause and effect
The Oneiroi are comprised won’t have logical correlations.
exclusively of people and creatures 2 Oneiroi will act bizarrely, things
from the awakened world who have won’t function as they are supposed
passed away, be they people and to, and architecture may not conform
3 companion creatures the dreamers to the three dimensions of space.
knew personally in life or famous
historical people and creatures. The Dreamscape will be filled with
Some may have the appearance of symbolism, and the dream will
ghosts or animated corpses. become a journey of metaphysical
252 enlightenment. The supernatural
The Oneiroi are comprised exclusively will take control of the Dreamscape,
of creatures of the awakened world, and a channel to other realities—
3
with no people in sight besides the divine or otherwise—will be opened.
4 Dreamers may come into contact with
dreamers themselves. Some of the
MIND, SOUL AND POWERS
DREAMSCAPES
through combat. medium-sized object—weapons, clothes, armor,
furniture, doors, stairs, windows, miscellaneous
items, etc. It will be a hard one if they are trying
THE RULES OF A DREAMSCAPE to create or modify large things—land, sea or air
change the rules of the Dreamscape (game master’s for reasons other than stealing. This might include
discretion applies, as usual). helping someone remember things lost by amnesia
or discovering facts known by people unable to
Usually such a test will be a normal one if a communicate because of different languages.
character is trying to create Oneiroi, and they may
create a number of these dream beings equal to their Another important fact of the Dreamscape
Presence Attribute Score. The created beings are regarding the mind: a character will be
always secondary non-player characters (see page automatically awakened if they “die” inside
162) or creatures acting together in a swarm (see the dream. When that happens, the dreamer
page 264). The test will be a hard one if the lucid must succeed in a normal Wits Attribute test to
dreamer is trying to bend the laws of physics in the retain anything from all that they experienced
254 Dreamscape itself—inverting the gravity vector of an and learned during their dream before being
area, teleporting herself or someone else to an open abruptly woken. The same test will be required
spot in her sight instantly, being able to fly, turning when the dreamer is woken by an external
daylight into night or vice versa, etc. event, such as being physically shaken by
someone in the awakened reality.
MIND, SOUL AND POWERS
DREAMSCAPE AND THE MIND Inducing such terrible nightmares will depend
on many variables, but it will require at least that the
assailant steals information about its victim regarding
Sharing a Dreamscape will, in some ways, open past traumas or present fears, and obtains success
DREAMSCAPES
called the Morpheus Machine. This is a portable
device that can connect the sleeping minds of up to
eight subjects to form a single, non-mystical type of
Dreamscape that they populate.
TRACKERS
256
MIND, SOUL AND POWERS
Non-player characters, be they main or secondary 0 Weakened: Throughout the following day,
ones, from such settings usually won’t have Trackers, all tests and contests with the Vigor and Dexterity
but the game master may assign them on the fly to Attributes, and Skills related to those Attributes, will
any such characters if the need arises. be considered hard ones for the character.
TRACKERS
Compared to Attributes and Skills, Trackers will 1 Confused: Throughout the following day,
usually be defined by having a fluctuating, dynamic all tests and contests with the Wits Attribute, and
value, which may go up or down depending on how Wits-related Skills, will be considered hard ones for
well or how badly the characters are facing particular the character. Also, the Wits Attribute Score will be
threats in the story. considered 1 point lower (minimum of 1) for tests
and contests with the Arcana Skill for the purpose of
spellcasting only.
DARKNESS
2 Drained: Throughout the following day, all
tests and contests with the Presence Attribute, and
In some settings, such as , , and , Presence-related Skills, will be considered hard ones
257
those who deal with the arcane carelessly may find for the character. Also, the Presence Attribute Score
themselves facing the dangerous threat of an evil, will be considered 1 point lower (minimum of 1) for
supernatural force referred to as the Darkness. gathering Mana Points for spellcasting only.
terrify the character while awake. This could provoke In certain situations, a character’s Darkness
actions incomprehensible to those around the Points won’t ever drop below a permanent minimum,
character and possibly put them at grave risk of some as outlined below:
kind. All Skill tests and contests related to the Wits
and the Presence Attributes will be hard ones.
258 ♦ a minimum of 1 Darkness Point, for characters
who have accepted blood from a willing person,
6 Dark Mutation: If the character has only 1 such as in a blood ritual;
Darkness Point, apply the “Marked” result instead. ♦ a minimum of 2 Darkness Points, for characters
MIND, SOUL AND POWERS
The character is “rewarded” by a specific Fiend (see who have knowingly injured an innocent or
page 295), or the Darkness itself, and receives a a restrained person or knowingly injured a
random good or bad mutation (page 245). Even if the restrained animal for purposes of spellcasting;
character receives a good mutation, they will probably ♦ a minimum of 3 Darkness Points, for characters
have to deal with a change to their appearance and who have knowingly killed an innocent or
any possible social repercussions stemming from it. restrained person or knowingly killed a restrained
In most situations, the Dark Mutation is permanent, animal for purposes of spellcasting.
but, as a curse of sorts, it may go away under very rare
circumstances, if the character manages to redeem Having 4 or more Darkness Points may create
herself from their past dark acts. direct passive repercussions, since some special
non-player characters, creatures, or places may
7 Shadow Visitor: If the character has only 1 “sense” such a status from a player character,
Darkness Point, apply the “Hallucinations” result affecting immediate or future story developments.
instead. On one of the following days, most likely Also, for settings with Vitality Powers ( ), a
when they are alone, the character will be visited by character’s total Vitality Points will be reduced by
a powerful being from the shadows (see Fiends in the same amount as they have Darkness Points at
page 295). Such a creature will be attracted by the any given moment (see page 225).
character’s power or corruption, and it may try to
kill and consume them to steal their Darkness. Still, Player characters who deal consistently with
sometimes the shadow being may first offer some the Darkness may, over time, become immune to
kind of sinister blood pact to spare the character’s life its effects, but in doing so they will also become
for the next few days or years. irredeemably evil in nature and thus are automatically
TRACKERS
hands, vanishes, or is destroyed.
redemption, losing all of their current Darkness Points in
the process. Such events, however, usually come at the cost
of sacrificing oneself to save others from greater evil. Because of this, a character may have a negative
total of Fortune Points. If so, they cannot spend any
Fortune Points until they reach a positive total again.
FORTUNE
Alternatively, in settings of their own design,
the game master may give or take Fortune Points
to characters regardless of amulets or trinkets. This
In , and other settings with the Fortune
could represent the gain and loss of favor with the
Tracker, luck and destiny are not only credible things
unseen, superior forces of reality, according to the 259
to most, but also powers that will directly impact
morality of their actions. When that is the case, apply
characters’ lives.
the following rules:
In those settings, each new character begins Regardless of how characters gain or lose
their first story with a religious amulet or a Fortune Points, no character can have a total of
lucky trinket. This is imbued with a number of Fortune Points higher than 9 or lower than -9.
Fortune Points equal to the roll of a die plus
2. The character won’t have to carry the amulet Whenever a bad outcome happens to a character,
or trinket; it may be placed on something very their player may choose to spend some of their
personal to them, like their vehicle, their bed, Fortune Points to try to reverse their fate. This is only
or a pet’s collar. possible if they have a positive total of Fortune Points.
While in most Fortune items are amulets of The first time a character spends Fortune Points in
religious meaning and outlook, in such special a session, they will lose 1 point. The second time they
After Fortune Points are spent, if the character Each character will start their first story with a
still has at least 1 Fortune Point left, the game master number of Hope Points equal to a die roll, plus
will change their outcome for a better one. If they 4, plus twice their Presence Attribute Score,
are left with no Fortune Points, the original fate will minus their total number of Weaknesses.
remain. But while Fortune Points may go negative (as
seen above), they may not go below 0 only because of
such dice rolls. Hope Points may be earned at the end of a story
if its outcome is considered a positive one by the game
master and if the player characters have completed its
In theory, anything may be reversed, and even a main objectives. Each player will be awarded 1 Hope
failed test or contest may be retaken; the game master Point per session of the finished story before the next
is free to decide how to deal with each case. However, step in the saga begins.
unless the player is trying to reverse the outcome of
TRACKERS
BESTIARY
Михаил Герасимов (Order #27301389)
CHAPTER 18
CREATURES
263
BESTIARY
dice for any tests or contests, even when its Attribute or prehensile tail, by using its Vigor (if trying to
Score is higher than 5. grab someone) or Dexterity Attribute (if trying to
grab something) as the one relating to the trick.
The Senses Attribute will govern the creature’s ♦ Guard a Spot: the creature will guard a spot
ability to find prey and avoid predators through indicated by its master with its Senses or
sight, hearing or smell. The Ferocity Attribute will Ferocity Attribute as the one relating to the
represent the creature’s aggressiveness, its tendency
not to flee from foes, and the difficulty for others to
approach and tame it.
264
Approaching and taming a creature will demand
two separate Taming Skill contests (see page 106).
Besides Attributes and tricks, creatures will also For an optional, more streamlined rule for wounds,
have action types, which will refer to the kind of simply give a medium-sized or larger creature 1 Wound
actions it may perform that are natural for the creature Point for every 2 points of damage that bypass its natural
(that is, that don’t have to be learned from its master armor (3 if it is large; 4 if it is huge; 5 if it is colossal). With
CREATURES
first). Just like tricks, creature actions will always be a total of 4 Wound Points, the creature flees (if possible).
resolved as if it were a Skill test or contest relating to With a 5th Wound Point, it is KO'd (if possible). With a
one of the creature’s Attribute Scores. Unless specified 6th Wound Point, the creature is killed.
otherwise, the creature will be considered to have 2
Ranks in the action type. By the default rules, however, creatures don’t
automatically die when they reach a total of 6 or
A creature will also probably have at least one more Wound Points. Still, most creatures will
attack that will be its natural form of defense or flee if they receive damage from a single attack
catching prey. An attack must be treated like a Skill equal to, or higher than, their Ferocity Attribute
and, unless specified otherwise, the creature will Score plus their first damage threshold value.
have 2 Ranks in it. The attack can be performed with 265
either its Vigor or Dexterity Attribute, regardless of it Finally, in some situations, the game master
being a melee or ranged one. However, if the attack may choose to streamline combat involving medium-
is successful, damage increment by the margin of sized or smaller creatures from the same species,
success will be halved (rounded down) if the Vigor such as when the player characters confront a pack
Attribute was used for a ranged attack or the Dexterity or a swarm of small creatures. When that is the case,
Attribute for a melee one. apply the following rules:
BESTIARY
Melee attacks dealt by creatures with a Vigor Attribute ♦ The swarm will act together during the same
of 6 or higher may only be parried if the targeted character Initiative order, with an Initiative of 7.
has a Vigor Attribute Score no more than two points lower ♦ A creature that is part of a swarm can be instantly
than the attacker’s (see page 129). killed if it receives damage from a single attack
TABLE 27
TINY (RAT) 1
SMALL (CAT) 1 2 3 4 5
MEDIUM (HUMAN) 2 4 6 8 10
LARGE (HORSE) 3 6 9 12 15
HUGE (ELEPHANT) 4 8 12 16 20
COLOSSAL (WHALE) 5 10 15 20 25
settings such as , , and , a player may have ♦ 2 Creature Points for a medium creature that
their character start with a tamed companion creature cannot be ridden, with a Vigor Attribute Score of 2
by spending 1 Background Point during character ♦ 3 Creature Points for a large creature that may be
creation. Unlike when acquiring a companion creature ridden by a single rider, with a Vigor Attribute
with the character’s Money Stat, such an animal may Score of 3
be a more exotic specimen found and tamed by the ♦ 4 Creature Points for a large creature that may
character. be ridden by one or two riders, with a Vigor
Attribute Score of 4
A character may have more than one companion ♦ 6 Creature Points for a huge creature that may
creature, but a spellcaster character may only have be ridden by up to three riders, with a Vigor
one Familiar at any given time. Attribute Score of 5
♦ 8 Creature Points for a huge creature that may be
ridden by up to four riders, with a Vigor Attribute
When giving their character a companion
Score of 6
creature by spending 1 Background Point, the player
will have two options: choose any one creature
from the mount, hunter companion, pet or familiar 3 Choose the companion creature’s type of
categories found in page 270 (Sample Creatures), or movement and Dexterity Attribute Score:
create one unique companion creature from scratch. ♦ 0 Creature Points for the creature to only be
Михаил Герасимов (Order #27301389)
CREATURES
able to Crawl (Vigor-based action) and have a 4 Choose the companion creature’s Dodge and
Dexterity Attribute Score of 1 267
Stealth action types and its Senses Attribute Score:
♦ 1 Creature Point for the creature to only be able ♦ 0 Creature Points for the creature to have a Senses
to Crawl and Burrow (both Vigor-based actions) Attribute Score of 1, but the creature won’t have
and have a Dexterity Attribute Score of 1 the Dodge and the Stealth action types;
♦ 1 Creature Point for the creature to only be able to ♦ 1 Creature Point for the creature to have a Senses
Swim (Vigor-based action) and have a Dexterity Attribute Score of 2, and the creature will have
the Dodge action type (Dexterity-based), but not
Attribute Score of 2
BESTIARY
the Stealth one
♦ 2 Creature Points for the creature to only be able to ♦ 2 Creature Points for the creature to have a Senses
Walk (Vigor-based action), and have a Dexterity Attribute Score of 3, and the creature will have
Attribute Score of 2 the Dodge action type (Dexterity-based), but not
♦ 3 Creature Points for the creature to be able to the Stealth one
Walk and Swim (all Vigor-based actions) and ♦ 4 Creature Points for the creature to have a Senses
have a Dexterity Attribute Score of 3 Attribute Score of 4, and the creature will have
the Dodge action type (Dexterity-based), but not
♦ 4 Creature Points for the creature to be able to the Stealth one
Run and Jump (all Vigor-based actions), and have
a Dexterity Attribute Score of 4 ♦ 6 Creature Points for the creature to have a Senses
Attribute Score of 5, and the creature will have
♦ 6 Creature Points for the creature to be able to both the Dodge and the Stealth action types (both
Run, Jump and Climb (all Vigor-based actions) Dexterity-based)
and have a Dexterity Attribute Score of 5
♦ 8 Creature Points for the creature to be able to 5 Choose the companion creature’s natural
Run, Jump, Climb (all Vigor-based actions) and armor rating and its Ferocity Attribute Score:
Fly (Dexterity-based action), and have a Dexterity ♦ 0 Creature Points for the creature to have no
Attribute Score of 6 natural armor and a Ferocity Attribute Score of 1
CREATURES
rideable—if large or huge—but to have no tricks Ferocity Attribute Score by 2 (maximum Attribute
Score of 9); costs 2 Creature Points.
♦ 2 Creature Points for the companion creature to
be rideable—if large or huge—and to Attack on ♦ Predator: increase the number of Ranks of one of
command the companion creature’s attacks from the default
2 to 4; cost of 2 Creature Points.
♦ 2 Creature Points for the companion creature to ♦ Intelligence: increase the number of Ranks of
be rideable —if large or huge—and to Come to a
one of the companion creature’s tricks (other than
Whistle on command
Attack) from the default 2 to 4; cost of 2 Creature
♦ 3 Creature Points for the companion creature Points.
to be rideable—if large or huge—and to Attack
and Guard a Spot on command
♦ Swiftness: increase the number of Ranks of one
of the companion creature’s action types (such as 269
♦ 4 Creature Points for the companion creature to Dodge) from the default 2 to 4; cost of 2 Creature
be rideable—if large or huge—and to Come to a Points.
Whistle, and Listen and Repeat on command
♦ Chameleon Skin: the companion creature will
♦ 5 Creature Points for the companion creature to be have the Stealth action type (Dexterity-based)
rideable—if large or huge—and to Attack, Come if not already; also, increase the companion
to a Whistle, and Guard a Spot on command creatures Stealth Ranks from the default 2 to 4;
costs 4 Creature Points.
♦ 6
BESTIARY
Creature Points for the companion creature
to be rideable—if large or huge—and to Attack, ♦ Reflexes: the companion creature’s Climb, Jump,
Come to a Whistle, Guard a Spot, and Listen and Run, and Swim action types, if any, will be
Repeat on command Dexterity-based instead of Vigor-based; costs 4
Creature Points.
♦ 6 Creature Points for the companion creature to be
rideable—if large or huge—and to Attack, Come ♦ Tenacity: the companion creature is immune to
to a Whistle, Guard a Spot, and Grab Something KO; costs 4 Creature Points.
on command ♦ Steadfastness: the companion creature never
flees; costs 4 Creature Points.
♦ 8 Creature Points for the companion creature
to be rideable—if large or huge—and to Attack, ♦ Venom: once per combat, the companion creature
Come to a Whistle, Guard a Spot, Listen and may infect a target it has successfully attacked
Repeat, and Grab Something on command with the effects of a poison of the player’s
choosing (one poison per companion creature);
costs 4 Creature Points.
9 Choose one or more of the special traits below ♦ Regeneration: if not killed, dying, or inflicted
for the companion creature, if any: with 6 or more Wound Points, the companion
♦ Strength: increase the companion creature’s creature will heal one Wound Point per hour
Vigor Attribute Score by 1 (maximum Attribute and one missing limb per week; costs 4 Creature
Score of 9); costs 2 Creature Points. Points.
All stats listed below are averages. Just like any Mana Points: 0.
other characters, individual creatures from each of Tricks: Attack (normal).
those species may have different Attribute Scores. Special: Immune to KO. Its blood is a potent corrosive
substance.
MOUNTS
WYRMSPAWN
HORSE A large, dragonfly-like, winged insect with a red or
golden body.
Large. Similar Creatures: Arurus (a pterosaur-like creature
270 Similar Creatures: Hornedferus (similar to a large
with colorful feathers; , ), Dragonbird (a giant
horse, but with colored, zebra-like stripes, and large
hummingbird-like creature; , , ).
goat-like horns; , , , ), Fae-Moose (moose-
like creature; , , ), Desert Ferus (a cross
Vigor 3 / Dexterity 6 / Senses 4 / Ferocity 2
between a horse and a dromedary; , , ).
2/1W+ 3/2W+ 4/3W+
WOUNDED DEAD
KO(B)? KO/D(P)? KO+I/D?
Vigor 6 / Dexterity 3 / Senses 2 / Ferocity 3
BESTIARY
3 6 9 12 15
2/1W+ 3/2W+ 4/3W+
WOUNDED DEAD
KO(B)? KO/D(P)? KO+I/D?
Sting: Piercing, 1 (Wyrmspawn only).
3 6 9 12 15 Beak: Piercing, 0 (Arurus and Dragonbird only).
Natural Armor: 0.
Ram: Blunt, 5.
Action Types: Dodge (Dexterity) / Fly (Dexterity, 4
Natural Armor: 0. ranks).
Action Types: Dodge (Dexterity) / Jump (Vigor) / Number of Riders: 1.
Run (Vigor, 4 ranks).
Mana Points: 1.
Number of Riders: 2.
Tricks: Attack (hard).
Mana Points: 0.
Special: Immune to KO. Has a fluorescent body that
Tricks: Attack (normal; Horse, Hornedferus and Fae- can be easily detected during the night (Wyrmspawn
Moose only) / Come to a Whistle (normal). only).
Special: The creature and its riders (if any) can
resist malignant spells as if they had the Resilient
Advantage (Fae-Moose only).
2 4 6 8 10
Bite: Slashing, 2.
Natural Armor: 0.
Action Types: Dodge (Dexterity) / Jump (Vigor) /
Run (Vigor).
Number of Riders: 0.
CREATURES
Mana Points: 2.
Tricks: Attack (normal) / Come to a Whistle (normal)
/ Guard a Spot (normal) / Grab Something (normal).
ELEPHANT Special: May follow a track by scent with a normal
Huge. Senses Attribute test.
Similar Creatures: Scaramuht (a six-legged, desert
beetle-like insect, the size of an elephant; , ,
, , ); Darkfur (a mastodon-like creature; ,
, , ).
271
Vigor 7 / Dexterity 1 / Senses 2 / Ferocity 5
4 8 12 16 20
Trample: Blunt, 7.
BESTIARY
Natural Armor: 2.
Action Types: Run (Vigor).
Number of Riders: 4.
Mana Points: 0.
Tricks: Attack (normal).
Special: Immune to KO (Scaramuht only). Its shell
can be used to craft armor or shield with an armor
rating of 2 (Scaramuht only).
TIGER
HUNTER COMPANIONS Medium.
Similar Creatures: Felityrg (a large tiger-like animal
WOLF with dark, oily skin and spikes on the joints; , ,
Medium. , , ), Ligon (a lion-like creature; , , ),
Shadowcat (a panther-like creature; , , , ).
Similar Creatures: Hound ( , , ), Wildcanid (a
half-dog, half-wolf, medium-sized animal with black
2 4 6 8 10 Number of Riders: 1.
Mana Points: 0.
Claws: Slashing, 3. Tricks: Attack (normal) / Come to a Whistle (normal;
Natural Armor: 0. Buteorex only).
Action Types: Climb (Vigor) / Dodge (Dexterity) / Special: Its talons can be used to craft daggers
Jump (Vigor) / Run (Vigor) / Stealth (Dexterity). (Vultryph only).
Number of Riders: 1 (Felityrg and Shadowcat only).
Mana Points: 1. BEAR
Tricks: Attack (normal). Large.
Special: Its blood may be used to make a Paralysis Similar Creatures: Carnimaximus (a large bear-like
poison (Felityrg only). animal with a body covered in spikes similar to a
CREATURES
porcupine’s; , , ).
MELIERAXUS
Large; a formidable bird of prey with razor-sharp Vigor 6 / Dexterity 2 / Senses 3 / Ferocity 6
claws. 2/1W+ 3/2W+ 4/3W+
WOUNDED DEAD
Similar Creatures: Vultryph (a giant condor-like KO(B)? KO/D(P)? KO+I/D?
creature; , ), Buteorex (a giant eagle-like 3 6 9 12 15
creature; , , ).
Claws: Slashing, 4.
Vigor 4 / Dexterity 4 / Senses 5 / Ferocity 3 Natural Armor: 1.
272 Action Types: Climb (Vigor) / Dodge (Dexterity) /
2/1W+ 3/2W+ 4/3W+
WOUNDED KO(B)? KO/D(P)? KO+I/D? DEAD Run (Vigor).
Number of Riders: 1 (Carnimaximus only).
3 6 9 12 15
Mana Points: 0.
Tricks: Attack (hard; Carnimaximus only).
Special: A saddle on a leather coat is mandatory for
the creature to be used as a mount (Carnimaximus
BESTIARY
only).
PETS
MONKEY
Small.
Similar Creatures: Rarplo (a small four-eyed,
monkey-like animal with four arms, a prehensile
tail and multi-colored fur; , , , , ),
Arborsimus (a monkey-like creature; , , ).
1 2 3 4 5
CREATURES
with a fox-like tail; , , ).
CAT
Small. Vigor 2 / Dexterity 3 / Senses 5 / Ferocity 3
Similar Creatures: Hornedfelix (a small cat-like 2/1W+ 3/2W+ 4/3W+
WOUNDED DEAD
animal with miniature, antelope-like horns; , , KO(B)? KO/D(P)? KO+I/D?
, , ), Vulpix (a creature like a cross between a 1 2 3 4 5
cat and a fox; , , ).
Bite: Slashing, 1.
Vigor 1 / Dexterity 5 / Senses 4 / Ferocity 4 Natural Armor: 0.
Action Types: Dodge (Dexterity) / Jump (Dexterity) / 273
WOUNDED 2/1W+ 3/2W+ 4/3W+ DEAD Run (Dexterity).
KO(B)? KO/D(P)? KO+I/D?
Number of Riders: 0.
1 2 3 4 5 Mana Points: 1.
Tricks: Attack (normal) / Come to a Whistle (normal,
4 ranks) / Guard a Spot (normal, 4 ranks) / Grab
Something (normal, 4 ranks).
BESTIARY
Special: May follow a track by scent with a normal
Senses Attribute test.
RAVEN
Tiny.
Similar Creatures: Speakbird (a white feathered,
small bird with three eyes and a white, long beak,
able to reproduce spoken words; , , , ),
Etherbird (a sparrow-like creature; , , , ),
Corvus (a crow-like creature; , , ).
- - - - 1
Tricks: Attack (hard) / Grab Something (hard). Tricks: Attack (hard; Serpens and Aranae only).
Special: Immune to KO. Its Dexterity Attribute Score Special: Immune to KO. Never flees (Serpens only). 1
is considered 5 when the creature is doing a Stealth bonus die when casting a spell with the Wicked Third
action. Arcane Symbol, and 1 fewer die when casting a spell
with the Virtue Third Arcane Symbol (only when
using Serpens’ Mana Points).
FAMILIARS
BLINDFERRET VORYUK
A small ferret-like animal with no eyes and bat-like A blind rat with bat-like sonar, the size of a small dog)
sonar. Similar Creatures: Laceratix (an eyeless lizard-like
Similar Creatures: None. creature; , , , .
1 2 3 4 5 1 2 3 4 5
CREATURES
A parasitic worm that may live under the skin in the Tricks: Cannot be tamed.
neck of humanoid beings. Special: When killed, there’s a 50% chance it will burst
Similar Creatures: Vine-of-Thorns (a sentient, vine- open, blasting nearby people with bone splinters
(Blatarus only; Energy-type, Base Damage Rating of
like plant with venomous thorns; , , , , ), 3, 4-meter/yard radius; hits 1 to 2 targets).
Mindworm ( ; see page 243).
GORILLA
Vigor 1 / Dexterity 1 / Senses 1 / Ferocity 5
Large.
WOUNDED 2/1W+ 3/2W+ 4/3W+ DEAD Similar Creatures: Tarmahsma (a large gorilla-like
KO(B)? KO/D(P)? KO+I/D? creature with four arms and fur with brightly colored 275
- - - - 1 stripes; , , , , ).
BESTIARY
2 4 6 8 10
Number of Riders: 0.
Mana Points: 5 (Hellworm only, and only if infected Ram: Blunt, 4.
by it). Bite: Slashing, 4.
Tricks: Attack (hard). Natural Armor: 0.
Special: The Hellworm can only attack helpless Action Types: Climb (Vigor) / Dodge (Dexterity) /
targets, such as those restrained or sleeping. Once a Jump (Vigor) / Run (Vigor).
person is infected, they are drained (their physical Number of Riders: 0.
age increases by 1 plus a die roll years) and may Mana Points: 0.
suffer episodes of insanity (Hellworm only). Immune
Tricks: Attack (hard; Tarmahsma only) / Grab
to KO. Never flees.
Something (hard, 4 ranks; Tarmahsma only).
Special: From time to time, may develop intellect
WILD CREATURES equivalent of a Wits Attribute with a Score of 1
(Tarmahsma only).
BULL
Large.
Similar Creatures: Blatarus (a large bovine creature
Action Types: Dodge (Dexterity) / Run (Vigor) / test to speed up a patient’s healing process may be
Stealth (Dexterity) / Swim (Vigor). retaken once if the Repysaur blood was used during
Number of Riders: 0. the first attempt).
Mana Points: 0.
Tricks: Cannot be tamed.
Special: Immune to KO. Has an organ that functions
like an organic battery of sorts, retaining its energy
for a week or so after being harvested (Swampbane
only).
276
SHARK
Large.
Similar Creatures: None.
WOUNDED DEAD
KO(B)? KO/D(P)? KO+I/D?
3 6 9 12 15
Bite: Slashing, 5.
Natural Armor: 1.
Action Types: Dodge (Dexterity) / Stealth (Dexterity)
/ Swim (Vigor, 4 ranks).
Number of Riders: 0. LIVING DEAD
Mana Points: 0. A mindless, flesh-eating corpse reanimated by
maligned supernatural powers.
Tricks: Cannot be tamed.
Special: Immune to KO. Similar Creatures: Undead ( , ; see page 280).
CREATURES
Vigor 3 / Dexterity 2 / Senses 3 / Ferocity 5
Vigor 6 / Dexterity 2 / Senses 2 / Ferocity 6
2/1W+ 3/2W+ 4/3W+
WOUNDED DEAD
KO(B)? KO/D(P)? KO+I/D? 2/1W+ 3/2W+ 4/3W+
WOUNDED DEAD
KO(B)? KO/D(P)? KO+I/D?
2 4 6 8 10
4 8 12 16 20
Claws: Slashing, 1, Disease (works just like the
Red Grip disease, and if the character dies from the Bite (4 Ranks): Slashing, 5, Venom (works just like
disease, they will be cursed to come back from the the Sweet Kiss poison).
dead as a Ghul). Natural Armor: 2 (Giant Serpens only).
Natural Armor: 0. Action Types: Climb (Vigor) / Dodge (Dexterity) / 277
Action Types: Climb (Vigor) / Run (Vigor). Run (Vigor).
Number of Riders: 0. Number of Riders: 0.
Mana Points: 0. Mana Points: 0.
Tricks: Cannot be tamed. Tricks: Cannot be tamed.
Special: Immune to KO. Ghuls fear the daylight and Special: Immune to KO. Never flees (Giant Serpens
only come out at night, otherwise remaining indoors. only).
BESTIARY
HAUNT SWAMMERDAMI
A semi-sentient hateful spirit of a dead being. A huge scorpion-like creature.
Similar Creatures: Wrath ( ; see page 243). Similar Creatures: None.
- - - - 1 4 8 12 16 20
Haunting: Blunt, 2 (a telekinetic attack that will hurl Sting (4 Ranks): Piercing, 3, Venom (works just like
nearby objects at targets; this special attack uses the the Sweet Kiss poison).
Senses Attribute as the related one for the contest). Natural Armor: 3.
Natural Armor: 0. Action Types: Dodge (Dexterity) / Run (Vigor).
Action Types: Fly (Dexterity). Number of Riders: 0.
Number of Riders: 0.
5 10 15 20 25 ranks).
Number of Riders: 0.
Multiple Stings (hits up to 2 targets; 4 Ranks): Piercing, Mana Points: 0.
3, Venom (works just like the Paralysis poison). Tricks: Cannot be tamed.
Natural Armor: 0. Special: Immune to KO. Never flees. If not killed, it
Action Types: Dodge (Dexterity) / Fly (Dexterity). will completely regenerate itself in a day or so (even
Number of Riders: 0. lost heads).
Mana Points: 0.
Tricks: Cannot be tamed. DRAGON
278 Special: Immune to KO. Senses the movements of prey A colossal flying lizard; some have human-like
and other creatures through minimal air vibrations. intelligence and may even be able to speak.
BESTIARY
5 10 15 20 25
CREATURES
Number of Riders: 0.
Mana Points: 2.
Tricks: Cannot be tamed.
Special: Immune to KO. Never flees. Places where
Dragons live are always considered to have 2 less
Mana Points than usual because of the constant
Mana-draining inherent to them.
ETERNAL
A colossal underground worm, capable of swallowing 279
whole huge creatures or vehicles.
Similar Creatures: None.
BESTIARY
5 10 15 20 25
DENIZENS
OF THE NIGHT
280
BESTIARY
BESTIARY
the game master regarding the infection in and
other settings with Undead being caused by a virus
For , and other settings where the Undead
outbreak.
are caused by a virus outbreak, the game master
should define some parameters regarding how the
infection works. The game master should also decide, regarding
TABLE 28
Chance of infection if
HOW DOES THE INFECTION Certainty of infection if Certainty of infection if
wounded by an Undead.
HAPPEN? Death after 0 to 7 days.
killed by an Undead. death occurs.
POSSIBILITY OF A CURE FOR There’s no cure for the Yes, but probably cannot Yes, and it can be mass
THE INFECTION. infection. be mass produced. produced.
UNDEAD TYPES AND THE HORDE For some settings other than and , where there
are Undead that may be killed with a strike to the heart,
game masters may apply the same rules from the Brain
damage threshold to create a Heart damage threshold.
In and , the mindless Undead can never
be KO’d. They also never flee from combat. Just like
In , the Undead also have a special Score
Creatures (see page 263), the Undead have the Senses
called Infection, which represents the chance
and Ferocity Attributes in place of the Wits and the
of a character being infected by the virus when
Presence ones. They have only the following two
struck by the creature. For an infection to
damage thresholds:
happen, the game master must roll a number
equal to or higher than the Undead’s Infection
♦ Corpse: The amount of damage that must be Score on a single die. This die roll should be
282 dealt to an Undead’s body in a single attack for made in secret, each time a hit occurs. If the
it to be destroyed. All attacks dealt with Piercing- targeted character has the Resilient Advantage,
type weapons will deal 1 less point of damage to subtract 2 from the result (unless it is a 7). If the
the Corpse damage threshold if a hit occurs. All targeted character has the Sick Disadvantage,
attacks dealt with Energy-type weapons, with add 2 to the result (unless it is a 0).
Vitality Powers (see page 225), with Divine Strike
(see page 216), or with attacking spells that use
the Virtue Arcane Symbol, will deal 1 more point Below are four sample types of Undead created
BESTIARY
of damage to the Corpse damage threshold if a hit from human corpses, for and . The game master
occurs. If the damage dealt to an Undead’s body is, as always, free to devise new types of Undead.
doesn’t match or surpass the Corpse damage They may also use the templates from page 263
threshold, reduce its value by 1 per 2 points of (Creatures) as a starting point when devising non-
damage dealt. human Undead if the setting allows it.
TABLE 29 TABLE 30
POSSIBLE WAYS TO DESTROY AN DOES THIS WORK POSSIBLE WAYS TO AVOID A GIVEN DOES THIS WORK
UNDEAD IN THE DEFAULT CORPSE RISING AS AN UNDEAD IN THE DEFAULT
RULES? RULES?
WITH THE SAME AMOUNT OF DAMAGE BY BURYING IT.
NO
REQUIRED TO KILL A LIVING BEING.
BY BURNING IT.
WITH MASSIVE DESTRUCTION OF THE YES ( AND )
UNDEAD CORPSE. BY DESTROYING IT THROUGH MASSIVE
DAMAGE.
BY PUTTING A STAKE THROUGH ITS
WITH SUFFICIENT DAMAGE TO THE HEART. NO HEART (WILL STOP IT FROM RISING).
BY DECAPITATING IT.
WITH SUFFICIENT DAMAGE TO THE HEAD YES ( AND )
OR NECK. BY DESTROYING ITS HEAD.
BESTIARY
Attack: Bite (1 Rank), Slashing, Base Damage Rating intelligently than a Shambler, and it will be capable
1, Infection 4. This attack is hard by default, but of ambushing like a predator would.
becomes normal if the target is being held by the
same or another Undead. Vigor 3 / Dexterity 3 / Senses 5 / Ferocity 9
Attack: Claws (1 Rank), Blunt, Base Damage Rating
1, Infection 7. BRAIN CORPSE DEFAULT
INITIATIVE
Attack: Grab (1 Rank), Blunt, Base Damage Rating 0,
no Infection. This attack doesn’t deal damage but, if it 4 8 14
hits, the only action the grabbed character may take on
their turn is try to break free. This requires a normal Attack: Bite (3 Ranks), Slashing, Base Damage Rating
Vigor Attribute contest. While holding a character, 2, Infection 4. This attack is hard by default, but
the Undead may not do anything other than continue becomes normal if the target is being held by the
to hold them and try to bite them (see above). same or another Undead.
Skills: No Skills. The Shambler will never try to Attack: Claws (3 Ranks), Blunt, Base Damage Rating
dodge or parry incoming attacks. 2, Infection 7.
Special: Immune to KO. Shamblers move half the Attack: Grab (3 Ranks), Blunt, Base Damage Rating
usual distance a human would. Still, player characters 0, no Infection. This attack doesn’t deal damage, but
may find themselves trapped inside small rooms or if it hits, the only action the character may take on
6 12 7 DEVIOUS
The Devious is a rare type of undead that, for unknown
Attack: Bite (2 Ranks), Slashing, Base Damage Rating reasons, displays almost human-like capacity for
2, Infection 2. This attack is hard by default, but using common items and melee weapons. It won’t
becomes normal if the target is being held by the show reasoning or articulation, but it is capable of
same or another Undead. mimicking human speech like a parrot would—and
284
Attack: Claws (2 Ranks), Blunt, Base Damage Rating sometimes with an uncanny resemblance to the
2, Infection 6. original voice.
BESTIARY
BESTIARY
the game master may choose to streamline the rules
Even though Vampires are magical creatures, most of
of combat, applying the following guidelines:
them are not spellcasters. They are effectively dead corpses
“reborn” through a blasphemous ritual.
♦ During combat, the horde of Shamblers will act
together during the same Initiative order, with a
A person becomes a Vampire not by being bitten
Default Initiative of 3.
by a Vampire, but by drinking blood from such an
♦ A Shambler can be instantly destroyed—or put Undead creature (its master) when they are at death’s
indefinitely out of action—if a single attack aimed door, either because of an illness or injury. The usual
at its Corpse or Brain deals 2 or more points of “nearly dead” scenarios are the following:
damage. If the amount of damage dealt is below
2, nothing happens.
♦ If there are more Shamblers than player characters, ♦ The character is about to die in 1 to 8 hours
divide them somewhat equally among the because they have a total of 6 Wound Points (see
targeted living. The Shamblers will attack only page 131).
once per character as a group. For each Shambler ♦ The character is about to die in 1 to 8 hours
in the attacking group after the first one, roll 1 because of a failed normal Vigor Attribute
extra die for the attack roll (maximum of 5). test after receiving substantial damage from a
Piercing weapon (see page 131).
♦ Defending against a horde is a hard contest by
default. ♦ The character is about to die in 1 to 8 minutes
BESTIARY
survive. For that purpose, Vampires may, at will, Vampires will lose their strength, and will
elongate their fangs to puncture the skin of others. appear weak and very old, if they do not drink blood
A Vampire that fails to feed itself will have its regularly. Their Vigor and Dexterity Attribute Scores
Corpse damage threshold automatically reduced reduce to 1 if they stay buried under the earth for a
by 1 per day without blood. Roughly half a liter week or more, if they don’t feed on human blood for
of blood will satisfy a Vampire for a full day, so a week or more, or if their Corpse damage threshold
a Vampire that drinks 5 liters of blood in one is reduced to 3 or less.
day won’t be hungry for the following 10 days.
However, a Vampire won’t need to feed itself with
HEALING
blood while buried under the earth. Blood from
the dead, as well as human food and drinks, act A Vampire will heal 1 lost point from both
as poison to their corpses, reducing their Corpse its Corpse and Brain damage thresholds per half
damage threshold by an amount equal to the total a liter of human blood it drinks, or per 1 week it
of two rolled dice (minimum of 1) per event. stays buried under the earth. While remaining
buried has a healing effect, staying one or more
weeks under the earth will affect a Vampire’s
BLOOD FRENZY vitality (see above). Drinking at least half a liter of
When a Vampire drinks more than 1 liter of human blood will also restore a Vampire’s Vigor
blood in a single instance, the game master may call and Dexterity Attribute Scores to their normal
sea or a river, unless it does so inside a coffin. societies governed by rules of their own. Some such
rules may be universal—such as not openly revealing
their existence to human society—while others
SUN-BURNING
may be unexpected and bizarre codes of conduct.
A Vampire will have its Corpse damage threshold Vampires that violate such norms, knowingly or not,
automatically reduced by 1 per round of exposure to may face terrible consequences at the hands of the
direct sunlight. local Vampiric Society.
BESTIARY
must spend 1 Background Point. A Vampire player
character will start the game with a number of
Vampiric powers equal to its Presence Attribute Score
minus 1, freely chosen by the player.
290
BESTIARY
BESTIARY
move a distance equal to, or lower than, ten times test is required for it to work. Also, once per day, if
its Presence Attribute Score and still take a combat it is night time, if it is not raining, and if there is no
action, with any additional movement that is part fog around, the Vampire may summon fog to enter.
of it. This Vampiric power may be used a number of This will only work outside, and the fog will take
times equal to the Vampire’s Presence Attribute Score roughly one minute to form. It will last a number
per day, and no test is required for it to work. This of hours equal to the Vampire’s Presence Attribute
Vampiric power may only be used during night time. Score, and will cover an area with a radius equal to
the Vampire’s Presence Attribute Score in kilometers
(or their Presence Attribute Score times 0.6 in miles).
CREATURE OF THE NIGHT
With a combat action, the Vampire is able to
control the actions of creatures of the night, such HYPNOTIC TRANCE
as bats, rats, and wolves. This requires a successful With a combat action, the Vampire can control
normal test of its Presence Attribute, but does not the actions of any human subject it comes into contact
work on creatures which have been tamed. If the with, with a successful normal contest of the Presence
Vampire succeeds, it will access all of the creature’s Attribute between the two. If the target resists, the
senses and control its actions for a number of hours Vampire won’t be able to try to control them ever
equal to the Vampire’s Presence Attribute Score. The again. If the Vampire succeeds, it will control the
Vampire must take Focus actions to maintain this actions of the target for a numbers of hours equal to
cast its reflection on any mirror, per the sheer power Virtue Arcane Symbol spells, Divine Powers, Vitality
of its presence. This is a permanent Vampiric power. Powers, fire, or sunlight. This Vampiric Power may
not be activated with a reaction after an opponent
succeeds in attacking the Vampire—the reaction must
POWER OF THE BLOOD be taken before the attack roll is made. The Vampire
The Vampire may use its own blood as a may do this a number of rounds per day equal to its
Mana source to cast spells (if the Vampire has the Presence Attribute Score. Supernatural Resistance
Supernatural Power; see further below) or to allow may only be used during night time.
itself to keep using other Vampiric powers beyond
their regular maximum number of uses. In exchange
SUPERNATURAL STRENGTH
for 1 Blood Point the vampire gains 1 Mana Point,
1 extra use of a Power or 1 extra hour of a Power’s With a Free Action or a reaction, the Vampire can
duration (whichever is more pertinent to the Vampiric increase its Vigor Attribute to a Score of 6 for a single
power in question). In doing so, the Vampire will hurt round. The Vampire may do this a number of rounds per
292 day equal to its Presence Attribute Score. Supernatural
itself at the basis of 1 point of damage to its own Corpse
damage threshold per Blood Point Used. When using Strength may only be used during night time.
Power of the Blood, the Vampire may not cause more
damage to its own Corpse damage threshold per day TRAVELER
than twice its Presence Attribute Score. This Vampiric The Vampire can cross rivers and seas outside of
power may only be used during night time. a coffin. While doing so, however, the Vampire will
have both its Vigor and Dexterity Attribute Scores
BESTIARY
WARM
SUPERNATURAL DEXTERITY
The Vampire can receive direct sunlight without
With a Free Action or a reaction, the Vampire can
being hurt. While doing so, however, the Vampire
increase its Dexterity Attribute to a Score of 6 for a
will have both its Vigor and Dexterity Attribute
single round. The Vampire may do this a number of Scores reduced to 1, and it will not have access to
rounds per day equal to its Presence Attribute Score. any of its other Vampiric powers, if any. This is a
Supernatural Dexterity may only be used during permanent Vampiric power. This is a very powerful
night time. Vampiric power that counts as two Powers towards
the character’s maximum.
SUPERNATURAL POWER
If the setting allows for spellcasting characters, Vampire characters may gain additional Vampiric
and if all requirements are present, the Vampire will powers after character creation each time experience
be able to cast spells—except those with the Virtue points are used to increase their Presence Attribute
Arcane Symbol. As an Undead creature, the Vampire Score—one new power per Score increment.
BESTIARY
Vigor 5 / Dexterity 4 / Senses 5 / Ferocity 7 As a werewolf (or a large wolf), the character
cannot speak or perform any actions beyond those
WOUNDED 2/1W+ 3/2W+ 4/3W+ DEAD natural to their current animalistic form, as their
KO(B)? KO/D(P)? KO+I/D? brain is overwhelmed by the mind of the beast. The
3 6 9 12 15 character temporarily loses their Wits and Presence
Attributes and any Skills. They also temporarily gain
Bite: Slashing, 4. the Wrath Weakness, if they didn’t have it already.
Natural Armor: 0.
Action Types: Dodge (Dexterity) / Jump (Vigor) / A character in werewolf (or large wolf) form may
Run (Vigor). be a threat to both friend and foe. As such, in combat
DENIZENS OF THE NIGHT
Special: May follow a track by scent with a normal or other stressful situations, the game master may call
Senses Attribute test. Blunt, Piercing and Slashing for a Wrath Weakness test to check if the werewolf
weapons deal 2 less points of damage, unless made of also attacks any non-opposing characters (remember
silver. Piercing and Slashing weapons made of silver that, according to the normal rules, such a test may
deal 2 more points of damage. All Wound Points not be called more than twice per session). If the
taken while in wolf form will be carried back to the werewolf character fails the test but their lycanthropy
character’s normal form, and vice versa. is a power (rather than a curse or disease), then they
may still choose to revert to their original form with
their next Turn Action, thus avoiding attacking any
And whenever the character turns into a
allies or innocent people.
werewolf (voluntarily or not), use the following stats:
Large
Bite: Slashing, 5.
Claws: Slashing, 4. Vigor 6 / Dexterity 2 / Senses 3 / Ferocity 7
Natural Armor: 1. 2/1W+ 3/2W+ 4/3W+
WOUNDED DEAD
Action Types: Dodge (Dexterity) / Jump (Vigor) / KO(B)? KO/D(P)? KO+I/D?
Run (Vigor).
3 6 9 12 15
Special: May follow a track by scent with a normal
Senses Attribute test. Blunt, Piercing and Slashing
Claws: Slashing, 4.
weapons deal 2 less points of damage, unless made of
silver. Piercing and Slashing weapons made of silver Natural Armor: 1.
deal 2 more points of damage. All Wound Points Action Types: Climb (Vigor) / Dodge (Dexterity) /
taken while in werewolf form will be carried back to Run (Vigor).
the character’s normal form, and vice versa. Special: Blunt, Piercing and Slashing weapons deal 2
less points of damage, unless made of silver. Piercing
Turning into a werewolf (or a large wolf) and and Slashing weapons made of silver deal 2 more
turning back into the original form each take a points of damage. All Wound Points taken while
Turn Action, whether or not the transformation is in bear form will be carried back to the character’s
voluntary. The character’s clothes will rip apart normal form, and vice versa.
295
BESTIARY
to be paid by the person who attracted the fiend. There instantly destroyed. Note that a fiend may have
may, however, be those who, with their minds and hearts resistances and immunities that may protect it
completely taken by the madness from the Darkness, are from some forms of attack or reduce the amount
insane enough to desire that outcome. of damage taken.
♦ Three Wounds: Depending on the size of the
All fiends are unique beings with their own fiend (see below), if an attack deals damage equal
appearances, powers, and traits. Most fiends, to this damage threshold but lower than the next
however, are creatures of great power with many one, the fiend will receive 3 Wound Points. This
immunities and resistances and thus are formidable reduces all of the fiend’s damage thresholds by 3.
opponents that player characters usually cannot A fiend that reaches a total of 6 or more Wound
successfully face in combat. Points dealt by all sources and situations will be
instantly destroyed. Note that a fiend may have
296 resistances and immunities that may protect it
Thus, in , player characters must, above all,
from some forms of attack or reduce the amount
resort to cunning when dealing with fiends. While the
of damage taken.
evil creatures are themselves very devious, they are
also creatures possessing a deeply flawed mind made of ♦ Four Wounds: Depending on the size of the fiend
(see below), if an attack deals damage equal to
Darkness and, with it, irrational desires. Identifying those
this damage threshold but lower than the next
weaknesses and desires may be important in setting a trap
one, the fiend will receive 4 Wound Points. This
of sorts for a fiend to fall into, offering a safer way to try
BESTIARY
A small, dark creature, such as a bird, a snake, or a cat. Damage thresholds: one wound 1, two
0
wounds 2, three wounds 3, four wounds 4, death 5. Claws (base damage rating 0; slashing).
An odd-looking, sinister child. Damage thresholds: one wound 1, two wounds 2, three wounds 3,
1 four wounds 4, death 5. Martial arts (base damage rating 0, blunt) or claws (base damage rat-
ing 0, slashing).
A medium-sized creature, such as a hound or a wolf, with something unnerving about its form.
2 Damage thresholds: one wound 2, two wounds 4, three wounds 6, four wounds 8, death 10. Bite
(base damage rating 2, slashing).
There’s no cure for the infection. A medium-sized human. Damage thresholds: one wound 2, two
3 wounds 4, three wounds 6, four wounds 8, death 10. Martial arts (base damage rating 1, blunt)
or claws (base damage rating 1, slashing).
A large dark animal, such as a horse, a wolf, or a big feline, with something unnerving about
its form. Damage thresholds: one wound 3, two wounds 6, three wounds 9, four wounds 12, death
5
15. Ram (base damage rating 3, blunt), bite (base damage rating 3, slashing), or claws (base
damage rating 2, slashing).
A huge, bipedal shadow creature with fangs, horns and a tail. Damage thresholds: one wound 4,
6 two wounds 8, three wounds 12, four wounds 16, death 20. Claws (base damage rating 4, slash-
ing) or tail (base damage rating 2. Blunt).
A colossal, repulsive mass of flying dark tentacles and black fog. Damage thresholds: one
7 wound 5, two wounds 10, three wounds 15, four wounds 20, death 25. Tentacle (base damage rat-
ing 6, blunt).
297
BESTIARY
TABLE 32 - ATTRIBUTES TABLE 33 - WEAKNESSES
Athletics (3 Ranks), Unarmed Attack (by using Martial Arts, claws, tentacles, etc.; 4 Ranks),
0
Melee Weapons (4 Ranks), Dodge (3 Ranks), Intimidation (5 Ranks).
Athletics (4 Ranks), Unarmed Attack (by using Martial Arts, claws, tentacles, etc.; 3 Ranks),
1
Dodge (4 Ranks), Stealth (5 Ranks), Survival (4 Ranks).
Unarmed Attack (by using Martial Arts, claws, tentacles, etc.; 3 Ranks), Dodge (3 Ranks),
2
Charm (5 Ranks), Deception (4 Ranks), Persuasion (4 Ranks).
Unarmed Attack (by using Martial Arts, claws, tentacles, etc.; 3 Ranks), Dodge (3 Ranks),
3
Stealth (4 Ranks), Perception (4 Ranks), Survival (5 Ranks).
DENIZENS OF THE NIGHT
Athletics (5 Ranks), Unarmed Attack (by using Martial Arts, claws, tentacles, etc.; 4 Ranks),
4
Dodge (4 Ranks), Perception (4 Ranks), Survival (4 Ranks).
Unarmed Attack (by using Martial Arts, claws, tentacles, etc.; 3 Ranks), Dodge (3 Ranks), Ar-
5
cana (5 Ranks; no spells), Intimidation (4 Ranks), Leadership (4 Ranks).
Unarmed Attack (by using Martial Arts, claws, tentacles, etc.; 3 Ranks), Dodge (3 Ranks), Ar-
cana (5 Ranks). Spells: Amnesia, Blink, Charm Another, Control Body, Fear, Madness, Many Fac-
6
es, Mute, Pain, Paralysis, Shapeshift, Sleep. May cast these spells normally, according to the
same rules applicable to any spellcasters.
Unarmed Attack (by using Martial Arts, claws, tentacles, etc.; 3 Ranks), Dodge (3 Ranks), Ar-
cana (5 Ranks). Spells: Control Undead, Disease, Disturb the Dead, Drain Blood, Drain Life,
7
Entangle, Plague, Poisoning, Raise the Dead, Shadow Form, Veil of Darkness, Veil of Silence.
May cast these spells normally, according to the same rules applicable to any spellcasters.
298
TABLE 35 - DARKNESS POWERS (PHYSICAL)
DIE DESCRIPTION
ROLL
Relentless: may take two Turn Actions per round at the same Initiative order. The actions may
0
be the same or different ones.
1 Jump: may jump as high or as far as 10 times its Vigor Attribute Score, in meters (or yards).
BESTIARY
Fly: may fly at will, as high as 5 times its Vigor or Dexterity Attribute Scores (whichever is
2
higher), in meters (or yards).
Regeneration: if it is not already dead, the fiend will heal all Wound Points after a new day
3
comes and will automatically heal any severe injuries, such as broken bones or missing limbs.
Blending with the Shadows: the fiend may obscure its appearance to match any shadows around
4 it. All normal Stealth Skill tests or contests to hide or to follow someone are considered
automatic, non-critical successes.
Reflexes: the fiend’s Initiative roll is considered equal to that of the character who immedi-
5 ately preceded it in the order of Initiative (if any), plus 1. Thus, it will climb one spot on
the Initiative order.
Acid Touch: the fiend will instantly corrode anything it touches. It may also spit acid as far
as 10 meters (or yards) away to try to hurt any characters. This attack will be a normal Vigor
6 or Dexterity Attribute contest for the fiend (whichever Attribute is higher), but a hard one
for its target, using their Dodge Skill. Base Damage Rating for the attack will be equal to
the Fiend’s Vigor Attribute Score (Energy-type).
Foul Presence: any people around the fiend in a radius equal to its Vigor Attribute Score, in
meters (or yards), will be infected by a disease of the game master’s choice (see page 139),
7
unless they succeed in a hard Vigor Attribute test. If a character successfully resists, they
will become immune to the sickness that emanates from the fiend.
Nightmares: the fiend will be able to enter someone else's dreams at will (see page 249, about
0
Dreamscapes).
Cloaked by the Shadows: the fiend is immune to any supernatural means of detection or identi-
1
fication.
Mask of the Shadows: once per day, the fiend will be able to change its likeness to copy an-
other’s. This effect will last as long as the fiend wishes. All normal Deception Skill tests
2 or contests to disguise itself or to impersonate the copied target will be considered automat-
ic, non-critical successes.
Shapeshifter: once per day, the fiend will be able to change its likeness to assume that of a
creature of any size. This effect will last a number of hours equal to the fiend’s Presence
3 Attribute Score. Regardless of its new form, the fiend’s Attribute Scores and damage thresh-
Power from the Darkness: if the fiend is a spellcaster, it may draw from within itself a num-
4 ber of Mana Points per day equal to twice its Presence Attribute Score. The fiend may not,
however, access more Mana Points in a single spellcasting than its Presence Attribute Score.
Darkness Strike: the fiend may use the shadows around it to deliver an Energy attack against a
target. The attack is either a melee one made with the Martial Arts Skill or a ranged one made
5
with the Dexterity Attribute, with a range of 20 meters (or yards). If the attack hits, Base
Damage Rating will be equal to twice the fiend’s Presence Attribute Score (Energy-type).
Shrouding: the fiend blocks access to Mana from its surroundings, but not from other Mana
sources. The amount of Mana that cannot be accessed is equal to the fiend’s Presence Attribute
6 Score, and the radius of the effect is equal to its Presence Attribute Score times 5, in me-
ters (or yards). The fiend itself is not affected by this power when trying to cast spells, if
it is also a spellcaster.
Dark Influence: any people around the fiend in a radius equal to double its Presence Attribute
Score, in meters (or yards), will be considered to have all four Weaknesses (Wrath, Pride, Greed,
7
and Hedonism), unless they succeed in a hard Presence Attribute test. If a character successfully
299
resists it, they will become immune to the dark influence that emanates from the fiend.
TABLE 37 - RESISTANCES
DIE DESCRIPTION
ROLL
No natural armor rating. Blunt weapons deal -1 point of damage. Also (and cumulatively), at-
0
BESTIARY
tacks with stones deal -1 point of damage.
Natural armor rating of 1. Piercing weapons deal -1 point of damage. Also (and cumulatively),
1
attacks with water or ice deal -1 point of damage.
Natural armor rating of 1. Slashing weapons deal -1 point of damage. Also (and cumulatively),
2
weapons made from metal deal -1 point of damage.
Natural armor rating of 2. Energy weapons deal -1 point of damage. Also (and cumulatively),
3
fire attacks deal -1 point of damage.
Natural armor rating of 2. Blunt weapons deal -2 points of damage. Also (and cumulatively),
4
attacks with stones deal -2 points of damage.
Natural armor rating of 3. Piercing weapons deal -2 points of damage. Also (and cumulatively),
5
attacks with water or ice deal -2 points of damage.
Natural armor rating of 3. Slashing weapons deal -2 points of damage. Also (and cumulatively),
6 weapons made from metal deal -2 points of damage.
Natural armor rating of 4. Energy weapons deal -2 points of damage. Also (and cumulatively),
7 fire attacks deal -2 points of damage.
DIE DESCRIPTION
ROLL
Immune to KO, drugs, diseases, venoms, and poisons. May not be affected by spells that target
0
the body or the mind unless they have the Virtue Arcane Symbol.
Immune to KO, drugs, diseases, venoms, and poisons. Immune to Blunt damage. Spells, Enchanted
weapons, Divine Strike, and some Vitality Powers deal normal damage (resistances apply normal-
1
ly). May not be affected by spells that target the body or the mind unless they have the Vir-
tue Arcane Symbol.
Immune to KO, drugs, diseases, venoms, and poisons. Immune to Blunt and Piercing damage.
Spells, Enchanted weapons, Divine Strike, and some Vitality Powers deal normal damage (resis-
2 tances apply normally). May not be affected by spells that target the body or the mind unless
they have the Virtue Arcane Symbol.
Immune to KO, drugs, diseases, venoms, and poisons. Immune to Blunt, Piercing and Slashing
DENIZENS OF THE NIGHT
damage. Spells, Enchanted weapons, Divine Strike, and some Vitality Powers deal normal damage
3
(resistances apply normally). May not be affected by spells that target the body or the mind
unless they have the Virtue Arcane Symbol.
Immune to KO, drugs, diseases, venoms, and poisons. Immune to Blunt, Piercing, Slashing, and
Energy damage. Spells, Enchanted weapons, Divine Strike, and some Vitality Powers deal normal
4
damage (resistances apply normally). May not be affected by spells that target the body or the
mind unless they have the Virtue Arcane Symbol.
Immune to KO, drugs, diseases, venoms, and poisons. Immune to Blunt, Piercing, Slashing, and
Energy damage. Enchanted weapons, Divine Strike, and some Vitality Powers deal normal damage
5
(resistances apply normally). May not be affected by spells that target the body or the mind
unless they have the Virtue Arcane Symbol.
Immune to KO, drugs, diseases, venoms, and poisons. Immune to Blunt, Piercing, Slashing, and
Energy damage. Vitality Powers deal a maximum of 1 point of damage. Enchanted weapons and Di-
6
vine Strike deal normal damage (resistances apply normally). May not be affected by spells
that target the body or the mind unless they have the Virtue Arcane Symbol.
300 Immune to KO, drugs, diseases, venoms, and poisons. Immune to Blunt, Piercing, Slashing, and En-
ergy damage. Enchanted weapons and Vitality Powers deal a maximum of 1 point of damage. Divine
7
Strike deals normal damage (resistances apply normally). May not be affected by spells that tar-
get the body or the mind unless they have the Virtue Arcane Symbol.
TABLE 39 - DESIRES
DIE
BESTIARY
ROLL DESCRIPTION
None, as the fiend came unintentionally to the world of humans. Nevertheless, it is sowing
0
chaos and reaping death anywhere it goes.
3 To experience the smells and flavors from nature and human cuisine.
To make a pact with a human marked by the Darkness to force them to do mortal, human things
7 for its own obscure benefit, or for the sake of a more powerful fiend’s desires.
DIE DESCRIPTION
ROLL
It may be destroyed instantly by cold, icy weapons, or perhaps water from the rain, a river,
1
or the sea.
It may become vulnerable as a human and lose all of its powers, immunities, and resistances
2 during either the day, the night, some phase of the moon, some weather condition, or some spe-
cific hour of the day.
It may become vulnerable as a human and lose all of its powers, immunities, and resistances if
3 it is close to some kind of an animal, such as a cat or a goat, or if it hears the song of a
certain bird or child.
It may become vulnerable as a human and lose all of its powers, immunities, and resistances if
4
It may become vulnerable as a human and lose all of its powers, immunities, and resistances if
5 it is mesmerized by something related to its own secret desire.
All its immunities and resistances will be negated by attacks with weapons with certain prayers
6 or mystical inscriptions on their blades or handles, or that carry a special item, such as the
relic of a saint, a lock of hair from a maiden pure of heart, or the tears from a child.
All its immunities and resistances will be negated by attacks with weapons especially forged
7 or crafted with some rare item, such as a fang of a certain creature or even a lock of hair or
fur from the fiend itself.
Tricking the fiend into drinking a substance blessed by an appropriate spell with the Virtue
1 301
Arcane Symbol.
3 Tricking the fiend into seeing its own image in a mirror or other reflective surface.
5 Making the fiend listen to a song sung by a person who is flawless and pure of heart.
BESTIARY
An obscure sacred ritual must be performed by a certain number of priests and with particular
6 items present.
5 By interrogating the person responsible for attracting the fiend in the first place.
TECH
Михаил Герасимов (Order #27301389)
CHAPTER 20
NETWORKS
AND HACKING
303
TECH
TL 7
♦ operate an elevator
TECH
In , , , and settings with a TL 7
♦ shut down a turreted weapon or another electronic , the Technology Skill test will become a contest if the
device. The device will remain deactivated until character is trying to access a server (in either a traditional
restarted. worldwide network or a standalone network) currently
being monitored by another character.
♦ operate a turreted weapon or another electronic
device for a round (may be done for multiple
rounds) The Technology Skill contest will either be a
normal or hard one for the hacker, according
♦ shut down an AI, an automaton, or a cybernetic to the above rules regarding the presence of
implant (see page 308). The device will remain
deactivated until it is restarted. adequate security measures such as a firewall.
It will always be a normal one, however, if
♦ delete or extract data from the memory of an AI, the hacker obtained local access to a terminal
automaton, or cybernetic implant (see page 308) already inside the network by using a
♦ upload a pre-programmed code or memory to password with a high clearance level. If so, the
an AI, an automaton, or a cybernetic implant, Technology Skill contest will be a hard one
overwriting its current one (see page 307 and for the monitoring character; otherwise, it will
308); always be a normal one for them.
If the monitoring character wins the contest, option is chosen, the shutdown is automatic and
306 the server cannot be hacked again until the hacker the hacking ends instantly. Sometimes, however,
programs specific hacking software for a new shutting down a server may have economic or
attempt or a different hacker tries to do the invasion other real world consequences that may make the
(see page 307). monitoring character avoid doing so. Other times,
they may delay the shutdown while awaiting
confirmation from their boss.
Also, if the monitoring character won the contest
by a margin of 2 or more successes over the hacker,
they will also discover the hacker’s physical location, The second option is to try to disconnect the
TECH
which can sometimes lead to the discovery of their hacker and cut their access to the server. Doing so is
identity as well. a hard Technology Skill contest for the monitoring
character and a normal one for the hacker, but the
monitoring character will succeed if they roll at least
On the other hand, if the hacker rolled at least one one success and a tie happens.
success and a tie happened, or if the hacker obtained
more successes than the monitoring character, then
they will have access to the server and can do a In the case of a failure to disconnect the hacker, a
number of Hacking actions equal to the margin of new attempt may be done by the monitoring character
success plus 1. As usual, each Hacking action will during their next turn. The hacker will also have the
take one turn. option to do an additional Hacking action during
their next turn before such a new attempt is made.
In the case of a failure, a new attempt may be If the character doesn’t have access to hacking
made on the next turn, but the hacker will have the software that may be required, they may program one
possibility to do an additional Hacking action on with a computer and a success in a hard Technology
TECH
succeeds automatically. into it. The character will then specify which
Hacking actions the virus will perform, the
precise sequence in which they will occur, and
The fourth and final option for the monitoring the type of hardware or software each Hacking
character is an attempt to revert any single previous action will target.
hacking action performed by the hacker, such
as trying to delete an inserted virus or to retake
control of an electronic device. Doing so is a hard Once the character has a hacking software or
Technology Skill contest for the monitoring character virus ready, they may make multiple copies for
and a normal one for the hacker, but the monitoring free and without a Technology Skill test, as long as
character will succeed if they roll at least one success the character does not have the Uneducated or the
and a tie happens. Technophobe Disadvantage.
It is important to note that the monitoring character Depending on the specifics of the scenario, the game
may not be able to revert some permanent effects of a hacking master is free to decide that a general hacking software or
action; for example, they may not delete information already virus won’t work and that a specific one is needed for a
gathered by the hacker or recover files deleted by the hacker certain type of server, computer or electronic device, such
if no backup copy exists. as those with a radically different architecture or superior
TECH
it. If for whatever reason the hacker stops taking if the cybernetic implant being hacked is an
Hacking actions to control the automaton’s body, the installed Neural Port.
automaton will resume complete control of itself.
installed. If so, such a surgery will require appropriate wireframe graphics to high fidelity reproductions almost
medical equipment and success in a hard Medicine indistinguishable from the real world.
Skill test.
A Neural Hacking may also happen when both
Once a physical connection to the cybernetic the hacker and their target are connected to the VR Net
implant is established, the hacker must succeed (see page 313). This rarely happens in public virtual
in a hard Technology Skill test to hack it (or spaces, however, as these have embedded state-of-
a normal one, if the hacker has appropriate the-art security measures that make a successful hack
hacking software). very difficult.
If successful, the hacker can: shut down the If a hacker inside the VR Net finds and targets
cybernetic implant (the connection will be severed the visual representation of a server, computer, or
and the implant will stop working for an amount another electronic device, a regular hacking attempt
of time specified by the hacker); delete or extract will take place instead of a neural one, since the target
information from the cybernetic implant’s code or is not another VR Net user (e.g., another character or
memory data, or upload a previously programmed an AI). This takes place according to the normal rules
code or memory data to overwrite the current one. (see page 305).
TECH
or more success and at least the same number of
successes as the defender, then the attacking player
must roll a die and check its result on the list below.
They will add to their roll a bonus equal to the margin
of their success. Once a result is determined, the
attacker may either apply the corresponding effects
or those of any result with a lower number in the list.
Only the effects of a single result may be applied.
defender must wait for a die plus 1 hours to reconnect Burn”) it is possible that their Neural Jack or Neural
to a Neural Port or to the VR Net, respectively. Port may be destroyed—depending on what is being
used—which will then sever the connection to both
the attacker and the VR Net (see page131). The
4 The defender receives 2 points of Energy
connection will also be automatically severed if the
damage as “Feedback Burn.” Such damage will
defender is KO’d by the amount of damage received.
directly affect the brain of the target (if a character) or
its code (if an AI or automaton). No armor applies (*).
As seen above, the hacker may try to implant
a suggestion inside a target’s mind. To do so, the
5 The defender receives 4 points of Energy damage hacker must succeed in a hard Deception Skill test,
as “Feedback Burn.” Such damage will directly affect which will be done as a Free Action.
the brain of the target (if a character) or its code (if an
AI or an automaton). No armor applies (*).
Each success obtained by the hacker in their hard
312 Deception Skill test will allow them to implant one
6 The attacker may try to hack one of the fake memory inside the target’s mind, such as:
defender’s cybernetic implants as if they were directly
connected to it, according to the normal rules (see
♦ a fake own name
page 308). If the cybernetic implant being hacked
is the Neural Port itself (directly or not), the hacker
♦ a different Culture
may access any of the target’s recorded memories ♦ a different profession
(if any) and copy or delete them. Deleting recorded ♦ a different physical location of their house
♦ a different significant other (even an imaginary
TECH
313
TECH
Dexterity Attribute Scores with their Presence if so, disregard their requirements.
and Wits ones, respectively. The character’s
Ranks in Vigor-related and Dexterity-related
There are other artificial denizens of the VR Net
Skills will remain the same.
much more complex than Spectres and Personified
Spectres: several AIs—most with their own avatars—
Anything in the immediate surroundings of the are found there. Most of the AIs are owned by
character’s avatar may be hacked (if the target is the corporations and, while they are very intelligent
visual representation of a server, computer, or another and human-like, they are programmed with certain
electronic device) or neural-hacked (if it is the avatar limitations: they are not completely free, even though
of another character or AI) at a distance, with the they may appear to be. They are usually sophisticated,
pertinent Technology Skill contests. Such intrusions service-providing software, programmed for the
while inside the VR Net will, however, be perceivable convenience of visitors and benefit of its owners (see
by the target and anyone around them through visual page 318 about AI). A character may try to identify
and auditory cues linking the hacker to their target a personified Spectre or an AI, differentiating them
(see page 310). from people, with a normal Perception Skill test.
Not only that, a character’s avatar may also Mostly due to Spectres, hackers generally restrict
TECH
AI AND AUTOMATA
317
TECH
TL 8
of it exists—most AIs are incapable of copying Potentials (see page 316), the AI character is
themselves. Other ways to destroy it are Feedback automatically considered a Potential.
Burn and Relayed Feedback Burn (see page 310 and
315). For that purpose only, an AI also has a single
When creating AI characters, use the following
damage threshold for death, usually equal to twice its
rules:
Wits Attribute Score up to a maximum of 8.
♦ AI characters start with 8 Character Points and
may gain additional Character Points by acquiring
If, for whatever reason, an AI manages to transfer Weaknesses, according to the normal rules.
itself to a mechanized or cybernetic body, it will
become an automaton (see page 219).
♦ AI characters may increase their Wits and Presence
Attribute Scores according to the normal rules.
♦ AI characters will have a simulated Vigor and
SAMPLE AI Dexterity Attribute Scores equal to their Wits
Attribute Score.
Simulated Vigor 4 / Simulated Dexterity 4 / Wits 4 / ♦ AI characters won’t have any Advantages or
Presence 2 Disadvantages, regardless of their Attribute Scores.
Damage Threshold for Feedback Burn and Relayed ♦ AI characters won’t have any damage thresholds
Feedback Burn: Dead 8. except the Dead damage threshold, which will
TECH
Points from the Vigor and Dexterity Attribute Game masters should be mindful of what sections
Skill groups, rounded up. from the rules above integrate well into their settings,
♦ AI characters may acquire Abilities from Skills, and they should forbid any Skills or Abilities considered
but they disregard any requirements. incompatible with an AI character.
♦ AI characters may acquire languages and talents
according to the normal rules.
♦ AI characters won’t have a Culture or social class AUTOMATA
and will start the game without any money.
♦ Unless as a Potential inside the VR Net, AI TL 8
characters may not possess or perform arcane In , , , , , and other settings with
powers of any kind; they cannot cast spells, possess a TL 8 or TL 9 , characters may meet automata:
Divine Powers, Psychic Powers, Vitality Powers, primitive or advanced mechanized bodies with an
or Mutations, and they cannot enter Dreamscapes. artificial intelligence. Simply put, autonomous robots.
♦ AI characters won’t possess Darkness Points,
Fortune Points, or Hope Points, and they won’t
be affected in any way by the rules pertaining to In very advanced societies such as those from
Darkness, Fortune, Hope and Despair. and some other TL 9 settings, automata made of
Just like an AI (see page 318), some automata may If an automaton manages to connect to the VR
be fully conscious and have free will, while others will Net, its simulated Vigor and Dexterity Attribute
be nothing more than thralls to their programming. Scores will be equal to its Wits Attribute Score
They have no Advantages and Disadvantages, but (for the VR Net, see page 313).
some may develop Weaknesses.
Depending on an automaton’s power source, it
AI AND AUTOMATA
Wits and Presence Attributes may have may operate forever or may need to recharge from
Scores from 1 to 5, but they depend on the level time to time—perhaps after many decades. The
of sophistication of the automaton’s artificial automaton’s power source may also affect its daily
intelligence. Still, automata with Presence Attribute routine, in ways such as: forcing it into a temporary
Scores higher than 2 are rare. The automaton’s standby state to avoid overheating its internal
artificial intelligence also dictates which Skills and systems, or ceasing its activities during the night due
Skill Abilities it has, as well as how many Ranks it to lack of solar energy.
has in each Skill; it may have Skills and Skill Abilities
from all four Skill groups. An automaton may have cybernetic implants
such as a Neural Port to allow it to be programmed
Also, just like an AI, an automaton may disregard by its creator. An automaton may also have armor
320 requirements when acquiring Skill Abilities, but while and weapons, as well as resistances or vulnerabilities
it may technically possess a Skill Ability, it may be against particular types of attacks.
TECH
AI AND AUTOMATA
loses half or more of its total Resilience Stat in a single tools and materials, with a one-hour job.
attack, it must succeed in a normal Vigor Attribute
test to avoid falling and becoming stunned.
6 The automaton is disabled and received
extensive damage. Its body is beyond repair, but its
If an automaton’s Resilience Stat reaches 0, roll a
data may still be salvaged if the procedure is done
die, add to its result any remaining damage after the
in a number of hours equal to a die roll plus 1. A
Resilience Stat reaches 0, and compare the total in the hard Technology Skill test is required (or a hard
table to see what happens:
Engineering Skill test, in ), as well as the necessary
tools and materials, with a one-hour job.
0 The automaton is disabled, but its power
source will bring it back to fully operational status
in a number of minutes equal to a die roll plus 1. A 7+ The automaton is completely destroyed. Both 321
successful normal Technology Skill test (or a hard its body and data are beyond repair and recovery.
Engineering Skill test in ) will return the automaton
to fully operational status with a one-minute repair. Still, as usual, the game master is always free to
determine whether any given automaton is completely
destroyed when its Resilience Stat is reduced to zero
1 The automaton is disabled, but its power source
will bring it back to fully operational status in a number without rolling on the above list.
of hours equal to a die roll plus 1. A successful normal
TECH
Technology Skill test (or a hard Engineering Skill test As automata (just like AIs) may be targeted and
in ) will return the automaton to fully operational killed by Feedback Burn and Relayed Feedback Burn
status with a one-minute repair. (see pages 310 and 315), they also have a single
damage threshold for death, usually equal to twice
its Wits Attribute Score up to a maximum of 8. The
2 The automaton is disabled. Its power source Resilience Stat does not impact these forms of damage.
may keep its data intact until repair, for a number of
days equal to a die roll plus 1. Repair is possible with
a normal Technology Skill test (or a hard Engineering If, for whatever reason, an automaton manages
Skill test in ), as long as the necessary tools and to transfer its code and memory to a standalone
materials are available, with a one-hour job. computer, a network server, or the VR Net, it becomes
free from its mechanized or cybernetic body, and will
become an AI (see page 318).
3 The automaton is disabled. Its power source
may keep its data intact until repair, for a number of
hours equal to a die roll plus 1. Repair is possible with SAMPLE AUTOMATON
a normal Technology Skill test (or a hard Engineering
Skill test in ), as long as the necessary tools and
Vigor 6 / Dexterity 1 / Wits 2 / Presence 1
materials are available, with a one-hour job.
322
AUTOMATON PLAYER CHARACTERS
TL 9
In and some other TL 9 settings, game
masters may allow players to create automaton
characters. Such characters are considered to have
complete free will.
following rules:
♦ Automaton characters start with 8 Character
Points and may gain additional Character Points
by acquiring Weaknesses, according to the
normal rules.
♦ Automaton characters may increase their Wits
and Presence Attribute Scores according to the
normal rules.
♦ Automaton characters may increase their Vigor
and Dexterity Attribute Scores by paying half the
normal cost. Also, both their Vigor and Dexterity
Attribute Scores may be increased beyond 5 up to
a maximum of 9, but each Attribute Score point
beyond 5 will cost 4 Character Points.
♦ Automaton characters won’t have any Advantages or
Disadvantages, regardless of their Attribute Scores.
♦ Automaton characters will have an Armor Stat,
like natural armor from some Ancestries and
AI AND AUTOMATA
♦ Automaton characters start with 0 Background
Points and may not gain additional Background
Points in any way.
♦ Automaton characters may gain and spend Skill
Points according to the normal rules. They won’t,
however, receive additional Skills Points from
the Vigor and Dexterity Attribute groups beyond
7 Skill Points each from Attributes with a Score
higher than 5.
♦ Automaton characters may acquire Abilities from
Skills, but they disregard any requirements.
♦ Automaton characters may acquire languages 323
and talents according to the normal rules.
♦ Automaton characters won’t have a Culture or a
social class, and they will start the game without
any money.
♦ Automaton characters may neither possess nor
perform arcane powers of any kind. They cannot
cast spells, possess Divine Powers, Psychic
Powers, Vitality Powers, or Mutations, and they
cannot enter Dreamscapes.
TECH
♦ Automaton characters won’t possess Darkness
Points, Fortune Points, or Hope Points, and they
won’t be affected in any way by rules pertaining
to Darkness, Fortune, Hope and Despair.
♦ Automaton characters will be immune to most
arcane powers that affect the mind, as they have
no mind. As such, they will be virtually immune
to some spells, Divine Powers, Psychic Powers,
and arcane powers from Vampires and Fiends.
♦ Even though automaton characters don’t have
a mind, they do have personalities and may be
influenced or influence others by the use of most
Presence Attribute Skills and Abilities.
CYBERNETIC
IMPLANTS
324
TECH
TL 8
CYBERNETIC IMPLANTS
a character with a Score of 2 in their Vigor grim repercussions for the ex-employee. This could
Attribute and 3 in their Presence Attribute range from brain-damaging, forceful removal of a
may have a maximum of 2 cybernetic implants neural software’s chip to quick-and-dirty surgical
associated with the Vigor Attribute and 3 procedures, and this could result in anything from
associated with the Presence Attribute. missing limbs to death.
Some cybernetic implants are non-physical Since having a Neural Port cybernetic implant is
modifications, categorized as neural software. These needed for one to enjoy the main entertainment forms of
programs are uploaded to a person’s brain through the future and—together with the Neural Jack cybernetic
special chips inserted in slots in their Neural Port, implant—is a requirement for many industry jobs many
in order to augment an ability they have or to add subject themselves to such job contracts. The price of
features to their Cybernetic Eyes, if they have them. cybernetic implants is very high, and required for jobs
An installed neural software chip also adds up to a from operating heavy machinery to programming. Thus,
325
character’s limit on cybernetic implants. in search of basic sustenance and escapism, many become,
effectively, subjects of corporations.
To acquire a cybernetic implant, a character must
first purchase it, then pay the costs of the procedure A character who wishes to be free of such a bond
to install it in their body. These will be two separate may try to pay back the sponsor for the cybernetic
expenditures of Money Stat points. implants but, more often than not, extras such as
interest rates or rental fees for the implants make the
prices skyrocket.
TECH
A character may also start with a cybernetic
implant of choice installed in their body by spending
Besides a possible debt with powerful people,
1 Background Point. . Multiple implants may be
having a cybernetic implant may have some other
chosen at the cost of 1 Background Point per implant.
Disadvantages.
326
Character gains the Tough Advantage. If the character
POLYMER SKELETON 15 24 has the Frail Disadvantage, it is negated instead.
KINETIC PASSIVE Roll 1 extra die in tests and contests with the Craft
CONTROLLER 15 16 Skill.
ANTISPASMODIC RECOIL Roll 1 extra die in tests and contests with the Heavy
CONTROLLER 15 16 Weapons Skill.
CYBERNETIC IMPLANTS
Character gains the Agile Advantage. If the char-
BIONIC MUSCLE SPINDLES 10 16 acter has the Sluggish Disadvantage, it is negat-
ed instead.
BIOFEEDBACK STABILIZER
TECH
10 16 Negates the Craven Disadvantage.
AGGREGATION PHEROMONE Roll 1 extra die in tests and contests with the Charm
DISPENSER 10 8 Skill.
FACIAL MUSCULOSKELETAL Roll 1 extra die in tests and contests with the Decep-
MOD 15 16 tion Skill.
TERRITORIAL PHEROMONE Roll 1 extra die in tests and contests with the Intimi-
DISPENSER 10 8 dation Skill.
SIGNAL PHEROMONE Roll 1 extra die in tests and contests with the Persua-
DISPENSER 10 8 sion Skill.
APPEASEMENT PHEROMONE Roll 1 extra die in tests and contests with the Taming
DISPENSER 10 8 Skill.
TECH
limit on cybernetic implants. A character’s but a computer’s neural jack must be connected
mind, however, is not free to download an to the character’s Neural Port for this to happen. A
infinite number of neural software: each character may delete and download neural software
character may store in their mind a number of at the same time in one Turn Action.
bonus Skill Points, languages and talents equal
to twice their Wits Attribute Score. A character
Tech-savvy characters may try to program neural
who is a Potential, if permitted in the setting,
software using a computer. The task requires a hard test
may store up to four times their Wits Attribute
of the Technology Skill and takes a number of days equal
Score (see page 316).
to a die roll plus 1. A character can only program neural
software granting a number of Ranks in a Skill, language,
To free up memory space in their mind in or talent that they already possess, or that another
order to download new neural software, a character character possesses if that character gives assistance
may partially or totally delete any previously throughout the whole process. As this is a requirement for
downloaded neural software. Likewise, a character the programming, however, no assistance bonus die will be
may partially download neural software to receive received for the test. For more on programming software,
a fraction of the total number of Skill Ranks if they see page 307.
MECHAS
330
TECH
TL 8
MECHAS
TL 8
Restricted Skills (All tests and contests are hard
Mecha suits are powered machines that may ones): Dodge
weigh a ton and be twice as tall as a human. They
Restricted Skills (Cannot be performed): Archery,
have a size comparable to large creatures (see page
Craft, Driving, Fencing, Legerdemain, Marksmanship,
264). Mecha suits give bonuses and penalties to
Attributes and Skills, but they may forbid some Medicine, Piloting, Stealth, Taming
actions. Special: Wearer is considered to have the Mighty
Advantage and not to have the Weak Disadvantage.
May hold two-handed-only weapons as one-
Wearers of Mecha Suits may not have the
handed. May not hold one-handed-only weapons. 331
Technophobe Disadvantage to be able to operate
Heavy firearms should be modified to be used by
them adequately, otherwise all tests and contests
the mecha.
performed with them will be hard ones.
Price: 22
TECH
heavily damaged. Most Mecha Suits are too big Dexterity Penalty: -2 (minimum of 1)
to fit inside standard vehicles and houses.
Armor Rating: 4
Unarmed Attack Base Damage Rating Bonus: +2
Sample Mecha Suits:
Restricted Skills (All tests and contests are hard
ones): Dodge
IRON SOMA Restricted Skills (Cannot be performed): Archery,
Vigor Bonus: +3 (maximum of 7; still cannot roll more Craft, Driving, Fencing, Legerdemain, Marksmanship,
than 5 dice) Medicine, Piloting, Stealth, Taming
Dexterity Penalty: -3 (minimum of 1) Special: Wearer is considered to have the Mighty
Armor Rating: 3 Advantage and not to have the Weak Disadvantage.
Unarmed Attack Base Damage Rating Bonus: +2 May hold two-handed-only weapons as one-
Restricted Skills (All tests and contests are hard handed. May not hold one-handed-only weapons.
ones): Dodge Heavy firearms should be modified to be used by
the mecha.
Restricted Skills (Cannot be performed): Archery,
Craft, Driving, Fencing, Legerdemain, Marksmanship, Price: 24
For purposes of combat, especially damage Some Mecha Vessels may require the installation
received, a Mecha Vessel is considered a separate of a Neural Port cybernetic implant in their pilot’s body
entity from its pilot, just like a vehicle would be. (see page 324). Such Mecha Vessels are considered as
having a neural cockpit instead of a traditional one.
JUGGERNAUT
SPEED MANEUVERABILITY SIZE VIGOR CEILING RESILIENCE ARMOR
1 4 4 9 0 12 9
Amor Details
Scaled Armor: armor 10 against Slashing damage, armor 8 against Piercing damage
UNARMED STRIKE MELEE WEAPON RANGED WEAPON 1 RANGED WEAPON 2
Missile Launcher
Rotary Cannon
Piloting Skill; Base Damage
Heavy Weapons Skill; Base
Rating 10; Energy; ignores
Damage Rating 8; Piercing;
Warhammer 3 points of armor rating;
ignores 3 points of armor
Melee Weapons Skill; Base mounted weapon (doesn’t need
rating; must always be used
Martial Arts Skill Damage Rating 10; Blunt; must mecha hands to be operated);
with two mecha hands; 100
Base Damage Rating 8; Blunt. always be used with two mecha 6 ammo; 1 ammo spent per shot;
ammo; 10 ammo spent per shot;
MECHAS
hands; parrying with it is hits 1 mecha or vehicle, or
each shot may hit 1 mecha or
always hard. 1 to 4 persons (8-meter/yard
vehicle, or 1 to 2 persons
radius); cannot be reloaded
(4-meter/yard radius); needs
during combat (ammo price:
2 Turn Actions to reload.
18).
333
TECH
2 5 4 9 0 12 8
Amor Details
Nanotech Armor: armor 9 against Piercing damage, armor 7 against Slashing damage
UNARMED STRIKE MELEE WEAPON RANGED WEAPON 1 RANGED WEAPON 2
Torpedo Launcher
Dart Cannon Piloting Skill; Base Damage
Heavy Weapons Skill; Base Rating 10; Energy; ignores
Harpoon Damage Rating 7; Piercing; 4 points of armor rating;
Melee Weapons Skill; Base ignores 4 points of armor mounted weapon (doesn’t need
Damage Rating 8; Piercing; rating; must always be used mecha hands to be operated);
Martial Arts Skill
ignores 3 points of armor with two mecha hands; 50 2 ammo; 1 ammo spent per shot;
Base Damage Rating 8; Blunt.
rating; must always be used ammo; 1 ammo spent per shot; hits 1 mecha or ship, or 1
with two mecha hands; may be each shot may hit 1 mecha, to 2 underwater creatures
thrown. vehicle or person; needs 1 (8-meter/yard radius);
Turn Action to reload; may be cannot be reloaded during
used underwater. combat (ammo price: 19); can
MECHAS
334
TECH
GOLEM
SPEED MANEUVERABILITY SIZE VIGOR CEILING RESILIENCE ARMOR
TECH
2 4 4 9 0 14 9
Amor Details
Composite Armor: armor 10 against Blunt damage, armor 8 against Energy damage
UNARMED STRIKE MELEE WEAPON RANGED WEAPON 1 RANGED WEAPON 2
Heavy Cannon
Flame Cannon Piloting Skill; Base Damage
Poleaxe Heavy Weapons Skill; Base Rating 10; Energy; ignores
Melee Weapons Skill; Base Damage Rating 8; Energy; must 3 points of armor rating;
Damage Rating 9; Slashing; always be used with two mecha mounted weapon (doesn’t need
Martial Arts Skill ignores 2 points of armor hands; 12 ammo (fuel); 1 ammo mecha hands to be operated);
Base Damage Rating 8; Blunt. rating; must always be (fuel) spent per shot; each 20 ammo; 1 ammo spent per
used with two mecha hands; shot may hit 1 to 2 mechas or shot; hits 1 mecha or
parrying with it is always vehicles, or 1 to 4 persons vehicle, or 1 to 2 persons
hard. (8-meter/yard radius); cannot (4-meter/yard radius);
be reloaded during combat. cannot be reloaded during
combat (ammo price: 18).
3 5 4 9 1 10 8
Amor Details
Reflective Armor: armor 9 against Energy damage, armor 7 against Blunt damage
UNARMED STRIKE MELEE WEAPON RANGED WEAPON 1 RANGED WEAPON 2
336
TECH
MECHAS
Speed: 1, which allows it to only walk (may not run,
5 Melee Weapons:
jump, or swim) ♦ Harpoon: +2 price; Melee Weapons Skill; Base
Damage Rating 8; Piercing; ignores 3 points of
Maneuverability: 1
armor rating; must always be used with two
Size: 4
mecha hands; may be thrown.
Vigor: 9
Ceiling: 0, which won’t allow it to fly and hover
♦ Blade: +2 price; Melee Weapons Skill; Base
Damage Rating 9; Slashing; ignores 1 point of
Resilience: 10 armor rating; may be used with one or two mecha
Armor: 7 hands. 337
Unarmed Strike: Base Damage Rating 8, Blunt ♦ Poleaxe: +2 price; Melee Weapons Skill; Base
Melee Weapon: none Damage Rating 9; Slashing; ignores 2 points
Ranged Weapon: none of armor rating; must always be used with two
mecha hands; parrying with it is always hard.
Ranged Weapon Placement: none
Cockpit: traditional ♦ Warhammer: +2 price; Melee Weapons Skill; Base
Damage Rating 10; Blunt; must always be used
with two mecha hands; parrying with it is always
Then, the character may, according to budget hard.
TECH
limits, choose options from the lists below to increase
some of their Mecha Vessel’s Stats or to receive
bonuses: 6 Handheld Ranged Weapons:
♦ Dart Cannon: +2 price; Heavy Weapons Skill;
Base Damage Rating 7; Piercing; ignores 4 points
1 Increased Speed: of armor rating; must always be used with two
♦ Speed 2: +2 price; the Mecha Vessel may also run. mecha hands; 50 ammo; 1 ammo spent per shot;
♦ Speed 3: +4 price; the Mecha Vessel may also run. each shot may hit 1 mecha, vehicle or person;
♦ Speed 4: +6 price; the Mecha Vessel may also run. needs 1 Turn Action to reload; may be used
underwater.
♦ Speed 5: +8 price; the Mecha Vessel may also run.
♦ Flame Cannon: +2 price; Heavy Weapons Skill;
Base Damage Rating 8; Energy; must always be
2 Increased Maneuverability: used with two mecha hands; 12 ammo (fuel); 1
♦ Maneuverability 2: +2 price; the Mecha Vessel ammo (fuel) spent per shot; each shot may hit 1 to
may also jump. 2 mechas or vehicles, or 1 to 4 persons (8-meter/
♦ Maneuverability 3: +4 price; the Mecha Vessel yard radius); cannot be reloaded during combat.
may also jump. ♦ Heavy Gun: +2 price; Heavy Weapons Skill; Base
TECH
a hard one for the targeted pilot, it becomes a (instead of losing 4 or more Resilience points,
normal one instead. according to the normal rules - see page340).
♦ Smoke Screen: +1 price; once per combat, when ♦ Improvised Armor: -3 price; the Mecha Vessel
the pilot uses the Dodge Skill or the Piloting has an Armor Stat of 6. The Mecha Vessel may
Skill to avoid any kind of attack requiring a hard not increase its Armor Stat above a Score of 6 by
contest from them, it becomes a normal one any means.
instead.
♦ Locked Cockpit: -3 price; the pilot may not eject
♦ Mantis: +2 price; the Mecha Vessel has 4 arms and from the Mecha Vessel as a reaction when it is
may hold more weapons and other objects, but it destroyed. The pilot may still exit the Mecha
may still not attack more than once per round. Vessel before it is destroyed with a regular Turn
♦ Centaur: +1 price; the Mecha Vessel has 4 Action instead of performing any other combat
legs and will only lose points in its Speed and action (no test is required).
Maneuverability Stats after it loses 2 legs. ♦ Rusty Chassis: -3 price; the Mecha Vessel has a
♦ Ejection Seat: +2 price; reduces a rolled result by Resilience Stat of 8. The Mecha Vessel may not
1 (other than a 7) when the pilot uses the Athletics increase its Resilience Stat above 8 by any means.
Skill to eject from their Mecha Vessel when it is ♦ Used Power Cell: -3 price; at the start of their
destroyed. turn, the player must roll a single die before
At the start of a combat, for each Mecha Vessel, If a critical success is achieved, apply bonus
roll a number of dice equal to its Speed Stat, and damage from the margin of success (if any) as if
add them together to determine that Mecha’s the attack were dealt against a character and not
Initiative. Whichever rolls higher will go first. a Mecha Vessel.
Each round of combat lasts approximately 5 Damage dealt may be 0 if the total is equal to, or
seconds. lower than, the Mecha Vessel’s Armor Stat.
During its Turn Action, a Mecha Vessel may When a Mecha Vessel loses 4 or more Resilience
TABLE 47
Normal contest with the Piloting, Dodge, Martial Arts or Melee Weap-
UNARMED STRIKES OR MELEE WEAPONS
ons Skill (if using a Melee Weapon).
MECHAS
prevents it from holding two-handed weapons until failure means the character didn’t exit in time or
it is repaired. couldn’t land safely. If that is the case, the pilot
will receive a number of Wound Points equal the
4 The Mecha Vessel loses its melee weapon, roll of a die.
341
TECH
VEHICLES
Михаил Герасимов (Order #27301389)
CHAPTER 24
LAND VEHICLES
343
VEHICLES
TL 4
can receive before it crashes and breaks down. A sedans, and other small cars, which usually allow
vehicle may also crash and break down in some one driver and three other passengers
instances when the driver loses control of it.
♦ 4 Metal Points for a chassis with a Size Stat of 2,
♦ Armor: a number between 0 and 7 representing a base Resilience Stat of 5, a base Armor Stat of 4,
the amount of damage negated by the hardness and a base Maneuverability Stat of 2. This chassis
of the vehicle’s component materials before any is appropriate for vehicles such as SUVs, pickups
points are removed from its Resilience Stat. Final and other large cars, which usually allow one
damage received may be 0 if it was originally driver and up to seven other passengers
equal to or lower than the Armor Stat.
♦ 6 Metal Points for a chassis with a Size Stat of 3,
a base Resilience Stat of 7, a base Armor Stat of 4,
In table 48, the game master and players will find and a base Maneuverability Stat of 1. This chassis
Stats for land vehicles from different TLs and settings. is appropriate for vehicles such as buses and
trucks, which allow one driver and many other
passengers or lots of cargo
BUILDING A RIDE
3 Choose an engine type:
TL 5
♦ 0 Metal Points for an engine that will give the ride
In and some other post-apocalyptic settings a base Speed Stat equal to 2 minus its Size Stat
MOTORCYCLE TL4-8
4-8 4 5 0 2 0 13
SPORTBIKE TL5-8
5-8 5 5 0 2 0 16
EARLY
TL4 4 1 3 1 3 2 12
MOTORCAR
COUPÉ TL5-8
5-8 4 4 1 4 4 16
LAND VEHICLES
SEDAN TL5-8
5-8 4 3 1 5 4 17
SUV TL6-8
6-8 3 2 2 5 4 17
PICKUP TL5-8
5-8 3 2 2 6 4 18
HUMVEE TL7-8
7-8 3 3 2 6 5 19
APC TL5-8
5-8 2 2 2 7 6 22
BUS TL5-8
5-8 2 1 3 7 4 20
TRUCK TL4-8
4-8 2 1 3 8 4 21
345
WAR TRUCK TL6-8
6-8 2 1 3 8 5 24
TANK TL4-8
4-8 2 1 3 9 7 26
VEHICLES
a base Speed Stat equal to 3 minus its Size Stat
(minimum of 1) ♦ Sturdy Chassis: +1 to the ride’s Resilience Stat;
♦ 4 Metal Points for an engine that will give the ride costs 1 Metal Point.
a base Speed Stat equal to 4 minus its Size Stat ♦ Reinforced Chassis: must have a Size Stat of 1
(minimum of 1) or more; +2 to the ride’s Resilience Stat (cannot
♦ 6 Metal Points for an engine that will give the ride be stacked with Sturdy Chassis); -1 to the ride’s
a base Speed Stat equal to 5 minus its Size Stat Speed Stat (minimum of 1); costs 2 Metal Points.
(minimum of 1) ♦ Light Armor: must have a Size Stat of 1 or
♦ 8 Metal Points for an engine that will give the ride more; +1 to the ride’s Armor Stat; -1 to the ride’s
a base Speed Stat equal to 6 minus its Size Stat Maneuverability Stat (minimum of 1); costs 2
(minimum of 1 and a maximum of 5) Metal Points.
♦ Heavy Armor: must have a Size Stat of 2 or more;
4 Choose one or more of the modifications +2 to the ride’s Armor Stat (cannot be stacked
below, if any, and apply any pertinent modifiers to with Light Armor); +1 to the ride’s Resilience
the ride’s Stats: Stat; -1 to the ride’s Speed Stat (minimum of 1); -2
♦ Composite Brake Discs: +1 to the ride’s to the ride’s Maneuverability Stat (minimum of
Maneuverability Stat (maximum of 5), costs 2 1); costs 4 Metal Points.
Metal Points. ♦ Secondary Fuel Tank: the ride may hold up to
Михаил Герасимов (Order #27301389)
12 Fuel Points, instead of 8 (see below); -1 to the Characters may obtain new Metal Points during
ride’s Maneuverability Stat (minimum of 1); costs their stories, finding them on scrapyards, abandoned or
2 Metal Points. destroyed cars, etc., but a normal Survival Skill test will
♦ Turbocharger: can be activated with a Free Action. most likely be necessary to identify and scavenge sources of
When activated: 1 Fuel unit is spent (see below); useful Metal Points.
ride’s Speed Stat is increased by 2 (maximum of
5) for 2 rounds; costs 2 Metal Points. As a rule of thumb, an abandoned car will net as
♦ Tow Cable: may be placed on the ride’s front or many useful Metal Points as its Size Stat plus 1. It may
back; costs 1 Metal Point. also contain a number of Fuel units equal to half the
♦ External Speakers: the driver can communicate result of a single die roll, rounded down (minimum
with anyone around them; costs 1 Metal Point. of 0).
♦ Radio: the driver may be able to communicate
with other drivers who also have a radio; costs 1 A character may upgrade their ride at any point
Metal Point. using any Metal Points they have, but they must
♦ Weapon Placement: a weapon, such as a machine first have access to adequate tools. To perform the
LAND VEHICLES
gun or a flamethrower, can be mounted on a ride’s upgrade the character must have enough Metal Points
back to function as a turreted weapon, or on its to pay in full for the desired new chassis, engine, or
front to be fired by the driver on enemy vehicles modification. The character must then succeed in an
directly ahead of them; costs 2 Metal Points Engineering Skill test to complete the job (for more
(cost per weapon placement; doesn’t include the regarding Engineering Skill tests, see page 69).
weapon to be mounted).
Similarly, with success in a Craft or Engineering
After ride creation, any unspent Metal Points will Skill test, Metal Points may also be used to repair
remain with the character in their possession, either damaged rides at the basis of 1 Metal Point per point
as metal parts or as precious metal pieces. These can lost in the Resilience Stat. Acquired adverse effects
be stored inside their ride’s trunk or elsewhere. may also be repaired at a cost of 1 Metal Point per
346
VEHICLES
Besides keeping tabs on the current Resilience Stat Such encounters take place on an abstract Road
from each ride, in and other settings where fuel is a War Track with 5 spaces, such as in table 50.
rare commodity, the game master and players should also
be mindful of how much fuel they currently have.
In races, all contestants start at the fifth space on
the track. In chases and combats, pursuers start on the
LAND VEHICLES
All rides can hold a maximum of 8 Fuel Points fifth space, and the pursued will most likely start on
(or 12 Fuel Points if they have a Secondary Fuel Tank the third space on the track.
installed). When a ride is created, it will start with
a number of Fuel Points equal to a die roll, plus the
Vehicles that manage to go beyond the first space
number of Ranks in the character’s Survival Skill, plus 1.
will be considered to have broken off pursuit and
escaped the encounter—or in the case of a race, they
A ride will spend 1 Fuel Point per full hour of will have crossed the finishing line.
use (minimum of 1 Fuel Point per day, if it is used
at least once that day). It will also spend 1 additional
Fuel Point at the end of any road war it is involved in, For shorter races, the game master may use a
and 1 Fuel Point at the moment that certain actions shorter Road War Track with only three spaces.
are taken. Specific actions and equipment indicate
347
that the expenditure of Fuel Points takes place, such At the start of a Road War, each player will roll
as when a ride uses its Turbocharger (if any). for Initiative: players will roll as many dice as
the Speed Stat from their character’s vehicles
How many kilometers or miles a ride may travel and add them together. Then, in order from the
each hour (and per Fuel Point) will usually depend highest to the lowest Initiative total, each driver
on the conditions of the road (also factoring climate may take an action. Actions are detailed below.
conditions) and the ride’s Speed Stat (table 49).
VEHICLES
Any passengers may also act during their
A ride that spends its last Fuel Point will usually driver’s turn, right after their drivers have taken
stop because of lack of fuel after just a few more their respective Turn Action. One common action
kilometers or miles of travel (the game master may passengers take during combat is firing their weapons
roll a die in secret to find out how many). on opposing vehicles.
TABLE 49
SPEED STAT SPEED STAT SPEED STAT SPEED STAT SPEED STAT
CONDITION 1 2 3 4 5
BAD (OFF-ROAD) 20 KM/H OR 12 MI/H 40 KM/H OR 25 MI/H 40 KM/H OR 25 MI/H 40 KM/H OR 25 MI/H 40 KM/H OR 25 MI/H
AVERAGE (ROAD) 40 KM/H OR 25 MI/H 80 KM/H OR 50 MI/H 80 KM/H OR 50 MI/H 80 KM/H OR 50 MI/H 100 KM/H OR 60 MI/H
GOOD (FREEWAY) 50 KM/H OR 30 MI/H 90 KM/H OR 55 MI/H 100 KM/H OR 60 MI/H 110 KM/H OR 70 MI/H 130 KM/H OR 80 MI/H
TABLE 50
FIFTH SPACE FOURTH SPACE THIRD SPACE SECOND SPACE FIRST SPACE
Depending on the scenario, the game master may The game master may also devise special events of their
choose to spice things up by rolling a die every even- own, taking into consideration the setting and peculiarities
numbered round in a Road War to see if a special of the terrain and climate where the Road War is taking
event happens, according to the list below. This roll place.
takes place before actions are decided
If a Road War does not conclude after a certain number
0 or 1 - No special event takes place. of rounds—8 or so is usually a good threshold—the game
master may adjudicate that both sides break away from
one another for some reason such as low fuel, mechanical
2 Open Road: The drivers are on an open road problems, low ammo, bad weather, or bad road conditions.
in good condition. During this round, success with a
Pursuit or a Breakaway action will move vehicles 2
spaces on the Road War Track instead of just 1, but no
LAND VEHICLES
VEHICLES
Success for the driver who initiated the action the first space on the Road War Track, or if it was
means all opposing vehicles ahead of them will move already on that space, it will get away and escape the
one space towards the fifth space on the Road War opponents.
Track.
SLOW DOWN
OVERTAKE
The driver slows down their vehicle. No test is
The driver will try to overtake opponents on the required for this action—the player simply chooses
same space as them on the Road War track. This will any number of spaces to drop on the Road War Track
be a Driving Skill contest where the driver and their (but the vehicle cannot drop below the fifth space and
opponents’ player will roll a number of dice equal to off the Road War Track).
their respective vehicle’s Maneuverability or Speed
Stat, whichever is lower. RAM
In the instance of multiple vehicles on the same The driver will try to ram their vehicle into an
space being overtaken, roll only for the opponent opposing vehicle on the same space as them on the
driving the fastest vehicle or with the highest number Road War Track. It will be a hard Driving Skill test for
contest for the attacker, with the Skill appropriate considered destroyed and its occupants may be hurt.
to the ranged weapon being used. The contest will Roll one die and check the outcome in the list below:
be a hard one for the attacker if the vehicles are on
different but adjacent spaces on the Road War Track.
0 to 3 Vehicle spins and stops. No additional
effect.
A driver or a passenger being targeted may try to
avoid the attack with the Dodge Skill, but the contest 4Vehicle rolls. Each passenger receives a
will, by default, be a hard one for the targeted character. number of Wound Points equal to a die roll minus 3
(minimum of 0).
The vehicle’s Armor Stat will only apply to 5 Vehicle crashes violently. Each passenger
attacks against the vehicle itself and not those receives a number of Wound Points equal to a die roll
against its driver or passengers, unless a driver minus 2 (minimum of 0).
or passenger is targeted and the attacker and
defender obtain the same number of successes. 6 Vehicle is ripped apart. Each passenger receives
a number of Wound Points equal to a die roll minus
The driver and passengers may not be directly
1 (minimum of 0).
targeted, however, if they are inside a fully
enclosed cabin, such as that of a tank. 7 Vehicle explodes. Each passenger receives a
number of Wound Points equal to a die roll.
VEHICLES
opponents that are on the same space as it on the
First, check on the list below, establishing the Road War Track. It may also perform the Break Away,
creature’s Speed Stat: Overtake and Pursue actions.
♦ by default, most creatures will have a Speed Stat Check on the list below which Attribute, Stat or
of 0 and be treated as immovable beings on the Skill is the one related to a creature’s action during a
Road War Track; Road War:
♦ if the creature has the Swim action, a Vigor or
Dexterity Attribute Score of at least 3, and is in ♦ Initiative: creature’s Speed Stat.
water, it will have a Speed Stat of 1; ♦ Attack: creature’s Vigor or Dexterity Attribute,
♦ if the creature has the Run action, a Vigor or according to the normal rules.
Dexterity Attribute Score of at least 3, and is on ♦ Dodge: creature’s Dodge Skill, with its Dexterity
land, it will have a Speed Stat of 1; Attribute being the one related to the contest.
♦ if the creature has the Run action, both Vigor and ♦ Break Away, Overtake or Pursue: creature’s
Dexterity Attribute Scores of at least 3, and either Speed Stat. If someone is riding the creature, use
a Vigor or Dexterity Attribute Score of at least 6, the rider’s Taming Skill instead, but roll a number
it will have a Speed Stat of 2; of dice equal to the creature’s Speed Stat.
FLYING MACHINES
353
VEHICLES
TL 4
Flying machines have the following five Stats: To create a flying machine for their character, the
player must follow these steps:
FLYING MACHINES
circumstances when the pilot loses control of it. base Resilience Stat of 4 and a base Armor Stat of
♦ Armor: a number between 0 and 5 representing 3, but will reduce its base Maneuverability Stat
the amount of damage negated by the hardness of by 2 (minimum of 1)
the flying machine’s component materials before ♦ 6 Metal Points for a huge fuselage that will allow
any points are removed from its Resilience Stat. one pilot, one co-pilot and many crew, passengers
Final damage received may be 0 if total damage or heavy cargo and will give the flying machine
was equal to or lower than the Armor Stat. a base Resilience Stat of 5 and a base Armor Stat
of 3, but will reduce its base Maneuverability Stat
by 4 (minimum of 1)
In table 51, the game master and players will find
flying machines from different TLs and settings.
3 Choose an engine type:
BUILDING A FLYING MACHINE ♦ 0 Metal Points for small rotary engines which will
give the flying machine a base Speed Stat of 4 and
TL 4 a base Ceiling Stat of 1
Although it is very rare, in and some other ♦ 2 Metal Points for medium rotary engines which
post-apocalyptic settings with a TL 5-8 characters will give the flying machine a base Speed Stat
may start the game with a flying machine that they equal of 5 and a base Ceiling Stat of 2
salvaged, repaired, and modified for battle. ♦ 4 Metal Points for large rotary engines which will
BALLOON TL4-7
4-7 1 1 1 2 0 15
BLIMP TL4-8
4-8 2 1 1 7 2 25
GYROCOPTER TL6-7
6-7 3 4 1 2 1 17
HOVERBIKE TL8-9
8-9 5 5 1 3 0 21
HOVERCAR TL8-9
8-9 5 5 1 5 4 23
LAW
TL8-9
8-9 6 5 1 6 5 27
HOVERCRAFT
HELICOPTER TL6-8
6-8 5 4 1 4 3 20
FLYING MACHINES
ATTACK
TL6-8
6-8 6 5 1 5 5 35
CHOPPER
BIPLANE TL4-7
4-7 4 4 1 6 2 18
AIRLINER TL5-8
5-8 7 2 3 6 4 40
BOMBER TL5-8
5-8 7 2 3 7 5 44 355
CARGO
TL5-8
5-8 7 2 3 7 4 42
AIRCRAFT
give the flying machine a base Speed Stat of 6 and a flying machine with a small fuselage to fly, and
a base Ceiling Stat of 3 that will give it a base Maneuverability Stat equal
♦ 6 Metal Points for very large rotary engines which to 5
VEHICLES
will give the flying machine a base Speed Stat of 7
and a base Ceiling Stat of 4
5 Choose from the modifications below, and
apply any resulting modifiers to the flying machine’s
4 Choose a wingspan: Stats. Modifications are not compulsory, but a player
may select as many as they can afford.
♦ 0 Metal Points for long wings that will allow a
flying machine with a huge or smaller fuselage to ♦ Horizontal Rotor System: if the flying machine
fly, and that will give it a base Maneuverability has very short wings, it is designed as a helicopter
Stat equal to 2 and may hover; -1 to the flying machine’s Speed
Stat (minimum of 1); -4 its Ceiling Stat (minimum
♦ 2 Metal Points for medium wings that will allow of 1); costs 4 Metal Points.
a flying machine with a large or smaller fuselage
to fly, and that will give it a base Maneuverability ♦ Aerodynamic Stability: +1 to the flying machine’s
Stat equal to 3 Resilience Stat; -1 to its Speed Stat (minimum of
1); costs 1 Metal Point.
♦ 4 Metal Points for short wings that will allow a
flying machine with a medium or small fuselage ♦ Reinforced Fuselage: +1 to the flying machine’s
to fly, and that will give it a base Maneuverability Armor Stat; -1 its Maneuverability Stat (minimum
Stat equal to 4 of 1); costs 2 Metal Points.
♦ 6 Metal Points for very short wings that will allow ♦ Secondary Fuel Tank: the flying machine’s tank
TABLE 52
SPEED STAT SPEED STAT SPEED STAT SPEED STAT SPEED STAT
CONDITION 1 2 3 4 5
BAD (STORMS) 10 KM/H OR 6 MI/H 40 KM/H OR 25 MI/H 200 KM/H OR 125 MI/H 500 KM/H OR 310 MI/H 1000 KM/H OR 620 MI/H
AVERAGE (CLOUDY) 20 KM/H OR 12 MI/H 70 KM/H OR 45 MI/H 300 KM/H OR 185 MI/H 700 KM/H OR 430 MI/H 1300 KM/H OR 810 MI/H
GOOD (CLEAR) 30 KM/H OR 18 MI/H 100 KM/H OR 60 MI/H 400 KM/H OR 250 MI/H 900 KM/H OR 560 MI/H 1600 KM/H OR 1000 MI/H
TL 4
In , , , and settings with a TL 4 , 2 Breakaway
FLYING MACHINES
two or more opposing flying machines may face each
other in air combat. The flying machine with the highest Speed Stat
may break away from combat freely.
Each round of combat will last for approximately
5 seconds. If two or more adversarial flying machines have
the same highest Speed Stat, the one with the highest
Ceiling Stat may break away from combat freely.
Air combat between two or more flying machines
will follow this sequence:
If two or more adversarial flying machines have
the same highest Speed Stat and the same highest
1 Contact Ceiling Stat, only a flying machine not being tailed
may break away from combat freely (but not during 357
The flying machine with the highest Ceiling Stat the first round of air combat).
VEHICLES
The tailing attempt is resolved with a normal Pilots, co-pilots, crew members, and passengers
Piloting Skill contest, but their players will roll may try to save their lives from a flying machine which
a number of dice equal to each flying machine’s is crashing, if they happen to have any parachutes.
Maneuverability Stat. The contest, however, will be a Exiting the flying machine with a parachute and
hard one for a pilot whose flying machine has a lower landing safely requires success in a normal Athletics
Speed Stat than the other, as well as for a pilot already Skill test. Failure will mean the character dies because
being tailed by the same enemy pilot. they didn’t eject or jump out in time or that they could
not properly use or maneuver the parachute for a safe
landing.
FLYING MACHINES
FLYING MACHINES
machine, it will, by default, be a hard contest for
the attacker, which will use the Attribute and Skill
pertinent to the weapon they have. The contest
will, however, be a normal one for the pilot, using
their Piloting Skill and rolling a number of dice
equal to the flying machine’s Maneuverability or
Speed Stat, whichever is higher.
♦ At the end of every odd-numbered round, the
flying machine must leave the space it occupied
during the previous round (if any) and leave the
Road War Track (temporarily or permanently, at
the pilot’s discretion). 359
♦ A helicopter, and any other kind of flying machine Check on the list below which Attribute, Stat or
that can hover, may choose not to leave the Road
Skill is the one related to a creature’s action during
War Track and to attack at the end of any and
air combat:
every round. If so, it may also be targeted by land
vehicles or their occupants during every round.
Attacks from both the flying machine and land ♦ Contact: use the creature’s Ceiling Stat, according
vehicles will use the rules above. A helicopter or a to the normal rules, but it may never attack during
VEHICLES
hovering flying machine may only leave the Road this phase. If the creature is targeted during
War Track (temporarily or definitively) at the end this phase, and it has the Dodge action, use the
of any round it has not attacked but it may enter creature’s Dexterity Attribute in place of both the
a space and attack in a single round (regardless of Piloting Skill and the Maneuverability Stat.
it being odd- or even-numbered). ♦ Breakaway: use the creature’s Ceiling and Speed
Stats, according to the normal rules.
FLYING MACHINES VS FLYING CREATURES ♦ Tailing: use the creature’s Dexterity Attribute
in place of both the Piloting Skill and
Maneuverability Stat. If someone is riding it, use
TL 4
the rider’s Taming Skill in place of the Piloting
Sometimes, flying machines may face off against Skill and the creature’s Dexterity Attribute in
flying creatures in air combat. When that is the case, place of the Maneuverability Stat.
apply the rules below.
♦ “Firing”: when attacking, use the creature’s
Attack action with either its Vigor or Dexterity
All flying creatures have a Ceiling Stat of 1 and Attribute. If the creature is targeted during
most have a Speed Stat of 2. If a flying creature has a this phase, and it has the Dodge action, use its
Dexterity Attribute Score of at least 6, it will have a Dexterity Attribute in place of both the Piloting
Speed Stat of 3 instead. Skill and the Maneuverability Stat.
360
VEHICLES
TL 0-4
VEHICLES
loadout. Hull is the amount of damage a ship can The Steamboat, Dreadnought, and Ironclad
sustain before sinking. are all propelled by engines. The Dreadnought and
Ironclad are also covered in metal plates that grant
them an armor rating of 2, which reduces any amount
A ship will have its Speed and Maneuverability
of damage taken (minimum damage may be 0).
Stats reduced by 1 (minimum of 0) and its Broadside
Stat reduced by 2 (minimum of 0) if its crew is, at
any moment, equal to or less than half of its ideal The Dreadnought is also equipped with turret
number. Its Broadside Stat will be reduced by another cannons; because of that, it may use its Speed Stat
2 (minimum of 0) if its crew is equal to or less than a instead of its Maneuverability Stat to do the Broadside
quarter of its ideal number. action.
If either a ship’s Speed or Maneuverability Stat An Airship is a special ship—a large, metallic,
reaches zero, its crew can only do the Repairs or dirigible-like air vessel kept in the air by a mystical
Skirmish action (see page 362), so it is very possible power source—that may climb up to an altitude of
that its captain will surrender herself, her crew, and one kilometer (or one thousand yards). It may also
her ship to any enemy ship that closes in to engage in drop bombs that have a Base Damage Rating of 3.
combat.
Large, multi-
BRIG purpose ship TL3-4
3-4 3 4 4 10 12 / 18 / 37 / 75 40T 36
Huge, multi-
GALLEON purpose ship TL3 3 2 2 5 18 20 / 30 / 60 / 120 100T 38
Large multi-
STEAMBOAT purpose ship TL4 4 5 3 0 9 4 / 7 / 15 / 30 50T 40
TL 0-4 as its admiral, who most likely will be the one having
The following rules cover naval combat with ships the ship best suited for combat—the so-called capital
for , , and settings with TL 0-4 . Rules that refer ship.
to the use of cannons, such as the Broadside action, aren’t
instantly applicable to and settings with TL 1-2 , as
A naval combat will take place in an abstract
those ships do not use black powder artillery. Those rules,
straight track (called the Naval Track) with 6 spaces,
however, may still be adapted for use when a naval combat
involves ships using ancient forms of naval artillery, such designated A, B, C, D, E, and F, like table 54.
as ballistas.
Traditionally, opposing ships will start a battle
Ideally, a ship involved in combat should have at the spaces B and E, but different sea and weather
three officers: the captain, who is the maximum conditions, as well as coastal geography, may change
authority on the ship; the first mate, who will carry that. Game masters may also choose to roll a die and
orders on the upper deck; and the second mate, who reference the list below for special battle conditions:
TABLE 54
A B C D E F
2 Breeze: Boarding actions will be hard contests More than one ship may occupy the same space
for ships targeted by them.
at any time, whether they are allies or enemies. When
allied ships occupy the same space, they may, in
Levante Wind: Ships may move up to two
3 some instances, be treated as a single group of ships,
squares with a successful Full Sails action when they depending on the action being taken by them or their
VEHICLES
go towards the A square or when they move their enemies.
opponents towards the F square on the Naval Track.
The first thing that must be done when two or
Ponente Wind: Ships may move up to two
4 more ships engage in naval combat is roll for
squares with a successful Full Sails action when they Initiative to determine who goes first: each
go towards the F square or when they move their captain will roll a number of dice equal to their
opponents towards the A square on the Naval Track. ship’s Speed Stat, adding all rolled results
together.
7 Storm: All actions will be hard ones for ships Once all Initiative rolls are made, ships will act
initiating them. Broadsides targeting a ship on the in order from the highest Initiative total to the lowest,
same square will be treated as from one square away. and this order persists through combat.
involved crews automatically in the following turns. When a ship is not currently being boarded, it
This happens until a crew is completely defeated (or may try to position itself to avoid an attack by an
chooses to surrender). A ship may be boarded by a enemy ship. If more than one enemy ship is present
maximum of two enemy ships simultaneously. in the same space on the Naval Track, it may attempt
to circumvent all ships in a single space.
Note that melee combat will happen not just
once per round, but at every turn from any and all This will be a normal contest for both sides,
ships involved in the boarding, whether they are the using each ship’s Maneuverability Stat and their
ship(s) actually doing the boarding or the ship being respective captain’s Seamanship Skill. In the case
boarded. Regarding how to conduct a melee combat, of a group of enemy ships being targeted by this
see the Skirmish action further below. action, the opposing captain with the highest
number of Ranks in the Seamanship Skill will take
BROADSIDE part in the contest as a proxy for the whole group,
by using their own Seamanship Skill and their ship’s
Once every two rounds, a ship may fire its
Maneuverability Stat.
cannons at another enemy ship on the same space or
one space away on the Naval Track, but only if both
the acting and the targeted ships are not currently If the ships targeted by this action are all currently
being boarded. being boarded, the acting ship will automatically
succeed in the contest. This will be a normal contest for both sides, using
each ship’s Speed Stat and their respective first mate’s
Success for the acting ship means either: a Seamanship Skill, or, alternatively, their captains’
Circumvention advantage obtained by an enemy ship Seamanship Skill with a penalty of 1 to their Skill
Ranks (minimum of 0). In the case of a group of enemy
VEHICLES
still in effect is cancelled, or if no enemy ship has such
an advantage over the acting ship, any broadsides ships being targeted by this action, the opposing first
from the enemy ships will be treated as if they were mate or captain with the highest number of Ranks
fired from one space away for two rounds. in the Seamanship Skill will take part in the contest
as a proxy for the whole group, by using their own
Seamanship Skill and their ship’s Speed Stat.
This action may also be called as a reaction by the
game master when the ship must turn to avoid a sudden
danger in its course. If the ships targeted by this action are all currently
being boarded, the acting ship will automatically
succeed in the contest.
FULL SAILS
When a ship is not currently being boarded,
it may use this action to try to break away from an If the action is taken as an attempt to break away,
enemy ship. If more than one enemy ship is present in success for the acting ship means it moves one space
the same space on the Naval Track, it may attempt to on the Naval Track towards the A or the F space. If
break away from all ships in a single space. The Full the ship is already on the A or F space, then the ship
Sails action can also be used to close the distance on will leave the Naval Track, effectively breaking away
an enemy ship or on a group of enemy ships. from combat and leaving the scene.
will automatically surrender to the enemy crew. however, be a valid target for broadsides from
The victorious ship will immediately disengage and other ships on the same square on the Naval Track
return to naval combat against other ships normally, for a round, as the Ramming action will reveal
as long as it is not still locked in melee combat with its position. Such broadsides will be treated as
another enemy ship. if fired from an adjacent square for all purposes
(hard test, half the damage).
Note that all captains and crews attack on every ♦ Salvo: A submersible may attempt to hit another
Skirmish action they are involved in, whether it is ship with a torpedo (if equipped) with a hard
their turn or their enemy’s. Broadside test. A torpedo salvo may only be done
from one space away from the target on the Naval
REPAIRS Track. The submersible will be a valid target for
When a ship is not currently being boarded, broadsides from other ships on the same square
its crew may try to repair damage with this action. for a round if it tries to fire a torpedo against an
This will be a Craft or Engineering Skill test per enemy ship, as the Salvo action will reveal its
normal rules for the second mate or, alternatively, position. Such broadsides against the submersible
for the captain, with a penalty of 1 to their Craft or will be treated as if fired from an adjacent square
Engineering Skill Ranks (minimum of 0). for all purposes (hard test, half the damage).
VEHICLES
STARSHIPS
368
VEHICLES
TL 9
In and other TL 9 settings, characters will If a starship runs out of Jump Points in a location
be able to roam the stars in search of adventures, in in space far away from civilization, it will effectively
starships of different shapes, sizes, and purposes. become stranded if it cannot reach a fuel source with
its conventional engine. Most starships, however,
have FTL Emergency Beacons that can be activated
Most starships will be equipped with two classes
of engines: a conventional one to propel it within a to signal to other starships in nearby star systems that
star system, and a faster-than-light (FTL) engine it needs help. Still, one will never know if friends or
to warp the starship from one system or planet to enemies will answer the signal.
another within a few hours.
Depending on the setting, an FTL engine may
Some starships of smaller sizes, such as operate from different concepts, such as creating
wormholes or artificial black holes. In , starships
STARSHIPS
starfighters used for defense of large capital starships,
won’t have an FTL engine, as they will only do long- themselves use divine power sources to bend the laws
distance space travel inside the hangars of such of physics and reach their destinations by crossing
massive starships. space through a parallel reality called T’Kelti.
The engine a starship uses to travel within a Most large starships will have an officer on
system will probably draw its power from a fraction board—the navigator—who is responsible for plotting
of the starship’s FTL engine power source and will the starship’s path between astronomical objects for it
operate for a virtually indefinite amount of time in to safely reach its destination many light years away
most scenarios. The FTL engine, however, will have in a few hours or days of travel. If no navigator is
a finite amount of power available for its operation present, this responsibility falls on the pilot. This task
before it runs out of fuel. That amount is referred to is called astrogation. 369
VEHICLES
navigator doesn’t know the exact position in intended destination, in the normal time expected for
space of their desired destination. Note that this journey. The navigator will have to take another
Skill tests will also always be hard ones if the astrogation test to reach the intended destination,
character trying to plot an astrogation course which will be a hard one by default. Also, the starship
doesn’t have the pertinent Ability. loses 2 Jump Points for the trip, if possible.
A critical success in an astrogation test means the 10 The starship reaches a location different
starship will reach its destination in approximately from its intended destination in the normal time
half the usual time. When a failure happens in an expected for this journey. The navigator will have to
astrogation test, roll a die and check the result in the take another astrogation test to reach the intended
370
list below. For critical failures, roll two dice and add destination, which will be a hard one by default.
their results together: Also, the starship loses 4 Jump Points for the trip, if
possible.
0 The starship accidentally finds a new optimal
route to its destination and reaches it in the expected
time.
11 The starship reaches a location different
from its intended destination in the normal time
expected for this journey. The navigator will have to
VEHICLES
1 The starship reaches its destination, but the take another astrogation test to reach the intended
journey takes 25% longer than it should. destination, which will be a hard one by default. Also,
the starship receives 1 point of damage because of
2 The starship reaches its destination, but the close proximity to stars or grazing small astronomical
journey takes 50% longer than it should. objects (its armor and shield won’t apply).
STARSHIPS
the amount of damage it can negate. If damage
direct the actions of any crew on board their received is equal to or lower than the starship’s
starship. If needed, their actions will be performed Armor Stat, it will receive no damage.
with tests of the Leadership Skill.
♦ Shield: a number between 0 and 6 representing
♦ Specialist: the crew member responsible for the amount of damage it can negate. If the damage
manning the starship’s sensors to examine other received is equal to or lower than the starship’s
starships and astronomical bodies, usually with a current Shield Stat, it will receive no damage. If
test of the Technology Skill. the damage received is higher than the starship’s
♦ Gunner: the crew member responsible for firing current Shield Stat, but no more than twice its
the starship’s weapons, usually with a contest of Score, it will receive no damage, but its current
the Technology Skill if the gun will be fired from Shield Stat will be reduced by 1. If the damage
a targeting computer on the starship’s bridge, or received is at least twice as high as the starship’s 371
a Heavy Weapons Skill if the gun will be directly current Shield Stat, the shield will be reduced to
manned from inside a turret. 0 and any damage that exceeds that will hit the
starship’s Armor and possibly its Hull.
♦ Engineer: the crew member responsible for
repairing any damage to the starship’s systems, ♦ Guns: a number between 0 and 12 representing
usually with a test of the Engineering Skill. the amount of damage dealt by the starship’s
conventional machine guns or beam weapons.
Usually, a starship may not fire its Guns and
Besides these, starships may have other types
VEHICLES
Ordnance simultaneously in a single attack.
of crew members whose tasks affect the running of
the vessel indirectly, such as security personnel, the ♦ Ordnance: a number between 0 and 15
medic, the cook, the communications officer, and the representing the amount of damage dealt by
science officer. the starship’s conventional missiles or energy
torpedoes when its attack hits. A starship may
fire its Ordnance once per combat, or twice if
its Score is equal to or higher than 12. Usually,
STARSHIP CLASSES a starship may not fire its Guns and Ordnance
simultaneously in a single attack.
TL 9
♦ Jump Points: a number between 0 and 30
In and other TL 9 settings, starships have representing the maximum number of journeys
the following eight Stats: the starship can undertake using its FTL engine
before needing to refuel or replace its power
source. Each Jump Point refueled or replaced
♦ Speed: a number between 1 and 5, representing will have a price of at least 8 in settings with
the maximum speed the starship can reach
traditional economic systems.
without using its FTL engine. If for any reason
a starship is involved in an atmospheric combat
against a regular aircraft or an airborne Mecha In table 55 below, the game master and players
Vessel, consider the starship’s Speed Stat to be 5 will find the different starships classes:
LONG RANGE
STARFIGHTER 5 4 6 5 2 9 10 8 50
(SMALL)
LONG RANGE
4 4 6 4 0 0 0 8 45
STARSHIP (SMALL)
SPACE FREIGHTER
4 3 9 5 2 0 0 12 50
(MEDIUM)
SPACE CORVETTE
3 3 12 6 3 9 10 12 60
STARSHIPS
(MEDIUM)
SPACE FRIGATE
3 2 15 7 4 10 12 16 70
(LARGE)
SPACE HAULER
2 1 20 7 3 0 0 20 65
(HUGE)
SCIENCE
2 1 20 7 4 0 0 24 75
STARSHIP (HUGE)
SPACE CRUISER
2 1 20 8 5 11 14 20 80
(HUGE)
STARFIGHTER
372 2 1 25 8 5 10 12 20 90
CARRIER (HUGE)
COLONY SHIP
1 1 30 8 4 9 0 24 95
(HUGE)
SPACE
DREADNOUGHT 2 1 30 9 6 12 15 24 100
(HUGE)
VEHICLES
STARSHIPS
2 pilots, 1 navigator, 2 specialists, 2 engineers, ♦ 4 Starship Points for one gun turret that will deal
1 captain, dozens of gunners, plus thousands damage equal to 9
of passengers; the starship will also have a base ♦ 6 Starship Points for two gun turrets that will deal
Speed Stat of 2, a base Maneuverability Stat of 1, total damage equal to 10, but the starship must be
and a base Hull Stat of 20 of at least the medium size
♦ 8 Starship Points for many gun turrets that will
deal total damage equal to 11, but the starship
3 Choose its Armor Stat: must be of at least the large size
0 Starship Points for an Armor Stat of 4
♦ 2 Starship Points for an Armor Stat of 5
♦ 4 Starship Points for an Armor Stat of 6, but the 7 Choose its Ordnance Stat: 373
starship will have its base Speed Stat reduced by ♦ 0 Starship Points for no ordnance at all
1 if it is small ♦ 2 Starship Points for ordnance that will deal
♦ 8 Starship Points for an Armor Stat of 7, but the damage equal to 9
starship will have its base Speed Stat reduced by ♦ 4 Starship Points for ordnance that will deal
2 and its base Maneuverability Stat by 1 if it is damage equal to 10
small, or only its base Speed Stat reduced by 1 if ♦ 6 Starship Points for ordnance that will deal
it is medium damage equal to 11, but the starship must be of at
VEHICLES
least the medium size
4 Choose its Shield Stat: ♦ 8 Starship Points for ordnance that will deal
damage equal to 12, but the starship must be of at
♦ 0 Starship Points for a Shield Stat of 0 least the large size
♦ 2 Starship Points for a Shield Stat of 2
♦ 4 Starship Points for a Shield Stat of 3
♦ 6 Starship Points for a Shield Stat of 4, but the 8 Choose from the modifications below, and
apply any resulting modifiers to the starship’s Stats.
starship will have its base Speed Stat reduced by
Modifications are not compulsory, but a character can
1 if it is small
buy as many as they can afford:
♦ 8 Starship Points for a Shield Stat of 5, but the ♦ Afterburner: the starship may spend 1 Jump
starship will have its base Speed Stat reduced by Point to increase its Speed Stat by 2 (maximum
2 and its base Maneuverability Stat by 1 if it is of 5) for 2 rounds of combat; starship may not be
small, or only its base Speed Stat reduced by 1 if large or huge; costs 1 Starship Point.
it is medium
♦ Lock-On Missiles: evading this starship’s
Ordnance attacks are always a hard contest for
5 Choose its engines: the target; costs 2 Starship Points.
♦ 0 Starship Points for just a conventional engine ♦ Electronic Countermeasures: the starship
Михаил Герасимов (Order #27301389)
STARSHIPS
Ordnance Stat by 1 (maximum of 15); costs 2 (maximum of 9); costs 2 Starship Points.
Starship Points.
♦ Heavy Armor: +2 to the starships’ Armor Stat
♦ Cluster Missiles: the starship launches cluster (maximum of 9); -1 to the starship’s Speed Stat;
missiles, which increases its Ordnance Stat by 2 the starship must be large or huge; costs 3 Starship
(maximum of 15); costs 3 Starship Points. Points.
♦ EMP Torpedoes: if an Ordnance attack would ♦ Dense Energy Shield: +1 to the starship’s Shield
destroy an enemy starship by removing its last Stat (maximum of 6); costs 2 Starship Points.
Hull Points, the targeted starship doesn’t receive ♦ Secondary Emergency Power Source: +4 Jump
the damage to its Hull Stat but it is instead Points; can be replenished; costs 2 Starship Points.
disabled for a number of hours equal to a die roll ♦ Deep Scanner: all Technology Skill tests to scan
plus 1; cost 1 Starship Point. astronomical objects are considered normal ones;
♦ Sensor Scrambler: the starship has a military- costs 1 Starship Point.
grade sensor scrambler that negates another ♦ Tactical Scanner: all Technology Skill tests to
starship’s Tactical Scanner modification; also, scan other starships are considered normal ones;
all tests to scan the starship will be hard ones by costs 1 Starship Point.
default; costs 1 Starship Point.
♦ Mechanical Arm: the starship has a mechanical
♦ Advanced Thrusters: +1 to the starship’s Speed arm that can be operated from inside it to grab
Stat (maximum of 5); starship may not be large or small objects in the space around it and place
STARSHIPS
the start of its third Turn Action after becoming or more adjacent spaces may comprise a nebula that will
invisible, but it may still be located and targeted interfere with and possibly shut off shields, certain weapon
by enemies before reappearing if it fires its types, and sensors from any starships that enter it.
weapons, or with a success in a hard test with the
Technology Skill from an enemy crew member To randomly generate a Space Grid with hazards,
operating a Tactical Scanner. While invisible, all roll a die: if the result is equal to or higher than 1, roll
attacks against it will be hard contests for the that many times on the Space Hazard table below,
attacker by default. The starship must be small or each time rolling a die twice—once to check the
medium-sized; costs 4 Starship Points. corresponding square on the Space Grid and a second
♦ Ghost Engine ( ): once per combat, with an time to find out the type of hazard present on that
action, the starship may spend 1 Jump Point to location. Disregard any repeated square, but include
enter T’Kelti and disappear from the Space Track it in the total number of rolls in the Space Hazard 375
for a single round of combat, losing its “tailed” table.
status (if any). The starship cannot be located or
targeted by enemies and will reappear on the
See table 57 for the Space Hazards.
Space Track at the start of the following round
on a space of its pilot or captain’s choice; costs 4
Starship Points. Opposing groups of starships will usually start
the combat on the B2 and D4 spaces.
VEHICLES
When a modification is applied to a starship later
during the game, its total cost—material plus services— All movement and attacks on the Space Grid
will be around 5 plus ten times the modification cost in are only possible vertically or horizontally—that is, a
Starship Points. starship may not move diagonally on the Space Grid
TABLE 56
A1 B1 C1 D1 E1
A2 B2 C2 D2 E2
A3 B3 C3 D3 E3
A4 B4 C4 D4 E4
A5 B5 C5 D5 E5
Dust Nebula: It is a hard contest for the pilot that tries to tail or to fire at another
0 TO 2 – 1 A2 starship that is on this square.
Gas Nebula: If hit by Cluster Missiles while on this square, increase damage received by 2
0 TO 2 – 2 A3 points.
Ionized Nebula: If hit by EMP Torpedoes while on this square, increase damage received by
0 TO 2 – 3 A4 2 points.
Reflection Nebula: All sensors go offline while the starship is on this square. Also, a
0 TO 2 – 4 A5 starship that is inside the Reflection Nebula cannot be scanned by another starship.
Magnetic Storm: all Engineering, Heavy Weapons, Piloting, and Technology Skill tests and
0 TO 2 – 5 B1 contests become hard by default while the starship is on this square.
Radiation Storm: Every member of the crew inside a starship with a 0 Shield Stat must
0 TO 2 – 6 B4 succeed on a Normal Strength Attribute test each round the starship remains on the square
or receives 1 Wound Point.
STARSHIPS
Cosmic Storm: Starships automatically lose the sum of the roll of two dice (minimum of 0)
0 TO 2 – 7 B5 from their Hull Stat per round they remain on the square—Armor and Shield Stats don’t apply.
Dense Asteroid Field: When entering this square, must succeed on a hard Piloting Skill test
3-4 – 0 B3 to avoid colliding with a small-sized asteroid.
Dense Asteroid Field: When entering this square, must succeed on a hard Piloting Skill test
3-4 – 1 C1 to avoid colliding with a medium-sized asteroid.
Paradoxical Field: Roll for a different Hazard once every round a starship enters this
3-4 – 2 C2 square. The Hazard will remain on the square until all starships leave it.
Object: a satellite, space station or derelict starship is on the square, which can be used
3-4 – 3-4 C3 as cover. All hard Piloting Skill contests to avoid enemy attacks become normal while the
targeted starship is on this square.
Wormhole: When this result is rolled, roll for another square until a vacant one comes up.
3-4 – 5 C4 Both squares are considered adjacent for movement purposes only.
376
Dense Asteroid Field: When entering this square, must succeed on a hard Piloting Skill test
3-4 – 6 C5 to avoid colliding with a large-sized asteroid.
Dense Asteroid Field: When entering this square, must succeed on a hard Piloting Skill test
3-4 – 7 D3 to avoid colliding with a huge-sized asteroid.
Synchrotron Emissions: The Shield Stat will be reduced to 0 while the starship is on this
5 TO 7 – 0 D1 square.
Gravitational Wave: The starship must stop when it enters this square; also, the starship
5 TO 7 – 1 D2 may not engage in FTL travel until it leaves the square.
VEHICLES
Cosmic Rays: A starship’s Cloaking Device and Ghost Engine won’t work while it is on this
5 TO 7 – 2 D5 square.
Cosmic Shockwave: Starships automatically lose the result of a die roll (minimum of 0) from
5 TO 7 – 3 E1 its Hull Stat per round they remain on the square—Armor and Shield Stats don’t apply.
Asteroid Field: When entering this square, must succeed on a normal Piloting Skill test to
5 TO 7 – 4 E2 avoid colliding with a small-sized asteroid.
Asteroid Field: When entering this square, must succeed on a normal Piloting Skill test to
5 TO 7 – 5 E3 avoid colliding with a medium-sized asteroid.
Asteroid Field: When entering this square, must succeed on a normal Piloting Skill test to
5 TO 7 – 6 E4 avoid colliding with a large-sized asteroid.
Asteroid Field: When entering this square, must succeed on a normal Piloting Skill test to
5 TO 7 – 7 E5 avoid colliding with a huge-sized asteroid.
or attack another starship that is on a space to one of who may be the one having the starship best suited
its diagonals. for the combat—the capital starship.
If the battle involves several allied starships More than one enemy or allied starship may
grouped in a starfleet, the starfleet should also have occupy one space at any time. When allied starships
one of its captains or pilots designated as its admiral, occupy the same space, they may, in some instances,
VEHICLES
to their starship’s Speed Stat, and add their not simultaneously fire and repair its guns, or use its
results together. Each starship will act in order, scanner to simultaneously scan an astronomical body
from the highest Initiative total to the lowest. and an enemy starship.
If several ships are engaged in combat, the game The game master may decide, in some scenarios, that
master may allow each commander admiral to roll Initiative some actions are too taxing on the starship’s power source
for their starfleet as a whole, using the Speed Stat of their and systems, which may forbid them from being taken
respective capital starship. simultaneously.
The targeted starship’s pilot may avoid being 2 Weapon lost! Some of the starship’s weapons
are damaged and either its Guns or Ordnance Stat
hit with success in a contest with their Piloting
(game master’s choice) is reduced by half, rounded
Skill, rolling a number of dice equal to the starship’s
STARSHIPS
If the attacker is successful, apply either their 3 Damaged helm! The starship’s helm system
starship’s Guns or Ordnance Stat, depending is damaged and its Maneuverability Stat is reduced
on which is being used, as damage against the by 2 (minimum of 1). An engineer may repair the
targeted starship’s Hull Stat. Armor and Shield helm system with a Turn Action and success in an
Stats (if any) should also be applied to reduce the Engineering Skill test (normal or hard, per normal
378 damage received. rules).
Attacks that hit a starship don’t deal additional 4 Damaged thruster! One of the starship’s
damage besides its Guns or Ordnance Stat— thrusters is damaged and its Speed Stat is reduced
that is, damage from the margin of success over by half, rounded up. An engineer may reroute power
the defender is not applied, unless a critical to the remaining thrusters with a Turn Action and
success is achieved by the attacker. If that is the success in an Engineering Skill test (normal or hard,
case, apply bonus damage from the margin of per normal rules) to regain the lost Speed Stat.
VEHICLES
STARSHIPS
The game master, however, is free to allow
avoid an enemy attack, the Piloting Skill contest to
different player characters to man individual Gun
do so will be a hard one for them by default. They
turrets and fire them simultaneously in some
may, instead, break formation and make the piloting
scenarios, especially in those where the majority of
contest a normal one.
the player characters are inside the same starship
fighting a group of enemy starships.
While a wingman is within a formation, their
starship will automatically move together
If that is the case, each turret will have an
with their squadron leader’s, during the same
individual Guns Stat of 8. The number of turrets on
turn. They are considered to automatically
any starship will depend on its specific design, but
perform all of the same actions performed by
most combat starships will have no turret or 1 turret
the squadron leader, with the same outcomes - 379
at most if they are small, 2 turrets if they are medium- succeeding or failing together with them.
sized, at least 4 turrets if they are large, and dozens of
turrets if they are huge.
When attacking, the wingman’s starship won’t
apply damage separately from the squadron leader’s,
If the individual Guns Stat is not sufficient for a but instead will grant a bonus of 1 to both the Guns
single turret to bypass an enemy’s Shield or Armor Stat and the Ordnance Stat of the squadron leader’
Stat, two or more characters operating turrets may starship. This bonus only applies if both starships
VEHICLES
concentrate fire against a single opponent. have a minimum value of 8 in the Guns Stat and 9 in
the Ordnance Stat. Because of this, it is possible for
When that is the case, only one character will the squadron leader’s starship to receive the bonus to
roll for the attack—the one with the highest number just one of said Stats or neither.
of Ranks in the Heavy Weapons Skill—but their
turret’s Guns Stat will be increased by 1. Still, unless A squadron leader may not receive a total bonus
all turrets on a starship concentrate fire against the higher than 3 to each weapon Stat, regardless of
same target, a turret’s Stat cannot match—much less the number of wingmen in their squadron.
exceed—the starship’s Guns Stat. Thus, the Stat from
a concentrated fire with fewer than all the turrets on
a starship will be limited to the starship’s Guns Stat Whenever the wingman feels the need to, they
may leave formation with a Reaction during their
minus 1.
squadron leader’s turn.
Also, as a free reaction during a tailed starship’s However, definitively escaping any pursuers may
turn, any starship currently tailing them may choose depend, in some scenarios, on whether the faster starship
to automatically move together with the one being has at least one remaining Jump Point to leave the system,
tailed if they decide to move. If so, the tailing starship as relentless enemies may simply go on and on with the
380 will follow the exact same pattern of movement as chase until the pursued starship runs out of fuel.
VEHICLES
STARSHIPS
If success is achieved, the Hull or Shield Stat
TABLE 58 will regain up to 2 lost points. If a failure
SIZE OF STARSHIP DAMAGE DEALT happens, no retry is possible, unless done by
a crew member with a higher number of ranks
SMALL 10 in the Engineering Skill than the one that
attempted the initial repair.
MEDIUM 20
LARGE 30 ASTROGATION
HUGE 40
A crew member (navigator or pilot) may attempt
to astrogate during combat. Plotting of an astrogation 381
The scale above may be used as a reference for other route will take a number of rounds equal to the roll
situations regarding collisions against other objects such of a die plus 1.
as asteroids.
It is possible, however, for a navigator to reduce
the number of rounds required to plot the route by 2
TAIL
(minimum of 1 round), but only if the corresponding
Technology or Arcana ( ) Skill test would be a
VEHICLES
A starship may try to tail another one on the normal one per normal rules. To complete the process
same space on the Space Grid to give the targeted more quickly, the test becomes a hard one for the
starship a “tailed” status (see the rules above on the navigator.
Attack and Move actions).
SENSORS
Trying to tail another starship is a contest with
the Piloting Skill for both pilots, where each
A crew member (specialist or pilot) may operate
one will roll a number of dice equal to their
their starship’s sensors with a Technology Skill test. The
respective starship’s Maneuverability Stat. The
following information may be obtained by the specialist,
contest is a normal one for both, unless one of
if they succeeded in their test—one information per turn
the pilot’s starships has a lower Speed Stat than
and test (this is not an exhaustive list):
the other, in which case it will be a hard contest
for that pilot.
♦ The value from a single Stat from a single starship
(a hard test, unless the starship has a Tactical
A tailed pilot may also use this action to shake
Scanner. Tactical Scanner is negated if the target
off an enemy pilot tailing them, breaking said tail and
has the Sensor Scrambler).
removing their “tailed” status. When used for this
purpose it will be a hard contest for the tailed pilot, ♦ The number of medium-sized or larger lifeforms
if the target has the Sensor Scrambler). Failure while using the sensors usually means
that the system is simply not capable of
♦ The weak spot in a single starship, if any (a hard assessing the properties of the object, perhaps
test, unless the starship has a Tactical Scanner.
Tactical Scanner is negated if the target has the because of external conditions hindering the
Sensor Scrambler). If the targeted starship has a probing. Because of that, a retry is usually not
possible, unless done by a crew member with a
weak spot, certain bonuses may be granted when it
higher number of ranks in the Technology Skill
is successfully attacked, such as reduced Armor Stat
than the one that performed the initial scan.
or increased damage. Such attacks, however, are
382
VEHICLES
VEHICLES
SOCIETY
Михаил Герасимов (Order #27301389)
CHAPTER 28
ORGANIZATIONS
385
SOCIETY
In , , and settings with highly structured Traditional factions should stay in the background
societies, players—alone or together—may create for during sessions, influencing events only marginally and
themselves traditional factions, and use them to try to indirectly. It is mostly between stories that traditional
influence the future of kingdoms, nations, and their
factions may take the forefront of the action in their own
world as a whole. These might include noble houses,
struggle for power.
secret societies, religious orders, mercenary companies, or
merchant companies
Traditional factions will have four Attributes,
with values from 1 to 9: Defense (representing
The first thing players must do when creating
a traditional faction is establish the following military power), Treasury (representing economic
ORGANIZATIONS
TABLE 59
SCORE / DEFENSE TREASURY MASTERY INFLUENCE
ATTRIBUTE
Capacity to forge a few simple weapons
1 20 PEOPLE MONEY STAT 20 and tools. Knowledge of 5 Arcane Influence a city’s neighborhood.
Symbols.
SOCIETY
SOCIETY
Score may happen only through missions that the Persuasion Skill), Mastery (if the character has at least
factions undertake between stories. 1 non-bonus Rank in either the Arcana or Engineering
Skills), or Influence (if the character has at least 1 non-
bonus Rank in the Charm Skill).
Below, players will find specific rules on how to
create each of the five traditional factions.
No player may contribute more than 1 Attribute
Point to a single faction, regardless of the number of
NOBLE HOUSES characters they have in that faction.
Other player characters may be part of the When creating a mercenary company, the player
religious order, but only nobles or those with a Money may add 1 point to the faction’s Defense if the character
ORGANIZATIONS
No player may contribute more than 1 Attribute No player may contribute more than 1 Attribute
Point to a single faction, regardless of the number of Point to a single faction, regardless of the number of
characters they have in that faction. characters they have in that faction.
A starting mercenary company may not have A starting merchant company may not have any
any Attribute with a Score higher than its Attribute with a Score higher than its Treasury.
Defense.
MISSIONS
MERCHANT COMPANIES
389
In , , and other settings with traditional
In , , and other settings that have highly factions, the leader of a faction may, between stories,
structured societies, characters with a starting Money command their members to try to accomplish a given
Stat equal to or higher than 16 may create merchant mission, perhaps against a rival faction. Sometimes,
companies. however, the mission will not be chosen but will
SOCIETY
A mission usually takes a Time Unit or more to be In , and other settings with TL 4 , players
completed (see page 160) and is more often than not may create corporations for their characters to run
resolved by a normal or hard faction Attribute contest between stories. To create a corporation, the character
between the rivals. Such contests may be between must be a noble or have a starting Money Stat equal to
ORGANIZATIONS
the same or different Attributes and are resolved in or greater than 16.
the same way as an Attribute contest between two
characters.
For simplicity’s sake, a corporation is
considered a completely separate entity from
For purposes of the contest, if the Score of the the player characters for purposes of wealth
faction Attribute being used is higher than 5, and properties; this prevents direct interference
subtract the amount above 5 from the opposing with the development of the characters’ stories.
faction’s Attribute being used before rolling
any dice. It is possible that both factions have
their faction Attribute Scores reduced in this Corporations should stay in the background during
manner. No matter what, a faction and its rival sessions, influencing events only marginally and indirectly.
390 may not roll fewer than one die and no more It is mostly between stories that corporations may take the
than five dice. forefront of the action in their own struggle for power.
Usually, success in a mission means increasing First, the player must establish the following
the Score of one faction Attribute—which may or may information regarding their character’s corporation:
not be the one related to the contest—or acquiring ♦ Name
something of importance. Defeat, on the other hand,
will mean a decrease in one of the faction’s Attribute
♦ Logo
♦ Motto
SOCIETY
With that, as everything becomes more dangerous for ♦ Capital: production, market size, rough wealth,
the faction and its characters, and the saga probably moves and protection against volatility from the stock
into its endgame stage, missions often start to be resolved market and speculative attacks.
through role playing and adjudication instead of Attribute ♦ Control: protection against forced takeovers and
contests. boardroom coups.
SOCIETY
hired later will not affect the Attributes of the
corporation. If a character is hired during the creation
When creating their character’s corporation, the stage, instead of using the corporation owner’s
player will establish its starting Attribute Scores in Skill Ranks, use the hired character’s Ranks in the
the following ways: pertaining Skill to increase one corporation Attribute.
♦ The Capital Attribute will be equal to the number Each hired character may increase only one
of non-bonus Skill Ranks that the character has in corporation Attribute. Such a character must also have
the Persuasion Skill (minimum of 1). a corresponding job and title, such as Chief Executive
♦ The Control Attribute will be equal to the (Capital Attribute), Manager (Innovation Attribute),
character’s Money Stat divided by 10, rounded and Counsellor (Lobby Attribute). The owner will
down (minimum of 1). usually be the Chair of the Board.
♦ The Innovation Attribute will be equal to the
number of non-bonus Skill Ranks that the character When a character is hired for the purposes of
has in the Leadership Skill (minimum of 1). increasing a corporation’s Attribute, it usually means that
♦ The Lobby Attribute will be equal to the number the hired character possesses an appropriate number of
of non-bonus Skill Ranks that the character has in shares in the corporation. This gives them enough power to
the Charm Skill (minimum of 1). stay employed for an indefinite amount of time and to try
In , corporations are also likely to have a If a corporation faces an investor, the investor
Numen: the divine power that presides over its will participate in the contest using one of their
headquarters and all of its affairs. Skills in place of a corporation Attribute: Persuasion
instead of Capital, Deception instead of Control,
Leadership instead of Innovation, and Charm instead
When a corporation is founded in , its
owner usually creates an altar for one of the gods of of Lobby. The investor will roll as many dice as the
corresponding Attribute (Wits or Presence), but they
ORGANIZATIONS
Stat.
befalling the corporation.
ORGANIZATIONS
in the ranks of a special organization that sends them and the players want to tell.
on missions - facing the most dangerous situations or
solving important mysteries.
Once that is decided, the character with the
highest number of non-bonus Leadership Skill
In , this organization is simply called “The Ranks will become the first Leader, in charge of
League”, a secret society that searches for the best the unit comprising all player characters.
and brightest to face threats, both human and
supernatural, against the very fabric of society, in a
Depending on the changes that happen to each
continuous fight to impede stave off total annihilation.
player character’s number of non-bonus Leadership
Skill Ranks, the unit’s Leader may change from one
In , and other settings with similar story to the next. The leader will be the character
organizations, when players start a new saga (after with the highest number of non-bonus Ranks in the 393
creating their characters) they, along with the game Leadership Skill, and can change between missions.
SOCIETY
It is up to the game master to decide how exactly In and similar settings, the player characters’
such wealth will translate into the Funds Score, but unit inside the League has additional support
they may use the table of conversion in page 145 personnel at its disposal.
or the rules on Selling in page 146 as a reference on
measuring such a Score increase.
At the start of every story, the Leader may create
394 a secondary non-player character to be available to all
The Funds Score may be used to buy weapons,
players’ characters in a support role.
vehicles, and upgrades for the unit and its members,
which may then be used by any character as the
Leader sees fit. Besides their description—including name,
SOCIETY
ORGANIZATIONS
pre-existing support character a permanent increase include in such a group.
of 1 Rank to one of their four Skills. This may be
done multiple times to the same or different support
characters, but no more than once per story. Just like At the start of the first story, the player characters
any other character, a support character may not have will be considered the leaders of the community.
more than 5 Ranks in any Skill. Also, as secondary
non-player characters, support personnel won’t have
any Skill Abilities. FOLLOWERS
The Leader always has the final word regarding
any disagreements on which task to assign—if any— In and other settings with communities,
to the support personnel, although such secondary all followers are considered secondary non-player
non-player characters will tend to stay in the base of characters, with only a few differences. 395
operations or behind the frontlines where the action
occurs.
Each follower starts with one random Weakness
and four random Skills, each one with 2 Ranks
Support personnel may be more important in in it. Their Attributes have Scores ranging from
performing duties such as base security, repairs, 1 to 3.
medical assistance, research, and transportation. They
may be useful in filling some deficiency the player
SOCIETY
Follower’s random Weakness (roll one die):
characters may have in certain fields, or assisting
them in tasks of a higher difficulty.
0 or 1 Wrath
Note that support personnel aren’t machines. As
secondary non-player characters, they are effectively always
under the game master’s control. While many may not be 2 or 3 Pride
more than a mere footnote in the player characters’ stories,
some may become fully fleshed characters with distinctive
personalities, desires, and ambitions.
4 or 5 Greed
6 or 7 Hedonism
COMMUNITIES
Follower’s random Skills (roll one die twice for
each Skill; reroll if the same result comes up twice):
In , and some other post-apocalyptic settings,
player characters may be part of a community of 0 or 1 Vigor: player’s choice (0), Vigor-based
survivors who came together to try to fend off all Talent such as Football (1), Athletics (2), Craft (3),
6
based Talent such as Singing (1), Charm (2), Deception
(3), Intimidation (4), Leadership (5), Persuasion (6), 7 Incapacitated (incapable of doing physical
Taming (7). labor and depends on others for basic needs). The
character will start with a Score of 1 in both Vigor and
For each follower, the player will also roll a die Dexterity Attributes and a Score of 3 in both Wits and
on each of the two lists below to check for a physical Presence Attributes. The game master or the player
trait and a personality trait. will then choose Disadvantages and Advantages
for the follower, in accordance with their Attribute
Scores.
Follower’s random physical trait:
then choose Disadvantages and Advantages for the situations and will most likely break down during
follower, in accordance with their Attribute Scores. crises.
3 Fit (capable of doing physical labor). The 2 Confident: The follower will put in hard work
player must reduce the character’s Wits or Presence in favor of the community.
Attribute Score to 1 and increase their Vigor Attribute
Score to 3. The game master or the player will then
3 Cooperative: The follower will put in hard
choose a Disadvantage and an Advantage for the
work in favor of the community and will volunteer
follower, in accordance with their Attribute Scores.
for difficult missions.
6 Dutiful: The follower will put in hard work in In and other settings with communities, the
favor of the community and may volunteer for the community may face a crisis. This is most likely to
riskiest missions. occur at the end of a session or a story, depending
SOCIETY
on events within it that may have affected the group
negatively.
7 Self-Indulgent: The follower will put in minimal
work in favor of the community and will most likely
Common crisis triggers:
challenge any orders giving them a difficult mission.
♦ lack of food
After rolling for Skills and traits, the player and the
♦ lack of water
game master may agree on any pertinent changes to the ♦ lack of sleep
followers, to eliminate any contradictions. ♦ substantial loss of property
♦ admission to the community of people seen as
“undesirables”
While followers do not grow in experience per
se, the game master may, in certain situations, allow ♦ the punishment of any popular or charismatic
member
a player to spend Experience Points to increase a
follower’s number of Ranks in any Skill instead ♦ any act that may have been perceived as being
of spending them on their own character. Such an excessively harsh
increase will cost the regular amount of Experience ♦ any act that may have been perceived as being
Points to increase a Skill Rank, even though the excessively lenient
follower won’t usually receive any Ability from it. ♦ death of a member
Михаил Герасимов (Order #27301389)
♦ failure to accomplish an important community ♦ Leadership: Apprehensive, Confident, and
goal Dutiful.
♦ Persuasion: Accepting, Cooperative, and
While the player characters are considered Dominant.
the leaders, as a semi-anarchic mini-society, the
community may call for a vote on the issue, with If the player character rolls a critical success in
many possible outcomes. their Skill test, they will influence all of their
followers to change positions and vote with
In most communities, young followers are them, even followers not normally affected by
usually not allowed to vote. The remaining followers the Skill of their choice.
will vote in accordance with their respective leading
player character’s vote, but only as long as the player After all tests are done, in the sole instance that
character’s position coincides—at least in some players characters do not agree unanimously on the
minimal way—with the follower’s, according to their matter being voted on, it is possible for them to try to
personality traits. If that is not the case, there is a
ORGANIZATIONS
if the player rolled a 6 or 7. with the personality type most prominent among the
♦ Self-Indulgent: the follower will vote against non-player characters that won the vote. In the case
their leader if the player rolled any result other of more than one possible outcome being applicable,
than a 0 or 1. apply the one placed higher in the list below:
As leaders, the player characters not only vote ♦ Dominant: One of the dominant followers is
but may also try to influence their followers to change elected as the new leader in place of the leaders
their votes through the Intimidation, Leadership, or who lost the vote. All other followers of the
Persuasion Skills. player characters are now under this new leader’s
orders, including the player characters.
The player character may take only one test, ♦ Dutiful: One of the dutiful followers is elected as
at normal difficulty, with the Skill of their choice. the new leader in place of the leaders who lost the
Each success in the test will correspond to changing vote. All other followers of the player characters
the vote of one follower of their choice, but some are now under this new leader’s orders, including
Skills will only work with certain personality traits, the player characters.
according to the list below: ♦ Distrustful: The leaders who lost the vote are
either banished or arrested by the community.
♦ Intimidation: Distrustful, and Self-Indulgent. ♦ Confident: The community splits. The voting
Михаил Герасимов (Order #27301389)
majority either banishes the leaders who lost the ♦ Accepting: The leaders who lost the vote are
vote, along with any followers who remained given the choice of staying as leaders inside the
loyal, or they simply go away with most of the community if they accept to pay the heavier price
community’s provisions to form a new group of for the crisis, as determined by the majority. If
their own. they choose not to do so, they will probably either
♦ Cooperative: The leaders who lost the vote are be banished or arrested by the community.
given the choice of staying as leaders inside the ♦ Apprehensive: The community displays its
community if they agree to pay the heavier price disagreement with the leaders who lost the vote,
for the crisis, as determined by the majority. If but nothing more substantial happens.
they choose not to do so, they will probably either
be banished or arrested by the community.
Of course, the leaders defeated in the vote may choose
♦ Self-Indulgent: The community splits. The voting not to agree to such terms, which may lead to conflict
majority either banishes the leaders who lost the within the community. Also, leaders who won the vote
vote, along with any followers who remained may put those who lost it under their own protection and
loyal, or they simply go away with most of the responsibility as new followers of theirs—a temporary
ORGANIZATIONS
community’s provisions to form a new group of solution that may turn out to be a liability when facing
their own. future crises.
399
SOCIETY
COLLAPSED
ECONOMIC SYSTEMS
400
SOCIETY
SOCIETY
Bars (2 units), Lock Pick Set.
While the use of the Persuasion Skill is of ultimate
Bow, Chain, Compass, Flashlight, Canned
6 importance in these affairs, the game master is always
Rations (4 units).
free to decide whether a trade proposition is sufficiently
7 Dagger (Combat Knife), Club (Metal Pipe), balanced, considering all the above factors, to allow any
Backpack, Eyeglasses, Cigarettes (1 pack). chance of success.
8 Crossbow, Whip, Rope with Grappling Hook
(10 meters or yards), Map (of choice), Water (1 gallon). If the trade is a possibility, a normal Persuasion
Musket, Machete, Wristwatch, Harmonica,
9 Skill contest should take place between the
Fuel (2 units). parties involved. The contest will be a hard
one for one party if they are considered to be
10 Pistol, Spear, Chainsaw, Gas Mask, Poker at a disadvantage (usually, those who need the
(Knuckles) Set.
trade most).
11 Hunting Rifle, Axe, Binoculars, Football (Tento
ball), Toy (of choice).
If the player characters succeed in such a contest,
Submachine Gun, Grenade,
12 Shield they will get what they wanted for what they offered.
(Improvised), Lab Set, Formal Dress. If not, either an agreement is not reached or the other
13 Light Machine Gun, Katana, Military Plate party simply insists for more in return while refusing
Carrier, First-Aid Kit, Drug (of choice; 2 doses). to lower their offer.
402
SOCIETY
A Bastion game usually takes about a couple Each team has four players, each with a well-
of hours and is resolved by a normal Wits Attribute defined role:
contest between both players. If both players obtain
the same number of successes, the game ends in a ♦ a goalkeeper who cannot leave the goal area and
In , , , and , there is the handball- At the start of a match and after each goal, the
like, full-contact, four-versus-four sports game called ball is thrown up by the referee at the center of the
Tento, a game of times past which was usually played field and disputed by both captains in the air with a
once or twice per year in major cities’ tournaments as normal Athletics Skill contest. Usually, the winning
part of local celebrations, such as the city’s anniversary captain knocks the ball back to their team’s defender.
SOCIETY
or during religious holidays.
For simplicity’s sake, a Tento game is resolved
with a simple ruleset (see below) to streamline much
In and , there exists a very similar game
of the match and speed up its resolution. As such,
called Spikedball This is a more brutal affair that
only the character currently with the ball makes an
involves a heavy ball with six spikes that can be used
action, but all players (except the goalkeepers) are
to injure opposing players in addition to scoring
considered closely marked by another player at all
goals.
times: defenders versus forwards, and captains versus
each other. Because of that, with only one exception,
Players who take part in a Spikedball match are all actions require a contest, and failure by the player
considered to end the game with a minimum of 1 who initiated the action means the ball simply
Wound Point each, regardless of the match’s result. changes hands to their marker in the opposing team.
Besides that, however, all the Tento rules below also
apply to Spikedball.
Tento Rules - Possible Actions:
TOKEN
OCCUPATION FAITH ALLEGIANCE TOTAL EXP EARNED
FRIEND ENEMY COMPANION EXP SPENT
ACROBATICS FREE CLIMBER AIMED ARROW CROSSBOW SPECIALIST ARCHMAGE SIXTH SENSE ASKING AROUND FLAMBOYANT
PARKOUR PARACHUTIST STRONG DRAW BOW PROFICIENCY ALCHEMIST ELEMENTALIST BEWITCHING SNOOP
EXPERT CLIMBER NIMBLE SWIFT SHOT UNBALANCED ARROW CULTIST MONSTER HUNTER CHARISMATIC INVESTIGATIVE
DEATH FROM ABOVE IRON LUNGS DOUBLE SHOT RAIN OF ARROWS DREAMSCAPER NECROMANCER CAPTIVATING INTRIGUE
ENDURANCE SUBMARINER DEADLY TRUE ARROW ENCHANTER ORACLE TEMPTER MANIPULATIVE
FAR-SIGHTED PRODIGY
APPRAISER ANTIQUARIAN
CRAFT DODGE HEALING TOUCH SCHOLAR DECEPTION
VIRTUOUS SURGE
MINDFULNESS MYSTIC
ARTISAN FORGER ARMOR PROFICIENT REFLEXES ACTOR FEINT
BLADESMITH GUNSMITH SHIELD BEARER GRACEFUL BLUFFING MISLEADING
MASTER CRAFTER TOOLSMITH CLOAK USE SIDESTEP ENGINEERING CUNNING SCHEMER
ARMORSMITH BOWSMITH DANGER SENSE SWIFTNESS DASHING DISSIMULATING
WEAPONSMITH SUPERIOR QUALITY SECOND WIND TUMBLE TAUNTING DUPLICITOUS
ARCHITECT ARTIFICER
EXOTIC DRIVING AVIATION ENGINEER STARSHIPWRIGHT
INTIMIDATION
WEAPONS MECHANIC SHIPWRIGTH
WEAPON DESIGNER INVENTOR
ENGINEER JURY-RIGGER
ACCURACY DISARMING ATTACK ATTENTIVE MOTORCYCLIST BLACKMAILER FRIGHTENING
BLIND WARRIOR QUICK-DRAW STRIKE NATURAL MOTORIST BERSERK GOADING
PRECISION THROWING WEAPONS RACER HEAVY FOOT MEDICINE COLD STARE INTERROGATOR
DANGEROUS SKILLFUL WARRIOR ROAD WARRIOR TANK OPERATOR INTIMIDATING INQUISITOR
TECHNIQUE TWO-HANDED STANCE STEADY TRUCKER MENACING PROVOCATION
APOTHECARY FIRM HANDS
HEAVY FENCING SHAMAN PHARMACOLOGIST
LEADERSHIP
WEAPONS CHEMIST HEALER
DOCTOR PARAMEDIC
VETERINARIAN XENOMEDIC
AUTO FIRE SUPPRESSIVE FIRE LUNGE FLAIR AMBUSH FEARLESS
BURST FIRE GUNNER BACKSTAB GUARD TACTICIAN COMMANDING
CALCULATED SHOT HEAVY W. SPECIALIST PRESCIENT WARRIOR DEFLECT PERCEPTION CHARGE AUTHORITY
BIPOD GUN-CAPTAIN POWERFUL STANCE RIPOSTE DECISION-MAKER INSPIRING
EXPERT CREW RECOIL CONTROL SWASHBUCKLER PUNCTURE LEADING BY EXAMPLE STRATEGIST
ALERT WATCHFUL
MARTIAL LEGERDEMAIN METICULOUS GUARD
PERSUASION
ARTS CAUTIOUS KEEN-EYED
PERCEPTIVE SUSPICIOUS
EXAMINER AWARENESS
MASTER FINESSE ESCAPE ARTIST FAST DRAW ORATORY FAST TALKER
BLIND FURY GROUND TECHNIQUE SUBTLE GEARHEAD BRIBER COMPELLING
COUNTERMOUVE PUSHBACK CONCEALING SPECIALIST SEAMANSHIP CONVINCING HAGGLER
STRIKE TECHNIQUE MISSILE PARRY PRESTIDIGITATOR PICKPOCKET STRAIGHTFORWARD INSIDIOUS
THROW TECHNIQUE BRAWLER EXPERTISE LOCKSMITH ELOQUENT NEGOTIATOR
WATERSAIL HOLDFAST
MELEE MARKSMANSHIP BATTERY SEADOG
TAMING
WEAPONS COMMANDER HELMSMAN
DAMAGE CONTROL MARINER
MANEUVERING CORSAIR
POWERFUL ATTACK STICK FIGHTING AIMED SHOT FAN SHOT ANIMAL WHISPERER SPIRITUAL BONDING
BLIND FIGHTING OVERHEAD STRICKE BURST MODE DUELIST BEASTMASTER WRANGLER
PIERCER WHIRLWIND ATTACK BULLSEYE QUICK RELOAD SURVIVAL CAVALRYMAN COACHMAN
BREAK SHIELD NON-LETHAL STRIKE DOUBLE TAP AKIMBO DOMESTICATOR RIDER
BREAK ARMOR LETHAL THROW SPRAYING BULLETS TRUE SHOT TRAINER LOYAL COMPANION
ADVENTURER FORAGER
WEAPONS TYPE DMG PILOTING HERBALIST
SCAVENGER
GUIDE
HUNTER DAMAGE THRESHOLDS
UNARMED STRIKE NAVIGATOR INSTINCT
FRAIL
NORMAL
TOUGH
CLOAK SHIELD
SHADOWY
ELUSIVE
INFILTRATOR
SNEAKY
WOUNDS
VITALITY POINTS
POWER COST
PSYCHIC POINTS
POWER COST
MUTATIONS
CYBERNETICS
More than a year after the disease appeared, Day Zero as it For a more traditional take on the genre, game masters
came to be known, those who have managed to survive the running the game with the default No Coin for Charon
undead and their infection must choose between two paths: setting characteristics will find a plethora of inspiration in
restore society or fall through the cracks into insanity and film and literature.
violence.
Not all stories in the No Coin for Charon setting
have to be about the undead, however: they
The No Coin for Charon setting is different from
may also become secondary elements during a
other BYTE RPG settings in that it is the only one that
gaming session or even be completely absent
takes place in our world, albeit in a different version
from it.
of it. One where society has collapsed as result of the
outbreak of a disease that turns the dead into mindless
and violent undead creatures. The specifics about the Regardless of its particularities, stories in the No
infection, such as how it spreads and if it is possible to Coin for Charon setting will usually revolve around
find a cure for it, can be found in page 281. two main concepts: survival and conflict.
409
When choosing No Coin for Charon as their Survival will usually mean the periodic need
setting, the game master may start the game in any for supplies, which will most likely involve travel, as
city or place in the world. It is advisable that player either the characters flee the Undead Horde for safer
characters have at least one language in common places, or search for resources to be able to stay alive
in a certain location. The need for travel may also
between themselves, and that the shared language is
derive from the continuous search for a cure for the
also pertinent to their starting location.
infection—which may or may not be possible—or of
a rumored oasis of sorts, where supplies are plentiful
As the setting is based in the real world there are and there are no undead in sight.
several web tools that may help the game master to run the
game or to make it more immersive for the players, such as Conflict in this sense extends beyond the constant
image search engines, ambient sounds and music, free web threat of the undead. Stories in this setting are usually
mapping services offering satellite imagery, panoramic view more compelling when problems arise in the relations
of streets, and route planning for traveling by foot or car. between the player characters and their followers,
other people in their community, outsiders, or enemy
While all these web tools may be used to give factions.
gaming sessions greater immersion, game masters
may also choose to apply the rules appropriate to When devising potential conflicts, game
(found in pages 280, 395, 397 and 400) to different masters may get inspiration from two main types of
technological levels, with or without additional complications: scarcity and dilemmas.
fantastic elements, effectively creating a new setting
of their own.
Scarcity is closely linked to the survival concept
above. The community will need water and food,
Perhaps the Greek city-states of old have collapsed and most likely other supplies such as medicine, fuel
after Hades sent his undead army to conquer the peninsula. and ammo. These resources may be tracked by the
Or a very different Black Death has struck Europe and game master or players as “units”, which must be
Scarcity, may, therefore, lead to conflict, for The No Coin for Charon setting is also optimal for
instance, when two opposing factions need to control procedural storytelling in an episodic format: with a basic
the only nearby source of clean water for their own grasp of the concepts explained in this chapter and the
survival. It may also lead to dilemmas: what should toolkit found in the next one, it is possible to run a gaming
the community do when there’s not enough food for session with minimal preparation.
410
411
The tables found in this chapter form a toolkit While most tables will have a single column
to help game masters to run stories in the No Coin with outcomes, some may have two, three, or even
for Charon setting with minimum preparation, or to four columns with possible outcomes for each result.
serve as inspiration for them when an unexpected When that is the case, make one additional die roll
situation arises. for each additional column and check the results
obtained in each column to find out the combined
outcome.
These tables are of two types: single roll tables,
where the game master rolls a single die and checks
Needless to say, the tables found in this chapter are
its result to find one of eight possible outcomes, and
tools to help the game master, who is free to disregard
double roll tables, where they roll a single die twice to
outcomes they find undesirable, change any rolled die to a
find one of 16 to 64 possible outcomes.
result of their liking, or simply use the tables as inspiration,
directly choosing whatever outcome they find most
As usual, each die rolled will give a result from pertinent or compelling for the story.
412
0 ACCEPTING HELPFUL
1 APPREHENSIVE FRIENDLY
2 CONFIDENT WARY
3 COOPERATIVE WARY
4 DISTRUSTFUL UNFRIENDLY
5 DOMINANT UNFRIENDLY
6 DUTIFUL HOSTILE
7 SELF-INDULGENT HOSTILE
418
0 OR 1 1 1 1 1
2 TO 5 2 2 2 2
6 OR 7 3 3 3 3
0 RETREAT
1 NEGOTIATE
2 INTIMIDATE
3 STEAL OR DESTROY SUPPLIES
4 CAPTURE
5 CALL FOR REINFORCEMENTS
6 AMBUSH
7 DIRECT CONFRONTATION
FACTION TABLES
422
TABLE 70 FACTION STRENGTHS AND WEAKNESSES
STRENGTH WEAKNESS
0 TO 3 - 0 HAS AGENTS INSIDE OTHER FACTIONS HAS A TRAITOR WITHIN ITS RANKS
ITS BASE HAS GOOD PROTECTION AGAINST THE
0 TO 3 - 1 ITS BASE IS VULNERABLE TO CLIMATIC HAZARDS
HORDE AND ENEMIES
ITS BASE HAS GOOD SHELTER AGAINST CLIMATIC ITS BASE IS LOCATED IN A PLACE INFESTED BY MANY
0 TO 3 - 2
HAZARDS UNDEAD
ITS BASE ISN’T SUFFICIENTLY PROTECTED AGAINST THE
0 TO 3 - 3 ITS BASE IS SURROUNDED BY FEW UNDEAD
HORDE AND ENEMIES
ITS MEMBERS ARE PHYSICALLY FIT AND WELL ITS MEMBERS OFTEN BICKER AND FIGHT WITH ONE
0 TO 3 - 4
PREPARED ANOTHER
ITS MEMBERS COLLABORATE WELL WITH ONE MANY OF ITS MEMBERS ARE INCAPABLE OF DOING
0 TO 3 - 5
ANOTHER PHYSICAL LABOR
THE FACTION HAS ALL THE PRACTICAL
THE FACTION HAS ALMOST NO PRACTICAL KNOWLEDGE
0 TO 3 - 6 INFORMATION ABOUT THE AREA SURROUNDING ITS
ABOUT THE AREA SURROUNDING ITS BASE
BASE
THE FACTION HAS COMPETENT CRAFTSPEOPLE THE FACTION HAS FEW MEMBERS (ROLL TWICE FOR SIZE IN
0 TO 3 - 7
OR MEDICAL PRACTITIONERS THE TABLE ABOVE AND CHOOSE THE LOWEST RESULT)
THE FACTION HAS NO COMPETENT CRAFTSPERSON OR
4 TO 7 - 0 THE FACTION HAS GOOD LEADERSHIP
MEDICAL PRACTITIONER
THE FACTION HAS GOOD MORALE AS A RESULT
THE FACTION HAS NO CONTACT WITH OTHER FACTIONS
4 TO 7 - 1 OF HAVING ACCESS TO BEVERAGES, CANDIES,
OR SURVIVORS
CIGARETTES, OR FORMS OF ENTERTAINMENT
COMMUNITY TABLES
TABLE 74 SCARCITIES
SCARCITY
TABLE 75 MISSIONS
MISSION
TABLE 75 DILEMMAS
DILEMMA
0 TO 3 - 0 A “CRIME” WILL PROBABLY HAVE TO BE COMMITTED SO THAT THE COMMUNITY CAN SURVIVE
430
AN INDIVIDUAL HAS ACTED AGAINST THE COMMUNITY, BUT FOR SOME REASON A CRISIS WILL MOST LIKELY
0 TO 3 - 1
TRIGGER IF THE ANTAGONIST’S ACTIONS ARE SUCCESSFULLY DEALT WITH
ONE FOLLOWER MUST BE DEALT WITH, BUT THERE’S NO WAY TO BE COMPLETELY CERTAIN ABOUT WHO IS TO
0 TO 3 - 2
BE PUNISHED
0 TO 3 - 3 ONE OF TWO FACTIONS MUST BE CHOSEN TO BE DEALT WITH
ONE OR MORE INNOCENT OUTSIDERS WILL MOST LIKELY HAVE TO SUFFER SO THAT THE COMMUNITY CAN
0 TO 3 - 4
SURVIVE
0 TO 3 - 5 SOME MUST BE LEFT BEHIND SO THAT OTHERS MAY SURVIVE
0 TO 3 - 6 SOME MUST SACRIFICE THEMSELVES SO THAT OTHERS MAY SURVIVE
0 TO 3 - 7 THE ANTAGONIST COULDN’T ANTICIPATE THE OUTCOME OF THEIR ACTIONS
4 TO 7 - 0 THE ANTAGONIST HAD THEIR MORAL JUSTIFICATIONS FOR THEIR ACTIONS
4 TO 7 - 1 THE ANTAGONIST TURNS OUT TO BE A FOLLOWER
4 TO 7 - 2 THE ANTAGONIST WAS FORCED TO ACT THE WAY THEY DID BY EXTREME CIRCUMSTANCES
4 TO 7 - 3 THE ANTAGONIST WAS THREATENED TO ACT THE WAY THEY DID
4 TO 7 - 4 THE ANTAGONIST WAS WRONGED IN THE PAST AND THEIR ACTIONS WERE MOTIVATED BY REVENGE
THE MOST LIKELY OPTIMAL RESOLUTION FOR THE SITUATION INVOLVES LOSING A PIECE OF IMPORTANT
4 TO 7 - 5
EQUIPMENT OR RELEVANT AMOUNT OF SUPPLIES
THE MOST LIKELY OPTIMAL RESOLUTION FOR THE SITUATION INVOLVES COMPROMISING WITH THE
4 TO 7 - 6
ANTAGONIST
THERE IS NO DILEMMA AS THE SITUATION IS CLEAR CUT AND�WITH A BIT OF LUCK�IT WILL BE POSSIBLE TO DEAL
4 TO 7 - 7
WITH IT SUCCESSFULLY WITHOUT ANY NEGATIVE REPERCUSSIONS
431
432
438
440
Age: 55 Darq has grey hair, laugh lines and hazel eyes. He
wears an ACU jacket, jeans and motorcycle boots, and rides
Occupation: Benevolent Dictator
a 2017 Indian Scout Icon. He carries a Japanese Katana
Ancestry: Human (Tonbo) and an M4 select fire battle rifle. Chico, a grizzled
Culture: North American Chihuahua missing about half his fur and teeth, is his
Native Language: English constant companion and has become an expert at undead
Faith: Yes, Please herding and avoidance. He provides scouting for Darq and
watches over him when he sleeps.
Companion: Chico (his Chihuahua)
Enemy: none
Secret: ? ALICE S. CROW
Weaknesses: Wrath, Pride by Jan
Alice got the raven black Hair from her mother and
the pale skin from her father. She is 24 years old, but looks
like a young girl on the threshold to becoming a woman.
She has a narrow face and slim hands. Her eyes never lose
their look of sadness, even when she smiles.
1 3 5 7 9
TOKEN
OCCUPATION FAITH ALLEGIANCE TOTAL EXP EARNED
FRIEND ENEMY COMPANION EXP SPENT
ACROBATICS FREE CLIMBER ARMOR PROFICIENT GRACEFUL ARCHITECT SHIPWRIGTH ASKING AROUND SNOOP
PARKOUR PARACHUTIST CLOAK USE AVIATION ENGINEER BEWITCHING INVESTIGATIVE
EXPERT CLIMBER SIDESTEP INVENTOR CHARISMATIC
DEATH FROM ABOVE NIMBLE DANGER SENSE MECHANIC FLAMBOYANT INTRIGUE
ENDURANCE IRON LUNGS REFLEXES TUMBLE ENGINEER JURY-RIGGER TEMPTER MANIPULATIVE
NORMAL
TOUGH
1 WOUND
1 2 3
1 WOUND
AMMO 3 4 5 BLUNT: 1 WOUND + KO TEST
PIERCING & SLASHING & ENERGY: 2 WOUNDS
2 WOUNDS + KO TEST
5 6 7 PIERCING: 2 WOUNDS + KO TEST + DEATH TEST
AMMO SLASHING & ENERGY: 3 WOUNDS + KO TEST
3 WOUNDS + KO + DEATH TEST
7 8 9 ENER: 4 WOUNDS + KO + DEATH TEST
AMMO
ARMOR ARMOR
RATING
9 10 11 DEAD
CLOAK SHIELD
WOUNDS
APPEARANCE RELATIONSHIP
CHARACTER ILLUSTRATION
PERSONALITY WEAKNESS
SKILLS
NAME
FOLLOWER AGE
APPEARANCE RELATIONSHIP
PERSONALITY WEAKNESS
SKILLS
NAME
FOLLOWER AGE
APPEARANCE RELATIONSHIP
LOCATION
COMMUNITY NUMBER OF MEMBERS
PERSONALITY WEAKNESS
SUPPLIES
VIGOR DEXTERITY WITS PRESENCE WATER FOOD FUEL
MEDICINE AMMO MATERIALS
SKILLS RESOURCES
FIREARMS MELEE WEAPONS VEHICLES
GENERATORS BATTERIES TOOLS
CARRIED ITEMS
NAME
FOLLOWER AGE
APPEARANCE RELATIONSHIP
PERSONALITY WEAKNESS
CARRIED SUPPLIES
VIGOR DEXTERITY WITS PRESENCE FOOD UNITS WATER UNITS
SKILLS LANGUAGES/TALENTS
Tom Shartle, Paulo M. Di Bernardi, Jan, RPG Crunch, Tajo Fittkau, Jessica
Delgado, Laura Lundy, Patrick Massaad, Jacob de Peuter, James “Stoney” Potter,
Daniel Holthausen Nunes, Felipe Barros, Miquel Vadell, Giovanni Gil, Paulo Renato
Dallagnol, Christopher Cantrell, SumikLabs, Hamish Leese, Scott Malthouse, The
Trese Brothers, Renato Raso, and last but not least, Diogo Martins.
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