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Михаил Герасимов (Order #27301389)

Михаил Герасимов (Order #27301389)


Михаил Герасимов (Order #27301389)
CREDITS
Concept design and writing by R.G. de Barros
Graphic design by Diogo Martins
Editing and proofreading by Stephi Cham and Hamish Leese
Cover art by Zahir Aghakhani
Original interior art by Zahir Aghakhani, Oana Dascalu, Trí Nguyễn, Rafael Sarmento,
and R.G. de Barros.

Licensed interior art by Rafael Sarmento, Krystyna Novachuk, Fabrice Bertolotto, Dominick
Critelli, Oliver Denker, Oleksandr Dziatko, Daniel Eskridge, Matt Forsyth, Konstantin G.,
Daniele Gay, Yaroslav Gerzhedovich, Forrest Imel, Evangelia Kaliva, Vuk Kostic, Camille
Kuo, Roman Kybus, Tithi Luadthong, Laslo Ludrovan, Andrei Pervukhin, Joe Prachatree,
Lucas Rossatti, Roni Setiawan, Max Shevchenko, Keith Tarrier, Joe Therasakdhi,
Alex Tooth, Mark Turner, KhDuy Vo, Liu Zishan, Pavel Zhovba, 80’s Child, Algol,
Blackdog1996, Crudelitas, d1sk, Digital Storm, Donma Digital Art, Fotogrin, Fotokostic,
Freehand Transmute, Getmilitaryphotos, GrandeDuc, Khius, Kozlik, kzww, Microstoker1,
m.o.arvas, newsteach, NextMarsMedia, Nyord, Refluo, RikoBest, Roman3dArt, Shu_it,
SimpleB, Stach, SugaBom86, WarmTail, Yasnarada, Art Furnace, Bidaj Studio, Parabol
Studio, and T Studio.

Some artwork copyright © by Rafael Sarmento, Matt Forsyth, Forrest Imel, Freehand
Transmute, Jan, and Shutterstock; used with permission. All rights reserved. Some artwork
© 2015 Vagelio Kaliva, used with permission. All rights reserved. Public domain work by
Willem van de Velde and NASA.

Playtesting by Felipe Barros, Paulo M. Di Bernardi, Nacib Elias, Naim Elias, Giovanni Gil,
Daniel Holthausen Nunes, Diogo Martins, Rodrigo Petry Nunes, and Miquel Vadell.

Consulting by Paulo M. Di Bernardi, Caroline Giaretta, Renato Raso, and Miquel Vadell.

Published by Abascanto Press

Copyright © 2019 by R.G. de Barros. All rights reserved.

byterpg.com

Михаил Герасимов (Order #27301389)


CONTENTS
INTRODUCTION........................................................8 Archery...................................................................53
CHARACTER CREATION......................................12 Athletics..................................................................55
Overview......................................................................13 Charm.....................................................................57
Ancestries....................................................................16 Craft........................................................................59
Humans..................................................................17 Deception...............................................................62
The Amerfein.........................................................18 Dodge.....................................................................65
Beastmen................................................................19 Driving...................................................................67
Brau’haques...........................................................20 Engineering ...........................................................69
Cirimids..................................................................21 Exotic Weapons.....................................................71
Daramohns.............................................................22 Fencing...................................................................73
Dweorgs.................................................................23 Heavy Weapons....................................................75
The Edohyn............................................................24 Intimidation...........................................................77
Elves........................................................................25 Leadership.............................................................79
The Gherfidr..........................................................26 Legerdemain..........................................................82
Gnomes...................................................................27 Marksmanship ......................................................84
Goblins....................................................................28 Martial Arts............................................................86
Jeods........................................................................29 Medicine.................................................................88
The Jurkhya............................................................30 Melee Weapons.....................................................91
Muratirs..................................................................31 Perception..............................................................93
Nondalus................................................................32 Persuasion..............................................................96
Orcs.........................................................................33 Piloting ..................................................................98
Purzaris..................................................................34 Seamanship..........................................................100
Raikurs....................................................................35 Stealth...................................................................102
The Sidhe................................................................36 Survival................................................................104
Taullians ................................................................37 Taming..................................................................106
The Vorsh...............................................................38 Technology ..........................................................108
Yasogons.................................................................39 Finishing Touches....................................................110
Zaavelds.................................................................40 Cultures................................................................111
Demi-Humans.......................................................41 Languages and Talents.......................................111
Main Stats....................................................................42 Background Points..............................................112
Attributes...............................................................43 Money and Social Classes..................................112
Advantages............................................................43 Multiple Characters............................................114
Disadvantages.......................................................44 Superhero Characters.........................................114
Weaknesses............................................................44 GAMEPLAY RULES................................................117
Skills........................................................................45 Game Mastering.......................................................118
Abilities........................................................................48 Overview..............................................................119
Overview................................................................49 Dice and Modifiers.............................................120
Arcana.....................................................................50 Attribute Tests.....................................................120

Михаил Герасимов (Order #27301389)


Attribute Contests...............................................121 Spellcraft....................................................................170
Weakness Tests....................................................121 Spellcasters...........................................................171
Skill Tests..............................................................121 Spells.....................................................................171
Skill Contests.......................................................123 Arcane Symbols .................................................172
Difficulty and Outcome.....................................124 Learning Arcane Symbols..................................173
Assistance.............................................................124 Mana Points ........................................................174
Impromptu Tests.................................................125 Mana Sources.......................................................175
The Token.............................................................125 Alchemy...............................................................183
Combat.......................................................................126 Spell Aspects........................................................185
Initiative...............................................................127 Deflecting and Dispelling Spells.......................188
Rounds, Turns, and Actions..............................127 Grimoire...............................................................189
Attack and Defense.............................................129 List of Spells ........................................................189
Wounds, Healing, and Death............................131 Divine Powers...........................................................215
Fencing Duels......................................................134 Overview..............................................................216
Dueling With Pistols...........................................135 List of Divine Powers.........................................216
Showdown...........................................................135 Vitality Powers.........................................................225
Brawls...................................................................135 Overview..............................................................226
Chases...................................................................136 List of Vitality Powers........................................229
Survival......................................................................138 Psychic Powers.........................................................234
Food and Water...................................................139 Overview .............................................................235
Diseases................................................................139 List of Psychic Powers........................................237
Drugs and Poisons..............................................140 Psychic Creatures................................................243
Radiation-Like Effects........................................141 Mutations...................................................................245
Hazardous Conditions.......................................142 Overview..............................................................246
Drowning and Suffocation................................142 List of Mutations.................................................246
Falling...................................................................143 Dreamscapes.............................................................249
Massive Destruction...........................................143 Overview..............................................................250
Money and Equipment...........................................144 Creating a Dreamscape .....................................250
Money ..................................................................145 The Rules of a Dreamscape ..............................253
Buying ..................................................................145 Dreamscape and The Mind...............................254
Selling ..................................................................146 The Morpheus Machine ....................................255
Rewards ...............................................................146 Trackers......................................................................256
Equipment and Properties.................................146 Overview .............................................................257
Weapons and Artillery.......................................150 Darkness ..............................................................257
Firearm Attachments .........................................156 Fortune ................................................................259
Protective Items...................................................157 Hope and Despair ..............................................260
Encumbrance.......................................................158 BESTIARY.................................................................262
Final Rules and Example of Gameplay...............159 Creatures....................................................................263
Between Stories...................................................160 Overview..............................................................264
Experience and Retirement...............................161 Companion Creatures........................................266
Non-Player Characters.......................................162 Sample Creatures................................................270
A Brief Example of Gameplay..........................164 Denizens of The Night............................................280
MIND, SOUL AND POWERS...............................169 The Undead ........................................................281

Михаил Герасимов (Order #27301389)


Undead Types and The Horde ........................282 Ship Classes.........................................................361
Vampires..............................................................285 Naval Warfare......................................................362
Vampire Player Characters ...............................289 Starships....................................................................368
Lycanthropy ........................................................293 Overview..............................................................369
Fiends....................................................................295 Starship Classes...................................................371
TECH..........................................................................302 Building a Starship.............................................372
Networks and Hacking...........................................303 Starship Battles....................................................375
Overview..............................................................304 SOCIETY....................................................................384
Hacking Contests................................................305 Organizations............................................................385
Programming.......................................................307 Factions ................................................................386
Hacking Advanced Tech ...................................308 Noble Houses......................................................387
Neural Hacking ..................................................310 Secret Societies.....................................................387
VR Net..................................................................313 Religious Orders.................................................388
Relayed Feedback Burn......................................315 Mercenary Companies.......................................388
Potentials..............................................................316 Merchant Companies.........................................389
AI and Automata......................................................317 Missions................................................................389
AI...........................................................................318 Corporations........................................................390
AI Player Characters...........................................318 The League...........................................................393
Automata..............................................................319 Funds....................................................................394
Automaton Player Characters...........................322 Support Personnel...............................................394
Cybernetic Implants................................................324 Communities.......................................................395
Overview .............................................................325 Followers..............................................................395
List of Cybernetic Implants...............................326 Crises....................................................................397
Neural Software..................................................328 Collapsed Economic Systems................................400
Mechas........................................................................330 Starting Equipment.............................................401
Overview .............................................................331 Bartering...............................................................401
Mecha Suits..........................................................331 Games and Sports....................................................402
Mecha Vessels......................................................332 Bastion and Knuckles.........................................403
Building a Mecha Vessel ...................................337 Tento and Spikedball..........................................403
Mecha Combat....................................................340 NO COIN FOR CHARON.....................................407
VEHICLES.................................................................342 Rules Index................................................................408
Land Vehicles............................................................343 Setting Overview and Advice................................409
Overview..............................................................344 Setting Toolkit..........................................................411
Building a Ride....................................................344 Instructions..........................................................412
Road Wars............................................................347 Non-Player Character Tables.............................413
Land Vehicles vs Creatures ..............................351 Faction Tables......................................................419
Flying Machines.......................................................353 Location Tables....................................................424
Overview..............................................................354 Community Tables..............................................428
Building a Flying Machine................................354 Hexcrawl....................................................................432
Air Combat..........................................................357 Sample Factions........................................................438
Flying Machines vs Flying Creatures..............359 Sample Characters...................................................440
Ships and Airships...................................................360 ACKNOWLEDGEMENTS.....................................445
Overview..............................................................361

Михаил Герасимов (Order #27301389)


INTRODUCTION
Михаил Герасимов (Order #27301389)
What is a roleplaying game? Roleplaying games It is important to know that players are
may assume many forms, but for the purposes of completely free regarding how they want to run
this book, it will be defined as collective storytelling roleplaying games as a group. Sagas may last many
tabletop games for two or more players that may be years, and players may alternate in the role of the
played face-to-face or through any video or audio game master, simultaneously creating stories in the
chat. same or different settings. The game master in a
gaming group may play a player character in another
player’s saga.
In a roleplaying game (RPG), one of the players
is the game master: the one responsible for laying out
a story and its possible events and challenges in a Within this book, players will find the BYTE
setting of choice and populating that fictional world Roleplaying Game (BYTE RPG), a ruleset for players
with characters (non-player characters) of their own to create complete settings and characters for
design. roleplaying games of their liking.

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

Михаил Герасимов (Order #27301389)


will find many chapters that they may drop or add merchant corporations, and secret societies. This
as building blocks to create their settings without any is a world filled with intrigue, swashbucklers and
inconsistencies or incompatibilities in the rules, and musketeers, magicians with deep arcane knowledge,
with total cohesion regarding the BYTE RPG’s core and strange machinery fueled by meteorites with
rules found in Sections I and II. embedded divine power: the Gods’ Embers.

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

Михаил Герасимов (Order #27301389)


NO COIN FOR CHARON TL 7

stars. Player characters will be traveling aliens from


many bizarre worlds in a universe where machines An undead apocalypse survival mini-setting
mingle with mystical powers and where the miracles included at the appendix of this book.
of technology alone are useless against the invisible
creators’ dark designs.
With the exception of the occasional stats regarding
important characters and factions, BYTE RPG setting
AUDIO TAPES FROM books will deal solely with the narrative peculiarities of
THE END TIMES: CHRONICLES TL 7-8
a particular world (e.g., its history, geography, people,
OF NIORTHUS III cultures, legends, conflicts, in addition to many options
and randomizing tables to assist game masters in creating
unique characters, locations, and stories on the fly), leaving
the rules to be found in this main book.

When a Skill, Ability, equipment, or any rule in


Fifty years after the events of the City and the this book refers to one or more TLs or settings, it
Numina, players will return to a different Niorthus, automatically means that it is not applicable to
a divided world filled with eighties-flavored any other TLs or settings not mentioned in that
memorabilia and retropunk elements. They will chapter. On the other hand, whenever a chapter
roleplay specialists from diverse backgrounds doesn’t refer at all to any TLs and settings in
who take part in the mysterious League, a secret its header, then it is applicable to all TLs and
society dedicated to facing supernatural threats, settings. 11
while trying to avert nuclear Armageddon as the
world’s superpowers come closer to triggering total Also, some rules may be labeled with a symbol:
annihilation with each new proxy war. they are neither applicable to any specific TL, nor to any
BYTE RPG setting, and are simply presented in this
BLADES FOR THE DEAD book as more options for game masters to create their

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.

Михаил Герасимов (Order #27301389)


CHARACTER CREATION
Михаил Герасимов (Order #27301389)
CHAPTER 1

OVERVIEW

Михаил Герасимов (Order #27301389)


Players create a character by writing on a lack of one. Still, game masters are free to award
sheet of paper all the relevant information about in creative ways dedicated players who write
them. At the end of this book, players will find a compelling backgrounds for their characters, as
generic form—called the character sheet—for any well as to bar some of the more exotic Background
characters created with the BYTE RPG, which will Points expenditures (see page 112) or to increase
be useful for organizing relevant details. Each their cost when such character creation choices are
BYTE RPG setting book will also come with a not supported by any background text.
character sheet personalized for the corresponding
setting.
After choosing an Ancestry and giving
the character a personality, general look, and
The first thing a player should do when backstory, the player will then get to the more
creating a character is choose an Ancestry from mathematical side of things regarding the
those found in page 16. Some settings will only character’s creation. The player will:
have Humans as the sole Ancestry, while others
may have many. Sometimes Ancestries may refer
to people living together in the same world, while
1 Choose which Weaknesses (page 44) to give
their character (if any), both for roleplay
in other settings they may refer to people hailing
OVERVIEW

purposes as well as means to obtain additional


from different planets or even realities. Attribute Points or Background Points, but in
exchange for less Skill Points.
After choosing an Ancestry, the player
can then fill in the following list to define their 2 Spend Attribute Points (page 43) to increase
character’s main traits: some or all of their character’s four Attribute
Scores, which are the character’s foundation
and will determine the aspects of life in which
♦ Name (in accordance with the peculiarities of they have potential to perform efficiently.
the Ancestry and setting) For instance, are they an athletic individual,
♦ Age (normally an adult age, as defined by the a bookworm, or a people’s person?
14 peculiarities of the Ancestry)
♦ Appearance (in accordance with the 3 Choose Advantages and Disadvantages
peculiarities of the Ancestry and setting) (if any; pages 43 and 44), if the character’s
Attribute Scores are, respectively, higher
♦ Occupation (in accordance with the or lower than the average. Are they Tough,
peculiarities of the setting)
CHARACTER CREATION

Clumsy, Insightful, or Naïve?


♦ Faith or Philosophical Belief (in accordance
with the peculiarities of the setting) 4 Spend Skill Points (page 45) to increase
♦ Main Allegiance (if any and in accordance with some of the character’s Skill Ranks, which
the peculiarities of the setting) will determine what practical things they
specialize in, such as Martial Arts, Fencing,
♦ Name and Description of one Friend Engineering, and Leadership.
♦ Name and Description of one Rival, Enemy, or
Enemy Faction 5 Choose Abilities (page 48) to give the
♦ One Secret character an edge when trying to succeed in
certain specific scenarios or perform unique
actions such as deflecting an arrow with their
Any missing information may be filled in
bare hands or repairing starships.
by the game master in any way they desire (and
cannot be changed later by the player).
6 Choose a Culture (page 111), which will define
the character’s native language and possibly
Players should also consider writing a give them additional special Abilities for
background text of at least a couple of paragraphs certain Skills.
recounting the character’s main life events up
until the start of the first story. While writing 7 Choose additional desired languages and
such background text—at least a short one—is talents (page 111). Talents are areas of
usually expected by many game masters, there expertise that serve primarily to complement.
are no mandatory consequences regarding the

Михаил Герасимов (Order #27301389)


8 Spend Background Points (if any; page 112), Points and learn about finishing touches regarding
to give the character unique powers or perks cultures, languages, social classes, and wealth.
such as casting spells or being a noble.

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

Михаил Герасимов (Order #27301389)


CHAPTER 2

ANCESTRIES

16
CHARACTER CREATION

Михаил Герасимов (Order #27301389)


HUMANS

The People with Many Tongues. Their adaptability


and affinity to science changed the world and brought them
to power. In many settings, they form the majority of the
world’s population.

Native Language: per Culture


Character Points: 8

Special: Humans start with 1 bonus Background


Point. A player may spend 1 Background Point once
to give their Human character a single Advantage

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

Михаил Герасимов (Order #27301389)


THE AMERFEIN

The Divine Offspring. The Amerfein are a humanoid


Ancestry—taller than Humans—with brown, yellow, or
white skin, hairs from many possible colors (including
white and silver), and strange eyes with no irises or pupils
and a faint glow of white, blue, yellow, or green. They have
large wings with a black, white, grey, or brown color.

Adulthood Age (in Earth years): 20


Life Expectancy (in Earth years): 120
Average Height: 180 cm (or 5’11”)
Average Weight: 70 kg (or 155 lb)
ANCESTRIES

Native Language: per Culture


Character Points: 6

Attribute Bonuses:
Presence (increasing its Score
from 3 to 4 costs 3 Character Points)

Weakness Modifiers: Pride (grants 3


Character Points or 2 Background Points)

18
Skill Penalties (increasing each Skill Rank
costs 2 Skill Points): Stealth, Survival, Taming

Bonus Abilities: Start with the Inspiring Ability from


CHARACTER CREATION

the Leadership Skill, regardless of the number of


regular Skill Ranks in that Skill and any requirements
(but conditions for its use apply)

Special: They can use their wings to fly, reaching


altitudes as high as their Might times one thousand
in meters or yards. While flying, they cannot hover,
thus making all their ranged attacks hard contests for
themselves, as they must keep moving while firing.
In , Amerfein may be nobles without having to
spend a Background Point.

Михаил Герасимов (Order #27301389)


BEASTMEN

The Blessed Ones. Beastmen are a humanoid


Ancestry with varied animal features. One may be a stout
anthropomorphic boar; another may be a very human-
like being with birdlike features and feathers along the
arms; another may have a furry body and a wolf-like head;
another may appear completely human except for cat-like
ears and tail. Some may be larger than humans. Legend
says such beings, while so different among themselves, have
an ancient common origin: creatures elevated by the Forest
Spirits to face the threat of civilization. Some, however,
believe they are descendants from humans lost in forbidden
forests—humans cursed into becoming animal-like beings

ANCESTRIES
a long time ago.

Adulthood Age (in Earth years): varies


Life Expectancy (in Earth years): varies
Average Height: varies
Average Weight: varies
Native Language: Forest-Speech
Character Points: 7

Attribute Bonuses: Vigor (increasing its Score from 3 19


to 4 costs 3 Character Points) or Dexterity (increasing
its Score from 3 to 4 costs 3 Character Points), but not
both

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

Skill Penalties (increasing each Skill Rank costs 2


Skill Points): Engineering, Technology

Special: Start with either the Tough Advantage— if


the Vigor Attribute Score is 2 or higher, in addition
to other Advantages if the Vigor Attribute Score
is 3 or 4—or the Deft Advantage—if the Dexterity
Attribute Score is 2 or higher, in addition to other
Advantages if the Dexterity Attribute Score is 3 or 4.
In settings with social classes, such as , it costs 1
more Background Point to be a noble. All Medicine
Skill tests on the character are hard, unless the healer
has the Xenomedic Ability from the Medicine Skill or
is also a Beastman with similar physical complexion.

Михаил Герасимов (Order #27301389)


BRAU’HAQUES

The Resilient Ones. The towering Brau’Haques are


distinguished by their muscular bodies, lack of hair, white
eyes with no irises, and multicolored, striped skin patterns.

Adulthood Age (in Earth years): 18


Life Expectancy (in Earth years): 80
Average Height: 200 cm (or 6’7”)
Average Weight: 120 kg (or 265 lb)
Native Language: per Culture
Character Points: 8
ANCESTRIES

Attribute Bonuses: Vigor (increasing its Score from 3


to 4 costs 3 Character Points)

Attribute Penalties: Wits (increasing its Score from 2


to 3 costs 3 Character Points)

Weakness Modifiers: Wrath (grants 3 Character


Points or, as a third or fourth Weakness, 2 Background
Points)
20
Special: +1 damage for unarmed attacks against targets
without worn and natural armor. In and , it costs
1 more Background Point for a Brau’Haque to be a noble.
CHARACTER CREATION

Михаил Герасимов (Order #27301389)


CIRIMIDS

The Oracles of the Void. A hermaphrodite, larger-than-human


Ancestry with high intelligence and strong tentacles, capable of
moving upright on land and swimming underwater. They can change
their natural skin tone to match their surroundings to try to hide from
predators. They have a hyper-developed sixth sense.

Adulthood Age (in Earth years): 20


Life Expectancy (in Earth years): 200
Average Height: 230 cm (or 7’7”)
Average Weight: 160 kg (or 350 lb)
Native Language: Cirimidish
Character Points: 8

ANCESTRIES
Attribute Bonuses: Wits (increasing its Score from 3 to 4 costs
3 Character Points)

Weakness Modifiers: Wrath (grants 1 Character Point or,


as a third or fourth Weakness, no Background Points), Pride
(grants 1 Character Point or, as a third or fourth Weakness, no
Background Points), Greed (grants 1 Character Point or, as a
third or fourth Weakness, no Background Points), Hedonism
(grants 1 Character Point or, as a third or fourth Weakness, no
Background Points)

Skill Bonuses (increasing a Skill Rank from 0 to 2 costs 1 Skill 21


Point, and also just 1 Skill Point when increasing it from 3 to 4):
Arcana, Stealth

Skill Penalties (increasing each Skill Rank costs 2 Skill Points):


Athletics, Charm, Taming

CHARACTER CREATION
Bonus Abilities: Start with the Iron Lungs Ability from the
Athletics Skill, regardless of the number of Ranks in that Skill.

Special: Start with the Insightful Advantage if the Wits Attribute


Score is 2 or higher, in addition to other Advantages if the Wits
Attribute Score is 3 or 4. Cannot have the Beautiful Advantage.
For all purposes, they are considered to have the Unattractive
Disadvantage, regardless of their Presence Attribute Score,
in addition to another Disadvantage, if said Score is 1. The
prescient Cirimids make excellent navigators and, as such, will
roll 1 extra die for normal and hard astrogation tests with the
Arcana Skill ( ). Cirimids that are psychics will likewise roll 1
extra die for Psychic tests and contests when performing Mind
over Ether Psychic Powers. Their many tentacles allow them
to hold many items and weapons at once but won’t allow a
Cirimid to do more than a single attack per round. Can breathe
underwater and thus can never drown. All Medicine Skill
tests on the character are hard, unless the healer is a Cirimid
or has the Xenomedic Ability from the Medicine Skill. They
cannot speak additional learned languages; without a voice
translator, a Cirimid may only communicate through their
strange speech with another Cirimid or with a person who
understands Cirimidish.

Михаил Герасимов (Order #27301389)


DARAMOHNS

The Grays. The Daramohns are humanoid beings with


smooth gray-colored skins, somewhat large hairless heads,
and on average smaller and slender than humans. They are
evolved beings with a deep sense of collectiveness among
themselves and an aptitude for certain Psychic Powers.

Adulthood Age (in Earth years): 25


Life Expectancy (in Earth years): 160
Average Height: 160 cm (or 5’3”)
Average Weight: 50 kg (or 110 lb)
Native Language: Daramohnese
ANCESTRIES

Character Points: 8

Attribute Bonuses: Wits (increasing its Score from 3


to 4 costs 3 Character Points)

Attribute Penalties: Vigor (increasing its Score from 2


to 3 costs 3 Character Points)

Weakness Modifiers: Greed (grants 1 Character Point


or, as a third or fourth Weakness, no Background
22 Points)

Skill Bonuses (increasing a Skill Rank from 0 to 2


costs 1 Skill Point, and also just 1 Skill Point when
CHARACTER CREATION

increasing it from 3 to 4): Perception

Skill Penalties (increasing each Skill Rank costs 2


Skill Points): Leadership, Melee Weapons

Special: Cannot have the Mighty Advantage. For


all purposes, Daramohns are considered to have
the Weak Disadvantage, regardless of their Vigor
Attribute Score, in addition to another Disadvantage,
if said Score is 1. A Daramohn may be a psychic
regardless of having the Insightful Advantage, but
only as long as they have a Score of 2 or more in the
Presence Attribute and spend a Background Point for
it. Daramohns that are psychics roll 1 extra die for
Psychic tests and contests when performing Mind
over Matter Psychic Powers.

Михаил Герасимов (Order #27301389)


DWEORGS

The Mountain Dwellers. Sturdy people with long


beards and masterful crafting abilities.

Adulthood Age (in Earth years): 30


Life Expectancy (in Earth years): 200
Average Height: 135 cm (or 4’5”)
Average Weight: 100 kg (or 220 lb)
Native Language: Dweorgish
Character Points: 7

ANCESTRIES
Attribute Bonuses: Vigor (increasing its
Score from 3 to 4 costs 3 Character Points)

Attribute Penalties: Dexterity


(increasing its Score from 2 to 3 costs 3
Character Points)

Weakness Modifiers: Greed (grants


3 Character Points or, as a third or
fourth Weakness, 2 Background
Points) 23

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

CHARACTER CREATION
to 4): Craft

Skill Penalties (increasing each Skill Rank costs 2


Skill Points): Athletics, Driving, Piloting, Technology

Special: Start with the Resilient Advantage if the


Vigor Attribute Score is 2 or higher, in addition to
other Advantages if the Vigor Attribute Score is 3 or
4. They can see through darkness as if it was bathed
in direct sunlight.

Михаил Герасимов (Order #27301389)


THE EDOHYN

The Forest Spirits. Widely regarded as descendants from


an ancient Sidhe faction that abandoned the Veiled Realm
for reasons unknown since long forgotten times, they are an
insightful Ancestry with a profound connection to nature.
The Edohyn are very humanlike—slightly smaller than
Humans and the Sidhe—but with pointed ears, somewhat
long incisors, and the occasional green, purple, or blue hair.

Adulthood Age (in Earth years): 20


Life Expectancy (in Earth years): 150
Average Height: 165 cm (or 5’5”)
Average Weight: 65 kg (or 145 lb)
ANCESTRIES

Native Language: Sidhe


Character Points: 6

Attribute Bonuses: Dexterity (increasing its Score from


3 to 4 costs 3 Character Points)

Weakness Modifiers: Greed (grants 1 Character Point


or, as a third or fourth Weakness, no Background Points)

Skill Penalties (increasing each Skill Rank costs 2 Skill


24 Points): Engineering

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
CHARACTER CREATION

for its use apply). Start with the Animal Whisperer


Ability from the Taming Skill, regardless of the number
of regular Skill Ranks in that Skill and any requirements
(but conditions for its use apply).

Special: Start with the Insightful Advantage if the


Wits Attribute Score is 2 or higher, in addition to other
Advantages if the Wits Attribute Score is 3 or 4. In settings
with divine powers such as , the character may start
the game with the Spellcaster power without spending
a Background Point, but other requirements may apply
depending on the setting. If the character is a spellcaster,
they may draw Mana from their surroundings as if they
were attuned to the place, but they will be incapable
of corrupting it (i.e., draining its last Mana Point) or
receiving Mana from Blood Sacrifices. In and settings
with a TL 3 , they cannot use the Wits Attribute bonus
to learn other languages besides Sidhe. Such extra
languages must only be acquired through Skill Points
or Experience Points. In and , the Edohyn cannot
be nobles.

Михаил Герасимов (Order #27301389)


ELVES

The Forest Dwellers. Graceful and slender people


with pointed ears.

Adulthood Age (in Earth years): 40


Life Expectancy (in Earth years): 500
Average Height: 170 cm (or 5’7”)
Average Weight: 65 kg (or 145 lb)
Native Language: Elvish
Character Points: 7

ANCESTRIES
Attribute Bonuses: Dexterity (increasing its Score
from 3 to 4 costs 3 Character Points)

Attribute Penalties: Vigor (increasing its Score from 2


to 3 costs 3 Character Points)

Weakness Modifiers: Pride (grants 3 Character Points


or, as a third or fourth Weakness, 2 Background
Points)

Skill Bonuses (increasing a Skill Rank from 25


0 to 2 costs 1 Skill Point, and also just 1
Skill Point when increasing it from
3 to 4): Arcana

CHARACTER CREATION
Skill Penalties
(increasing each Skill
Rank costs 2 Skill
Points): Engineering, Heavy Weapons, Seamanship,
Technology

Special: Start with the Deadeye Advantage if the


Dexterity Attribute Score is 2 or higher, in addition
to other Advantages if the Dexterity Attribute Score
is 3 or 4. They can see through darkness as if it was
bathed in direct sunlight.

Михаил Герасимов (Order #27301389)


THE GHERFIDR

The Silent Ones. A humanoid Ancestry with four


pitch-black eyes, skins with vivid colors ranging from blue,
purple, red and green tones, pointy ears, and four tentacle-
like appendages on the top of their heads, which grant
Psychic capabilities to many of its members.

Adulthood Age (in Earth years): 18


Life Expectancy (in Earth years): 80
Average Height: 170 cm (or 5’7”)
Average Weight: 70 kg (or 155 lb)
Native Language: per Culture
ANCESTRIES

Character Points: 7

Attribute Bonuses: Presence (increasing its Score


from 3 to 4 costs 3 Character Points)

Attribute Penalties: Vigor (increasing its Score from 2


to 3 costs 3 Character Points)

Weakness Modifiers: Hedonism (grants 3 Character


26 Points or, as a third or fourth Weakness, 2 Background
Points), Wrath (grants 1 Character Point or, as a third
or fourth Weakness, no Background Points)

Skill Bonuses (increasing a Skill Rank from 0 to 2


CHARACTER CREATION

costs 1 Skill Point, and also just 1 Skill Point when


increasing it from 3 to 4): Charm

Skill Penalties (increasing each Skill Rank costs 2


Skill Points): Arcana, Intimidation

Special: A Gherfidr may be a psychic without


the Insightful Advantage and having to spend a
Background Point for it, but only if they have the
Astute Advantage.

Михаил Герасимов (Order #27301389)


GNOMES

The Merry Folk. Small people with an affinity for


innovations and a penchant for leisure.

Adulthood Age (in Earth years): 40


Life Expectancy (in Earth years): 200
Average Height: 115 cm (or 3’9”)
Average Weight: 45 kg (or 100 lb)
Native Language: Gnomish
Character Points: 7

ANCESTRIES
Attribute Bonuses: Wits (increasing its Score from 3
to 4 costs 3 Character Points)

Attribute Penalties: Vigor (increasing its Score from 2


to 3 costs 4 Character Points)

Weakness Modifiers: Hedonism (grants 3 Character


Points or, as a third or fourth Weakness, 2 Background
Points)

Skill Bonuses (increasing a Skill Rank from 0 to 2 27


costs 1 Skill Point, and also just 1 Skill Point when
increasing it from 3 to 4): Dodge, Engineering

Skill Penalties (increasing each Skill Rank

CHARACTER CREATION
costs 2 Skill Points): Driving, Heavy
Weapons, Intimidation, Martial Arts

Special: Start with the Inventive Advantage


if the Wits Attribute Score is 2 or higher,
in addition to other Advantages if the Wits
Attribute Score is 3 or 4. Cannot have the
Tough Advantage. For all purposes,
they are considered to have the Frail
Disadvantage regardless of their
Vigor Attribute Score, in addition to
another Disadvantage if said Score is
1. They can see through darkness as if it
was bathed in direct sunlight.

Михаил Герасимов (Order #27301389)


GOBLINS

The Green Ones. Small folk with serrated teeth and


long ears and noses.

Adulthood Age (in Earth years): 18


Life Expectancy (in Earth years): 50
Average Height: 120 cm (or 3’9”)
Average Weight: 40 kg (or 90 lb)
Native Language: Goblin
Character Points: 7
ANCESTRIES

Attribute Bonuses: Dexterity (increasing its Score


from 3 to 4 costs 3 Character Points)

Attribute Penalties: Vigor (increasing its Score from 2


to 3 costs 3 Character Points), Presence (increasing its
Score from 2 to 3 costs 3 Character Points)

Weakness Modifiers: Wrath (grants 3 Character


Points or, as a third or fourth Weakness, 2 Background
Points), Greed (grants 3 Character Points or, as a third
28 or fourth Weakness, 2 Background Points)

Skill Bonuses (increasing a Skill Rank from


0 to 2 costs 1 Skill Point, and also just
1 Skill Point when increasing it
CHARACTER CREATION

from 3 to 4): Dodge, Stealth

Skill Penalties (increasing each


Skill Rank costs 2 Skill Points): Charm,
Driving, Heavy Weapons

Special: Start with the Agile Advantage if the Dexterity


Attribute Score is 2 or higher, in addition to other
Advantages if the Dexterity Attribute Score is 3 or 4.
Cannot have the Tough Advantage. For all purposes,
they are considered to have the Frail Disadvantage
regardless of their Vigor Attribute Score, in addition
to another Disadvantage if said Score is 1. In settings
with a TL 3 , they cannot use the Wits Attribute
bonus to learn other languages besides Goblin. Such
extra languages must only be acquired through Skill
Points or Experience Points. They can see through
darkness as if it was bathed in direct sunlight.

Михаил Герасимов (Order #27301389)


JEODS

The First People. The elegant Jeods are, on average,


slightly smaller and more slender than Humans, with skin
tones varying from light red to white, light blue, brown,
tan, light pink, and light golden. Their hairs are blue, black,
brown, golden, or silvery, and they have a pair of horns
with various possible shapes.

Adulthood Age (in Earth years): 20


Life Expectancy (in Earth years): 120
Average Height: 165 cm (or 5’5”)
Average Weight: 65 kg (or 140 lb)

ANCESTRIES
Native Language: Jeod
Character Points: 8

Attribute Bonuses: Wits (increasing its Score from 3


to 4 costs 3 Character Points)

Attribute Penalties: Vigor (increasing its Score from 2


to 3 costs 3 Character Points)

Weakness Modifiers: Pride (grants 3 Character Points 29


or, as a third or fourth Weakness, 2 Background
Points), Wrath (grants 1 Character Point or, as a third
or fourth Weakness, no Background Points)

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).

Special: In , , and , it costs 1 more Back-


ground Point for a Jeod to be a noble.

Михаил Герасимов (Order #27301389)


THE JURKHYA

The People with the Sight. The Jurkhya are taller


than humans, with muscular bodies, white, orange or
brown skins, no eyebrows, pointy ears, and one round
sign over each of their eyes. The signs are white, yellow,
green or blue and are referred to as their “Night Eyes”
and these enhance their senses and reflexes against
imminent dangers while in darkness. Their eyes have
yellow, blue, or green pupils. They have four pairs of
incisors. Their hairs are white, yellow, black, blue, or green.

Adulthood Age (in Earth years): 20


Life Expectancy (in Earth years): 90
ANCESTRIES

Average Height: 180 cm (or 5’11”)


Average Weight: 80 kg (or 175 lb)
Native Language: Jurkhya
Character Points: 7

Attribute Bonuses: Vigor (increasing its Score from 3


to 4 costs 3 Character Points)

Bonus Abilities: Start with the Endurance


Ability regular Skill Ranks in that Skill and any
30
requirements (but conditions for its use apply).

Special: They can see through darkness as if it was


bathed in direct sunlight.
CHARACTER CREATION

Михаил Герасимов (Order #27301389)


MURATIRS

The Mischievous Folk. An intelligent, bipedal, smaller


than-human Ancestry that resembles an anthropomorphic
frog. They have multicolored skins with vivid colors, like
bright yellow or green, and varied patterns.

Adulthood Age (in Earth years): 18


Life Expectancy (in Earth years): 70
Average Height: 100 cm (or 3’3”)
Average Weight: 30 kg (or 65 lb)
Native Language: Muratir
Character Points: 8

ANCESTRIES
Attribute Bonuses: Dexterity (increasing its Score
from 3 to 4 costs 3 Character Points)

Attribute Penalties: Vigor (increasing its Score from 2


to 3 costs 4 Character Points)

Weakness Modifiers: Hedonism


(grants 1 Character Point or, as
a third or fourth Weakness, no
Background Points)
31

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

CHARACTER CREATION
4): Dodge, Piloting

Skill Penalties (increasing each Skill Rank


costs 2 Skill Points): Heavy Weapons, Intimidation,
Martial Arts

Bonus Abilities: Start with the Iron Lungs Ability


from the Athletics Skill, regardless of the number of
Ranks in that Skill.

Special: Start with the Inventive Advantage if the


Wits Attribute Score is 2 or higher, in addition to other
Advantages if the Wits Attribute Score is 3 or 4. Cannot
have the Tough Advantage. For all purposes, they
are considered to have the Frail Disadvantage
regardless of their Vigor Attribute Score, in
addition to another Disadvantage if said
Score is 1. Can breathe underwater and thus can
never drown. All Medicine Skill tests on the character
are hard, unless the healer is a Muratir or has the
Xenomedic Ability from the Medicine Skill.

Михаил Герасимов (Order #27301389)


NONDALUS

The Ancient Ones. A strong, larger-than-human,


bipedal, pachydermic Ancestry with trunk noses, thick
skins with a dark or greyish tone, two pairs of tusks, and
deep voices.

Adulthood Age (in Earth years): 30


Life Expectancy (in Earth years): 150
Average Height: 220 cm (or 7’3”)
Average Weight: 180 kg (or 395 lb)
Native Language: Nondal
Character Points: 6
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)

Attribute Penalties: Dexterity (increasing its


Score from 2 to 3 costs 3 Character Points)

32 Weakness Modifiers: Wrath (grants 3


Character Points or, as a third or fourth
Weakness, 2 Background Points)

Skill Bonuses (increasing a Skill


CHARACTER CREATION

Rank from 0 to 2 costs 1 Skill


Point, and also just 1 Skill Point
when increasing it from 3 to 4):
Leadership

Skill Penalties (increasing each Skill


Rank costs 2 Skill Points): Athletics,
Dodge, Stealth

Special: Natural armor with a rating of 2. Start with


the Tough Advantage if the Vigor Attribute Score is 2
or higher, in addition to other Advantages if the Vigor
Attribute Score is 3 or 4. All Medicine Skill tests on the
character are hard, unless the healer is a Nondalus or
has the Xenomedic Ability from the Medicine Skill.

Михаил Герасимов (Order #27301389)


ORCS

The Sturdy Ones. Strong humanoids with pointed


teeth and superior stamina.

Adulthood Age (in Earth years): 18


Life Expectancy (in Earth years): 70
Average Height: 200 cm (or 6’7”)
Average Weight: 110 kg (or 240 lb)
Native Language: Orc
Character Points: 7

ANCESTRIES
Attribute Bonuses: Vigor (increasing its Score from 3
to 4 costs 3 Character Points)

Attribute Penalties: Wits (increasing its Score from 2


to 3 costs 3 Character Points)

Weakness Modifiers: Wrath (grants 3 Character


Points or, as a third or fourth Weakness, 2 Background
Points)

Skill Bonuses (increasing a Skill Rank from 0 to 2 33


costs 1 Skill Point, and also just 1 Skill Point when
increasing it from 3 to 4): Melee Weapons

Skill Penalties (increasing each Skill Rank costs 2 Skill

CHARACTER CREATION
Points): Charm, Engineering, Piloting, Technology

Special: Start with the Mighty Advantage if the Vigor


Attribute Score is 2 or higher, in addition to other
Advantages if the Vigor Attribute Score is 3 or 4.
In settings with a TL 3 , they cannot use the Wits
Attribute bonus to learn other languages besides Orc.
Such extra languages must only be acquired through
Skill Points or Experience Points. They can see through
darkness as if it was bathed in direct sunlight.

Михаил Герасимов (Order #27301389)


PURZARIS

The Eyeless Ones. An underground humanoid


Ancestry that dwells inside deep caves. They have no
eyes, white hair, pointy teeth, pale skin, and an advanced
intellect.

Adulthood Age (in Earth years): 18


Life Expectancy (in Earth years): 70
Average Height: 160 cm (or 5’3”)
Average Weight: 65 kg (or 145 lb)
Native Language: Purzari
Character Points: 10
ANCESTRIES

Attribute Bonuses: Wits (increasing its Score from


3 to 4 costs 3 Character Points, and increasing
its Score from 4 to 5 costs 3 Character Points)

Attribute Penalties: Dexterity (increasing its


Score from 2 to 3 costs 4 Character Points)

Weakness Modifiers: Greed (grants 3


34 Character Points or, as a third or fourth
Weakness, 2 Background Points)

Skill Penalties (increasing each Skill Rank costs


2 Skill Points): Charm, Dodge, Driving, Heavy
CHARACTER CREATION

Weapons, Legerdemain, Marksmanship, Perception,


Piloting

Bonus Abilities: Start with the Danger Sense Ability


from the Dodge Skill, regardless of the number of
regular Skill Ranks in that Skill and any requirements
(but conditions for its use apply). Start with the Blind
Fury Ability from the Martial Arts Skill, regardless of
the number of regular Skill Ranks in that Skill and
any requirements (but conditions for its use apply).

Special: Cannot have the Deadeye Advantage. For all


purposes, they are considered to have the Nearsighted
Disadvantage regardless of their Dexterity Attribute
Score, and another Disadvantage if said Score is 1.
They cannot see but have a bat-like sonar inside their
heads. They can hear and smell very far and read
print by touch. The lack of vision may also change
some tests and contests from normal to hard or make
them outright impossible for the Purzari.

Михаил Герасимов (Order #27301389)


RAIKURS

The Outsiders. The Raikurs are large hermaphrodite


creatures with purple, red, or green chitin exoskeletons
and faces resembling that of a supersized mantis. They
have four arms.

Adulthood Age (in Earth years): 14


Life Expectancy (in Earth years): 100
Average Height: 240 cm (or 7’10”)
Average Weight: 150 kg (or 330 lb)
Native Language: Raikur
Character Points: 9

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)

Attribute Penalties: Presence (increasing its Score


from 2 to 3 costs 3 Character Points)

Weakness Modifiers: Hedonism (grants 1 Character


Point or, as a third or fourth Weakness, no Background
Points)
35
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):
Technology

CHARACTER CREATION
Skill Penalties (increasing each Skill
Rank costs 2 Skill Points): Charm,
Legerdemain, Taming

Special: Natural armor with a rating of 2. Raikurs have


four arms which allow them to hold, for instance, two two-
handed weapons or four one-handed weapons, which
may be used alternatively for attacking or parrying, but
they won’t allow the Raikur to attack twice in the same
turn. All Medicine Skill tests on the character are hard
unless the healer is a Raikur or has the Xenomedic Ability
from the Medicine Skill. In settings with divine powers
or mutations, the character may not start the game
with a free power or mutation or acquire them through
Background Points. The character will die if they acquire
a divine power or a mutation because of an in-game
event. The character is incapable of casting spells. The
character cannot have Fortune Points. They cannot speak
additional learned languages; without a voice translator,
a Raikur may only communicate through clicking sounds
from their mandibles with another Raikur or with a
person who understands Raikur. They can see through
darkness as if it was bathed in direct sunlight.

Михаил Герасимов (Order #27301389)


as long as they are outdoors and not tied, chained, restrained,
THE SIDHE or shackled. Crossing over takes approximately 1 minute, in
which the Sidhe must be able to concentrate undisturbed.
When crossing over, the Sidhe may take with them only what
they are able to carry.
The Enchanted Ones. In , the mysterious Sidhe come from
a shadow world—or parallel dimension—called the Veiled Realm.
Their own origin is a mystery, probably even to themselves. They
have mysterious abilities such as using magical portals to cross to
“mirrored” locations in other dimensions. The Sidhe are both beautiful
and terrifying, a powerful Ancestry that disregards reason and values
only emotions, with an innate ability to cast spells, a profound love for
nature, and a violent distaste for technology. A Sidhe’s appearance is
very humanlike, except their pointed ears and the occasional silvery
or golden hair.

Adulthood Age (in Earth years): 30


ANCESTRIES

Life Expectancy (in Earth years): 300


Average Height: 170 cm (or 5’7”)
Average Weight: 70 kg (or 155 lb)
Native Language: Sidhe
Character Points: 6

Attribute Bonuses: Presence (increasing its Score from 3 to 4


costs 3 Character Points, and increasing its Score from 4 to 5
costs 3 Character Points)

Attribute Penalties: Wits (increasing its Score from 2 to 3 costs


36 3 Character Points)

Weakness Modifiers: Wrath (grants 3 Character Points or,


as a third or fourth Weakness, 2 Background Points), Pride
(grants 3 Character Points or, as a third or fourth Weakness,
CHARACTER CREATION

2 Background Points), Greed (grants 1 Character Point or,


as a third or fourth Weakness, no Background Points), and
Hedonism (grants 3 Character Points or, as a third or fourth
Weakness, 2 Background Points)

Skill Penalties (increasing each Skill Rank costs 2 Skill Points):


Engineering, Technology

Special: In settings with spellcasting or divine powers such


as , all Sidhe are considered spellcasters regardless of
Background Point expenditure or other requirements. A
Sidhe may draw Mana from their surroundings as if they were
attuned to the place, but they will be incapable of corrupting
it (i.e., draining its last Mana Point) or receiving Mana from
Blood Sacrifices. In settings with divine powers such as , the
character may not start the game with a free power or acquire
one through Background Points. The character will die if they
acquire a divine power because of an in-game event. In and
settings with a TL 3 , the Sidhe cannot use the Wits bonus to
learn other languages besides Sidhe. Such extra languages must
only be acquired through Skill Points or Experience Points. In
, the Sidhe may crossover freely from a place on the world of
Niorthus to its “shadow” on the Veiled Realm and vice versa,

Михаил Герасимов (Order #27301389)


TAULLIANS

The Feline People. The Taullians are a strong-


willed people who are larger than humans. They resemble
humanoid lions, tigers, and panthers.

Adulthood Age (in Earth years): 18


Life Expectancy (in Earth years): 60
Average Height: 200 cm (or 6’7”)
Average Weight: 100 kg (or 220 lb)
Native Language: Taullian
Character Points: 7

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)

Weakness Modifiers: Wrath (grants 3 Character


Points or, as a third or fourth Weakness, 2 Background
Points), Pride (grants 3 Character Points or, as a third
or fourth Weakness, 2 Background Points), and Greed
(grants 1 Character Point or, as a third or fourth
Weakness, no Background Points)
37
Bonus Abilities: Start with the Parkour 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)

CHARACTER CREATION
Skill Penalties (increasing each Skill Rank costs 2
Skill Points): Legerdemain

Special: Unarmed attacks deal +1 damage, are from


the Slashing type (instead of the Blunt one), and negate
1 point of the target’s armor (be it natural or worn).
All Medicine Skill tests on the character are hard,
unless the healer is a Taullian or has the Xenomedic
Ability from the Medicine Skill. In settings with
divine powers or mutations, such as and , the
character may not start the game with a free divine
power or mutation but may acquire divine powers
only by spending Background Points. However, the
character will die if they acquire a mutation because
of an in-game event. They can see through darkness
as if it was bathed in direct sunlight.

Михаил Герасимов (Order #27301389)


THE VORSH

The Merfolk. A bipedal, amphibian, Ancestry with a


head resembling a cross between those from a fish and a
human. They have thick skins with scales of silvery, vivid
colors ranging from yellow to red, blue, and green. They
are larger than humans.

Adulthood Age (in Earth years): 20


Life Expectancy (in Earth years): 80
Average Height: 190 cm (or 6’3”)
Average Weight: 90 kg (or 200 lb)
Native Language: Vorsh
ANCESTRIES

Character Points: 8

Attribute Bonuses: Wits (increasing its Score from 3


to 4 costs 3 Character Points).

Attribute Penalties: Presence (increasing its Score


from 2 to 3 costs 3 Character Points).

Bonus Abilities: Start with the Iron Lungs Ability


38 from the Athletics Skill, regardless of the number of
Ranks in that Skill.

Special: Natural armor with a rating of 1. Can


breathe underwater and thus can never drown.
CHARACTER CREATION

All Medicine Skill tests on the character are hard,


unless the healer is a Vorsh or has the Xenomedic
Ability from the Medicine Skill. In settings with
divine powers, such as and , the character
may not start the game with a free power and will
die if they acquire a divine power because of an in-
game event. The character is incapable of casting
spells. In , it costs 1 more Background Point to
be a noble.

Михаил Герасимов (Order #27301389)


YASOGONS

The Celestial Artificers. An Ancestry that resembles


a cross between humans and snakes, with skins covered in
reptilian scales, human-like facial features, large dark eyes,
forked tongues, and a long ophidian tail for a lower body.

Adulthood Age (in Earth years): 18


Life Expectancy (in Earth years): 80
Average Height: 210 cm (or 6’11”)
Average Weight: 110 kg (or 240 lb)
Native Language: Yasogonish
Character Points: 6

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)

Weakness Modifiers: Hedonism (grants 3 Character


Points or, as a third or fourth Weakness, 2 Background
Points)

Skill Penalties (increasing each Skill Rank costs 2 39


Skill Points): Driving, Taming

Special: Natural armor with a rating of 1. Start with


the Resilient Advantage, if the Vigor Attribute Score

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.

Михаил Герасимов (Order #27301389)


ZAAVELDS

The Lizard People. The Zaavelds are an Ancestry


capable of feats of extreme agility. They are bipedal
humanoids characterized by their scaled, greenish or
greyish skins, lizard-like facial features, forked tongues,
and prehensile tails.

Adulthood Age (in Earth years): 18


Life Expectancy (in Earth years): 50
Average Height: 185 cm (or 6’1”)
Average Weight: 85 kg (or 190 lb)
Native Language: Zaaveld
ANCESTRIES

Character Points: 6

Attribute Bonuses: Dexterity (increasing its Score


from 3 to 4 costs 3 Character Points)

Weakness Modifiers: Greed (grants 3 Character Points


or, as a third or fourth Weakness, 2
Background Points), Hedonism
(grants 1 Character Point or, as
a third or fourth Weakness, no
40 Background Points)

Skill Bonuses (increasing a


Skill Rank from 0 to 2 costs
CHARACTER CREATION

1 Skill Point, and also just 1


Skill Point when increasing
it from 3 to 4): Athletics

Skill Penalties (increasing each


Skill Rank costs 2 Skill Points):
Charm, Medicine, Technology

Special: Natural armor with a rating of 1. Zaavelds


have a prehensile tail that can hold objects but that
cannot use weapons effectively. They can regenerate
lost limbs (tail, arms, hands, legs, and feet), but it
takes around seven days. In and settings with
a TL 3 , they cannot use the Wits Attribute bonus
to learn other languages besides Zaaveld. Such extra
languages, then, must only be acquired through Skill
Points or Experience Points.

Михаил Герасимов (Order #27301389)


DEMI-HUMANS

It is very rare, but not impossible, for members from


different humanoid Ancestries (Humans, the Amerfein,
Brau’Haques, the Edohyn, Jeods, Jurkhya, and the Sidhe)
to have offspring. More often than not, the mother is a
Human and the child has mostly Human features. Still,
the child may develop new, special traits not presented in
any other Ancestry (and possibly, not even in any other
person). In settings other than , , and , game
masters may still choose to allow Demi-Human characters
as offspring from a Human and an Elf, a Gherfidr ( ), an
Orc, or a Purzari ( ).

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

Special: Depending on the setting


peculiarities and with the game master’s
consent, the player may choose for the character one

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).

Михаил Герасимов (Order #27301389)


CHAPTER 3

MAIN STATS

42
CHARACTER CREATION

Михаил Герасимов (Order #27301389)


Players are free to choose which Attribute Scores
ATTRIBUTES their characters will have, as long as the rules above
are observed, but they should be mindful that for
most Ancestries, characters of a very young age will
Attributes constitute the foundation of a
probably have Vigor with a Score of 1, while those of
character. In sum, they serve to measure the potential
a veritable age will probably have Dexterity with a
a character has regarding physical or mental tasks.
Score of 1.
Depending on the character’s Attribute
Scores, they may also have distinct Advantages or ADVANTAGES
Disadvantages that will, respectively, give them an
edge or hinder them during stories.
A character with one or more Attributes with
a Score equal to or higher than 3 will receive one or
All characters have the same four Attributes: more Advantages according to the table below:
Vigor, Dexterity, Wits, and Presence.
TABLE 2

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:

At the start of character creation, each Attribute VIGOR:


will have a Score of 1, but they may be increased ♦ Mighty (the character is very strong)

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)

The following table shows how many Character


Points are needed to attain each Attribute Score: DEXTERITY:
TABLE 1
♦ Agile (the character has good reflexes and is
fast)
ATTRIBUTE SCORE INCREASE COST IN CHARACTER POINTS
♦ Deadeye (the character has superior hand-
FROM 1 TO 2 2 eye coordination)

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)

Михаил Герасимов (Order #27301389)


PRESENCE: ♦ Uneducated (lacking basic common
knowledge; in , , , and settings with
♦ Astute (the character is hard to deceive and
very apt about influencing other people’s a TL 3 , an Uneducated character will also
actions) be illiterate)
♦ Beautiful (the character’s looks are remarkably
above average) PRESENCE:
♦ Brave (the character is fearless) ♦ Craven (afraid of everything)
♦ Naïve (easily deceivable and incapable of
Besides specific rule effects, Advantages may be deceiving others)
brought into play at any moment by the game ♦ Unattractive (possibly scarred or born with a
master for roleplay reasons, to the benefit of the deformation)
characters who have them.
Besides specific rule effects, Disadvantages
An Attribute that is temporarily raised to a Score may be brought into play at any moment by
of 3, 4, or 5 through in-game effects won’t net any the game master for roleplay reasons to the
MAIN STATS

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

VIGOR: A character may have up to four Weaknesses:


♦ Frail (prone to injuries) Wrath, Pride, Greed, and Hedonism. 
♦ Sick (prone to getting sick, drugged, or
poisoned) A character will earn 2 Character Points the first
♦ Weak (incapable of doing demanding time they acquire a Weakness and 2 more Character
physical tasks) Points the second time they acquire a Weakness.

DEXTERITY: A character will earn 1 Background Point the


♦ Clumsy (lacks coordination) third time they acquire a Weakness and another
♦ Nearsighted (cannot see well beyond very Background Point the fourth time they acquire a
close distance) Weakness.
♦ Sluggish (slow of movement and reaction)
If a character has 2 or less Weaknesses, the player
may trade Character Points per Background Points,
WITS:
at the rate of 1 Character Point per Background Point,
♦ Superstitious (believer of stories and myths but no more than two times.
of all kinds)
♦ Technophobe (incapable of using
technological devices, inventions and Depending on the chosen Ancestry, the number of
advanced equipment, according to the Character Points and Background Points earned through
setting’s TL) Weaknesses may vary.

Михаил Герасимов (Order #27301389)


Weaknesses have roleplay effects that should be a character may be naturally very knowledgeable
enforced by the game master regardless of any dice (high Wits Attribute) but not know how to design an
rolls. The game master may bring them into play for engine if they don’t take the time to study the subject
various roleplay reasons. Below are some examples (Engineering Skill).
of possible characteristics or quirks related to each
Weakness, which may be explored by the game master The BYTE RPG has a total of 27 Skills. From that
and players alike when roleplaying characters: amount, settings will usually assemble a total of 24 Skills
equally divided into four groups. Each group is related to
♦ Wrath: bloodthirsty, intolerant, vindictive one of the four Attributes.
♦ Pride: overconfident, stubborn, vain
♦ Greed: avaricious, corrupt, selfish In any given setting, a character will have access
♦ Hedonism: addict, glutton, voluptuary to all of the setting’s Skills, although they will only be
competent with some of them.
Note: a character may not be tested more than
twice in a single gaming session for the same The Skill groups in the BYTE RPG, with all of
Weakness. Further Weakness tests should be their respective Skills, are in Table 3.

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

ATHLETICS ARCHERY TL 3 ARCANA* CHARM

CRAFT DODGE ENGINEERING TL 1 DECEPTION

EXOTIC WEAPONS DRIVING TL 4-8 MEDICINE INTIMIDATION

HEAVY WEAPONS TL 1 FENCING TL 1-3 TL 9 PERCEPTION LEADERSHIP

MARTIAL ARTS LEGERDEMAIN SEAMANSHIP TL 4 PERSUASION

MELEE WEAPONS MARKSMANSHIP TL 3 SURVIVAL TAMING

PILOTING TL 4 TECHNOLOGY TL 6

STEALTH

Михаил Герасимов (Order #27301389)


with a TL 4 (from the first biplanes to the hovercar When creating their own settings, game masters
and spaceships of the future), such as , , , , should know that the TLs are broad generalizations.
and . For instance, a game master designing their own
late European Middle Ages setting TL 2 may add
The Arcana Skill is present in settings with the Marksmanship Skill to it, as gunpowder weapons
spellcasting or other forms of supernatural power, were already present in that region during that period.
such as , , , , , and .
On the other hand, Skills such as Archery,
The Engineering Skill is usually present in settings Fencing, and Seamanship may be dropped from
with a TL 1 (from the great architectural feats of the modern settings TL 4 due to their limited usability,
first civilizations to the marvels of the future). with any remaining desirable Abilities incorporated
into other Skills, like Marksmanship, Melee Weapons,
The Technology Skill is usually present in and Piloting, respectively. The Fencing Skill, how-
settings with a TL 6 (with the popularization of the ever, may still be useful in settings with TL 9 , as it
electronic computer), such as , , , and . It
encompasses the use of the Energy Sword (if such a
is also present in , as advanced mechanical com-
MAIN STATS

weapon is available in the setting).


puters are easily found in that setting.

46
CHARACTER CREATION

Михаил Герасимов (Order #27301389)


Just like Attributes, Skills have a value
associated with them, called the Skill Rank,
which measures how much a character is
proficient in it. All Skills start with a Rank of 0
and may reach up to Rank 5.

During character creation, a Skill Rank may go up


through the expenditure of Skill Points—regular or bonus
ones. Each Skill Rank acquired also grants the character
an Ability from those related to that Skill (see page 48).

Characters will receive a number of regular Skill


Points to be spent in each Skill group depending on the
Score of the Attribute related to said Skill group according These bonus Skill Points may be used to acquire
to the table below: Ranks in any Skills regardless of the group they belong

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

INCREASE IN SKILL RANKS COST IN SKILL POINTS


3 5
FROM 0 TO 1 1
4 6
FROM 1 TO 2 1
5 7 47
FROM 2 TO 3 1
Regular Skill Points not used in Skills from the Skill
group related to their Attributes may be used in Skills FROM 3 TO 4 2
of another group with a 2-per-1 rate. For instance, an

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

2 2 Before considering designing a new Skill altogether


for their setting, game masters should look into the Abilities
3 1
that encompass the Skills already in this book (page 48), as
4 0 well as the rules about talents (page 111).

Михаил Герасимов (Order #27301389)


CHAPTER 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
all rolled sevens
character into sixes.
won’t receive the
Bonus: If
related one or
Skill or other
more zero
req
for free
Skill, butas
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Situation: if so, thea charact
Taking norma
SomeCOMPETITIVE
Ancestries may

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Abilities
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fromAbility
Special: This the Charm
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superseded. See the Tem
from the same skill in pla
this Skill by 1 to roll one ex
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another
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theyTaking a norm
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their any dicean
character inAbility
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Conditions:

ABILI
In some Declare the u
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KNACK
be acquired at a later time.
character
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newwith
Ability imm
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is obtained,
cancelled outorbyifrolled
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seve
acquire
Bonus: If
CHAPT
a new Abilityiswhen
no success
If for whatever reas
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
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normal or hard test or cont


grant Abilities.
Situation:
has in the said Skill. Bo
Giving or rece
COOPERATIVE
each Skill for each non-
bonus Skill Ranks: on
in Characters
every Skill: acquire Ab
Five generic Abilities
any Skill.
or to some actions or situa
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Unless in certain
an Ability des
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case they will always be sta
Abilities function
contradict it, but there ma
OVER
Ability will always supers
Generally speaking, a spec

48
CHARACTER CREATION

Михаил Герасимов (Order #27301389)


Generally speaking, a special benefit granted by an
OVERVIEW Ability will always supersede any rule that would
contradict it, but there may be exceptions, in which
case they will always be stated by the rules.
Abilities function as special perks or
specializations that give the character an edge when
trying to succeed in certain specific scenarios, or that Unless an Ability description states otherwise,
allow the character to perform unique actions. The bonuses granted by different Abilities may stack over
effects of an Ability will usually pertain to the related one another, as long as all conditions are present for
Skill, but some may grant a bonus to a different Skill two or more Abilities to be in play in a given test or
or to some actions or situations that do not involve contest.
any Skill.
Five generic Abilities are available for choosing
Characters acquire Abilities through non- in every Skill:
bonus Skill Ranks: one Ability chosen from
each Skill for each non-bonus Rank a character COOPERATIVE
has in the said Skill. Bonus Skill Ranks do not
grant Abilities. Situation: Giving or receiving assistance during a

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.

Some Ancestries may also grant Abilities to its COMPETITIVE


members; if so, the character will receive the Ability Situation: Taking a normal or hard contest with this
for free as a bonus, regardless of any Ranks in the Skill, but not an unopposed test.
related Skill or other requirements. However, the Bonus: If one or more zeros are rolled, may convert
character won’t receive the benefits of said Ability if all rolled sevens into sixes.
they do not satisfy its conditions.
METHODICAL
As long as the conditions specified by an Ability Situation: Taking a normal or hard unopposed test
are present, the said Ability will grant a bonus for a with this Skill, but not a contest.
test or a contest with the pertinent Skill or some other
type of special benefit regarding a specific situation. Bonus: May convert a single rolled 7 into a 6, unless
the player only rolled sevens.

Михаил Герасимов (Order #27301389)


CULTURAL SPECIALIZATION Miscellaneous requirements: Being a spellcaster
There is also a possible sixth generic Ability, and knowing both the Nature and the Attune Arcane
depending on the setting and the character’s Culture (the Symbols.
Cultural Specialization Skill Ability; see page 111). Conditions: Having access to a lab set.
Situation: Making a potion with the effects of a spell.
Besides the above generic Abilities, Skills have Special: The character is a proficient alchemist who
specific Abilities (ten for each Skill, with the exception knows how to imbue potions with the effects of a spell,
of the Arcana Skill, that has twenty), but some may be according to the rules found in page 183. Without
restricted to some Ancestries, settings, or TLs. this Ability, a character may not do Alchemy.

Depending on the setting or TL, certain Abilities CULTIST


may be available in a Skill other than the one they Miscellaneous requirements: Being a spellcaster,
were originally attached to. For instance, this may knowing the Wicked Arcane Symbol and having the
occur when the original Skill is not in the setting. Alchemist Advantage.
Situation: Casting a spell with the Wicked or Virtue
ARCANA Arcane Symbols.
ABILITIES

Special: The player receives one extra die to roll or


increase a Spell Aspect whenever their character
casts a spell with the Wicked Arcane Symbol. When
The Arcana Skill is mostly used to cast spells. this Ability is acquired, the player will also receive
Casting a spell is always a hard test or contest. a penalty of one fewer die to roll whenever their
character casts a spell with the Virtue Arcane Symbol.
It may also be used by any spellcaster or
character with pertinent Ability to identify actions, DREAMSCAPER
events, effects, creatures, objects, or places as magical
or supernatural, along with their properties, with Advantage requirement: Astute
50 normal or hard tests. It may also be used to perform Situation: Taking any Wits or Presence Attribute
some mystical rituals, such as when spellcasters try to tests or contests while inside a Dreamscape, such as
attune themselves to a place. changing the Dreamscape, and resisting nightmares.
Bonus: Subtract 1 from the result of a single rolled
die, but not from a rolled 7.
CHARACTER CREATION

In , the Arcana Skill is used by navigators to


plot astrogation courses (see page 369). Special: The bonus won’t apply to Wits or Presence
Attribute tests or contests regarding actions
unrelated to the Dreamscape or minds of dreamers,
The Arcana Skill may also be used for theoretical such as any action that is physically possible
purposes, when a character is trying to remember outside the Dreamscape without the use of any
specific information regarding occult things or arcane powers.
supernatural beings, with a normal or hard test.

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

Михаил Герасимов (Order #27301389)


ABILITIES
found in page 175. Without this Ability, the character instead of a hard Medicine Skill test to stop someone
may not create mystical artifacts. from dying. Such a test is considered to be a mystical
healing and thus may be used even if a Medicine Skill
test has already failed, and vice versa. This Ability,
FAR-SIGHTED
however, won’t stop someone from dying from a
Advantage requirement: Insightful disease, a poison, or lack or food or water.
Situation: Plotting an astrogation course with the 51
Arcana Skill.
VIRTUOUS
Special: In (or in other TL 9 settings with
Advantage requirement: Not being Craven.
-like astrogation), a character with this Ability may
plot an astrogation course, according to normal rules Miscellaneous requirements: Being a spellcaster,

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.

Михаил Герасимов (Order #27301389)


ABILITIES

SIXTH SENSE to increase a Spell Aspect whenever their character


Advantage requirement: Insightful casts a spell with either the Air, Earth, Fire, or Water
Conditions: Having at least as many Ranks in the Arcane Symbols. This bonus die applies to only one of
Arcana Skill as in the Perception Skill (at the time this such Arcane Symbols and the choice must be made at
52
Ability is acquired). the moment the Ability is acquired. When this Ability
is acquired, the player will also receive a penalty of
Situation: Taking a hard Perception Skill test or
contest. one fewer die to roll whenever their character casts a
spell with the Arcane Symbol relating to the element
Bonus: Subtract 1 from the result of a single rolled
that opposes the chosen Arcane Symbol: Air opposes
CHARACTER CREATION

die, but not from a rolled 7.


Earth (and vice-versa) and Fire opposes Water (and
Special: If the character is ambushed, they may still vice-versa).
act during the first round of combat, but they will
have a modifier of -8 to their Initiative roll (regarding
ambushes and the advantage from attacking with MONSTER HUNTER
the element of surprise, refer to page 102). Also, the Advantage requirement: Brave
character may try to dodge attacks dealt with the Situation: Fighting a supernatural creature, such as a
Assassin or the Sniper Abilities, but the Dodge Skill
Fiend, or a rare wild one, such as a Wyrm.
contest will be a hard one for the character. This
Ability may not be combined with the Acrobatic, Special: With a Free Action or a Reaction, the character
Graceful, Reflexes, Sidestep, Swiftness, or Tumble may take a normal or hard Arcane Skill test to try to
Abilities. identify the strengths and weaknesses of a specific
supernatural creature or rare wild one, or a group
of similar such creatures. If successful, the player
ELEMENTALIST
will receive a bonus die to roll in a single contest
Advantage requirement: Insightful against one such creature per round. If the character
Miscellaneous requirements: Being a spellcaster and is fighting multiple creatures of different types, this
knowing the pertinent elemental Arcane Symbol (see Ability may be used against all of them, but each type
below). of creature will require a separate Arcane Skill test,
Situation: Casting a spell with a pertinent elemental and the player may still not receive more than a single
Arcane Symbol (see below). bonus die per round with this Ability. This Ability
Special: The player receives one extra die to roll or may not be combined with the Scholar Ability.

Михаил Герасимов (Order #27301389)


NECROMANCER combined with the Antiquary, Monster Hunter, or
Advantage requirement: Not being Craven. Occultist Abilities.
Miscellaneous requirements: Being a spellcaster and
knowing both the Time and Shadow Arcane Symbols. SURGE
Situation: Casting a spell with both the Time and Advantage requirement: Brave
Shadow Arcane Symbols. Condition: Having spent one or more Psychic Points,
Bonus: Subtract 1 from the result of a single rolled Vitality Points, or Potential Points.
die, but not from a rolled 7. Situation: Taking a Focus Action with intent of
recouping spent Psychic Points, Vitality Points, or
ORACLE Potential Points.
Advantage requirement: Insightful Special: The character may do a hard Arcana Skill
test. If successful, the character immediately regains
Miscellaneous requirements: Being a spellcaster and a number of either Psychic Points, Vitality Points, or
knowing the See Arcane Symbol. Potential Points equal to 1 plus the roll of a die, limited
Situation: Casting a spell with the See Arcane Symbol. to the character’s maximum number of such points. A
Bonus: Subtract 1 from the result of a single rolled character may not take this test more than once per

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

Михаил Герасимов (Order #27301389)


most likely give room entirely to the Marksmanship Skill.
If that is the case, the Marksmanship Skill will encompass
bows and crossbows, and a player may use Ranks in that
Skill to acquire Abilities from the Archery Skill for their
character. However, these Abilities will only be applicable
to bows and crossbows, and never to firearms or other kinds
of ranged weapons.

Shooting an arrow from a bow with a flaming or


explosive tip or from a bow or crossbow with a rope
tied to its end is, by default, a hard test or contest for
the character.

AIMED ARROW TL 3
Advantage requirement: Deadeye
Situation: Attacking with a bow.
ABILITIES

Special: If the attack is successful with a margin of


1 or more successes over the target’s defensive roll,
negate all of their natural and worn armor rating.
This Ability may not be combined with the Rain of
Arrows Ability. This Ability may not be used with
non-regular arrows such as flaming or explosive
ones, or ones with a rope tied to their end.

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

combined with the Rain of Arrows Ability.


such as flaming or explosive ones, or ones with a rope
tied to their end.
CROSSBOW SPECIALIST TL 3
Advantage requirement: Not being Nearsighted SWIFT SHOT TL 3
Situation: Taking a hard test or contest with the Advantage requirement: Mighty
Archery Skill when shooting a crossbow.
Situation: Reloading a crossbow.
Bonus: Subtract 1 from the result of a single rolled
Special: May reload and shoot a crossbow with a
die, but not from a rolled 7.
single Ranged action. Doing so, however, will always
make the shot a hard Archery Skill contest for the
DOUBLE SHOT TL 3 attacker. This Ability may not be used with non-
Advantage requirement: Deft regular bolts such as flaming and explosive ones, or
ones with a rope tied to their end.
Situation: Attacking with a bow.
Special: With a hard Archery Skill contest, the
STRONG DRAW TL 3
character shoots two arrows at the same time at a
single target. If a hit occurs, increase damage dealt Advantage requirement: Mighty
by the bow by 2. This Ability may not be combined Situation: Attacking with a bow.
with the Rain of Arrows Ability. This Ability may not Special: If a hit occurs, increase damage dealt by the
be used with non-regular arrows such as flaming or bow by 1. This Ability may not be combined with the
explosive ones, or ones with a rope tied to their end. Rain of Arrows Ability. This Ability may not be used

Михаил Герасимов (Order #27301389)


with non-regular arrows such as flaming or explosive Situation: Taking a hard test or contest with the
ones, or ones with a rope tied to their end. Archery Skill when shooting a bow.
Bonus: Subtract 1 from the result of a single rolled
UNBALANCED ARROW TL 3 die, but not from a rolled 7.
Advantage requirement: Not being Clumsy
Situation: Shooting an arrow with a flaming or
explosive tip from a bow, or with a tied rope to its
ATHLETICS
end from a bow or crossbow.
Bonus: The Archery Skill test or contest becomes a The Athletics Skill encompasses many physical
normal one rather than a hard one as it would be by actions such as running, jumping, climbing (with
default. The test or contest may become a hard one or without equipment), swimming, deep diving,
again from other factors. parachuting, gliding, flying with a jetpack, tight
roping, swinging with a rope or whip over a chasm,
and performing acrobatics.
RAIN OF ARROWS TL 3
Advantage requirement: Agile
When calling for an Athletics Skill test or contest,

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.

Михаил Герасимов (Order #27301389)


While critical failures in Athletics Skill tests rating equal to 2 or more, using a rope with both
and contests may have tragic consequences hands and, depending on the location, other required
(e.g., falling from a cliff, drowning, breaking climbing gear (e.g., grappling hook, pike, climbing
a bone) depending on the scenario, regular harnesses, carabiners)
failures may not necessarily mean the same.
Situation: Taking a normal or hard Athletics Skill test
For instance, the game master may consider
or contest to climb up or down a mountain, building,
that a character who non-critically fails an
or obstacle with the required climbing equipment.
Athletics Skill test when jumping over a gap
between two five-story buildings may mean Bonus: Subtract 1 from the result of a single rolled
that the character grabs a ledge and stays there die, but not from a rolled 7.
for a while rather than falling some meters or Special: If taking a normal or hard Athletics Skill test
yards to the ground, or that they get injured by to climb up or down a mountain with the required
crash-landing on a balcony on the fourth floor climbing equipment, may immediately redo the test
of the opposite building. once if it failed.

ACROBATICS
DEATH FROM ABOVE
Advantage requirement: Deft
ABILITIES

Advantage requirement: Deft


Conditions: Neither wearing any armor nor holding
a shield or heavy firearm. Situation: Attacking with an unarmed strike or a
melee weapon by jumping down from a higher
Situation: Dodging a melee attack.
position onto a target.
Special: Once per round, may use the Athletics Skill
Special: The attack is dealt with a hard contest with
instead of the Dodge Skill to dodge an incoming
melee attack. The contest will be a hard one for the the Athletics Skill. The attacker must first climb to the
defender. If successful by a margin of 1 or more spot with a successful Athletics Skill test. If successful,
successes over the attacker (even if the attacker didn’t increase the Base Damage Rating from the attack by
roll any successes at all), the defender jumps over 2. The target may not use the Acrobatics, Piercer,
56 (or rolls under) the attacker and automatically deals Pushback, Riposte, or Sidestep Abilities against this
damage with an unarmed strike or with any melee Ability. This Ability may not be combined with the
weapon the character might be wielding. This Ability Backstab and Endurance Abilities.
may not be used against the Assassin or Death from
Above Abilities. This Ability may not be combined
ENDURANCE
CHARACTER CREATION

with the Danger Sense, Endurance, and Sixth Sense


Abilities. Advantage requirement: Resilient
Conditions: Not wearing armor with an armor rating
PARKOUR equal to 2 or more and having both hands free.
Advantage requirement: Agile Situation: Doing a hard Athletics Skill test or contest.
Conditions: Not wearing armor with an armor rating Bonus: Subtract 1 from the result of a single rolled
equal to 2 or more, and having both hands free. die, but not from a rolled 7.
Situation: Taking a normal or hard Athletics Skill test Special: This Ability may not be combined with the
or contest to climb, run, or jump when chasing or Acrobatics and Death from Above Abilities.
escaping from someone.
Special: When chasing or escaping from someone, FREE CLIMBER
all regular successes (or automatic ones—see page
136) count as critical ones if all of the character’s Advantage requirement: Not being Weak
opponents don’t roll a single success in the contest Conditions: Not wearing any armor with an armor
or in their respective tests during the same round rating equal to 2 or more, and having both hands free.
in a chase. Situation: Taking an Athletics Skill test or contest to
climb a mountain, building, or obstacle that is hard
EXPERT CLIMBER only because the climber is not using any climbing
Advantage requirement: Not being Weak gear, as long as its surface is not perfectly smooth.
Conditions: Not wearing any armor with an armor Special: The hard test or contest will become a normal one.

Михаил Герасимов (Order #27301389)


PARACHUTIST SUBMARINER
Advantage requirement: Not being Sluggish. Advantage requirement: Not having the Sick
Situation: Taking a normal or hard Athletics Skill test Disadvantage
or contest to use a parachute or glider, or to eject from Miscellaneous requirements: Being a Cirimid, a
a flying machine or starship before it explodes. Muratir, or a Vorsh
Bonus: Subtract 1 from the result of a single rolled Conditions: Not wearing any armor.
die, but not from a rolled 7. Situation: Taking a hard test or contest with the
appropriate Skill to attack someone or something
with an unarmed strike or a personal ranged or melee
NIMBLE weapon while underwater or otherwise swimming,
Advantage requirement: Not being Weak as long as no other additional condition makes the
Conditions: Neither wearing any armor nor holding test or contest hard.
a shield or heavy firearm. Bonus: Subtract 1 from the result of a single rolled
Situation: Taking a normal or hard Athletics Skill test die, but not from a rolled 7.
or contest.

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.

Михаил Герасимов (Order #27301389)


A charming attempt will probably only have a attempting to obtain the secret. If no party obtained
chance of being successful if the charmer’s Ancestry at least a success, a draw will favor the character
and gender correlate with ones the target might withholding the secret.
be at least somewhat attracted to. Still, many other
factors (e.g., known past actions, relationship
Still, if the target was already willing to disclose
status, looks, interests, prejudices, ideologies, vows,
the secret to the other character—or to anyone—
inconveniences, time, location) may render a charm
beforehand, then no contest will be required, but a
attempt impossible.
Charm Skill test may still be needed for the character
to first find out who possesses the secret information.
An otherwise impossible Charm Skill test This test will usually be a hard one by default.
to charm someone or a non-critically failed one
may still be a successful one if the target has the
Sometimes, the person with the information that
Hedonism Weakness and if they fail a subsequent
the character is trying to obtain will only disclose
Weakness test.
it if a payment of some kind is made (e.g., a bribe,
service, favor, disclosure of certain information).
Note: sometimes the effects of a successful If that is the case, the Charm Skill test or contest
ABILITIES

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.

When an informant is withholding a secret or


A Charm Skill test will also take place when
requiring compensation for its disclosure, sometimes
someone tries to gather information from another
58 they may nevertheless be manipulated into revealing
person or group of people.
it freely due to a Weakness regardless of any Charm
Skill test or contest, but only if there is a correlation
The time takes to gather information depends between the attempted manipulation and said
on the size of the area that the character will search Weakness, and if the informant fails the Weakness
CHARACTER CREATION

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.

Михаил Герасимов (Order #27301389)


ASKING AROUND Situation: Taking a hard Charm Skill contest to charm
Advantage requirement: Not being Naïve someone.
Situation: Taking a normal or hard Charm Skill test to Bonus: Subtract 1 from the result of a single rolled
gather information, but not a contest. die, but not from a rolled 7.
Special: Subtract 1 from the result of a single rolled
die, but not from a rolled 7. SNOOP
Advantage requirement: Astute
BEWITCHING Situation: Taking a normal or a hard Charm Skill test
Advantage requirement: Beautiful to gather information, but not a contest.
Situation: Taking a normal or hard Charm Skill Bonus: May immediately redo the test once if it failed.
contest to charm someone.
Bonus: Subtract 1 from the result of a single rolled INVESTIGATIVE
die, but not from a rolled 7. Advantage requirement: Not being Naïve
Situation: Taking a normal or a hard Charm Skill test
CHARISMATIC to gather information, but not a contest.

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,

Михаил Герасимов (Order #27301389)


ABILITIES

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

TL (or TLs) regarding what they are able to


craft, as long as they don’t require electronic A Craft Skill test will always be a hard one by
components, in which case making the object default (even for repair attempts), unless the character
will require an Engineering Skill test. Thus, a has a pertinent Ability to turn it into a normal one
character from a TL 4 setting can craft a Re- (if no other present conditions would make the test
volver with the Craft Skill, while a character a hard one again). Still, in some cases—such as when
from a TL 9 setting will need the Engineering trying to craft an item of superior quality or make a
Skill to make an Energy Blast Handgun. forgery—an attempt will not be possible without the
corresponding Ability.
Besides that, inventions and prototypes that
exceed or push the limits of the setting’s TL will Besides requiring the necessary tools, materials,
always fall under the scope of the Engineering Skill, and a forge or workshop to craft an item, the task
regardless of their types. will also demand some significant time and effort
from the crafter, which may take up to a die plus one
day of work, with at least 4 hours of hard work per
In some situations, however, the Craft Skill may
day. Because of that, many crafting projects will most
be used to do simple repairs of objects originally
likely happen between stories (see page 160).
made with the Engineering Skill; a character may use
the Craft Skill to repair a door inside an apartment,
a vehicle’s bumper, a sailing ship’s mast, or even A failed Craft Skill test means a day of work is lost
an automaton’s metal body (as long as no internal and a new attempt may be initiated the next day. Also, if
electronic parts were affected). the failure is a critical one, any materials used will be lost.

Михаил Герасимов (Order #27301389)


ARTISAN Conditions: Having all the necessary tools and
Advantage requirement: Not being Weak materials.
Conditions: Having all the necessary tools and Situation: Crafting any non-blade, melee weapon,
materials. including exotic and throwing ones, or repairing
objects made of wood or metal.
Situation: Taking a normal or hard Craft Skill test.
Special: The Craft Skill test becomes a normal one by
Special: May substitute Vigor for Dexterity as the
default instead of a hard one, but it may become hard
related Attribute to take normal or hard tests with the
again from other factors.
Craft Skill. Also, when crafting delicate things such as
paintings, statues, jewelry, and clothing, the related
Craft Skill test will be a normal one by default instead FORGER
of a hard one, but it may become hard again because Advantage requirement: Deft
of other factors. This Ability may not be combined Miscellaneous requirements: Having the Artisan
with the Damage Control Ability. Ability
Conditions: Having all the necessary materials and
BLADESMITH tools and a visual reference of the thing to be forged.
Advantage requirement: Not being Weak

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

Михаил Герасимов (Order #27301389)


instruments, backpacks, spyglasses, magnets,
workshop tools, and household items, or repairing
objects made of any materials.
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.

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

capable of being enchanted by a spell. It will also


grant its user a bonus: while taking a test or contest
with a Skill pertinent to the item being used, a single
rolled 1 will count as a rolled 0 for all purposes,
including not being cancelled by a rolled 7, adding
up to another rolled 0 for purposes of achieving a
critical success, and counting as two successes if a
critical success is achieved or if the player has the
Token. An item of superior quality will have a price
of 2 more points than the price of a similar item of
regular quality.

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.

Михаил Герасимов (Order #27301389)


Acting on a stage will require, by default, a
normal Deception Skill test. Success will mean the
audience is pleased.

Disguising oneself will require a contest between


the character’s Deception Skill and the watcher’s
Perception Skill. The contest will be a normal one for
both characters by default. If the disguised character
is trying to pass as someone specifically, the contest
will be a hard one for them. On the other hand, if the
watcher is a mere onlooker who is not alert and not
actively trying to get any trespassers, the contest will
be a hard one for the watcher.

If more than two characters are involved in the


above situation, the contest will take place only between

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.

In any case, if at least a success is obtained, a


draw will favor the disguised character. If no party
obtained at least a success, a draw will favor the
watcher.

Dissimulating intentions, lying convincingly,


or withholding information against an opposing 63
character actively trying to extract information, either
through an interrogation or manipulation attempt,
will require a contest with the character’s Deception
Skill against the opponent’s Charm or Intimidation

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.

Note: if the character is not lying as a response


against an interrogation or manipulation
attempt but is actively trying to convince a
passive party of some falsehood, then the
action will call for a Persuasion Skill test and
not a Deception Skill one (see page 93).

Regarding Skills that pertain to social relations,


the game master may change normal tests or
contests to hard ones or vice-versa depending on
character interaction and roleplaying. In exceptional
circumstances, a test or a contest may even be
adjudicated as an automatic success or failure, such

Михаил Герасимов (Order #27301389)


as when the character possesses certain Advantages FEINT
or Disadvantages. Advantage requirement: Astute
Situation: Attacking with a melee weapon or an
ACTOR unarmed strike, or making a play in a sport such as
Advantage requirement: Not being Naïve football or Tento.
Conditions: Having the necessary material means to Bonus: Roll 1 extra die for the test or contest.
disguise their identity. Special: This Ability may only be used once per
Situation: Taking a normal or a hard Deception Skill match or combat and may not be used with a reactive
contest to try to disguise oneself or to impersonate attack, such as those dealt with the Acrobatics or the
someone else. Sidestep Ability.
Bonus: Subtract 1 from the result of a single rolled
die, but not from a rolled 7. MISLEADING
Advantage requirement: Not being Craven
BLUFFING Situation: Taking a Deception Skill contest against
Advantage requirement: Not being Craven another person’s Intimidation Skill when being
interrogated.
ABILITIES

Situation: Taking a Presence Attribute test or contest


when playing a game with hidden information, such Bonus: Subtract 1 from the result of a single rolled
as poker or Knuckles. die, but not from a rolled 7.
Bonus: Roll 1 extra die.
SCHEMER
CUNNING Advantage requirement: Astute
Advantage requirement: Astute Miscellaneous requirements: Being a Jeod, a Gherfidr,
Conditions: Having at least as many Ranks in the or a Purzari.
Deception Skill as in the Stealth Skill (at the time this Situation: Taunting someone directly or indirectly to
64 Ability is acquired). try to trigger their Pride Weakness and make them
Situation: Taking a normal or hard Stealth Skill react in some specific way.
contest to shadow someone. Special: The target will fail their Pride Weakness test
Bonus: Subtract 1 from the result of a single rolled if they roll 1 or higher on a die. If the target doesn’t
die, but not from a rolled 7. have the Pride Weakness, they will be considered to
CHARACTER CREATION

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.

Михаил Герасимов (Order #27301389)


Bonus: Subtract 1 from the result of a single rolled dodged, such as being inside a collapsing building.
die, but not from a rolled 7. Such scenarios will be completely unavoidable
or require success in an Athletics Skill test for the
character to maneuver through obstacles in time to
DODGE exit the dangerous area safely.

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.

Михаил Герасимов (Order #27301389)


Bonus: Subtract 1 from the result of a single rolled not attempted a parry during the round and if no
die, but not from a rolled 7. condition that would render the contest a hard one
Special: The bonus from this Ability doesn’t apply is present.
against area-of-effects attacks or ranged attacks other
than those dealt with a bow, crossbow, or a thrown REFLEXES
weapon, such as the high-velocity, ballistic ones from
Advantage requirement: Not being Sluggish
flintlock guns and firearms.
Conditions: Neither wearing armor, nor holding a
shield or a heavy firearm.
CLOAK USE
Situation: Taking a normal or a hard Dodge Skill test
Advantage requirement: Not being Clumsy or contest.
Conditions: Having a cloak and one free hand to Bonus: Once per round, subtract 1 from the result of
maneuver it, besides not wearing armor with a higher a single rolled die, but not from a rolled 7.
armor rating than 1.
Special: This Ability may not be combined with the
Situation: Dodging a melee attack. Danger Sense, Sidestep, or Sixth Sense Abilities.
Bonus: Subtract 1 from the result of a single rolled
die, but not from a rolled 7.
ABILITIES

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

Михаил Герасимов (Order #27301389)


Goblin, or a Muratir.
Conditions: Neither wearing armor, nor holding a
DRIVING
shield or a heavy firearm.
Situation: Taking a hard Dodge Skill test or contest. TL 4-8
Bonus: Once per round, subtract 1 from the result of a In settings with a TL between 4 and 8, the Driving
single rolled die, but not from a rolled 7, when trying Skill is used to maneuver land vehicles such as cars,
to avoid an attack with a hard Dodge Skill contest motorcycles, and pickups.
regardless of it being hard because it is a ranged
attack, a second attack against the character in a single A Driving Skill test should not be called for
round, or any other condition. This Ability may not when a character is doing ordinary, unopposed
be combined with the Danger Sense, Sidestep, or driving with such vehicles, unless they suddenly face
Sixth Sense Abilities. a problem on the road that demands a fast reaction.

TUMBLE In the instance the driver attempts to maneuver a


Advantage requirement: Not being Clumsy heavy-duty vehicle such as a large hauler, a bulldozer,
or a tank, a Driving Skill test will always be called for

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

Михаил Герасимов (Order #27301389)


are actively looking out for tailers; otherwise it will Bonus: Subtract 1 from the result of a single rolled
be a hard one by default. Any draws will favor the die, but not from a rolled 7.
tailer, as they are considered the active character in
the contest. TL 4-8
STEADY
Advantage requirement: Not being Clumsy
The Driving Skill will be completely replaced by the
Conditions: Not wearing armor with an armor rating
Piloting Skill in settings with TL 9 , as land vehicles will
equal to 2 or more, and having both hands free.
give room to more sophisticated models capable of not only
traveling by road but also flying and hovering. Situation: Taking a Driving Skill test to maintain
control of the vehicle, such as when it receives 2 or
more points of damage in a single attack or collision.
For more details regarding the Driving Skill, see
Bonus: Subtract 1 from the result of a single rolled
page 343.
die, but not from a rolled 7.

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

Conditions: Not wearing armor with an armor rating


equal to 2 or more, and having both hands free.
equal to 2 or more, and having both hands free.
Situation: Taking a Driving Skill test to avoid a
Situation: Taking a normal or hard Driving Skill test
collision against an obstacle or a Driving Skill contest
or contest with a motorcycle.
to tail another vehicle without being noticed.
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.

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

Situation: Taking a normal or hard Driving Skill test


Bonus: Subtract 1 from the result of a single rolled
or contest with the vehicle’s Maneuverability Stat,
die, but not from a rolled 7.
modified by the driver’s Dexterity Attribute.
Bonus: Roll 1 extra die.
HEAVY FOOT TL 4-8

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.

Михаил Герасимов (Order #27301389)


another condition makes the test or contest a hard machines (some powered by divine power sources)
one again. Also, no test will be called for ordinary such as the Antikythera Mechanism, the Difference
situations outside of combat or devoid of any risks or Engine, and the first Automata. However, to do so,
surprises. the character must have the Inventor Ability.

TRUCKER TL 4-8 Besides requiring the necessary space,


Advantage requirement: Not being Clumsy machines, tools, materials, and support personnel to
create something with the Engineering Skill, the task
Conditions: Having both hands free.
will also demand significant time and effort from
Situation: Taking a Driving Skill test or contest with all people involved, which may take a few days to
a large hauler or any other civilian heavy-duty land many years depending on the complexity and the
vehicle. size of the object being designed and built (game
Special: The Driving Skill test or contest becomes a master’s discretion applies). Thus, most engineering
normal one by default instead of a hard one, unless projects will most likely happen between stories (see
another condition makes the test or contest a hard one page 160).
again. Also, no test will be called for ordinary situations
outside of combat or devoid of any risks or surprises.

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.

However, the Engineering Skill will be used to AVIATION ENGINEER TL 4


create new inventions and prototypes that exceed or Advantage requirement: Erudite
push the limits of the setting’s TL regardless of their Conditions: Having all the necessary space, machines,
size and to integrate things with mystical sources of tools, materials, and support personnel.
power if needed. Such creations, however, will be
Situation: Designing, building, or repairing small or
impossible to make without the Inventor Ability.
large ordinary, civilian or military flying machines,
such as balloons, helicopters, fighter jets, airliners,
For settings with a TL 4 , the Engineering Skill and hovercars, but not starships or Mecha Vessels.
will also encompass operating and programming Special: The Engineering Skill test will be a normal
primitive mechanical computers and advanced one by default instead of the usual hard one, unless

Михаил Герасимов (Order #27301389)


ABILITIES

other present conditions make the test a hard one ENGINEER TL 1


again. Advantage requirement: Not being a Technophobe
70 Conditions: Having all the necessary space, machines,
MECHANIC TL 4 tools, materials, and support personnel.
Advantage requirement: Not being a Technophobe Situation: Designing, building, or repairing electronic
Conditions: Having all the necessary space, machines, devices (e.g., watches, phones, radios, computers,
tools, materials, and support personnel. scanners, and cybernetic implants) and large
CHARACTER CREATION

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

Михаил Герасимов (Order #27301389)


Conditions: Having all the necessary space, machines, Situation: Taking a hard Engineering Skill test to
tools, materials, and support personnel. repair something that falls under the scope of the
Situation: Designing, building, or repairing small or Engineering Skill.
large starships, from short range starships to space Special: The Engineering Skill test will become a
dreadnaughts. normal one, even if they don’t have the Engineering
Special: The Engineering Skill test will be a normal Ability specifically related to the thing being repaired.
one by default instead of the usual hard one, unless
other present conditions make the test a hard one
again. EXOTIC WEAPONS
SHIPWRIGHT TL 1 The Exotic Weapons Skill is used to attack and
Advantage requirement: Erudite parry with exotic weapons, which are melee or
throwing weapons that don’t fit in the category of
Conditions: Having all the necessary space, machines,
fencing weapons (light blades) or melee weapons
tools, materials, and support personnel.
(which pertains to many kinds of heavy melee
Situation: Designing, building, or repairing small or weapons). The Sling, a unique, exotic, ranged weapon,
large naval ships, from canoes, motorboats and sloops

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.

Михаил Герасимов (Order #27301389)


Situation: Making a ranged attack against a target by
throwing something at them.
Special: The character is able to throw impromptu
throwing weapons and hand grenades with the
Exotic Weapons Skill. If an attack is made with an
exotic weapon that is designed to be thrown (e.g., a
Boomerang, Boleadora, Throwing Star, Edohynian
Harpoon) or with an impromptu thrown weapon,
increase damage dealt by 1 if a hit occurs.

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

Special: If successful, instead of applying damage


to the target, disarm them from one of the weapons
they currently wield. Either the attacker gets the
weapon with a free hand (if they have one) or the
weapon is thrown out of the immediate reaches of
both characters for the remainder of the combat. If
the target is holding the weapon with two hands,
the attacker will need to win the contest by a margin
of 1 or more successes to disarm them. This Ability
doesn’t apply to reactive attacks, such as those dealt
72 with the Sidestep Ability.

PRECISION QUICK-DRAW STRIKE


Advantage requirement: Not being Weak Advantage requirement: Agile
Conditions: Not wearing armor with an armor rating
CHARACTER CREATION

Situation: Unsheathing a Hesionian Sword or a


of 2 or more. Katana and attacking with it in a single movement.
Situation: Taking a normal or hard Exotic Weapons Special: If the attacker has not yet parried or attacked
Skill test or contest. with their Hesionian Sword or Katana in a combat,
Special: May substitute Vigor for Dexterity as the they may, with a single movement, unsheathe it and
related Attribute to take normal or hard tests or deliver an attack. The attacker may move up to 10
contests with the Exotic Weapons Skill.  meters (or yards) before delivering the attack. Such
an attack is a hard contest for the defender, either to
dodge it or to parry it. If the character is ambushed,
DANGEROUS they may still act during the first round of combat, but
Advantage requirement: Deadeye. they will have a modifier of -4 to their Initiative roll,
Situation: Attacking by throwing an exotic weapon and the only regular Turn Action they may take is the
or using an exotic, ranged weapon such as a Sling, Melee one to attack with this Ability, which will also
Boomerang, Boleadora, Throwing Star, or Edohynian become a hard contest for them (regarding ambush
Harpoon. and the Advantage from attacking with the element of
surprise, see page 102). This Ability doesn’t apply to
Special: If the attack is successful with a margin of 1 or
reactive attacks, such as those dealt with the Sidestep
more successes over the target’s defensive roll, negate
Ability. This Ability may not be combined with the
all of the target’s natural and worn armor rating. Two-Handed Stance Ability.

THROWING WEAPONS TECHNIQUE


Advantage requirement: Mighty Advantage requirement: Deft

Михаил Герасимов (Order #27301389)


Miscellaneous requirements: Being a Beastman,
Taullian, Yasogon, or Zaaveld. FENCING
Conditions: Not wearing armor with an armor rating
of 2 or more. TL 1-3 TL 9

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.

Михаил Герасимов (Order #27301389)


Special: If a hit occurs, deal damage as if the character PRESCIENT WARRIOR TL 1-3 TL 9
had the Mighty Advantage. This Ability doesn’t Advantage requirement: Insightful
apply to reactive attacks, such as those dealt with the
Situation: Melee attacking or parrying with a fencing
Riposte Ability.
weapon while blind or blinded by darkness.

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

weapon’s design makes the attack a hard one again.


POWERFUL STANCE TL 9 This Ability may not be combined with the Riposte
Advantage requirement: Not being Clumsy Ability if the character is blind, blinded by darkness,
Situation: Taking a normal or hard Fencing Skill test or targeted by the Assassin Ability.
or contest to attack or parry with an Energy Sword by
holding it with two hands. FLAIR TL 1-3
Special: May substitute Dexterity for Vigor as the Advantage requirement: Deft
related Attribute to take normal or hard tests or
Conditions: Declaring a disarm attempt before rolling
contests with the Fencing Skill. 
any dice.
74 Situation: Attacking with a fencing weapon other
DEFLECT TL 9
than an Energy Sword.
Advantage requirement: Not being Sluggish
Special: If successful, instead of applying damage to
Miscellaneous requirements: Having the Prescient the target, disarm the target from one of the weapons
Warrior Ability.
CHARACTER CREATION

they currently wield. Either the attacker gets the


Conditions: Not wearing armor with an armor rating weapon with a free hand (if they have one) or the
of 2 or more. weapon is thrown out of the immediate reaches of
Situation: Parrying non-area-of-effect ranged attacks both characters for the remainder of the combat. If
from personal weapons with an Energy Sword. the target is holding the weapon with two hands, the
Special: With a hard Fencing Skill contest, may try attacker will need to win the contest by a margin of 1
to parry incoming non-area-of-effect ranged attacks or more successes to disarm the target. This Ability
from personal weapons with an Energy Sword, doesn’t apply to reactive attacks, such as those dealt
which would be impossible without this Ability. If the with the Riposte Ability.
attack is dealt with a non-area-of-effect Energy type
ranged weapon (e.g., weapons that fire laser beams
GUARD TL 1-3
and energy blast shots), the attack will be redirected
towards the attacker if the defender wins by a margin Advantage requirement: Not being Clumsy
of 2 or more successes over the attacker. In that case, Situation: Parrying an incoming attack with a fencing
damage dealt to the attacker will be equal to the Base weapon other than an Energy Sword while having
Damage Rating of the ranged weapon plus 1 point of a Dagger, Combat Knife, or Tanto as an off-hand
additional damage per success the defender achieved
weapon.
over the attacker beyond the second one. Also, the
character may try to parry attacks dealt with the Bonus: Subtract 1 from the result of a single rolled
Sniper Ability, but the attack may not be redirected die, but not from a rolled 7.
toward any target, and the Fencing Skill contest will Special: This Ability may not be combined with the
likewise be a hard one for the character. Riposte Ability.

Михаил Герасимов (Order #27301389)


PUNCTURE TL 1-3 LUNGE TL 1-3 TL 9
Advantage requirement: Not being Clumsy Advantage requirement: Not being Sluggish
Situation: Attacking with a fencing weapon other Conditions: Not wearing armor with an armor rating
than an Energy Sword. of 2 or more and having one free hand.
Special: If a hit occurs, negate 1 point of the target’s Situation: Melee attacking with a one-handed fencing
worn and natural armor rating. This Ability doesn’t weapon while having the off-hand free.
apply to reactive attacks, such as those dealt with the Bonus: Subtract 1 from the result of a single rolled
Riposte Ability. die, but not from a rolled 7.

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

Михаил Герасимов (Order #27301389)


with personal heavy firearms that have high recoil CALCULATED SHOT TL 1
(e.g., light machine guns) and other exotic, personal Advantage requirement: Not being Uneducated
heavy-ranged weapons such as rocket launchers and
Situation: Attacking with an artillery piece with an
flamethrowers.
accentuated ballistic trajectory, such as a mortar,
cannon, trebuchet, or artillery gun.
Most personal heavy weapons have bipods Special: If a hit occurs, increase damage dealt by 1.
that allow them to be mounted and to be used more This Ability does not apply to the Broadside action
effectively, especially by characters who cannot during a Naval Battle.
handle them with solely their arm strength. Mounting
or dismounting the bipod from a personal heavy TL 4
BIPOD
weapon takes a regular Turn Action—the Reload one.
Advantage requirement: Not being Weak
Situation: Attacking with a personal heavy firearm
While a character is operating a mounted heavy
while it is mounted on a bipod, or with a mounted
weapon, they may not dodge or parry any incoming heavy machinegun.
attacks without interrupting its operation. If they (or
Special: May substitute Vigor for Dexterity as the
anyone from the weapon’s crew, if it requires two or
related Attribute to take normal or hard tests with
ABILITIES

more characters to operate) do so, they will have to


the Heavy Weapons Skill while using a heavy firearm
spend a regular Turn Action—again the Reload one—
mounted on a bipod or a mounted machinegun.
to set up their weapon again.

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

other, with a single Ranged action. It is a hard Heavy SUPPRESSIVE FIRE TL 4


Weapons Skill contest for the attacker. Both targets
Advantage or Miscellaneous Requirement: Either
will roll separately to avoid the attack. If the character the Mighty Advantage or the Bipod Ability
is not Mighty, the weapon must be mounted for this
Special: May fire a burst of 20 bullets against up to 4
Ability to be used. This Ability may not be combined
targets no more than 10 meters (or yards) apart from
with the Burst Fire or the Suppressive Fire Abilities.
each other, with a single Ranged action. It is a hard
Heavy Weapons Skill contest for the attacker. All
BURST FIRE TL 4 targets will roll separately to avoid the attack. Targets
Advantage or Miscellaneous Requirement: Either with the Brave Advantage will roll 1 additional die in
the Mighty Advantage or the Bipod Ability the contest, while those with the Craven Disadvantage
will roll 1 less. If the target is unsuccessful, they
Situation: Attacking with a fully-automatic personal
won’t take any damage but will drop to the ground
heavy firearm or a mounted heavy machinegun.
and become stunned. If a character is not Mighty, the
Special: May fire a burst of 5 bullets against a single weapon must be mounted for this Ability to be used.
target with a single Ranged action. It is a hard Heavy This Ability may not be combined with the Auto Fire
Weapons Skill contest for the attacker. If a hit occurs, or the Burst Fire Abilities.
double the amount of damage dealt by the margin of
success. If the character is not Mighty, the weapon
GUNNER TL 1
must be mounted for this Ability to be used. This
Ability may not be combined with the Auto Fire or Advantage requirement: Not being Uneducated
the Suppressive Fire Abilities. Situation: Attacking with an artillery piece with an

Михаил Герасимов (Order #27301389)


accentuated ballistic trajectory, such as a mortar, a vehicle.
cannon, trebuchet, or artillery gun, or with a gun Bonus: Subtract 1 from the result of a single rolled
turret from a vehicle. die, but not from a rolled 7.
Special: May substitute Vigor for Dexterity as the Special: This Ability also applies when taking a
related Attribute to take normal or hard tests or Broadside action during a Naval Battle.
contests with the Heavy Weapons Skill while attacking
with such an artillery piece. This Ability does not
RECOIL CONTROL TL 4
apply to the Broadside action during a Naval Battle.
Advantage requirement: Mighty
HEAVY WEAPONS SPECIALIST TL 1 Situation: Taking a hard Heavy Weapons Skill contest
with a personal heavy firearm or a mounted heavy
Advantage requirement: Deadeye
machinegun.
Miscellaneous requirements: Being a Brau’Haque,
Bonus: Subtract 1 from the result of a single rolled
an Orc, or a Nondalus
die, but not from a rolled 7.
Situation: Taking a hard Heavy Weapons Skill test or
contest.
Bonus: Subtract 1 from the result of a single rolled INTIMIDATION

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

Михаил Герасимов (Order #27301389)


Interrogating someone will be a contest where repercussions, physical aggression, etc.
the interrogator will use their Intimidation Skill and
the interrogated will use their Deception Skill. An
Unless the character using the Intimidation
interrogation is only possible if the interrogator has
Skill has the upper hand over the other—or at
some kind of power or authority over the interrogated,
least appears to—no such test or contest should
such as the interrogator being an inquisitor or a
be possible.
judge, or the interrogated being a prisoner. If at least
a success is obtained, a draw will favor the character
attempting to interrogate the other. But if no party When a player character is targeted by a successful
obtained at least a success, a draw will favor the Intimidation Skill test or contest, the game master
character resisting the interrogation attempt. should simply relay to the player how their character
is feeling regarding the consequences, but ultimately,
it is up to the player how exactly to roleplay it. Still,
Threatening or blackmailing someone will be
the game master may use the Token rules found in
an Intimidation Skill test for the active character.
page 125 to reward or penalize the player depending
The threatening or blackmail attempt will only be
on whether they roleplayed their character according
possible if the character has some kind of advantage
to the result of said test or contest.
or leverage over the target.
ABILITIES

Regarding Skills that pertain to social relations,


In some situations, a character targeted by a
the game master may change normal tests or
threatening or blackmailing attempt may try to
contests to hard ones or vice-versa depending on
respond with a threat or blackmail of their own if they
character interaction and roleplaying. In exceptional
also have some advantage or leverage over the target;
circumstances, a test or a contest may even be
this may happen when there is an unstable balance
adjudicated as an automatic success or failure, such
of power or there is no clarity regarding who has the
as when the character possesses certain Advantages
upper hand. When that is the case, an Intimidation
or Disadvantages.
Skill contest will take place instead, but if a draw
occurs, no party will be effectively threatened or
78
blackmailed. BLACKMAILER
Advantage requirement: Astute
In any case, all Intimidation Skill tests and Situation: Taking a normal Intimidation Skill test to
contests to try to threaten or blackmail a character will blackmail someone to try to force them into doing
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.

Nevertheless, an Intimidation Skill attempt will BERSERK


always be bound to fail if the target is clearly in a Advantage requirement: Brave
superior position of power relative to the character
Miscellaneous requirement: Having the Wrath
trying to intimidate them. When assessing this, the
Disadvantage
game master should consider several factors, such
as how each involving party perceives the situation, Situation: Rolling for Initiative at the start of non-
how a target may be resilient to such attempts duel combat.
because of their morals or personality, how and Bonus: Add 2 to the Initiative roll for a non-duel
when the power one has over the other may be combat.
used, the possible negative repercussions for using
said power, and the risks of retaliation and how COLD STARE
imminent it could be.
Advantage requirement: Mighty
Condition: Choosing an opponent at the start of a
The power that a character may threaten to exert non-duel combat, after Initiative is rolled for but
over another as a means to obtain information or before any Turn Actions are performed.
make them do something may be of different kinds:
Situation: Intimidating an opponent as a free reaction
economic or political retaliations, legal or social
at the start of a non-duel combat.

Михаил Герасимов (Order #27301389)


Special: If the target is not Brave, their Initiative total Situation: Taking a normal or a hard Intimidation
will be reduced to the intimidating character’s Initiative Skill contest to interrogate someone.
total minus 1 if they actually rolled a higher total. Special: May substitute Presence for Wits as the
related Attribute to take normal tests with the
INTIMIDATING Intimidation Skill while interrogating someone.
Advantage requirement: Mighty
Situation: Taking a normal Intimidation Skill test to INQUISITOR
threaten someone to try to make them immediately Advantage requirement: Astute
back down from an imminent or current confrontation. Situation: Taking a normal Intimidation Skill contest
Bonus: Subtract 1 from the result of a single rolled to interrogate someone.
die, but not from a rolled 7. Bonus: Subtract 1 from the result of a single rolled
die, but not from a rolled 7.
MENACING
Advantage requirement: Not being Craven PROVOCATION
Situation: Taking a normal or hard Intimidation Advantage requirement: Not being Craven

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):

INTERROGATOR ♦ it requires a dynamic of power between the


character and their targets, or at least an
Advantage requirement: Not being Naïve
improvised or momentary one

Михаил Герасимов (Order #27301389)


♦ it may target way more people than a small group Regarding Skills that pertain to social relations,
of characters the game master may change normal tests or
♦ it appeals to its target’s emotion or morale, and contests to hard ones or vice-versa depending on
not to reason character interaction and roleplaying. In exceptional
circumstances, a test or a contest may even be
♦ it tries to motivate people to perform an action adjudicated as an automatic success or failure, such
rather than to convince them of some truth
as when the character possesses certain Advantages
or Disadvantages.
Most scenarios will be resolved with a Leadership
Skill test: a normal or hard one, depending on how
difficult it will be to motivate the people to perform AMBUSH
the desired action. But if there is a dispute for control Advantage requirement: Not being Naïve
inside the group or a conflict for power between two Situation: Setting up an ambush against an incoming
opposing factions, a Leadership Skill contest will take enemy or creature.
place. The contest will either be a normal one for both
Special: The leader and their group will roll a single
leaders or a hard one for the leader currently exerting
normal or hard Stealth Skill contest to set up the
less influence or leading the weakest faction.
ambush. Either the leader will use their own Stealth
ABILITIES

Skill Ranks for the contest, or a character designated


Regarding military contexts, the Leadership by them will do the roll for the whole group. The
Skill will also be the one used to train soldiers and number of Stealth Skill Ranks for the contest will be
command an army against another in battle. So, capped by the leader’s own Leadership Skill Ranks,
many large-scale conflicts may be resolved with a regardless of who takes the contest. In ambushes set
Leadership Skill contest; if both armies are capable up without this Ability, the Stealth Skill roll will be
of defeating one another, then the contest will either made by the character with the lowest number of
be a normal one for both or a hard one for the one Ranks in that Skill.
in a tactical disadvantage (fewer soldiers, sieging a
fortress, having the supply line cut-off, etc.).
TACTICIAN
80
Note: regardless of success in a Leadership Skill Advantage requirement: Not being Craven
test or contest, some targets may automatically Situation: Taking a normal or hard Leadership
oppose performing an order from a leader for Skill test or contest involving commanding other
reasons such as low morale, rigid personal code characters in battle.
CHARACTER CREATION

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

Михаил Герасимов (Order #27301389)


contests with the Leadership Skill while commanding Example Ability
other characters in battle. Situation: Commanding a single allied character
during combat with a Parley action.
CHARGE Special: The leader must take a Parley action
Advantage requirement: Not being Craven and succeed in a normal Leadership Skill test. If
successful, a chosen allied character will be able to
Miscellaneous requirements: Being a Dweorg or a
perform two actions during their next turn, but any
Nondalus
tests or contests performed by the allied character
Situation: Commanding allied characters right before during their second Turn Action will be hard ones by
Initiative is rolled at the start of combat. default. The allied character must be able to hear the
Special: As a reaction, before Initiative is rolled, the commanding character to receive the bonus action.
leader must succeed in a normal Leadership Skill test. The second Turn Action may not be used to make a
If successful, all allied characters except the leader vehicle or a machine controlled by the allied character
receive a bonus of 2 to their respective Initiative exceed its normal physical limitations, such as moving
rolls. The allied characters must be able to hear the or attacking twice in a single round, but the character
commanding character to receive the Initiative bonus. may, for instance, attack twice with a firearm.

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.

Михаил Герасимов (Order #27301389)


attempts can only take place if the trap or explosive
LEGERDEMAIN has been found with the Perception Skill first. The
Legerdemain Skill test to set up and disarm a trap
or explosive will be a normal one by default, unless
The Legerdemain Skill is used to steal things
the character is trying to disarm a trap or explosive
unnoticed, set up or disarm traps and explosives,
that was specifically designed to activate itself against
open non-electronic locks, hot-wire a vehicle, conceal
any tamperers rather than only trespassers or nearby
objects between the character’s clothes or in a place,
and perform prestidigitation (such as card tricks or people.
the shell game).
If a character fails an attempt to disarm a trap
When pickpocketing with this Skill, it will be, by or explosive, it will only go off if a critical failure
default, a normal contest with the thief’s Legerdemain happened, or, in any case, if the Legerdemain Skill
Skill against the target’s Perception Skill, but the test to disarm it was a hard one.
contest will be a hard one for the target if they are not
worried about having something stolen from them at Trying to open the lock (e.g., from a door, chest,
that location and time. On the other hand, the contest handcuff) with a lock pick will be a normal
will be a hard one for the thief if there is no sufficient
ABILITIES

Legerdemain Skill test unless the lock is


cover and noise for the attempt. exceptionally secure, complex, or reinforced, or
if the character is trying to lock pick a handcuff
If there are multiple people in an area worried they are wearing, in which cases it will be a
about the possible presence of thieves—such as hard test. In any scenario, the character must
guards—the contest will be made against the watcher have the tools required for the job or at least
with the most Ranks in the Perception Skill. some impromptu instrument, otherwise the
task will be an impossible one.
Still, the Legerdemain Skill contest to pickpocket
a target may become a test instead—most likely a Sometimes a lock may break open with a hard
82 normal one—if the target and any people present are Vigor Attribute test, or a normal one if it (or the object
completely oblivious to the thief for some reason such it is a part of) is somewhat fragile.
as being asleep.
Note that if the lock is an electronic one, the
In any case, if at least a success is obtained, a Technology Skill must be used instead to try to open
CHARACTER CREATION

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.

Михаил Герасимов (Order #27301389)


character’s clothes or in an area.
Bonus: Subtract 1 from the result of a single rolled
die, but not from a rolled 7.

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).

Михаил Герасимов (Order #27301389)


GEARHEAD test to open a lock with a lock pick, but not from a
Advantage requirement: Not being Clumsy. lock on handcuffs worn by the character.
Situation: Taking a normal or hard Legerdemain Skill Special: May immediately redo the test once if it
test to arm or disarm a trap or an explosive, hot-wire failed, unless the player only rolled sevens.
a vehicle, or to open a lock with a lock pick, but not
from a lock on handcuffs worn by the character.
Special: May substitute Dexterity for Wits as the
MARKSMANSHIP
related Attribute to take normal or hard tests with the TL 3
Legerdemain Skill while trying to arm or disarm a The Marksmanship Skill is used to attack with
trap or an explosive, or to open a lock. light personal firearms such as flintlock pistols,
muskets, revolvers, submachine guns, and rifles.
SPECIALIST
Advantage requirement: Not being Craven The use of artillery pieces (e.g., cannons,
trebuchets, and heavy machineguns) and personal
Situation: Taking a normal or hard Legerdemain Skill
heavy firearms (e.g., light machineguns, rocket
test to arm or to disarm a trap or an explosive or to
launchers, and flamethrowers) is covered by the
hot-wire a vehicle.
ABILITIES

Heavy Weapons Skill instead.


Bonus: Subtract 1 from the result of a single rolled
die, but not from a rolled 7.
To check if a weapon is categorized as one covered
by the Marksmanship Skill, refer to page150.
PICKPOCKET
Advantage requirement: Not being Clumsy
In most settings with a TL 4 , the Archery Skill
Conditions: Not wearing armor with an armor rating will not be present. If that is the case, the use of bows and
of 2 or more nor holding a shield. crossbows will also be covered by the Marksmanship Skill.
Situation: Taking a normal or a hard Legerdemain In such settings, the Abilities from the Archery Skill may
Skill test or contest to pickpocket. be acquired with Ranks from the Marksmanship Skill,
84
Bonus: Subtract 1 from the result of a single rolled but such Abilities will only apply to bows or crossbows.
die, but not from a rolled 7. Abilities from the Marksmanship Skill won’t apply to bows
or crossbows.
LOCKSMITH
CHARACTER CREATION

AIMED SHOT TL 3
Advantage requirement: Not being Clumsy
Situation: Taking a normal or hard Legerdemain Skill Advantage requirement: Not being Nearsighted

Михаил Герасимов (Order #27301389)


Situation: Taking a normal or hard Marksmanship a single target with a single Ranged action. Only a
Skill test or contest with a flintlock weapon or light single contest takes place. If a hit occurs, increase
firearm that has the Single fire rate option, while damage dealt by the light firearm by 1.
holding it with two hands.
Special: Only a single shot may be taken. The character SPRAYING BULLETS TL 4
must take a Focus action to aim at a chosen target for a Advantage requirement: Not being Weak
round and fire at that target with a Ranged action the
Situation: Attacking with a fully-automatic light
next round. If they do not try to dodge or parry until
firearm.
their next Turn Action, they may substitute Dexterity
for Wits as the related Attribute to take normal or Special: May fire a burst of 10 bullets against up
hard tests or contests with the Marksmanship Skill to 2 targets no more than 5 meters (or yards) apart
while firing a single shot from a light firearm held from each other with a single Ranged action to try
with both hands. to force them to drop to the ground. It is a hard
Marksmanship Skill contest for the attacker. Both
targets will roll separately to avoid the attack. If a
BURST MODE TL 4
target is unsuccessful, they won’t take any damage

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.

Михаил Герасимов (Order #27301389)


AKIMBO TL 3 in this Skill, the player must first choose a Martial Arts
Advantage requirement: Deft school or style, which will list 5 generic or specific
Martial Arts Skill Abilities that will be the only Martial
Situation: Attacking with two one-handed light
Arts Skill Abilities available to the character.
firearms in each hand.
Special: May fire once with each firearm in a single
turn with the Ranged action against the same or two Alternatively, the player and the game master
different targets. The number and choice of targets may, together, create a unique Martial Arts school or
must be made before any dice roll. Both attacks are style.
hard, separate Marksmanship Skill tests or contests
for the attacker. If the character targets a single Whenever a setting has the Martial Arts school
opponent with both attacks, the second shot will be requirement in play, a character may never learn a
an automatic miss if the first one hits and knocks Martial Arts Skill Ability outside of their adopted style
them out. This Ability may not be combined with the without an in-game justification, such as abandoning
Bullseye Ability. their school to train under another master’s tutelage,
constant sparring with the adepts of a different
TRUE SHOT TL 3 school, or getting hold of another master’s treatise on
ABILITIES

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

Михаил Герасимов (Order #27301389)


hard one for them. This Ability may not be combined the Throw Technique Abilities.
with the Missile Parry Ability.
THROW TECHNIQUE
COUNTERMOVE Advantage requirement: Not being Clumsy
Advantage requirement: Not being Clumsy Conditions: Not wearing armor with an armor rating
Conditions: Not wearing armor with an armor rating of 2 or more and having both hands free. Also, the
of 2 or more and having both hands free. player must declare this technique is being used
Situation: Taking a Martial Arts Skill contest to parry before rolling for the attack
an armed melee attack or a creature’s one. Situation: Taking a hard Martial Arts Skill contest to
Special: The attempt, which otherwise would be throw an opponent violently to the ground.
impossible, becomes possible with this Ability. Also, Special: This Ability may not target a character whose
if successful with a margin of 2 or more successes over Vigor Attribute Score is at least 3 points higher than
the defender, disarm the attacker from the weapon the martial artist’s Score. Base Damage Rating for the
they used to attack; either the martial artist gets the attack is 1 and of the Blunt type, even if the character
weapon with a free hand, or the weapon is thrown is from an Ancestry with claws—such as a Taullian—
out of the immediate reaches of both characters for but the damage dealt may, as usual, be increased by

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

Михаил Герасимов (Order #27301389)


Situation: Taking a normal or a hard Martial Arts bash by the targeted character, loses their balance,
Skill test or contest. and has their Initiative total reduced by the necessary
Special: May substitute Vigor for Dexterity as the amount of points to drop one position in the Initiative
related Attribute to take normal or hard tests or order, beginning next round. This Ability may not
contests with the Martial Arts Skill. be combined with Abilities that perform reactive
attacks, such as the Riposte Ability. This Ability may
not be used against the Assassin or Death from Above
GROUND TECHNIQUE
Abilities.
Advantage requirement: Not being Clumsy
Conditions: Not wearing armor with an armor rating
MISSILE PARRY
of 2 or more and having both hands free. Also, the
player must declare this technique is being used Advantage requirement: Deadeye
before rolling for the attack. Miscellaneous requirements: Having the
Situation: Attacking a character with the Martial Arts Countermove Ability
Skill. Conditions: Not wearing armor with an armor rating
Special: This Ability may not target a character who of 2 or more and having both hands free.
has a Vigor Attribute Score at least 3 points higher Situation: Parrying an incoming ranged attack with
ABILITIES

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

Ancestry with claws—such as a Taullian—and it may, Advantage requirement: Mighty


as usual, be increased by the Mighty Advantage, by Miscellaneous requirements: Being a Beastman, an
the bonus from natural higher strength—such as that Orc, a Raikur, or a Taullian.
of the Brau’Haques—and by the margin of success
over the target. No armor will apply to reduce the Conditions: Not wearing armor with an armor rating
damage, be it worn or natural. The attacker, on the of 2 or more, and having both hands free.
other hand, may do nothing during their turns while Situation: Taking a normal or hard Martial Arts
they keep the target locked. This Ability doesn’t contest.
apply to reactive attacks, such as those dealt with the Bonus: Subtract 1 from the result of a single rolled
Sidestep Ability. This Ability may not be combined die, but not from a rolled 7.
with the Strike Technique or the Throw Technique
Abilities.
MEDICINE
PUSHBACK The Medicine Skill is used to heal characters and
Advantage requirement: Mighty creatures.
Situation: Parrying a melee attack with any Skill.
Special: Once per round, if the character successfully With a normal test, a character may use the
parries an incoming melee attack and wins the contest Medicine Skill to increase their rate of healing (others
by a margin of 2 or more successes over the attacker, or self) from 1 Wound Point per two full nights of rest
the attacker is pushed back by a punch, kick or shield to just 1. A First Aid Kit is required for that. This test

Михаил Герасимов (Order #27301389)


ABILITIES
is not possible if the character is dying. Once the character is saved, they will automatically
be brought down to a total of 5 Wound Points if they
had 6, and will start healing 1 Wound Point per two
With a hard test, a character may use the Medicine
full nights of rest, which can only be sped up if they
Skill to stop another one from dying, automatically
had fewer than 6 Wound Points.
bringing them to a total of 5 Wound Points if they
have 6. A First Aid Kit is required for that. This test 89
is not possible if the character is dying of poisoning, If no cure or antidote needs to be produced for
disease, or lack of food or water. Once the character a certain disease or poison, as in situations where
is saved, they will start healing 1 Wound Point per such a medication already exists and the character
two full nights of rest, which cannot be sped up. A has ample access to available remedies, only a normal

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

Михаил Герасимов (Order #27301389)


condition renders the test a hard one again. This FIRM HANDS
Ability may not be combined with the Shaman Ability. Advantage requirement: Deft
Miscellaneous requirements: Being a Jeod or a
SHAMAN Cirimid.
Advantage requirement: Insightful Conditions: Having both hands free and a First Aid
Conditions: Having all the required ingredients. Kit.
Situation: Taking a Medicine Skill test without a Lab Situation: Taking a Medicine Skill test to speed up the
Set when trying to find and make a cure for a disease patient’s healing rate or to stop someone from dying.
or an antidote for a poison. Special: May immediately redo the test once if it
Special: Any Medicine Skill test that requires a Lab failed, unless the player only rolled sevens.
Set may be performed according to the normal rules
and difficulty even without such equipment. This
PHARMACOLOGIST TL 1
Ability may not be combined with the Apothecary
and Healer Abilities. Advantage requirement: Erudite
Conditions: Having all the required ingredients and
CHEMIST TL 1 a Lab Set.
ABILITIES

Advantage requirement: Erudite Situation: Making a drug.


Conditions: Having all the required ingredients and Special: The character may use the Medicine Skill
a Lab Set. to make a drug of choice (see page 140). The game
Situation: Making a poison. master will decide on the ingredients required and
Special: The character may use the Medicine Skill how long the process will take. The test will be a hard
to make a poison of choice (see page 140). The game one by default.
master will decide on the ingredients required and
how long the process will take. The test will be a hard HEALER TL 1
one by default.
Advantage requirement: Erudite
90 Conditions: Having all the required ingredients and
DOCTOR
a Lab Set.
Advantage requirement: Erudite
Situation: Finding and making an antidote for a
Conditions: Having all the required ingredients and specific poison.
equipment.
CHARACTER CREATION

Special: The Medicine Skill test becomes a normal


Situation: Taking a Medicine Skill test. one by default instead of a hard one, unless another
Bonus: Subtract 1 from the result of a single rolled condition renders the test a hard one again. This
die, but not from a rolled 7. Ability may not be combined with the Shaman Ability.
Special: Whenever a patient is saved from dying by
this character, they will automatically heal at a rate of
PARAMEDIC
1 Wound Point per two full nights of rest instead of 1
Wound Point per three full nights of rest. Advantage requirement: Not being Craven
Conditions: Having both hands free.
VETERINARIAN Situation: Trying to stop someone from dying.
Advantage requirement: Not being Uneducated Special: If the character has a First Aid Kit, the
Medicine Skill test becomes a normal one by default
Conditions: Having both hands free and a First Aid
Kit. instead of a hard one, unless another condition makes
the test a hard one again. The character may also try
Situation: Taking a Medicine Skill test to treat a to stop someone from dying without the required
creature.
First Aid Kit, but such attempts will revert into the
Special: The Medicine Skill test reverts to its default test being a hard one again.
difficulty instead of being a hard one by default
because of the patient being a creature. If the Medicine
Skill test becomes a normal one because of this Ability, XENOMEDIC
it may still become a hard one again because of other Advantage requirement: Not being Uneducated
conditions. Conditions: Having both hands free and a First Aid Kit.

Михаил Герасимов (Order #27301389)


Situation: Taking a Medicine Skill test to treat a Weapons Skill won’t apply to fencing weapons.
character from another Ancestry.
Special: The Medicine Skill test reverts to its default Whenever an Ability below refers to a
difficulty instead of being a hard one by default “melee weapon,” it refers to a melee weapon
because of the patient being from an Ancestry that is specifically categorized as one pertaining to
very different from humans. If the Medicine Skill test the Melee Weapons Skill and no other types of
becomes a normal one because of this Ability, it may still melee weapons that fall under the scope of the
become a hard one again because of other conditions. Exotic Weapons Skill or the Fencing Skill.

MELEE WEAPONS To check if a weapon is categorized as one pertaining


to the Melee Weapons Skill, refer to page 150.
The Melee Weapons Skill encompasses the
use of heavy or unbalanced melee weapons that POWERFUL ATTACK 
are differentiated from their exotic counterparts by
Advantage requirement: Not being Weak
a common style of handling. It also encompasses
certain melee weapons also designed to be thrown, Situation: Melee attacking with a melee weapon held

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

Михаил Герасимов (Order #27301389)


Ability, but the Melee Weapons Skill contest will point after final damage is calculated and checked
likewise be a hard one for them. This Ability may not against the target’s Damage Thresholds. If the target
be used with thrown weapons. This Ability may not was using a worn armor, it may be repaired later with
be combined with the Piercer Ability for purposes of the necessary tools and materials with a Craft Skill
counterattacking while blind, blinded by darkness, or test. If the target had only their natural armor, the
targeted by the Assassin Ability. lost armor rating will heal the next time they heal 1
Wound Point. If the target had both worn and natural
armor, damage will apply only to the worn armor.
NON-LETHAL STRIKE
This Ability may not be used with thrown weapons.
Advantage requirement: Not being Clumsy This Ability doesn’t apply to reactive attacks, such as
Conditions: Attacking the target with the blunt side those dealt with the Sidestep Ability. This Ability may
of a melee weapon or its pommel. not be combined with the Non-Lethal Strike Ability.
Situation: Melee attacking with a melee weapon of
the Slashing or the Piercing types. STICK FIGHTING
Special: The Melee Weapons Skill contest will be Advantage requirement: Deft
a hard one for the attacker. If a hit occurs, reduce Situation: Attacking or parrying with one Club or
damage dealt by 1 (minimum of 1). Also, damage
ABILITIES

Small Axe in each hand or with a Staff held with both


dealt will be of the Blunt type. This Ability may not hands.
be used with thrown weapons. This Ability doesn’t
Bonus: Subtract 1 from the result of a single rolled
apply to reactive attacks, such as those dealt with the
die, but not from a rolled 7.
Sidestep Ability. This Ability may not be combined
with the Break Armor, Break Shield, Overhead Strike, Special: This Ability doesn’t apply to reactive attacks,
Powerful Attack, or Whirlwind Attack Abilities. such as those dealt with the Sidestep Ability.

BREAK SHIELD OVERHEAD STRIKE


Advantage requirement: Mighty Advantage requirement: Mighty
92 Situation: Attacking with a melee weapon from the Situation: Attacking with a melee weapon from the
Blunt, Piercing or Slashing types with a Base Damage Blunt or the Slashing types with a Base Damage
Rating of 3 or more while holding it with both hands. Rating of 3 or more while holding it with both hands.
Special: Any parry attempts against this attack will
Special: If both defender and attacker rolled a single
be considered hard ones for the targeted character.
success and if the defender used both a shield and the
CHARACTER CREATION

This Ability may not be used with thrown weapons.


Dodge Skill, then the shield is struck and shattered,
This Ability doesn’t apply to reactive attacks, such
deformed, or knocked out of the defender’s hand
as those dealt with the Sidestep Ability. This Ability
and their immediate reach for the remainder of the
negates the effects of an opponent’s Cloak Use Ability
combat. The bonus granted by the shield will be
from the Dodge Skill (see page 65). This Ability may
lost for the following rounds of combat, but if it was
not be combined with the Non-Lethal Strike or the
damaged, the shield may be repaired later with the
Whirlwind Attack Abilities.
necessary tools and materials with a Craft Skill test.
This Ability may not be used with thrown weapons.
This Ability doesn’t apply to reactive attacks, such as WHIRLWIND ATTACK
those dealt with the Sidestep Ability. This Ability may Advantage requirement: Mighty
not be combined with the Non-Lethal Strike Ability. Miscellaneous requirements: Being a Brau’Haque or
an Orc.
BREAK ARMOR Situation: Attacking with a melee weapon from the
Advantage requirement: Mighty Blunt or the Slashing types with a Base Damage
Situation: Attacking with a melee weapon from the Rating of 3 or more while holding it with both hands.
Blunt or Piercing type with a Base Damage Rating of Special: May attack two opponents no more than
3 or more while holding it with both hands. 5 meters (or yards) apart from each other with a
Special: If the attacker rolled one or more sucesses single Melee action. It will be a hard Melee Weapons
than the defender and dealt at least 1 Wound Point Skill contest for the attacker. Each defender will
to them, reduce the defender's armor rating by 1 roll separately to dodge or parry the attack, but in
(minimum of 0). The armor rating will only lose 1 sequence in the attacker’s order of choice. If the first

Михаил Герасимов (Order #27301389)


defender to roll successfully parries the attack, or if an archive, identify a forgery, correctly guess how a
they successfully counterattack the attacker with a prestidigitation trick is being performed, or, in some
reactive attack—such as the one from the Sidestep instances, to catch a lie.
Ability—the attacker is stopped in their tracks and the
second defender is no longer targeted. This Ability
Note that the ability to find and examine tracks
may not be used with thrown weapons. This Ability
to follow someone falls under the scope of the
may not be combined with reactive attacks, such as
Survival Skill.
those dealt with the Sidestep Ability. This Ability
may not be combined with the Non-Lethal Strike or
the Overhead Strike Abilities. The Perception Skill may be used to spot an
ambush or trespassers; by default, it will be a normal
contest for all characters—the watcher with their
PIERCER
Perception Skill, and the ambushers or trespassers
Advantage requirement: Agile with their Stealth Skill—unless the watcher is not
Situation: Attacking with a Spear or a Fusion Spear actively looking for such activity, in which case it
while holding it with two hands. will be a hard contest for the watcher. In situations
Special: If a hit occurs, negate an additional 1 point involving multiple watchers and ambushers or

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

Михаил Герасимов (Order #27301389)


will take place only between the watcher with
the most Ranks in the Perception Skill against the
pickpocket with the least Ranks in the Legerdemain
Skill or the tailer with the least Ranks in the Stealth
Skill. If at least a success is obtained, a draw will
favor the pickpocket or the tailer. But if no success is
obtained by any party, the pickpocket or tailer will
be spotted anyway.

If a character tries to tail another without being


noticed while driving a vehicle, a contest will take
place between the tailer’s Driving Skill and the
target’s Perception Skill. If more than one character
is inside the vehicle being tailed, the one with more
ranks in the Perception Skill will make the roll.
The contest will be a normal one by default for the
ABILITIES

tailer, unless very little to no traffic is around or if


the character being tailed is driving very quickly or
recklessly. On the other hand, the contest will be a
hard one by default for the character being tailed,
unless they are suspicious that they may be followed
and are actively watching for tailers. Any draws will
favor the tailer, as they are considered the active
character in the contest. 

The Perception Skill may be used to identify


94 whether and how a prestidigitation is being
performed, including catching someone stealing in
a card game or trying to find under which cup the
ball is hidden in a shell game; by default, it will be
a hard contest for both, with the Perception Skill
CHARACTER CREATION

being used against the opponent’s Legerdemain


Skill. If there are multiple watchers, the contest
will take place solely against the character with the
highest number of Ranks in the Perception Skill. If
at least a success is obtained, a draw will favor the
prestidigitator. But if no success is obtained by any
party, the prestidigitator will fail and their trick will
be obvious to anyone watching.

The Perception Skill may be used to search for


a concealed object between someone’s clothes; by
default, it will be a normal Perception Skill contest
against the opponent’s Legerdemain Skill, and it will
be a hard contest for the character concealing the
object. If at least a success is obtained, a draw will
favor the character doing the body search. But if no
success is obtained by any party, the other character
will get away with the concealed object.

The Perception Skill may be used to spot a trap;


by default, it will be a normal test, unless the spotter

Михаил Герасимов (Order #27301389)


is not actively looking for traps, in which case it will Situation: Taking a normal or hard Perception Skill
be a hard one. test to spot a trap, a hidden object, a clue, or a secret
passage, but not a contest to do body searches.
The Perception Skill may be used to spot a Bonus: May immediately redo the test once if it failed.
hidden object, a clue, or a secret passage; by default, it
will be a normal test, unless the spotter is not actively CAUTIOUS
looking for such important things, in which case it Advantage requirement: Not being Naïve
will be a hard one.
Miscellaneous requirements: Having the Alert Ability.
Situation: Taking a normal Perception Skill contest to
The Perception Skill may be used to identify a spot a character trying to tail (while on a vehicle), to
forgery; a forgery may only be identified —by default, shadow, to pickpocket someone, or to discover that
with a hard Perception Skill test—if it is a crude one someone is disguised.
(from a failed Craft Skill test) or if the inspecting
Bonus: Subtract 1 from the result of a single rolled
character has the Examiner Ability. However, no test
die, but not from a rolled 7.
will be required for a character with the Examiner
Ability to identify a crude forgery.

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.

Михаил Герасимов (Order #27301389)


KEEN-EYED the Leadership Skill because there is no hierarchy
Advantage requirement: Deadeye between the character and their target, or because they
are not actually trying to motivate them to perform
Miscellaneous requirements: Being an Amerfein or
some action. They are trying instead to convince the
a Daramohn.
target of something or, at most, to be successful in a
Situation: Taking a hard Perception Skill test or negotiation.
contest.
Bonus: Subtract 1 from the result of a single rolled
When negotiating a trade or haggling, the
die, but not from a rolled 7.
situation will be resolved with a Persuasion
Skill contest between both parties. Depending
SUSPICIOUS on the goal and what each party has to offer,
Advantage requirement: Not being Uneducated the contest may be a normal one for both
parties or a hard one for just one of them. Still,
Miscellaneous requirements: Having the Perceptive
depending on what the character wishes to
Ability.
achieve, it may be impossible to obtain success
Situation: Taking a normal Perception Skill test to spot in the negotiation.
a trap, a hidden object, a clue, or a secret passage, or a
ABILITIES

hard Perception Skill contest to search for a concealed


object. A Persuasion Skill contest will also take place
when the character is trying to win over an audience
Bonus: Subtract 1 from the result of a single rolled
(a jury, judge, etc.) in a debate or case against an
die, but not from a rolled 7.
adversary party.

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

another condition makes the test a hard one again.


animosity or prejudice against them, or because the
target has direct knowledge of facts that contradict the
PERSUASION falsehood. Such Persuasion Skill contest will also take
place when the character is trying to fast-talk another.
The Persuasion Skill represents the use of reason Likewise, such fast-talk attempts may be impossible
to convince someone of something. It has many uses: for the same reasons above, besides others.
it may be used to negotiate a trade or to haggle, to
actively try to convince others of a certain truth or Regarding bribing someone, a Persuasion Skill
falsehood, to fast-talk someone into doing something, test or contest won’t be needed, but a bribe will only
to bribe someone, to publicly debate a question, or to have a chance to succeed if the target possesses the
defend a case in a court. Greed Weakness. Some Persuasion Skill Abilities,
however, will increase the chance of someone failing
It is different from the Deception Skill regarding a Greed Weakness test. Still, even if the character has
telling lies, as the Persuasion Skill is used when the Greed Weakness, it will only be triggered if the
someone is actively trying to mislead someone into persuading character makes an offer compatible with
believing some falsehood, while the other is, in turn, their target’s financial status and the risks involved.
used passively to conceal the truth, or, in the most
extreme scenarios, it is used actively to specifically try Regarding Skills that pertain to social relations,
to pass as someone else while disguised. the game master may change normal tests or
contests to hard ones or vice-versa depending on
The Persuasion Skill also separates itself from character interaction and roleplaying. In exceptional

Михаил Герасимов (Order #27301389)


ABILITIES
circumstances, a test or a contest may even be Bonus: Subtract 1 from the result of a single rolled
adjudicated as an automatic success or failure, such die, but not from a rolled 7.
as when the character possesses certain Advantages
or Disadvantages.
STRAIGHTFORWARD
Advantage requirement: Not being Naïve
ORATORY
Situation: Taking a normal Persuasion Skill test to 97
Advantage requirement: Not being Uneducated convince someone of something.
Situation: Taking a normal or hard Persuasion Skill Bonus: Subtract 1 from the result of a single rolled
contest to convince a third party, such as an audience die, but not from a rolled 7.
or a judge, while debating or defending a case.

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.

Михаил Герасимов (Order #27301389)


Bonus: Subtract 1 from the result of a single rolled NEGOTIATOR
die, but not from a rolled 7. Advantage requirement: Astute
Situation: Taking a hard Persuasion Skill contest to
HAGGLER negotiate a trade or to haggle.
Advantage requirement: Not being Naïve Bonus: Subtract 1 from the result of a single rolled
Situation: Taking a normal Persuasion Skill contest to die, but not from a rolled 7.
negotiate a trade or to haggle.
Bonus: Subtract 1 from the result of a single rolled PILOTING
die, but not from a rolled 7.

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

Situation: Bribing someone to try to trigger their


All tests and contests with the Piloting Skill
Greed Weakness and make them do something
will always be hard, unless the character has
specific, as long as the price is adequate to the target’s
at least 1 non-bonus Rank in the Skill and—
financial status.
depending on the machine being piloted and
Special: The target will fail their Greed Weakness test
the TL—the appropriate Ability (see below).
if they roll 1 or higher on a die. If the target doesn’t
Also, as long as the character has at least 1 non-
have the Greed Weakness, they will be considered to
bonus Rank in this Skill, Piloting Skill tests
have it for the purposes of this Ability and will fail the
will never be called for when doing ordinary,
Weakness test with a roll of 7. This Ability supersedes
98 unopposed piloting with such flying machines.
the Briber Ability and thus may not be combined with it.
CHARACTER CREATION

Михаил Герасимов (Order #27301389)


The Piloting Skill is also used to maneuver Bonus: Subtract 1 from the result of a single rolled
Mecha Vessels in settings with a TL 8-9 and starships die, but not from a rolled 7.
in settings with a TL 9 .
CAPTAIN TL 4-8
In settings with TL 9 , the Piloting Skill will Advantage requirement: Not being Uneducated
replace the Driving Skill, as land vehicles will give
room to their more sophisticated hovering successors. Conditions: Having both hands free.
Situation: Piloting a naval ship.
The Piloting Skill may also replace the Special: Piloting Skill tests and contests to pilot a
Seamanship Skill in some settings with a TL 5 or naval ship become normal ones instead of being hard
higher, as sailing ships will be replaced by steamboats ones by default, unless any present condition makes
and, later, modern ships and yachts, as the preferred the test or contest a hard one again.
means for naval travel. If that is the case, characters
may acquire Seamanship Skill Abilities with Ranks DAREDEVIL TL 4
from the Piloting Skill, but such Abilities will only
apply to sailing ships and, depending on the setting, Advantage requirement: Not being Craven
to airships, ironclads, and submersibles. However, Conditions: Having both hands free.

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.

Михаил Герасимов (Order #27301389)


HOVERCAR PILOT TL 8 Special: Piloting Skill tests and contests to pilot a
Advantage requirement: Not being Technophobe submarine become normal ones instead of being
hard ones by default, unless any present condition
Conditions: Having both hands free.
makes the test or contest a hard one again.
Situation: Piloting a hover vehicle, such as a
hovercar or a hoverbike.
Special: Piloting Skill tests and contests to pilot a
SEAMANSHIP
hover vehicle become normal ones instead of being
hard ones by default, unless any present condition TL 4
makes the test or contest a hard one again. The Seamanship Skill is used to steer sailing
ships, from small rowboats to huge frigates.
SLIPPERY TL 5
Advantage requirement: Not being Clumsy In settings with a TL 4 that have fantastic
Conditions: Not wearing armor with an armor ships powered by arcane power, such as the airship
rating equal to 2 or more, having both hands free, ( ), the ironclad ( ) and the submersible ( ),
and piloting any flying machine or starship with the Seamanship Skill will also be used to pilot such
ABILITIES

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

Михаил Герасимов (Order #27301389)


As basically all tests and contests are considered Special: The character may choose to use the Craft
a cooperative effort by the whole crew, bonus Skill instead of the Engineering Skill to take a Repairs
from one character assisting another when action, rolling a number of dice equal to their Vigor
using this Skill should only be applicable Attribute Score. This Ability may not be combined
when the assistance being giving is remarkable with the Artisan Ability.
in some way and out-of-the-ordinary when
compared to the work expected from any sailor. TL 4
MANEUVERING
Advantage requirement: Not being Uneducated
In settings with a TL 4 , the Seamanship Skill
Situation: Taking a normal or hard Seamanship Skill
may give room to the Piloting Skill, which—among other
test or contest to do a Circumvention action.
things—covers the use of steamboats, submarines and
naval ships powered by engines. In such settings, the Bonus: Roll 1 extra die.
Piloting Skill will be used for tests or contests to steer
a sailing ship. Still, characters may acquire Seamanship HOLDFAST TL 4
Skill Abilities with Ranks from the Piloting Skill, but such Advantage requirement: Not being Craven
Abilities will only apply to sailing ships and, depending
Miscellaneous requirements: Being a Human or a
on the setting, to airships, ironclads, and submersibles.

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

Михаил Герасимов (Order #27301389)


ship’s captain. spotted by their opponents, allowing them to react
Special: If the character with this Ability is also the accordingly. However, success for the stealthy
ship’s captain, add 4 instead to the Skirmish action character and their allies will mean either they go
roll. If a crew has multiple characters with this Ability, unnoticed by their opponents or they catch them by
it may not receive a total bonus greater than 10 for a surprise.
single Skirmish action roll.
If a character or group of characters catches
CORSAIR TL 4 another by surprise and combat ensues, both parties
will roll for Initiative, but only the group that caught
Advantage requirement: Not being Craven
the other by surprise will be able to act in the first
Situation: Taking a normal Seamanship Skill contest round of combat. However, ambushed characters
to do a Boarding action during a Naval Battle. who have the Sixth Sense, Danger Sense, Quick-
Bonus: Roll 1 extra die. Draw Strike, and Fast Draw Abilities may still
act in the first round (see pages 52, 66, 72 and 83,
respectively).
STEALTH
ABILITIES

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

the area. Advantage requirement: Deadeye


Condition: Successfully hiding from all opponents
on a spot over 50 meters (or yards) away from a target
If the stealthy character is facing multiple
of choice, with target in line of sight.
opponents, then the contest will take place against
the opponent with the highest number of Ranks in Situation: Revealing self from the hiding spot to
the Perception Skill. attack the chosen target with the Marksmanship Skill
while using a Musket, Hunting Rifle, Sniper Rifle, or
Energy Blast Rifle.
On the other hand, if multiple characters are
Special: The target may not try to defend himself
simultaneously using the Stealth Skill against one or
from the attack if it is the first one dealt by the sniper
more opponents, the contest will be conducted by
during the combat. The attacker must not move from
the character with the lowest number of Ranks in the
their position and the ranged attack must be of a single
Stealth Skill.
shot. The sniper will hit their target with success in a
Marksmanship Skill test, but the test will be a hard
If at least a success is obtained, a draw will favor one. If the target has the Danger Sense, Deflect or
the character using the Stealth Skill. But if no success Sixth Sense Abilities, they may try to avoid the attack
is obtained by any party, the character using the with the pertinent Skill, and the contest will be a hard
Stealth Skill will be detected. one for both characters.

Failure in the contest for the stealthy character CAMOUFLAGE


means that they and any allied characters are Advantage requirement: Not being Clumsy

Михаил Герасимов (Order #27301389)


ABILITIES
Conditions: Not wearing armor with an armor rating heavy firearm. 103
equal to 2 or more. Situation: Taking a hard Stealth Skill test or contest.
Situation: Taking a normal or hard Stealth Skill test Bonus: Subtract 1 from the result of a single rolled
or contest to hide in a single spot from searchers or die, but not from a rolled 7.
pursuers, or to set up an ambush against opponents.

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

Михаил Герасимов (Order #27301389)


firearm, and successfully hiding from all opponents INFILTRATOR
on a spot no more than 10 meters (or yards) away Advantage requirement: Not being Sluggish
from a target of choice, with target in line of sight. Conditions: Neither wearing armor with an armor
Situation: Springing out from the hiding spot to rating equal to 2 or more, nor holding a shield or
attack a chosen target with a melee weapon or an heavy firearm.
unarmed strike, using the appropriate martial Skill Situation: Taking a hard Stealth Skill test or contest to
(Exotic Weapons, Fencing, Martial Arts, or Melee move through an area without being noticed.
Weapons Skills).
Bonus: Subtract 1 from the result of a single rolled
Special: The target may not try to defend himself die, but not from a rolled 7.
from the attack if it is the first one dealt by the attacker
during the combat. The attacker will hit their target
SNEAKY
with success in a test with the appropriate martial
Skill, but the test will be a hard one. If the target Advantage requirement: Not being Clumsy
has the Blind Fighting, Blind Fury, Blind Warrior, Conditions: Neither wearing armor with an armor
Danger Sense, Prescient Warrior, or Sixth Sense rating equal to 2 or more, nor holding a shield or a
Abilities, they may try to avoid the attack with the heavy firearm.
ABILITIES

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

opponents. avoiding dangerous predators.

Михаил Герасимов (Order #27301389)


By default, tasks involving the Survival Skill EXPLORER
will be resolved with normal tests with two Advantage requirement: Not being Uneducated
exceptions: improvising protective gear and Situation: Taking a hard Survival Skill test to
clothing against hazardous conditions or improvise protective gear and clothing against a
erasing one’s tracks to avoid being followed specific hazardous condition.
will be hard ones.
Special: May immediately redo the test once if it
failed, unless the player only rolled sevens.
Harsh conditions, however, may turn a Survival
Skill test into a hard one instead, such as trying to find FORAGER
a track under rain or during the night, or trying to
Advantage requirement: Not being Uneducated
find shelter in very aggressive biomes.
Situation: Taking a normal or hard Survival Skill
test to find materials, water, or food while in the
Note: a character that has successfully erased wilderness.
their tracks or had their tracks erased by the climate Special: May immediately redo the test once if it
and passing of time cannot be tracked by another. failed, unless the player only rolled sevens.
Still, they may be found by chance, carelessness, or

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.

Михаил Герасимов (Order #27301389)


Teaching a new trick to a previously broken or
TAMING domesticated creature will usually take at least a
number of hours equal to a die roll plus 1.
The Taming Skill is used to calm, approach,
break, domesticate, breed, train, command, and ride A tamed creature that knows a trick will, more
creatures; this includes driving vehicles powered by often than not, simply perform it as commanded by
animal traction, such as carriages and stagecoaches. its master. However, under stressful circumstances,
The Taming Skill may also be used in some situations the character may have to first succeed in a normal
to try to scare off a menacing wild creature. or hard Taming Skill test to command the creature
to perform the trick, especially when it can perceive
dangers involved in performing the desired action.
When calming and approaching a creature, the
Taming Skill will be used in a single contest against
the creature’s Ferocity Attribute. The contest will Likewise, ordinary riding won’t call for a
be normal for both, but it will be a hard one for the Taming Skill test, but riding a mount in combat
character if the beast’s Ferocity Attribute Score is or under perilous situations will, in which case
equal to or higher than 6. it may be a normal or hard one, depending on
ABILITIES

the scenario. Failure in such a test will mean


the creature won’t perform the action, while a
After a creature has been calmed and approached, critical one will mean the rider will fall from
it may be broken to become a mount or domesticated the mount.
to become a Familiar, pet, or companion hunter.
To break or domesticate a creature, another contest
Then, once the tamed creature follows the
between the character’s Taming Skill and the creature’s
command given by its master, depending on the
Ferocity Attribute will take place, according to the
situation, the trick may either be automatically
rules above.
successful or it may require that the creature first
succeeds in a normal or hard test or contest with one
106 Breaking or domesticating a creature will usually of its Attributes.
take at least a number of hours equal to a die roll plus 1.
A character who suddenly faces an aggressive
While most creatures may be calmed and wild creature may try to scare it to make it flee, with
a contest of their Taming Skill against the creature’s
CHARACTER CREATION

approached, creatures that cannot be used as mount


may not be broken. Likewise, some creatures are too Ferocity Attribute. The contest will be a hard one for
wild to be domesticated to become Familiar, pets or the character and a normal one for the creature.
companion hunters.
However, if the creature’s Ferocity Attribute score
After a creature has been broken or domesticated, is 3 or more points higher than the character’s Presence
it will be friendly to the character and will follow her Attribute score, no success may be achieved by the
and treat them as its master. The creature may also be character in such an attempt. Likewise, success will
used as a Familiar if it possesses Mana Points, but a never be possible if the creature has the special trait of
spellcaster may never establish a link with more than never fleeing or if the creature is not a wild one but a
one Familiar at any given time; only after a Familiar domesticated animal under its master’s direct control.
dies, disappears for whatever reason, or is returned
to its natural habitat will the supernatural bond be If the character wins the contest, the creature will
severed, and the spellcaster may then seek a new flee the area, but it may still turn back and defend
Familiar (see page 175). itself if it is chased or attacked by someone. If the
creature wins the contest, combat will ensue, as it will
attack the character immediately regardless of the
A tamed creature may be trained to learn some
character rolling a critical failure.
tricks with a Taming Skill test, which may be normal
or hard depending on the creature and the trick, and
some tricks may not be taught to some creatures (see ANIMAL WHISPERER
the corresponding creature description in page 266). Advantage requirement: Brave

Михаил Герасимов (Order #27301389)


die, but 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.

Михаил Герасимов (Order #27301389)


LOYAL COMPANION In situations where the character is being opposed
Advantage requirement: Insightful by another, such as in some hacking attempts, the
Technology Skill test will become a contest instead; refer
Miscellaneous requirements: Being an Edohyn, an
to page 303 for rules on specific uses of the Technology
Elf, a Nondalus, or a Purzari.
Skill regarding programming and hacking.
Conditions: Having a companion creature such as a
mount, Familiar, pet, or companion hunter.
ANALYTICAL
Situation: Taking a normal or hard Taming Skill test
or contest to ride the companion creature, if it is a Advantage requirement: Inventive
mount. Miscellaneous requirements: Being a Daramohn or
Bonus: Subtract 1 from the result of a single rolled a Raikur.
die, but not from a rolled 7. Situation: Taking a hard Technology Skill test or
Special: All Taming Skill tests to command the contest.
companion creature to perform a trick will be Bonus: Subtract 1 from the result of a single rolled
automatically successful. die, but not from a rolled 7.

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

pages 308 and 310). in the Piloting Skill.


Situation: Plotting an astrogation course with the
In settings with a TL 4 , the Engineering Skill Technology Skill.
will be used instead to operate and program mechanical Special: In TL 9 other than (or without -like
computers and to program primitive automata as long astrogation), a character with this Ability may plot
as the character possesses the Inventor Ability (see page an astrogation course, according to the normal rules
69). found in page 369. If a character doesn’t have this
Ability, all Technology Skill tests to plot an astrogation
course will be hard ones and all failures in such tests
Using the Technology Skill will be done with a
will be critical ones.
normal test, unless stated otherwise in the rules or
when the equipment being operated is a prototype,
alien-like, or a very advanced one, in which case the DEVELOPER TL 6
test will only be possible if the character has at least 1 Advantage requirement: Inventive
Rank in this Skill, and it will be a hard one.
Situation: Taking a normal or hard Technology Skill
test to program software of any kind.
If the character is accessing a computer or network— Special: May immediately redo the test once if it
such as the Internet or the VR Net—to do mundane
failed, unless the player only rolled sevens. Also, if the
things, no Technology Skill test will be called for, unless
character is successful while programming a virus,
the character is Uneducated or a Technophobe.
add 1 to the maximum number of Hacking actions
the virus may perform.

Михаил Герасимов (Order #27301389)


REROUTER TL 6 HACKER TL 6
Advantage requirement: Not being a Technophobe Advantage requirement: Not being a Technophobe
Situation: Taking a normal or hard Technology Situation: Taking a normal or hard Technology Skill
Skill test while hacking a non-installed or surgically test or contest while hacking a computer or a server.
accessed cybernetic implant, or a standalone electronic Bonus: Subtract 1 from the result of a single rolled
device other than a computer. die, but not from a rolled 7.
Special: May immediately redo the test once if it Special: If the character is successful in a Technology
failed, unless the player only rolled sevens. Also, if Skill contest to hack a computer or a server, they will
the character is successful in that Technology Skill receive 1 additional bonus Hacking action.
test, they will receive 1 additional bonus Hacking
action. TL 8
INVASIVE
Advantage requirement: Astute
TECHNOMANCER TL 8
Situation: Taking a normal or hard Technology Skill
Advantage requirement: Inventive test or contest while hacking another character through
Situation: Taking a normal or hard Technology Skill the target’s own Neural Port.

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.

Михаил Герасимов (Order #27301389)


CHAPTER 5

FINISHING TOUCHES

110
CHARACTER CREATION

Михаил Герасимов (Order #27301389)


CULTURES LANGUAGES AND TALENTS
When creating a character, the player must A character will start with a number of known
choose a Culture for them. A Culture may refer to languages equal to their Wits Attribute Score. An
a nationality, planet, system, city-state, stateless Erudite character will also start with a bonus known
group of people sharing the same cultural language of the player’s choice.
traditions, or, in some dystopian settings, even a
corporation.
A character’s first language must be their native
language as indicated by the Ancestry’s description.
A Culture will not only define the character’s
native language in certain cases, but also specify
A character may also start with additional
one Skill in each of the four Skill groups as those
known languages beyond their Wits Attribute Score
in which the people of that tradition tend to excel
by spending Skill Points: the cost is 1 Skill Point per

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

Михаил Герасимов (Order #27301389)


same rate of 1 new talent per 1 bonus point or Skill A player may increase their character’s
Point. Background Points by either acquiring
enough Weaknesses (see page 44) or
converting Character Points into Background
Talents encompass fields like playing the piano
Points. Character Points may be converted
well, being a competent illustrator, performing
into Background Points at a 1-per-1 basis up
a company’s accountability, being a fine cook,
to a maximum of 2 additional Background
knowing a nation’s history, being an expert in
Points, but only if the character has 2 or fewer
heraldry, and having knowledge in geology, but
Weaknesses.
only if the talent isn’t already encompassed by any
Skill or Ability.

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

or contest on the matter of a talent, the game


master must call for an Attribute test or contest
Money is an important and integral part of many
while granting the player with a matching
settings. Usually, game masters may simply choose
talent 2 bonus points to the Attribute Score in
a currency for their game (today’s US dollars, 17th
question.
century Spanish doubloons, galactic credits, etc.),
issue a starting amount to each player character per
the rules below, and adjudicate on the prices of things
BACKGROUND POINTS being bought or sold.

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

Михаил Герасимов (Order #27301389)


start the game with humble means, with a Money
Stat equal to the roll of a die plus 8. In and ,
this character will be a commoner at the base of the
society’s economic pyramid, a worker such as a small
farmer or an artisan who will probably live in a rented
room in a slum or in a small house in the countryside.
In , , and , the character will likewise be a
member of the working class.

The player has two options to increase their


character’s Money Stat.

The first option is spend 1 Background Point


to add 8 points to the character’s Money Stat.

FINISHING TOUCHES
This may be done multiple times as long as the
character has Background Points left to spend. 

In and , a commoner (someone who isn’t a


noble) with a starting Money Stat equal to or higher than
16 is considered to be from the bourgeois class or someone
with an analogous societal status, such as an army officer
or a member in the higher hierarchy of the clergy. In
, , and , the character will be someone with a suc-
cessful career in some field.

The second option is for the character to be from


113
the noble class or from an equivalent higher class or more, if the player spends even more Background
caste, if the setting allows for it (a character may be Points for this purpose).
a noble in , , , and settings). As such,
the character will probably live in a country estate
In and , a noble character with a starting
or in a city mansion instead and employ a couple of

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.

Михаил Герасимов (Order #27301389)


In and , if the character is a higher noble, The idea of creating two characters instead of
the player should also create the character’s noble just one is also a good one for settings that, while
house (see page 387). In , if the character has a not radically dangerous, are characterized by globe-
starting Money Stat of 24 or more, the player should throttling stories or individual character agendas,
instead create the character’s corporation (see page such as in , , and .
390).
Such settings are more likely to make player
As a reference, players may assess their character’s characters go separate ways in some stories, so a
current financial status through the following list: player may create a backup character related not to
their main character but to another player’s main
character.
♦ Money Stat with a value of 0: Pauper.
♦ 1 to 3: Poor
In this way, players will be able to participate
♦ 4 to 7: Indebted in all the action during a story, sometimes with their
FINISHING TOUCHES

♦ 8 to 15: Solvent main character, sometimes with their backup as a


♦ 16 to 23: Well-off secondary actor in someone else’s plot.
♦ 24 to 35: Affluent
♦ 36 or more: Rich SUPERHERO CHARACTERS
In and , those who find themselves with
a Money Stat of 0 are usually people devoid of
This chapter offers some options for game
many rights (e.g., having property or liberty), such
masters that wish to design settings with superheroes
as criminals and serfs (people obliged—by labor in mind or for stories involving very powerful and
contract, or as a means to redeem a sentence—to daring characters, capable of dealing with multiple
work for a noble, usually on a field or in a ship). As enemies at once.
114 such, they are not considered citizens by society in
general.
First, game masters may give all such characters
a bonus to all their damage thresholds—1 (peak
Note: in , , and some settings, the economic conditioning) or 2 (Herculean)—regardless of them
system of the world has collapsed, currency has having the Frail disadvantage or the Tough advantage.
CHARACTER CREATION

disappeared and all trade is done through bartering


(see page 400).
Second, game masters may give players
additional Attribute Points for character creation—4
MULTIPLE CHARACTERS (peak conditioning) or 8 (Herculean).

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

Михаил Герасимов (Order #27301389)


more in both the Vigor and Dexterity Attributes. will be considered to have a Score of 9. They will
They will be able to fly at great speeds—reaching be able to perform great feats of strength, such
high altitudes—and hover freely. as lifting cars and knocking down walls and
♦ Super Regeneration: the character must have reinforced doors.
a Score of 2 in the Vigor Attribute. They will ♦ Time Traveler: the character must have a Score of
regenerate Wound Points at the rate of 1 per 3 or more in the Wits and Presence Attributes and
minute—even if they are unconscious, tired, have the Insightful Advantage. Once per session,
thirsty, starving, poisoned, or infected by any the player may decide that their superhero
disease—and won’t die unless a “Dead” result character comes from the future to visit herself or
from their damage threshold occurs during another character. The visitor from the future may
combat or they receive a total of 7 Wound Points come to rescue someone, help defeat an enemy, or
in less than a minute. bring important information. The amount of time
♦ Super Resistance: the character will have a natural she will be able to remain in the present time will
armor rating equal to their Vigor Attribute Score. be equal to her Wits Attribute Score in minutes
(or any higher amount the game master deems

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

Михаил Герасимов (Order #27301389)


and contests will revert to the normal rules (found in
Section II) whenever such superhero characters aren’t
at “full power”, or when they face main non-player
characters that are considered to be “supervillains”
themselves.

A superhero may be considered to not be at full


power in situations when their “hindrance” kicks in.
Ideally, a superhero character will have one hindrance
per superpower they have. Below, there are some
examples of such hindrances:

♦ the superhero must not break disguise for social


reasons (e.g., their true identity is hidden from
FINISHING TOUCHES

people very important to them);


♦ the superhero must not break a vow for personal
reasons (e.g., never take a life);
♦ the superhero is under the influence of a certain
element that temporarily strips them of their
powers (e.g., a certain type of mineral);
♦ the superhero has no access to an item that is
required for them to activate their powers (e.g., a
special weapon or armor);
♦ the superhero can only access their powers when
they are in a certain mind state (e.g., failing a
Wrath Weakness test);
116
♦ the superhero needs to be cautious as to not injury
innocent people around them.

When a superhero character is not at their


CHARACTER CREATION

full power, game masters may also rule that they


won’t have access to their superpowers or that their
highest Attribute —or the one considered to be their
main one— will have its Score reduced by 2 points
(minimum Score of 1).
or more in the Vigor Attribute and a Score of 4
or more in the Presence Attribute and have the Players must strive together with the game
Astute and Brave Advantages. The character master to devise unique and creative hindrances for
cannot be stunned or KO’d, and will be fearless superhero characters, as to keep stories exciting, and
and immune to any natural or supernatural not simple one-sided affairs where player characters
attempts to mislead them or control or affect their are never at risk, or failure is never a possibility.
mind in any way.
Superhero characters don’t need to follow
Fourth, game masters may rule that all tests the normal rules of a setting, thus, by default,
and contests involving Attributes or Skills related they may access powers and options from any
to Attributes with a score equal to 5 will always be thematic modules found in this rulebook—it
considered normal ones for superhero characters and will be up to the game master to decide whether
that all contests will always be hard ones for any non- or not any given superhero concept fits into
player characters opposing such superheroes. their world. Because of that, working closely
with players during character creation is once
To balance things out a bit and make things more
again advisable.
interesting, game masters may decide that all tests

Михаил Герасимов (Order #27301389)


GAMEPLAY RULES
Михаил Герасимов (Order #27301389)
CHAPTER 6

GAME MASTERING

Михаил Герасимов (Order #27301389)


OVERVIEW
The golden rule of many roleplaying games is
that the game master’s words are final: they have the
power to dictate how the game runs and may cancel
or modify any rule on the fly.

That being said, the game master must always


strive to be fair. They have at their disposal three
ways to find the outcome of any given situation or
action: reason, abstraction, or simulation.

Adjudicating a situation’s outcome through

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.

Finding the outcome through abstraction


happens when the game master simplifies the rules
to keep a game’s flow. Examples include streamlining
a trial to a single normal contest of the Persuasion
Skill, skipping the detailed rules for hacking and 119
solving such scenarios by a simple normal contest master should be impartial and fair, mistakes
of the Technology Skill, or finding out if a character may happen from time to time. It is advisable, for
survives the crossing of a terrible desert with a single suspension of disbelief, that game masters avoid
hard test of the Survival Skill. backtracking on rulings in the instance of a fault, no
matter how drastic its effects may be for the player
characters. Errors should simply serve as reminders

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

Михаил Герасимов (Order #27301389)


group of player characters have separated themselves
among several locations. ATTRIBUTE TESTS
As a generic advice, game masters may consider An Attribute is tested when no Skill whatsoever
dividing a day into four phases: morning, afternoon, could possibly apply to a situation where a character
evening, and night. Most characters will probably sleep is going against their own limits, inanimate things, or
during the night phase and act on the other three. The the laws of nature—that is, when there is no sentient
game master may then limit the number of actions— opposition.
in a broader sense of task or mission—that a character
may take per phase; around two, perhaps, with any
To test an Attribute, roll a number of dice equal
remaining time in a phase considered taken out by
to the pertinent Attribute Score. To achieve success
simply “doing stuff,” such as going from one place to
in the test, the player must roll at least one (non-
another, stopping by a shop to buy supplies, and eating
canceled) success result as follows:
lunch. The game master may even consider that some
GAME MASTERING

complex and demanding tasks may take more than one


action or even more than one phase of the day. ♦ a rolled 0 is always a success (and cannot be
cancelled by rolled sevens)
In this way, everyone is given the opportunity to ♦ a rolled 1 is a success if the Attribute has a Score
contribute to the story and the game is more fulfilling of 1 or more, otherwise it is a miss
for everyone involved. ♦ a rolled 2 is a success if the Attribute has a Score
of 2 or more, otherwise it is a miss
It is advisable that, after reading Section II, game ♦ a rolled 3 is a success if the Attribute has a Score
masters do not skip its final chapter as it lays out a brief of 3 or more, otherwise it is a miss
example of gameplay that may be very handy for getting ♦ a rolled 4 is a success if the Attribute has a Score
a good grasp on how to resolve actions in a balanced way, of 4 or more, otherwise it is a miss
120 considering the many options given by the BYTE RPG. ♦ a rolled 5 is a success if the Attribute has a Score
of 5 or more, otherwise it is a miss
DICE AND MODIFIERS ♦ a rolled 6 is always a miss
♦ a rolled 7 is always a miss and cancels out any
The BYTE RPG uses customized eight-sided dice one rolled success (except a rolled zero)
to randomize results between 0 and 7. Players may
GAMEPLAY RULES

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.

Михаил Герасимов (Order #27301389)


TABLE 7 CHANCE OF SUCCESS the roll of a die: whoever rolls lower wins.
ATTRIBUTE SCORE NORMAL TEST HARD TEST
Depending on the specifics, the game master
1 25% 13%
may decide that a critical failure will only have
2 55% 23% repercussions in a given contest if at least one
contestant rolled one or more successes. If that is
3 75% 33% not the case, the critical failure will be considered a
regular one, with no additional consequences.
4 88% 41%

5 96% 49% Some contestants may have an Attribute Score


higher than 5, such as creatures (see page 263) and
characters wearing Mecha Suits (see page 330).
Some characters may have an Attribute Score
When a normal or hard Attribute contest would
higher than 5, such as creatures (see page 263)
match one or more contestants with a related
and characters wearing Mecha Suits (see page
Attribute Score higher than 5, while no player may

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.

A character may only have the same Weakness


If a player obtains a critical success, every rolled be tested twice in a single session (all further
0 counts as two successes, but without any additional tests are considered automatic successes, but as
consequences. with any other test or contest, Weakness tests
are called out only by the game master, never
The contestant who rolled more successes is by a player).
the winner of the contest. In the event of a tie,
the active contestant (the one who initiated
the contest) is considered the winner if they
rolled at least one success. If no party obtained
a success, the passive contestant is considered SKILL TESTS
the winner.
A Skill test applies to situations where a character
If no party obtained a success or if both obtained is using one of their Skills against their own limits,
the same number of successes—and in both situations, inanimate things, or the laws of nature—that is, when
if no contestant can be considered the active one— there is no sentient opposition. A Skill test cannot be
the contest ends in a draw, or if it is not possible for used in a way as to emulate a Skill Ability that the
“status quo” to remain, then decide randomly with character doesn’t possess.

Михаил Герасимов (Order #27301389)


To test a Skill, roll a number of dice equal to the being tested (and a maximum of 3 for the roll,
Score of the Attribute related to the Skill. To achieve regardless of any temporary bonus Skill Ranks).
success in the test, the player must roll at least one If the character originally had only 1 Skill Rank,
(non-canceled) success result as follows: the player will roll 1 fewer die. If the character
originally had no Skill Ranks, then the player will
♦ a rolled 0 is always a success (and cannot be roll 2 fewer dice.
canceled out by sevens)
♦ a rolled 1 counts as success if the character has 1 Whenever a player would have no dice to roll
or more Skill Ranks, otherwise it is a miss because of the above rule, they will instead roll
♦ a rolled 2 counts as success if the character has 2 two dice, discard the lowest rolled result, and
or more Skill Ranks, otherwise it is a miss apply the highest result as the test outcome
♦ a rolled 3 counts as success if the character has 3 (so only two rolled zeros will mean a normal,
or more Skill Ranks, otherwise it is a miss non-critical success, while a mere single rolled
♦ a rolled 4 counts as success if the character has 4 seven among the two rolled dice will mean a
GAME MASTERING

or more Skill Ranks, otherwise it is a miss critical failure).


♦ a rolled 5 counts as success if the character has 5
or more Skill Ranks, otherwise it is a miss If the player rolls two or more zeros during
♦ a rolled 6 is always a miss a Skill test, a critical success (an exceptionally
♦ a rolled 7 is always a miss and cancels out any good outcome) happens. On the other hand, if
one rolled success (except rolled zeros) a player rolls only sevens on all of their dice, a
critical failure (an exceptionally bad outcome)
If the test is considered hard by the game happens. The game master will adjudicate freely
master because of any factors, the character is on the consequences of a critical success or critical
considered to have two fewer Ranks in the Skill failure.

122
GAMEPLAY RULES

Михаил Герасимов (Order #27301389)


TABLE 8 CHANCE OF SUCCESS (NORMAL TEST)
UNTRAINED 1 SKILL RANK 2 SKILL RANKS 3 SKILL RANKS 4 SKILL RANKS 5 SKILL RANKS
SKILL
ATTRIBUTE 13% 25% 38% 50% 63% 75%
SCORE OF 1
ATTRIBUTE 23% 41% 55% 66% 73% 78%
SCORE OF 2
ATTRIBUTE 33% 51% 65% 75% 84% 90%
SCORE OF 3
ATTRIBUTE 41% 59% 72% 82% 88% 93%
SCORE OF 4
ATTRIBUTE 49% 66% 78% 86% 92% 96%
SCORE OF 5

TABLE 9 CHANCE OF SUCCESS (HARD TEST)

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.

These Skills are typically associated with the


SKILL CONTESTS active character in a contest: Exotic Weapons, Fencing,
Martial Arts, and Melee Weapons, when performing
A Skill contest happens in a situation where a an attack during their turn; Archery, Heavy Weapons,
character is testing one of their Skills against a sentient and Marksmanship; Arcana, when targeting someone
opponent such as another character, a creature, an with a malicious spell; Charm and Interrogation,
automaton, or an AI. when trying to obtain information from someone;
Driving, Piloting and Seamanship, when performing
a maneuver during their own turn; Legerdemain,
When involved in a Skill contest, each contestant
when trying to pickpocket someone; Stealth, when
must roll dice and check for success the same way as
sneaking or shadowing someone; and Technology,
in a Skill test. A contest may be considered hard for
when taking an action during their own turn in a
one, some, or all contestants.
hacking scenario.

If a player obtains a critical success, every rolled


Other Skills are usually the passive ones in a
0 counts as two successes, but without any additional
contest: Deception, except when the character is
consequences.
trying to disguise herself; Dodge; and Perception.

Михаил Герасимов (Order #27301389)


If no party obtained a success or if both obtained Still, if a test is called for the task and no success
the same number of successes—and in both situations, is achieved, a retry is only possible by the same
if no contestant can be considered the active one— character under special circumstances (the character
then the contest ends in a draw, or if it is not possible finds a new, better tool for the task, the character
for “status quo” to remain, then decide randomly increases their Attribute or Skill between sessions,
with the roll of a die: whoever rolls lower wins. etc.), and only if at least a day passes in the game
between the tests (see page 120 and 121).
Depending on the specifics, the game master
may decide that a critical failure will only have The game master may also note that failure in
repercussions in a given contest if at least one a test does not always mean the character is
contestant rolled one or more successes. If
unable to complete the action. A failure may,
that is not the case, the critical failure will be
in some instances, represent that the task takes
considered a regular one, with no additional
consequences. much more time than expected, that it takes
more resources than initially estimated, or that
its final result is subpar.
GAME MASTERING

In some situations, it is possible for a character


to participate in a contest with their Skill and
another with their Attribute or a different Skill; for This rule is especially important when a failure
each contestant, apply the corresponding rules and would mean that the characters would miss an important
compare the number of successes as usual. piece of information for the story to progress. Because of
that, ideally, indispensable clues should not be hidden
behind Charm, Intimidation, Legerdemain, Perception, or
DIFFICULTY AND OUTCOME Technology Skill tests. Thus, if there is no other viable way
for the characters to advance towards their main goal, it
A test or contest must be considered a normal one, would be best if such evidence—or at least a hint of it—
except in situations where the description of the Skill would still be obtained even in the event of a failure in the
or Ability being used states that it is a hard one, or in pertinent test, with additional useful data or a reward of
the extraordinary instances where the circumstances another kind being also acquired in the case of a success
124 of the test or contest are very hard due to lack of happening instead.
minimum proper materials or extreme external
conditions such as climbing a mountain under heavy
rain and wind without climbing equipment or trying ASSISTANCE
to land a shot against a moving target, over great
distances and during a dark night.
GAMEPLAY RULES

Any character participating in an Attribute


or Skill test or contest may be assisted by another
Thus, throughout a gaming session, normal tests
and contests should be the norm, and hard tests and cooperative character.
contests the exception.
If the assisting character has an Attribute Score
If a certain action can be considered impossible of 2 or higher in the case of an Attribute test or
(or even nearly impossible) for anyone, the game contest, or 1 or more Skill Ranks in the case of a
master may simply state that the test automatically Skill test or contest, the assisted character will
fails and not allow it to be taken. receive a bonus in the form of one extra die to
roll (still, no more than 5 dice may be rolled).
On the other hand, the game master should
automatically adjudicate a success and avoid Regardless of the number of assisting characters,
tests for common, easy actions, such as when the assisted character may not receive more than a
someone tries to climb a fence of low height, single assistance bonus per test or contest.
jump over a small puddle, or travel on their
own horse without any hurry. Likewise, a
test should also be considered an automatic Note: assistance may be possible when trying
success when a task may be easily achieved to perform attacks, defend against attacks, or perform
through simple repetition, when there is no athletic feats, depending on the scenario and if the actions
hurry to conclude it and no possible negative of the characters involved in the task may be coherently
repercussion for failure. coordinated to reach the desired end.

Михаил Герасимов (Order #27301389)


The game master is always free to determine A player should only receive a Token while
that any action taken in conjunction by the characters roleplaying his character well; during the course of
must be resolved as a single assisted test or contest. a session, the game master may give the Token to
If so, the roll should be made either by the character one, some or all of the players, as two or more players
more competent for the task (the one with the highest may receive the Token, simultaneously or not. On the
related Attribute Score or the highest total in the sum other hand, the Token may be taken from a player at
of the related Attribute Score and the related Skill any time by the game master if the player is deemed
Ranks) or by the one identified by the game master currently lacking in that field.
as the character who initiated the action in question.
While a player has the Token, they may reroll
once per session a failed Vigor Attribute test to check
IMPROMPTU TESTS whether their character dies, unless the player only
rolled sevens. If successful, the character will be KO’d
Whenever the game master feels the need instead, but they won’t be protected from situations
to randomize an event’s outcome rather than where death is certain, such as free falling from great

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

Михаил Герасимов (Order #27301389)


CHAPTER 7

COMBAT

126
GAMEPLAY RULES

Михаил Герасимов (Order #27301389)


action, as well as arrows or bolts from a quiver.
INITIATIVE However, an attack with a ranged weapon is
always hard if the attacker moves during the
same turn or if they were targeted by a melee
At the start of combat, to establish an Initiative
attack since their last turn.
order that will determine who goes first and who
acts last, each character must roll a number of dice ♦ Reload: the character moves up to 5 meters (or
equal to their Dexterity Attribute Score and add up yards) and reloads a firearm, a crossbow or any
the results. If a character has the Agile Advantage ranged weapon that requires one or more actions
from the Dexterity Attribute, add 4 to the rolled to be reloaded before it can be fired.
Initiative total. If the character has the Sluggish ♦ Delay: the character delays their action to be
Disadvantage from the Dexterity Attribute, taken later in the round, after the turn of another
subtract 4 from the Initiative total (the total may be character who rolled lower in the Initiative test. In
negative). following rounds, the character’s action will take
place in the same (delayed) turn. This action must
A character with a higher Initiative will act before be taken in most scenarios for the character to give
the character with a lower Initiative. There should be no or receive assistance during combat. Assisting
during combat, however, is not automatic, and

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,

Михаил Герасимов (Order #27301389)


COMBAT

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.

Once the opponent’s Turn Action is detailed, the


Reactions are actions that a character may
player will declare whether their character will try to
take outside of their Initiative during another
react before the opponent concludes their Turn Action
character’s turn to act.
or pass on the opportunity.

The most typical reactions are defensive ones,


Then the game master will adjudicate on the
such as when the character tries to parry or dodge
situation, deciding if it is actually possible for the
an incoming attack targeting them, which any non-
character to react before their opponent carries out
restrained character may try to do.
their action, taking into consideration variables such as
the reacting character’s awareness of their opponent’s
Other types of Reactions require Skill Abilities, imminent action, the time required to perform both
such as those from the Riposte or the Sidestep actions (the character’s reaction and their opponent’s
Abilities, which are also examples of counterattacks. regular one), the distance among people and objects

Михаил Герасимов (Order #27301389)


involved in the situation, any Skill Abilities required pertaining to their weapon—and the defender—using
to perform said reaction, etc. Thus, a character may either the Dodge Skill or, as an option against a melee
not react against actions performed stealthily, such as action, the Skill pertaining to a weapon being used to
a successful ambush. parry the attack.

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

Михаил Герасимов (Order #27301389)


COMBAT

130

Skill may only be used to parry unarmed strikes from


other characters. When a character is overwhelmed, any further
attacks directed at them will be considered
GAMEPLAY RULES

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,

Михаил Герасимов (Order #27301389)


non-ranged combat actions such as spellcasting and Finally, for attacks dealt through stationary
some other Abilities that try to affect a target in other traps, such as landmines and booby traps, first
negative ways instead of damaging, such as making the attacker must set up the trap in advance
the target become stunned. and without being seen with a successful
Legerdemain Skill test to hide it effectively.
If a failure occurs, the trap will be fully
If it is important for any reason to attack a target’s
visible and no test is required to avoid it.
specific location—such as an enemy’s head or a vehicle tire —
Otherwise, the target must succeed in a test
the contest will most likely be a hard one for the attacker. Such
with the Perception Skill to not trigger it. If
attacks, however, should be rare and must be called for only in
the target succeeds, nothing happens and
situations where they are relevant for the session story-wise.
they may choose to disarm the trap with a
Thus, the game master should avoid awarding such attacks
successful Legerdemain Skill test. If they fail
with any type of damage bonuses: any rewards should come
the Perception Skill test, they (or the vehicle
only in narrative terms or from specific rules (see, for instance,
they are in) will receive damage equal to the
targeting an Undead’s head in page 282).
trap’s Base Damage Rating, but increase it by
2 in the instance of a critical failure.
In certain situations, the game master may

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

Михаил Герасимов (Order #27301389)


additional effect or even a killing blow. The target will also receive a second wound if
the weapon used to deal damage is from the piercing,
slashing, or energy type.
When an attack hits, the attacker will deal an
amount of damage equal to:
If the attacker used a blunt weapon, then instead
of receiving a second Wound Point, the target must
♦ the weapon’s Base Damage Rating; succeed in a normal Vigor Attribute test to not be
♦ plus 1, if the attacker used Martial Arts or a melee knocked out for the remainder of the combat (or by
weapon and if they have the Mighty Advantage a minute or so).
from the Vigor Attribute, but do not apply this
modifier if a melee weapon is thrown against the
target; 3/2 WOUNDS + KO’D + DEAD BY PIERCING? (6-7)
♦ minus 1, if the attacker used Martial Arts or
a melee weapon and if they have the Weak If damage dealt is equal to 6 or 7, the target is
Disadvantage from the Vigor Attribute, including wounded twice, or three times if the weapon used to
if a melee weapon is thrown against the target; deal damage is from the slashing or energy type. Also,
COMBAT

♦ 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

of intense pain and blood loss and must succeed in a


The damage dealt will then be checked against normal Vigor Attribute test to not die from the serious
the following list of possible effects, according to the injury sustained, with death happening after 1 to 8
corresponding damage threshold (apply only the minutes (the game master should roll a die in secret
effects of the highest threshold reached): and add 1 to its result). The Vigor Attribute test will be
a hard one if damage dealt is from the piercing type.

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).

2/1 WOUNDS + KO’D BY BLUNT? (4-5)


Finally, if the attacker used an energy weapon and
if the target failed the Vigor Attribute test to not die, they
If the final damage is equal to 4 or 5, the target is will have one of their cybernetic implants destroyed, if
wounded once. any (see page330—game master’s choice).

Михаил Герасимов (Order #27301389)


DEAD (10+) have completed their next Turn Action.

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.

Modify all the above damage threshold values by


A dying character may be saved with success in
+1 if the character has the Tough Advantage from
the Vigor Attribute, and by -1 if the character has a hard Medicine Skill. The character will then start to
the Frail Disadvantage from the Vigor Attribute. heal 1 Wound Point per two nights of full rest, but no
Likewise, all the above damage threshold values additional tests may be taken to speed up the healing
must be reduced by 1 per Wound Point the rate, and if the character had 6 or more Wound Points,
character currently has. If a character reaches a they will immediately be brought back to 5 Wound
total of 6 Wound Points, they are knocked out for Points as long as they are not dying from disease,

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.

The game master is free to decide which non-player


characters die or live without the need to take a test. Also,
for both player and non-player characters, death is certain 133
in some situations regardless of dice rolling, such as free
falling from great heights, execution by firing squad, and
being swallowed whole by a colossal creature.

GAMEPLAY RULES
Table 11 surmises the damage thresholds and
their effects (for characters without the Tough
Advantage or the Frail Disadvantage).

For an optional, more streamlined rule for wounds,


simply give a character 1 Wound Point for every 2 points
of damage that bypass armor (3 if they are Tough; 1 if they
are Frail). With a total of 4 Wound Points, the character is
KO'd for a minute or so. With a 5th Wound Point, they are
KO'd and will also die in 1 to 8 hours. With a 6th Wound
Point, they are KO'd and will die in 1 to 8 minutes. With a
7th, the character is killed instantly.

Some special attacks may additionally make the


target become stunned. Unlike a KO’d character, a
stunned one is capable of self-defense for the duration
of the effect, albeit with more difficulty, as all of their
tests and contests will become hard ones by default.
A character will lose their stunned state after they

Михаил Герасимов (Order #27301389)


TABLE 11

ATTACK’S ADDITIONAL WOUND KO?


WOUND POINTS INJURY? DEATH?
DAMAGE (*) POINT?

0-1 0 NO NO NO NO

2-3 1 NO NO (**) NO NO (***)

Yes, from Piercing, Maybe, from Blunt


4-5 1 Slashing or Energy attacks. Normal Vigor NO NO (***)
attacks. Attribute test. (**)

Maybe, from Piercing


Yes, from Slashing or Maybe. Vigor Attribute attacks, in 1-8 hours,
6-7 2 Energy attacks. test. (**) NO if KO test fails.
(***)

Maybe, from Slashing Maybe, in 1-8 minutes.


Yes, from Energy Yes, for a minute or
8-9 3 attacks. so.
attacks, if death test Vigor Attribute test.
COMBAT

fails. (****) (***)

10+ YES (*****) YES, INSTANTLY


(*) Add 1 to damage threshold ranges for characters with the Tough Advantage, and subtract 1 for those with the Frail Disadvantage. Also, subtract 1
for each Wound Point the character currently has.
(**) The character will be KO’d for a minute or so when they reach a total of 6 Wound Points.
(***) The character will die in 1-8 hours if they reach a total of 6 Wound Points. They will die instantly with a total of 7 or more Wound Points.
(****) The character will instead lose a cybernetic implant if damage is dealt with an Energy weapon and if the test to check if the character dies fails.
(*****) A cybernetic implant will also be destroyed.

134 cybernetic implant may be replaced by a new one


It is important to note that a character may not later (see page 324). And a lost limb may, sometimes,
receive more than one regular (non-Arcane) be reimplanted or substituted by a prosthetic or
medical treatment. If the first regular medical cybernetic implant, depending on the setting’s
treatment failed, characters will conclude that technological level and the presence of the required
all that could have been done for the injured medical means.
character has been done, or perhaps the bad
GAMEPLAY RULES

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.

A character may, however, receive healing FENCING DUELS


through arcane means, either as a replacement for a
regular medical treatment or as a backup plan when TL 1-3 TL 9
such treatment has failed. There is no limit to the
number of healing tries through Arcane means (such Some settings may allow two characters to
as Healing Touch or with a healing spell of some be involved in a fencing duel due to matters of
kind), but the same practitioner may only try once honor. Usually no wearable armor may be used by
per patient and incident. the duelists. A duel may be to the death or, more
commonly, to first blood (for gaming purposes, a
Lost limbs or cybernetic implants usually cannot Wounded result or worse).
be restored through healing, be it from the Medicine
Skill or through arcane means. However, a lost First, a Presence Attribute contest will take

Михаил Герасимов (Order #27301389)


place: a character with the Brave Advantage from the Depending on the setting, besides the duelists, a
Presence Attribute may reroll once any dice with a formal duel may have a judge who will preside over the
rolled result other than a 7, while the contest will be affair, as well as a “second” for each duelist that will help
considered a hard one for a character with the Craven enforce the rules of the dispute and, perhaps, give medical
Disadvantage. The winner of the contest will act first assistance at its end if needed. A duel may be considered
in every round and will be the only one to act in the legal or illegal, but a duelist who breaks the rules of a duel
first round (thus, they may attack twice before the will always be considered a criminal.
opponent has a chance to do their first attack).

In a fencing duel, only the Melee action is


SHOWDOWN
possible. The duel will proceed by regular combat
rules until it reaches its end. TL 4 TL 9

Some settings may allow two characters to be


Depending on the setting, besides the duelists, a involved in a showdown with handguns such as
formal duel may have a judge who will preside over the revolvers or energy blast handguns. Wearing armor
affair, as well as a “second” for each duelist who will help on such occasions is normally frowned upon by most

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.

In a duel, shots are taken with a special test of BRAWLS


the Marksmanship Skill that will use Presence or
Dexterity as the related Attribute—whichever has When two characters are involved in a brawl or a
the lowest Score. No dodge attempt is allowed in this martial arts match, resolve it with a simple Martial Arts
kind of duel. Skill contest: once a character wins with a difference

Михаил Герасимов (Order #27301389)


of 2 or more successes, the other character is defeated one or more characters trying to flee, the game master
and knocked out for approximately 1 minute. If that may resolve the affair with a single contest between
condition doesn’t take place, the character who rolled the fastest pursuer (the one with the highest number of
more successes is simply considered the “winner” of Ranks in the pertinent Skill) and the slowest character
the round, and a new round may take place. trying to escape (the one with the lowest number of
Ranks in the pertinent Skill).

Each contest (or round) is considered to last 3


minutes or less. If such a method of simplified Skill contest is
elected by the game master to resolve the chase, they
may deem the contest a hard one for the character
Once a character is defeated, they receive 2 using the slowest method of travel (or, depending on
Wound Points. If for whatever reason the brawl ends the terrain, the less appropriate method of travel) and
without a KO, a character will get a total of 1 Wound a normal one for the other character.
Point if they lost at least one round.
In Section VI, players can find detailed rules for
If the fight is part of a tournament or a match, judges pursuits involving vehicles of many types. But for
COMBAT

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.

CHASES A chase scenario consists of a series of challenges


faced by those trying to escape and their pursuers,
Chases can offer excellent opportunities for until they either succeed or are caught.
interesting action scenarios other than direct combat.
Depending on the method of travel, chases may be
For every odd round during a pursuit, roll a die
resolved by a simple contest of the Athletics, Driving,
and check the result in the list below. For every even
136 Piloting, Seamanship, or Taming Skills. round, roll two dice—the player with the escaping
character with more Athletics Skill Ranks will choose
If a chase involves one or more pursuers against which one of the rolled results to apply.
GAMEPLAY RULES

Михаил Герасимов (Order #27301389)


Chase Event List: Players with escaping characters will take the
test first every round. Escaping characters and
0 Free: an unobstructed street or passage. pursuers who succeed in their respective tests
Escaping characters and pursuers must succeed in a will gain 1 Chase Point (or 2 if a critical success
normal Athletics Skill test to gain 1 Chase Point. occurs). If no escaping character succeeds
during a round, all pursuers will automatically
1 Obstacle: a high fence or wall is in the way, or a
street or passage is partially blocked by large objects. succeed and gain 1 Chase Point each.
Escaping characters and pursuers must succeed in a
hard Athletics Skill test to gain 1 Chase Point. Any escaping character who critically fails a test
2 People: a street or passage with people in the will be instantly immobilized if one pursuer chooses
way. Escaping characters must succeed in a normal to drop out of the chase to capture that character. Any
Vigor Attribute test to gain 1 Chase Point. Pursuers pursuer who critically fails a test will lag behind too
must succeed in a hard Vigor Attribute test to gain 1 much and automatically drop out of the chase. The
Chase Point. same will happen to any character—either escaping
3 Labyrinth: a crowded location, or one with or pursuing—who decides to stop and not take a test.
too many passageways or doors, making it a perfect

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.

Михаил Герасимов (Order #27301389)


CHAPTER 8

SURVIVAL

138
GAMEPLAY RULES

Михаил Герасимов (Order #27301389)


After each day, the test must be taken again,
FOOD AND WATER until the disease reaches its maximum duration or
the character is healed. A disease has a maximum
If a character doesn’t eat food or drink water for duration of 1 to 8 days: the game master must roll a
a day, they must succeed in a Vigor Attribute test die and add 1 to its result, in secret.
to avoid receiving 1 Wound Point when waking
up the following morning, or 2 Wound Points If the character fails the test, apply the disease’s
if the character has the Sick Disadvantage. The negative effects (usually Wound Points or temporary
test will be a normal one if the character didn’t negative modifiers to one or more Attribute Scores). If
eat food but drank water, and a hard one if any character’s Attribute Score reaches 0, the character
the character didn’t drink water (regardless of enters a comatose state and receives 1 Wound Point,
having eaten food or not). or, 2 Wound Points if the character has the Sick
Disadvantage. This is in addition to any regular Wound
Characters with the Resilient Advantage may Point losses from the disease effects, if any.
reroll once any failed test, unless the player only
rolled sevens. Also, each time a character fails the Vigor

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

DISEASE DIFFICULTY NEGATIVE EFFECTS

BLUE FEVER HARD 1 WOUND POINT

BONE SICKNESS HARD -1 TO DEXTERITY ATTRIBUTE SCORE

CREEPER COLD NORMAL 1 WOUND POINT; -1 TO WITS ATTRIBUTE SCORE

DARK BLISTERS NORMAL 1 WOUND POINT; -1 TO PRESENCE ATTRIBUTE SCORE

LAZY EYES NORMAL 1 WOUND POINT; -1 TO DEXTERITY ATTRIBUTE SCORE

PURPLE MARKS HARD -1 TO PRESENCE ATTRIBUTE SCORE

RED GRIP NORMAL 2 WOUND POINTS

RIP MIND HARD -1 TO WITS ATTRIBUTE SCORE

Михаил Герасимов (Order #27301389)


If poisoned, a character may be healed by taking
DRUGS AND POISONS a specific antidote (see page 88), or, if the setting
allows it, through the use of some spell.
When a character is drugged or poisoned, they
may try to resist its effects with a hard Vigor As usual, if the character reaches a total of 6
Attribute test. Characters with the Resilient Wound Points, they will be unable to perform any
Advantage may reroll once any failed test physical tasks or demanding mental activity and
to resist a drug or a poison, unless the player will die after 1 to 8 hours (the game master should
only rolled sevens. Characters with the Sick roll a die in secret and add 1 to its result), and if they
Disadvantage automatically fail any test to reach a total of 7 or more Wound Points, they will die
resist a drug or poison. instantly.

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

DRUG EFFECTS DURATION

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

POISON EFFECTS DURATION

BITE FEVER 2 WOUND POINTS INSTANTANEOUS

BLEEDER VIGOR -1 1 TO 4 DAYS


DEXTERITY -1; ALL DEXTERITY AND DEXTERITY-RELATED SKILL TESTS AND CONTESTS
ICE BECOME HARD ONES 1 DAY

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

VEIL BLINDNESS 1 TO 4 DAYS

WILDNESS WITS -1, PRESENCE -1; ALL WITS, PRESENCE, WITS-RELATED SKILL AND PRESENCE-RELATED 1 DAY
SKILL TESTS AND CONTESTS BECOME HARD ONES

Михаил Герасимов (Order #27301389)


in the following list. Add 2 to the total if the character
RADIATION-LIKE EFFECTS has the Sick Disadvantage. Effects take place after 1
to 8 hours (the game master should roll a die in secret
and add 1 to its result):
Some settings may have certain areas or objects
contaminated by radiation-like effects from chemical
or supernatural sources. In fantastical settings, such 0-2 Nothing happens to the character.
zones may be populated by strange creatures and 3-4 Character receives 1 Wound Point. Also, the
house even stranger phenomena. Even brief contact character’s Vigor is reduced by 1 (minimum of 1) for
with them may bring death, mutations or, depending one day.
on the origin of such powerful contamination, the
acquisition of powers of supernatural nature. 5-6 Character receives 2 Wound Points. Also, the
character’s Vigor is reduced by 1 (minimum of 1) for
one day.
When checking whether a character is
contaminated by one such zone of radiation-like 7 The character dies if they have the Sick
effects, follow table 15. The indicated periods of Disadvantage; if they don’t, they will develop a
mutation or supernatural power chosen by the game

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

Михаил Герасимов (Order #27301389)


TABLE 15
PROTECTION / 1 SEC. OR MORE OF 1 MIN. OR MORE OF 1 HOUR OR MORE OF EACH DAY OF EXPOSURE
EXPOSURE EXPOSURE EXPOSURE EXPOSURE
NORMAL VIGOR
LIGHT CONTAMINATION ATTRIBUTE TEST (MAY
LEVELS WITH NO CONTAMINATION NO CONTAMINATION NO CONTAMINATION RETRY IT ONCE IF
PROTECTIVE CLOTHING RESILIENT) TO AVOID
AND GEAR CONTAMINATION
NORMAL VIGOR NORMAL VIGOR
LIGHT CONTAMINATION ATTRIBUTE TEST (MAY ATTRIBUTE TEST (MAY
LEVELS WITH NO NO CONTAMINATION RETRY IT ONCE IF RETRY IT ONCE IF CONTAMINATED
PRECAUTIONS RESILIENT) TO AVOID RESILIENT) TO AVOID
CONTAMINATION CONTAMINATION
NORMAL VIGOR
MEDIUM CONTAMINATION ATTRIBUTE TEST (MAY HARD VIGOR ATTRIBUTE
LEVELS WITH TEST (MAY RETRY IT
NO CONTAMINATION NO CONTAMINATION RETRY IT ONCE IF
PROTECTIVE CLOTHING RESILIENT) TO AVOID ONCE IF RESILIENT) TO
AND GEAR CONTAMINATION AVOID CONTAMINATION

NORMAL VIGOR
MEDIUM CONTAMINATION ATTRIBUTE TEST (MAY HARD VIGOR ATTRIBUTE CONTAMINATED. ADD 2
SURVIVAL

TEST (MAY RETRY IT TO THE ROLL TO CHECK


LEVELS WITH NO RETRY IT ONCE IF CONTAMINATED
ONCE IF RESILIENT) TO THE RESULT IN THE
PRECAUTIONS RESILIENT) TO AVOID
CONTAMINATION AVOID CONTAMINATION CORRESPONDING LIST

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

clothing and gear for a number of minutes equal


to their Vigor Attribute Score plus 1. DROWNING AND SUFFOCATION
After that, the character will do a hard Vigor A character must hold their breath when
Attribute test each following round. In the case of underwater or inside a poisonous gas for a
success, nothing happens and a new test is taken after number of rounds equal to three times their
another minute passes, otherwise the character takes Vigor Attribute Score.
1 Wound Point immediately and another one every
minute thereafter. After that, the character will do a hard Athletics
Skill test each following round in which they keep
The Vigor Attribute test will be a normal one if holding her breath. In the case of success, nothing
the character is Resilient. happens, otherwise the character will immediately
stop holding their breath that round and every round
thereafter. If the character is underwater and are
Extreme hazardous conditions may allow from an Ancestry that cannot breathe underwater,
the character to resist only for a number of rounds they will take 1 Wound Point that round and every
equal to their Vigor Attribute Score plus 1 (instead round thereafter. If they are inside a poisonous cloud,
of minutes). The conditions may also call for a Vigor they will suffer the effects of the poison that round
Attribute test each round instead of each minute, or in and every round thereafter until the poisonous cloud
some extreme situations, simply lead to instant death dissipates itself.

Михаил Герасимов (Order #27301389)


fall—or allow them to grab a ledge or something to
FALLING stop their fall mid-air.

A character who falls from a height of 2 meters


(or 7 feet) or more will receive 1 Wound Point MASSIVE DESTRUCTION
per 2 meters (or 7 feet) of height they fell from,
regardless of having worn or natural armor or Sometimes a character may be inside a vehicle or
the Tough Advantage. location subjected to massive destruction, such as a
huge explosion or earthquake. In these situations, the
In some situations, the game master may allow game master may simply decide that the character
the character do a reactive hard Athletics Skill test to dies instantly, or roll a die: the result will be the
halve the damage received—decreasing the injury number of Wound Points the character receives as a
rate to 1 Wound Point per 3 meters (or 10 feet) of consequence of the event.

SURVIVAL
143

GAMEPLAY RULES

Михаил Герасимов (Order #27301389)


CHAPTER 9

MONEY AND
EQUIPMENT

144
GAMEPLAY RULES

Михаил Герасимов (Order #27301389)


TABLE 16
MONEY MONEY STAT APPROXIMATE VALUE IN
TODAY’S US DOLLARS

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

MONEY AND EQUIPMENT


masters and players’ bookkeeping—avoiding things such 30 10 MILLION
as counting coins, paying for coffee, and converting
currency—and make the players focus on the story and not 40 100 MILLION
on scavenging enemies’ bodies for any kind of item that can 50 1 BILLION
be sold later for a quick and easy profit.
60 10 BILLION
The rules found in page 145 and 146 also
70 100 BILLION
apply to the League’s Funds Score in (refer to
page 394). 80 1 TRILLION

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.

If needed, as a quick and loose reference, game


On the other hand, if a character wishes to buy
masters may refer to the table 16 for an idea of how
something that costs more than their Money Stat, it
much the items in this book would approximately

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.

BUYING Thus, an item that costs 7 will only reduce the


character’s Money Stat if it is equal to or lower than
6 points. This, however, doesn’t mean a character
TL 1
with a Money Stat equal to 7 or more points is free
to buy an unlimited quantity of items with a price
Whenever a character wishes to buy something equal to or lower than 7: in such situations, the game
with a price lower than their Money Stat, they master must adjudicate on the total price of the
can do so, but their Money Stat will drop 1 point goods being bought in bulk and by how much the
per 8 points that the bought item costs in abstract character’s Money Stat will decrease if the transaction
terms (rounded down, with a minimum of 0). is successfully concluded.

That said, if the character’s Money Stat is at least 8 In the same way, the game master may reduce a

Михаил Герасимов (Order #27301389)


character’s Money Stat by 1 point if they make several the price of such items by 2 or more, which may
successive individual acquisitions of similar items be enough for the character to buy it. Afterwards,
that, individually, would not merit a Money Stat if the character earns enough money through
reduction by the above rules. adventuring, they may be able to repair the object
or replace it with a newer, better version of the
In exceptional situations, when a character really same or similar item.
needs to buy something very important to them but
doesn’t have the means to do so, the game master SELLING
may consider allowing it, especially during character
creation. When such situations arise, they must be
attached to the following consequences: TL 1

♦ 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.

♦ All of the money earned by the character during


stories should be directly funneled to the non- Note, however, that used items are usually sold
player character or organization that loaned the at a price at least 2 points lower than their current
money to avoid serious repercussions, which may market price.
also happen if the character fails to pay the loaned
amount in time and with interest. Thus, the game
Thus, if the price of the item being sold is lower than the
master should figure out the amount that needs
to be paid back by the character in Money Stat seller’s Money Stat, their Money Stat won’t go up unless they
points, which most likely will be equal to the are selling the thing not individually but in bulk, in which
146
price of the item bought with the loaned amount. case the game master will adjudicate on the total price of the
goods and consequently on the increment to the character’s
♦ It is also very likely that, to obtain the loan, the Money Stat if the transaction is successfully concluded.
character had to perform some illegal or immoral
act, which is a secret of theirs that, if revealed,
may cause serious repercussions to them. If the REWARDS
GAMEPLAY RULES

character didn’t perform such an act beforehand


to obtain the money, then the non-player character
or organization that loaned the money will most TL 1
likely ask them to do so at some point in the future Rewards are represented by simple Money Stat
as a means to either pay the remaining debt or points, which will be divided among the characters
compensate for being late with the installments. as agreed upon by their players, then simply added
to their respective Money Stats.
Alternatively, if the player doesn’t want to
face the above possible consequences of having Characters may also, at any time, agree to transfer
their character indebted to a dangerous person or Money Stat points among themselves on a simple
entity to afford an essential thing, the game master
1-by-1 basis, but only as long as the character giving
may allow them to buy a used, old, imperfect item
Money Stat points has a higher Money Stat than the
of lower quality. Such an item might include an
one receiving it.
unbalanced weapon that is always hard to attack
with, a fragile shield with a big chance of breaking
apart the first time it is struck, a vehicle with a EQUIPMENT AND PROPERTIES
faulty engine, etc.
Below follows a non-exhaustive list of
Thus, depending on the severity and the number miscellaneous equipment and properties available
of imperfections, the game master may reduce for each era and setting:

Михаил Герасимов (Order #27301389)


TABLE 16

EQUIPMENT OR PROPERTY TL SETTINGS PRICE

AIRPLANE, BIPLANE TL 4-8 17

AIRPLANE, JET TL 6-8 30

APARTMENT, CITY, SMALL TL 4-8 22

APARTMENT, CITY, PENTHOUSE TL 4-8 30

BACKPACK, LEATHER TL 2-9 3

BAG, CLOTH TL 0-9 1

MONEY AND EQUIPMENT


BINOCULARS, NIGHT-VISION TL 7-9 8

BINOCULARS, REGULAR TL 5-8 4

BOAT, SMALL, W/ OARS TL 0-7 5

BOOK, COMMON TL 2-8 4

BRIEFCASE TL 4-9 3

CARRIAGE, CLOSED TL 2-4 12

CART TL 0-7 5

CHESS (BASTION) SET, WOOD TL 2-8 4

CLOTHING, COURTIER TL 2-4 12 147


CLOTHING, DEEP DIVER SUIT TL 4-5 10

CLOTHING, HAZMAT SUIT TL 5-9 11

CLOTHING, MODERN, CASUAL TL 4-9 4

GAMEPLAY RULES
CLOTHING, MODERN, FORMAL TL 4-9 6

CLOTHING, PEASANT TL 0-3 1

CLOTHING, PLAGUE DOCTOR TL 3-4 10

CLOTHING, SCUBA TL 6-8 11

CLOTHING, ZERO-G SPACE SUIT TL 6-9 16

COMPASS TL 3-8 3

COMPUTER, PERSONAL TL 7-9 10

DRONE, AUTOMATED TL 8-9 15

DRONE, RADIO-CONTROLLED TL 7-9 10

DRUG, TWO DOSES TL 1-9 8

ESTATE, LARGE TL 1-8 40

EYEGLASSES TL 3-7 4

Михаил Герасимов (Order #27301389)


TABLE 16

EQUIPMENT OR PROPERTY TL SETTINGS PRICE

FARM, LARGE TL 1-8 30

FARM, SMALL TL 0-7 20

FIRST AID KIT TL 1-9 8

FLASHLIGHT TL 5-9 3

GAS LAMP TL 3-4 4

GAS MASK TL 4-9 14


MONEY AND EQUIPMENT

GOGGLES, NIGHT-VISION TL 7-9 10

GRAPPLING HOOK, IRON TL 1-7 3

GRAPPLING HOOK, SELF-PROPELLED TL 8-9 9

HACKING HARDWARE TL 8-9 11

HACKING SOFTWARE TL 8-9 8

HORSE (HORNEDFERUS), COMMON TL 0-9 10

HORSE (HORNEDFERUS), FAST TL 0-9 15

HORSE (HORNEDFERUS), WAR TL 0-7 15

148 HOUSE, CITY, LARGE TL 1-8 30

HOUSE, CITY, SMALL TL 1-8 22

JETPACK TL 8-9 16

KEEP, SMALL TL 1-7 40


GAMEPLAY RULES

LAB SET, CHEMISTRY TL 1-9 10

LOCOMOTIVE TL 4-7 24

MEDICINE, COMMON, TWO DOSES TL 0-9 5

MUSICAL INSTRUMENT, DRUM (PERCUSSION) TL 0-9 3

MUSICAL INSTRUMENT, FLUTE (WIND) TL 0-9 2

MUSICAL INSTRUMENT, LUTE (STRING) TL 1-9 4

MUSICAL INSTRUMENT, PIANO (KEYBOARD) TL 1-9 12

PAPER, QUILL, AND INK (PEN) TL 1-8 1

PHONOGRAPH TL 4-5 11

POKER (KNUCKLES) SET OF CARDS TL 2-8 2

POISON, ONE DOSE TL 0-9 8

ROPE, 10 METERS/YARDS TL 0-8 1

Михаил Герасимов (Order #27301389)


TABLE 16

EQUIPMENT OR PROPERTY TL SETTINGS PRICE

SAILING SHIP, MERCHANT, SMALL TL 1-4 18

SAILING SHIP, MERCHANT, LARGE TL 3-4 30

SCANNER, MEDICAL TL 8-9 16

SMARTPHONE TL 7-8 9

SPACESHIP, CIVILIAN, SMALL TL 9 40

SPACESHIP, CIVILIAN, LARGE TL 8-9 60

MONEY AND EQUIPMENT


SPORTS (TENTO) LEATHER BALL TL 0-9 2

SPYGLASS TL 3-4 4

TOOLSET, CRAFTING TL 0-9 10

TOOLSET, LOCK PICK TL 1-8 5

VEHICLE, CAR, SEDAN TL 5-8 17

VEHICLE, CAR, SPORTS TL 5-8 25

VEHICLE, HOVERBIKE TL 8-9 19

VEHICLE, HOVERCAR TL 8-9 23

VEHICLE, MOTORBOAT TL 6-8 12 149


VEHICLE, MOTORCAR TL 4 12

VEHICLE, MOTORCYCLE TL 5-8 13

VEHICLE, PICKUP TL 5-8 18

GAMEPLAY RULES
VEHICLE, TRUCK TL 5-8 20

VOICE TRANSLATOR TL 9 14

WAREHOUSE, PORT TL 1-8 25

WATCH, POCKET TL 4-5 10

WATCH, WRIST TL 5-8 4

WATCH, SMART TL 7-9 9

WORKSHOP, CITY TL 1-8 22

Михаил Герасимов (Order #27301389)


WEAPONS AND ARTILLERY
Below follows non-exhaustive lists of weapons and artillery available for each era and setting:

TABLE 18

NOTATION WEAPON OR ARTILLERY TRAITS

1H Weapon may only be used with one hand.

2H Weapon must be used with both hands.

1H / 2H Weapon may be used with one or both hands.


MONEY AND EQUIPMENT

MELEE Weapon is a melee one not designed to be thrown.

THROWN Weapon is a melee one that can be thrown.

THROWN ONLY Weapon is a ranged one that can only be thrown.

RANGED Weapon is a firearm or missile-based ranged weapon.

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.

CANNOT PARRY Weapon cannot be used to parry incoming attacks.

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.

CREW Crew size (#) required to reload the weapon.

Михаил Герасимов (Order #27301389)


TABLE 19

WEAPON TLS SETTINGS PRICE SKILL TYPE DMG TRAITS

A strike with a hand or foot.


U N A R M E D 0 MARTIAL Without a specific Ability, it
STRIKE TL0-90-9 ARTS
BLUNT 1
can only parry unarmed strikes.

IMPROMPTU VIGOR 1H. Thrown. Hard attack.


WEAPON TL0-90-9 0
ATTRIBUTE
BLUNT 2 Cannot parry.

SHIELD (WHEN 1H. Melee. Hard attack. Cannot


VIGOR Parry (it uses the Dodge
USED AS A TL0-80-8 4
ATTRIBUTE
BLUNT 2
WEAPON) Skill).

1H. Thrown only. Hard attack.

MONEY AND EQUIPMENT


If the attack misses, the
EXOTIC Boomerang will return to her
BOOMERANG TL0-4
0-4 1 BLUNT 2 owner’s hand at the start of
WEAPONS
their next turn and may be
grabbed with a Free Action.

1H. Thrown only. Hard attack.


Before rolling for the attack,
the attacker may declare that
they are trying to entangle
NONE the target’s legs instead of
EXOTIC hurting them. If that is the
BOLEADORA TL0-4
0-4 2 BLUNT OR
WEAPONS 2 case and a hit occurs, the
target falls to the ground. To
get up again, the target must
lose a Turn Action to break
free from the Boleadora CHAIN

1H/2H. Melee. Hard attack.


EXOTIC Cannot Parry. Hard to be
151
CHAIN TL1-91-9 2 BLUNT 2
WEAPONS parried.

CLUB (BATON, MELEE 1H/2H. Melee.


METAL PIPE) TL0-90-9 1
WEAPONS
BLUNT 2

CHAINED

GAMEPLAY RULES
EXOTIC 1H/2H. Melee. Hard attack. Hard
BATONS TL2-92-9 2 BLUNT 2 parry. Hard to be parried.
(NUNCHAKU) WEAPONS

MELEE 2H. Melee. 2 normal parries.


STAFF TL0-90-9 2
WEAPONS BLUNT 2

EXOTIC 1H. Ranged. Hard attack.


SLING TL0-10-1 1
WEAPONS BLUNT 3 Single. 1 ammo. Reload 1.

TETSUBO 2H. Melee. Exclusive to the


(EDOHYNIAN EXOTIC
TL1-91-9 3 BLUNT 3 Edohyn ( , ).
BLUDGEON) WEAPONS

HAMMER (HEAVY MELEE 1H/2H. Melee. Hard parry.


TL1-91-9 4 BLUNT 3
WRENCH, MACE) WEAPONS
EXOTIC 2H. Melee. 2 normal parries.
KINETIC STAFF TL8-98-9 8
WEAPONS BLUNT 3

2H. Melee. Hard attack. Hard


MAUL (WAR MELEE parry. Exclusive to the Sidhe
HAMMER) TL2-3
2-3 5
WEAPONS BLUNT 4
( ).

THROWING EXOTIC 1H. Thrown only. Exclusive to


STARS TL2-92-9 2
WEAPONS PIERCING 2 Hesionians ( , ).
(SHURIKEN)

Михаил Герасимов (Order #27301389)


TABLE 19

WEAPON TLS SETTINGS PRICE SKILL TYPE DMG TRAITS

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.

PICKAXE MELEE 1H/2H. Melee. Hard parry.


TL0-90-9 3 PIERCING 3
WEAPONS
MONEY AND EQUIPMENT

SMALLSWORD TL3-43-4 7 FENCING PIERCING 3 1H. Melee. 2 normal parries.

MELEE 1H/2H. Thrown.


SPEAR TL0-90-9 3 WEAPONS
PIERCING 3

EDOHYNIAN EXOTIC 1H/2H. Thrown. -1AR.


TL1-91-9 4 PIERCING 3
HARPOON WEAPONS

SWORD CANE TL4-54-5 6 FENCING PIERCING 3 1H. Melee. Concealed weapon.

RAPIER TL3 3 8 FENCING PIERCING 3 1H. Melee. -1AR.

MELEE 1H/2H. Melee. Hard parry.


MORNINGSTAR TL2 2 4 PIERCING 3
WEAPONS
MELEE 1H/2H. Melee. Cannot parry.
FLAIL TL2 2 5 PIERCING 3 Hard to be parried.
WEAPONS
152
1H. Melee. Cannot parry. Can
MELEE only be used from the back of
LANCE TL2 2 5 PIERCING 4
WEAPONS a mount.

MELEE 2H. Melee. Hard attack. Cannot


PIKE TL3 3 5 PIERCING 4 parry.
WEAPONS
GAMEPLAY RULES

MELEE 1H/2H. Thrown. -2AR.


FUSION SPEAR TL9 9 9 PIERCING 4
WEAPONS
2H. Ranged. Single. 1 ammo.
BOW TL0-90-9 4 ARCHERY PIERCING 3 Reload 1. Marksmanship Skill
( ).

2H. Ranged. -1AR. Single. 1


CROSSBOW TL1-91-9 5 ARCHERY PIERCING 3 ammo. Reload 1. Marksmanship
Skill ( ).

SEMI-AUTO 1H/2H. Ranged. -1AR. Single.


PISTOL TL5-95-9 9 MARKSMAN PIERCING 4 Semi. 15 ammo. Reload 1. 

2H. Ranged. -1AR. Single.


SUBMACHINE TL5-95-9 Semi. 3-Round. Full. 30 ammo.
10 MARKSMAN PIERCING 4
GUN Reload 1.

FLINTLOCK 1H/2H. Ranged. -1AR. Single. 1


TL3 3 8 MARKSMAN PIERCING 4 ammo. Reload 2.
PISTOL
2H. Ranged. -2AR. Single. 1
MUSKET TL3 3 9 MARKSMAN PIERCING 4 ammo. Reload 2.

1H/2H. Ranged. -1AR. Single. 6


REVOLVER TL4-94-9 8 MARKSMAN PIERCING 4 ammo. Reload 1.

Михаил Герасимов (Order #27301389)


TABLE 19

WEAPON TLS SETTINGS PRICE SKILL TYPE DMG TRAITS


2H. Ranged. Single. 5 ammo.
Reload 1. Subtract 1 from the
PUMP SHOTGUN TL4-9
4-9 8 MARKSMAN PIERCING 4 result of a single rolled die
but not from a rolled 7 when
firing it.

2H. Ranged. -2AR. Single. 10


HUNTING RIFLE TL4-9
4-9 9 MARKSMAN PIERCING 4 ammo. Reload 2. Reload 1 (5
ammo).

1H/2H. Ranged. -1AR. Single.


FLECHETTE Semi. 3-Round. 40 ammo. Reload
TL8-9
8-9 10 MARKSMAN PIERCING 4 1. Suppressed firearm (see
HANDGUN
page 156).

MONEY AND EQUIPMENT


2H. Ranged. -2AR. Single.
ASSAULT RIFLE TL6-9
6-9 11 MARKSMAN PIERCING 4 Semi. 3-Round. Full. 20 ammo.
Reload 1.

2H. Ranged. Single. 10 ammo.


Reload 1. Subtract 1 from the
RAIL SHOTGUN TL8-9
8-9 11 MARKSMAN PIERCING 5 result of a single rolled die
but not from a rolled 7 when
firing it.

2H. Ranged. Hard attack (unless


SNIPER RIFLE TL5-9
5-9 12 MARKSMAN PIERCING 4 mounted). -3AR. Single. 5
ammo. Reload 1.

2H. Ranged. -2AR. Hard attack


RAIL MACHINE HEAVY (unless mounted). Single, 3-Round.
TL4-9
8-9 12 PIERCING 5
GUN WEAPONS Full. 100 ammo. Reload 1.

2H. Hard attack (unless


LIGHT MACHINE HEAVY mounted). Ranged. -3AR. Single. 153
GUN TL8-9
4-9 12
WEAPONS
PIERCING 4
Full. 100 ammo. Reload 2.

EXOTIC 1H. Melee. Hard attack. Cannot


WHIP TL0-9
0-9 2 SLASHING 1 parry. Hard to be parried.
WEAPONS
MACHETE 1H. Melee. Exclusive to
EXOTIC
(HESIONIAN TL2-9
2-9 3 SLASHING 2 Hesionians ( , ).
WEAPONS

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 ( , ).

1H. Melee. +1 damage when


CAVALRY charging from the back of a
SABER TL3-5
3-5 7 FENCING SLASHING 3
mount.

EXOTIC 1H. Melee. -1AR. Exclusive to


SCIMITAR TL2-4
2-4 8 SLASHING 3 Onadotyans ( ).
WEAPONS
1H/2H. Melee. -1AR. 2 normal
KATANA parries if used with two hands.
EXOTIC
(HESIONIAN TL2-9
2-9 9 SLASHING 3 Exclusive to Hesionians ( ,
WEAPONS
SWORD) ).

Михаил Герасимов (Order #27301389)


TABLE 19

WEAPON TLS SETTINGS PRICE SKILL TYPE DMG TRAITS


1H/2H. Melee. +1 damage against
MELEE unarmored targets. Exclusive
LONGSWORD TL2 2 8 SLASHING 3
WEAPONS to the Sidhe ( ).

OSCILLATING MELEE 1H/2H. Melee. -2AR.


BLADE TL8-9
8-9 10
WEAPONS
SLASHING 3

HALBERD 2H. Melee. Hard parry.


(NAGINATA, MELEE Exclusive to Hesionians and
TL2-3
2-3 7 SLASHING 4
HESIONIAN WEAPONS the Sidhe ( ).
POLEARM)
GREATSWORD TL2 2
MELEE 2H. Melee. Hard parry.
10 SLASHING 4
(NODACHI) WEAPONS
MONEY AND EQUIPMENT

2H. Melee. Hard attack. Hard


parry. Hard to be parried.
EXOTIC -1AR. Requires fuel. Requires
CHAINSAW TL6-9
6-9 8 SLASHING 4 one Reload action to start its
WEAPONS
engine at the beginning of a
combat.

1H. Thrown only. AoE. Hits 1


or 2 targets (4-meter/yard
FLASHBANG radius). Targets must succeed
DEXTERITY in a hard Vigor Attribute test
(STUN TL6-9
6-9 8 ENERGY NONE
ATTRIBUTE to not get blinded for a round
GRENADE)
and also stunned. Doesn’t deal
damage.

1H/2H. Melee. Hard attack.


Cannot parry. Cannot be parried
EXOTIC except by an Energy Sword (or,
LASER CORD TL9 9 9 ENERGY 2
154 WEAPONS with the right Ability, with
the Martial Arts Skill). -3AR.

2H. Ranged. AoE. Hits 1 or 2


targets (4-meter/yard radius).
Single. 5 ammo (fuel). Targets
HEAVY hit will keep receiving
FLAMETHROWER TL5-9
5-9 10
WEAPONS
ENERGY 5
the same amount of damage
GAMEPLAY RULES

each round until flames are


extinguished.

ENERGY BLAST 1H/2H. Ranged. Single. Semi.


TL9 9 12 MARKSMAN ENERGY 5 80 ammo. Reload 1.
HANDGUN
ENERGY BLAST 2H. Ranged. -1AR. Single. Semi.
RIFLE TL9 9 13 MARKSMAN ENERGY 5 3-Round. 40 ammo. Reload 1.

2H. Ranged. -2AR. Single. 20


HEAVY ammo. Reload 2. +1 damage dealt
BEAM CANNON TL8-9
8-9 14 ENERGY 5 if attacker and defender have
WEAPONS
the same number of successes.

1H/2H. Melee. Hard attack.


2 normal parries (2H only).
ENERGY SWORD TL9 9 14 FENCING ENERGY 5 Cannot be parried except by
another Energy Sword. -3AR.

1H. Thrown only. AoE. Hits 1


TL3-9
3-9 DEXTERITY or 2 targets (4-meter/yard
HAND GRENADE 8 ENERGY 6
ATTRIBUTE radius). -2AR.

2H. Ranged. AoE. Hits 1 or 2


GRENADE HEAVY targets (4-meter/yard radius).
TL6-9
6-9 9 ENERGY 6 -2AR. Single. 1 ammo (ammo
LAUNCHER WEAPONS
price: 8). Reload 1.

Михаил Герасимов (Order #27301389)


TABLE 19

WEAPON TLS SETTINGS PRICE SKILL TYPE DMG TRAITS

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.

2H. Ranged. AoE. Hits 1 to 4


ROCKET HEAVY targets (8-meter/yard radius).
TL5-9
5-9 10 ENERGY 7 -3AR. Single. 1 ammo (ammo
LAUNCHER WEAPONS
price: 10). Reload 2.

MONEY AND EQUIPMENT


1H. Thrown only. AoE. Hits 1
FUSION DEXTERITY to 4 targets (8-meter/yard
GRENADE TL9 9 12
ATTRIBUTE
ENERGY 7
radius). -3AR.

1H/2H. Thrown only. Hard


attack. If the attacker misses
the attack, they will need a
Reload action to prepare it for
EXOTIC another attack. If the target
WEIGHTED NET TL0-10-1 2 NONE NONE
is hit, they will fall and
WEAPONS
have to spend a Turn Action to
try to break free from it and
get up again with a successful
normal Athletics Skill test. 

TABLE 20 155
ARTILLERY TLS SETTINGS PRICE SKILL TYPE DMG TRAITS

HEAVY HEAVY 2H. Ranged. -3AR. Single. Full.


MACHINEGUN TL4-9
4-9 14 WEAPONS
PIERCING 6 100 ammo. Reload 2. Crew 2.

2H. Ranged. AoE. Hits 1 to 4


targets (8-meter/yard radius).

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.

2H. Ranged. AoE. Hits 1 to 2


targets (4-meter/yard radius).
TREBUCHET TL1-21-2 HEAVY -2AR. Single. 1 ammo (ammo
10 BLUNT 8
(CATAPULT) WEAPONS price: 4). Reload 4. Crew 3.
Exclusive to the Sidhe ( ).

2H. Ranged. AoE. Hits 1 to 2


HEAVY targets (4-meter/yard radius).
CANNON TL3-4
3-4 12 BLUNT 10 -2AR. Single. 1 ammo (ammo
WEAPONS
price: 6). Reload 3. Crew 3.

2H. Ranged. AoE. Hits 1 to 4


CANNON (W/ targets (8-meter/yard radius).
HEAVY
EXPLOSIVE TL3-4
3-4 12 ENERGY 10
-3AR. Single. 1 ammo (ammo
WEAPONS
SHOT) price: 8). Reload 3. Crew 3.

2H. Ranged. AoE. Hits 1 to 4


HEAVY targets (8-meter/yard radius).
ARTILLERY GUN TL5-9
5-9 18 ENERGY 12
WEAPONS -3AR. Single. 10 ammo (ammo
price: 12). Reload 4. Crew 2.

Михаил Герасимов (Order #27301389)


FIREARM ATTACHMENTS
TL 5
Modern firearms and heavy firearms (those available in TL5+) may receive attachments that will grant
them bonuses. Below is a non-exhaustive list of firearm attachments available for each era and setting:

TABLE 21

ATTACHMENT TLS SETTINGS PRICE MODIFIER


Subtract 1 from the result of a single rolled die but
not from a rolled 7, as long as the following Abilities
ADVANCED are not used: Auto Fire, Burst Fire, Burst Mode, Double
TL5-9
5-9 8 Tap, Suppressive Fire, or Spraying Bullets. Applicable
SCOPE
MONEY AND EQUIPMENT

only for the Hunting Rifle, the Sniper Rifle, the


Assault Rifle, and the Energy Blast Rifle.

Subtract 1 from the result of a single rolled die but


not from a rolled 7, as long as one of the following
Abilities is used: Auto Fire, Burst Fire, Burst Mode,
COMPOSITE Suppressive Fire, or Spraying Bullets. Applicable only
TL7-9
7-9 8
STOCK for the Submachine Gun, the Light Machine Gun, the
Assault Rifle, the Rail Machine Gun, and the Energy
Blast Rifle.

EXTENDED +50% magazine size (rounded-up). Not applicable for


MAGAZINE TL5-9
5-9 4 the Revolver.

+1 damage dealt if attacker and defender have the


LASER SIGHT TL7-9
7-9 8 same number of successes. Not applicable for the Pump
Shotgun, the Rail Shotgun and the Beam Cannon.

-1 to damage dealt. Weapon shots can only be heard from


156 20 meters/yards or less, or from 5 meters/yards or less
if there are walls between shots and any potential
SUPPRESSOR TL6-9
6-9 4 listeners. Not applicable for the Revolver, the Light
Machine Gun, the Rail Shotgun, the Rail Machine Gun,
the Energy Blast Handgun, and the Energy Blast Rifle.
The Flechette Handgun is already suppressed.
GAMEPLAY RULES

Михаил Герасимов (Order #27301389)


PROTECTIVE ITEMS
Below is a non-exhaustive list of protective items available for each era and setting:

TABLE 22

ATTACHMENT TLS SETTINGS PRICE ARMOR MODIFIER

CLOAK TL1-41-4 2 NONE See the Cloak Use Ability from the Dodge Skill.

May reduce 1 from a rolled result other than a


7 when trying to Dodge any kind of attack. No
armor with an armor rating higher than 1 may
TL9 9

MONEY AND EQUIPMENT


HOLO-CLOAK 14 NONE
be worn beneath it. Also, may reduce 1 from a
rolled result other than a 7 while using the
Stealth Skill to hide or shadow anywhere.

If the target rolls the same number of successes


as the attacker while using the Dodge Skill
with a shield, they may substitute both their
SHIELD TL0-8
0-8 4 NONE natural and worn armor rating by an armor rating
of 4 (if the shield is made of wood), 5 (if it
is made of metal), or 6 (if it is a ballistic
one) against that attack only.

May reduce 1 from a rolled result other than a 7


when trying to Dodge an attack of any type or to
REPULSE parry a melee attack with Martial Arts. Allows
TL9 9 14 NONE
BRACERS parrying an Energy Sword with the Countermove
Ability.

Once per combat. If at least a success is rolled


in a Dodge attempt against any kind of attack, 157
the wearer may choose to immediately activate
the suit as a reaction to become immune against
PHASE SUIT TL9 9 18 NONE all attacks until next Turn Action. The player,
however, must declare that their character is
going to try to activate the Phase Suit after
the opposing attack roll and before their own
roll.

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)

EDOHYNIAN May reduce 1 from a rolled result other than a


TL1-31-3 8 1 7 while using the Stealth Skill to hide or set
ARMOR up an ambush in the wilderness.

CUIRASS All normal tests and contests with the


(BREASTPLATE, Dexterity Attribute or with the Athletics,
TL1-41-4 10 2 Dodge, Legerdemain, and Stealth Skills are
BRIGANDINE, considered hard. Also, the Initiative rolls
CHAINMAIL) will have a penalty of -2.

HESIONIAN All normal tests and contests with the


ARMOR Dexterity Attribute or with the Athletics,
TL2-3
2-3 12 2
Dodge, Legerdemain, and Stealth Skills are
(SAMURAI ARM.) considered hard.

Михаил Герасимов (Order #27301389)


TABLE 22

ATTACHMENT TLS SETTINGS PRICE ARMOR MODIFIER

TACTICAL All normal tests and contests with the


KEVLAR VEST TL5-9
5-9 9 2 Dexterity Attribute or with the Athletics,
Dodge, Legerdemain, and Stealth Skills are
(FLAK JACKET) considered hard.

All normal tests and contests with the


Dexterity Attribute or with the Athletics,
Dodge, Legerdemain, and Stealth Skills are
considered hard. Also, the Initiative rolls
MILITARY will have a penalty of -2. May reduce 1 from a
TL7-8
7-8 11 3 rolled result other than a 7 while using the
PLATE CARRIER Stealth Skill to hide or to set up an ambush,
depending on the camouflage pattern of the
vest and the area the character is in (tan for
desert, white for snow, green for wilderness,
grey for urban, and black for night).
MONEY AND EQUIPMENT

All normal tests and contests with the


Dexterity Attribute or with the Athletics,
Dodge, Legerdemain, and Stealth Skills are
considered hard. May reduce 1 from a rolled
REFLECTIVE result other than a 7 while using the Stealth
TL8-9
8-9 14 3
VEST Skill to hide or to set up an ambush, depending
on the camouflage pattern of the vest and the
area the character is in (tan for desert,
white for snow, green for wilderness, grey for
urban, and black for night).

+1 Vigor Attribute bonus (maximum of 5). Wearer


is considered to have the Mighty Advantage and
to not have the Weak Disadvantage. +1 bonus to
POWERED the Base Damage Rating of unarmed strikes. All
TL9 9 18 3
ARMOR normal tests and contests with the Dexterity
Attribute or with the Dodge, Legerdemain, and
Stealth Skills are considered hard. Also, the
Initiative rolls will have a penalty of -4.
158
All normal tests and contests with the
Dexterity Attribute or with the Athletics,
PLATE ARMOR TL2 2 14 3 Dodge, Legerdemain, and Stealth Skills are
considered hard. Also, the Initiative rolls
will have a penalty of -4.

All normal tests and contests with the


BOMB- Dexterity Attribute or with the Athletics,
GAMEPLAY RULES

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.

All normal tests and contests with the


PERSONAL Dexterity Attribute or with the Athletics,
TL9 9 16 4 Dodge, Legerdemain, and Stealth Skills are
ENERGY SHIELD considered hard. Also, the Initiative rolls
will have a penalty of -4.

have the necessary means to carry things: free hands,


ENCUMBRANCE pockets, a belt, pouches, a scabbard, a quiver, a bag, a
backpack, a mount, a vehicle, etc.
The BYTE System doesn’t have rules for
calculating a character’s encumbrance. Just use Characters carrying a heavy load should be
common sense when there is need to adjudicate if a considered unbalanced and fatigued—their
character may or may not carry a certain amount of Dexterity Attribute and Dexterity-based Skill
weapons and other items. tests and contests will be hard ones by default,
when not judged outright impossible by the
Even when a character is very strong, they must game master.

Михаил Герасимов (Order #27301389)


CHAPTER 10

FINAL RULES AND


EXAMPLE OF GAMEPLAY

159

GAMEPLAY RULES

Михаил Герасимов (Order #27301389)


a normal Presence Attribute test will be needed
BETWEEN STORIES for mental ones (one test per Time Unit). Note:
sometimes a lasting physical or mental ailment
may be permanent, irreversible, and incurable
What constitutes a story in a roleplaying game?
(game master’s discretion applies).
That is a very subjective question that has no absolute
answer; in the end, it is up to the game master’s opinion. ♦ Training: the character trains and earns 1
Usually, a story will be of interlinked scenarios and Experience Point. For this to happen, the
possibly side missions that will be considered ended character must first succeed in a normal test with
when a definitive conclusion is reached by the player their highest Attribute (one test per Time Unit).
characters (at least for the time being). The game master may limit the number of tests to
earn Experience Points each player character may
take between two stories.
Sometimes, a story may end with its villain being
imprisoned, or maybe the player characters fail and ♦ Working ( , , ): the character works and
earns money. Money earned is equal to 1 point
the villain escapes. Sometimes, the objective of a story
to their Money Stat, or 2 points if the character’s
is just to find an answer to a mystery, other times it is
Money Stat is equal to or higher than 24. For this
for the player characters to simply escape with their
FINAL RULES

to happen, the character must first succeed in


lives. A story may take one or more gaming sessions
a normal test with their highest Attribute (one
to be completed.
test per Time Unit; double the reward in case of
a critical success). The game master may limit
In the same manner that scenarios can come the number of tests to earn money each player
together to form a story, all the stories in a setting will character may take between two stories.
interlink to form a saga. A saga’s end can be reached
when the game master attains a satisfactory finale for
♦ Crafting: the character crafts, forges, builds, or
invents something. For this to happen, usually the
all the stories he would like to tell together with the character must first succeed in a normal or hard
players (at least for the time being). test with the Craft or Engineering Skill, depending
on the item being crafted or invented. The game
160 After each story reaches its end, a single character master may decide that more than a Time Unit
from each player will be able to take one action per of work is needed, or that the character will first
full Time Unit between its conclusion and the start of need access to some additional workforce, a
the next one. workshop, certain tools, a specific material, etc.,
or things that, if available, will probably cost
money to be acquired or accessed.
A Time Unit is a measure of in-game time. It is
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

Михаил Герасимов (Order #27301389)


transportation. It may take more than a Time special rewards to see how they work.
Unit. This action may not be used to find people,
places, or things that should be the objective of a
Experience Points may be saved for later use or
story because of its high value or relevance.
spent between sessions.

As usual, the game master is free to forbid or limit


Experience Points (exp) may be spent to:
any actions or their rewards, as well as adjust the difficulty
of any required tests or contests, depending on several
factors such as the degree of success or failure in the last
INCREASE AN ATTRIBUTE SCORE
adventure, direct or indirect consequences from characters’
actions, their current locations and means of travel or FROM 1 TO 2 FROM 2 TO 3 FROM 3 TO 4 FROM 4 TO 5
communication, etc.
24 EXP 24 EXP 36 EXP 36 EXP

EXPERIENCE AND RETIREMENT INCREASE A SKILL RANK

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).

Михаил Герасимов (Order #27301389)


FINAL RULES

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

♦ Attributes: choose a number between 1 and 5 for


In some rare situations, especially when a each of the four Attributes; more often than not,
character dies or forcibly retires not because of chance the character won’t have more than one Attribute
but because it made sense story-wise, the game master with a Score of 1 (if any at all), one with a Score of
may allow the character to pass down to another from 2, and a couple with a Score of 3 or 4.
the same player all its Experience Points (both spent ♦ Advantages: choose according to Attribute
and unspent), regardless of this second character Scores.
being a new one or one that had already participated ♦ Disadvantages: choose according to Attribute
in one or more gaming sessions. Scores.
♦ Weaknesses: the character will most likely have
one or two Weaknesses.
NON-PLAYER CHARACTERS ♦ Skills: whenever called for, decide on the number
of Ranks of any Skill, from 0 to 5; more often than
Non-player characters (NPCs) may be of two not, the character will have many Skills with 2
kinds: “main non-player characters,” which follow Ranks and at least a couple of Skills with 4 Ranks.
the same creation rules as player characters, or ♦ Abilities: to streamline both the main NPC’s
“secondary non-player characters,” which are much creation and scenario resolution, usually they
less powerful than player characters and “main” non- will have no or few Skill Abilities.
player characters.
♦ Powers: the character may have supernatural
Михаил Герасимов (Order #27301389)
powers; for spellcasting characters, instead of ♦ Items: probably no items of relevance; there will
deciding what Arcane Symbols the character be a 1 in a 4 chance of them carrying enough
knows, the game master may simply choose a money to total a reward of 1 point of Money Stat.
few spells—maybe 4 or 5—from page 188, which ♦ Armor: probably no wearable armor, and any
the character will know how to cast. natural armor will be considered 0 regardless of
♦ Initiative: they will roll for Initiative normally their Ancestry.
during combat. ♦ Health: secondary non-player characters are
♦ Weapons: probably one or two weapons. knocked out or killed (depending on the type of
♦ Items: probably one or more items of relevance; weapon used and how the attack was dealt) with
they will probably carry enough money to total a a total damage of 2, otherwise nothing happens.
reward of 1 or more Money Stat points. ♦ Vehicles: the character may never roll more dice
♦ Armor: may wear armor besides possibly having than their Dexterity Attribute score when taking
natural armor depending on their Ancestry. Driving or Piloting Skill tests, regardless of the
vehicle’s Stats.
♦ Health: the character will follow the normal rules
for wounds.
♦ Vehicles: the character will follow the normal Just like non-player characters, large-sized and

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).

Михаил Герасимов (Order #27301389)


Skill test.
A BRIEF EXAMPLE OF GAMEPLAY
Marion decides to go first. She has a
Today, Valeria, Paul, Catherine, and Vigor Attribute Score of 2, and 3 Ranks in
Michael are going to play again. As usual the Athletics Skill. She rolls a 4 and 5.
for the ongoing saga, Valeria will be the No success, but no critical failure either.
game master, and Paul, Catherine, and Valeria could rule in other circumstances
Michael will return to roleplay their that Marion would manage to climb with
characters in the Ashes of the Heavens BYTE difficulty and at a slower pace, but this
RPG setting. time, the rope is loose in the air, more than
a meter (or 3 feet) away from the nearest
Paul’s character is a Jeod spellcaster wall; sometimes people simply don’t have
named Emil from Onadotya. Catherine is the strength or practice to climb a rope in
Marion, a Human thief from Andralswan. And those circumstances.
EXEMPLE OF PLAY

Michael is running a Human swashbuckler


named Lucilla from Candalronia. Michael tells the group that Lucilla has
an idea: Lucilla and Emil could help Marion
Approximately an hour has passed in climb the rope. By raising Marion over the
the gaming session. Now the three player shoulders of the strong Lucilla (who has a
characters are hiding in the garden inside Vigor Attribute Score of 3), together they
Varimir’s Estate near a small village can cut the climbing distance by half and
in the southern coast of Lothalyon. It make it easier.
is close to midnight and they must get
inside to recover the Azagar Stone, a Since Lucilla has also 1 Rank in the
powerful magical artifact stolen from the Athletics Skill, Valeria allows Marion to
Thaumaturgical Order back in Lakefort at retry the test, this time with Lucilla’s
164 the orders of Lord Varimir for nefarious assistance. Catherine rolls 3 dice this
reasons. time—2 from Marion’s Vigor Attribute Score,
plus 1 bonus die from Lucilla’s assistance.
To avoid the musketeers patrolling the Catherine rolls a 2, 3 and 5—two successes
front door of the main building, the group and an easy climb.
decides to access it through a balcony on
GAMEPLAY RULES

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

Михаил Герасимов (Order #27301389)


to change the result of a rolled 7. Thus, a 4, 5, and 7. Her Skill Ability allows her
critical failure happens. to reduce 1 point from a single rolled
die, which she does to the rolled 4, thus
obtaining a 3 and, consequently, a success.
Valeria adjudicates that Emil managed
However, she also rolled a 7, which cancels
to climb almost to the height of the balcony,
it. No luck—she doesn’t manage to open the
but he then becomes tired and accidentally
door’s lock.
lets the rope slip from his hand. He falls
from a height of approximately 3 meters
(or 10 feet), receives 1 Wound Point (which Lucilla suggests that she could try to
reduces all of his Damage Thresholds by force the door open with her Vigor Attribute;
1), but otherwise is still in one piece with Valeria notes that Lucilla also has the
a bruised shoulder. Not only that, Valeria Mighty Advantage and, if she tries to open
adjudicates that, since a failure was rolled, the door, since it is not an especially
the climb simply cannot be made by Emil. reinforced door, no test would be called
for and an automatic success would happen

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.

Михаил Герасимов (Order #27301389)


With a Presence Attribute Score of 3, no test.
Emil may absorb all that mana if he wants
to, but he doesn’t want to corrupt the place. On the opposite side of the room is
He chooses to focus and absorb only 3 Mana a chest. Carefully, Marion approaches
Points. All those Mana Points are used by it. Catherine tells Valeria that Marion
Emil to reduce its Time to Cast Spell Aspect is looking for any traps near the chest.
from 1 hour to 4 rounds (or 20 seconds), as Valeria knows there is none, but to keep
no other Spell Aspects need to be changed: up the suspense, she calls for a normal
Emil doesn’t think such an ordinary door test with the Perception Skill. Marion is
would have an enchanted lock, so the default successful and Valeria tells Catherine
Arcane Power Spell Aspect of 1 should be that Marion didn’t detect any traps.
sufficient; he is also standing right next
to the door, so there is no need to increase
the spell’s Range Spell Aspect beyond its She goes to the chest and tries to
initial value of 2 meters (or 7 feet); besides open it. It is locked. Another normal
EXEMPLE OF PLAY

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—

Михаил Герасимов (Order #27301389)


EXEMPLE OF PLAY
167

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

Михаил Герасимов (Order #27301389)


a last-minute change of mind by Valeria flintlock pistol plus 2 from the number of
simply for storytelling purposes. successes she obtained over the target.

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

the guards, thus without having to first


lose a couple of rounds to load her weapon. strike to the guard. He falls to the ground.
Valeria allows it.
Two guards remain. Will they press on
It is a normal Marksmanship Skill test. the attack while outnumbered? Will they call
Catherine rolls a single 0 and two sixes, for help? Are more guards waiting outside in
but, as she has the Token, she obtains two the corridor or already on their way because
successes. As it was very likely—dodging is of all the commotion taking place? Is Lord
a hard contest for someone targeted by a Varimir himself currently at his Estate?
ranged attack—the guard rolls no successes What supernatural powers he might have? Is
and is hit by the shot. his mighty Brau’Haque lieutenant nearby?
Will the player characters abort the mission
and make a run for the exit? Will they keep
“Thunder echoes inside the room as it searching for the Azagar Stone?
is filled with smoke.” Valeria describes
the action as she tells the players that
the guard falls dead with the precise The possibilities are as endless as the
shot—secondary non-player characters are imaginations of Valeria, Paul, Catherine,
easily dispatched or knocked out by as and Michael, as the stories of Emil, Marion,
little damage as 2 points, and Marion dealt and Lucilla in the world of Niorthus
6—4 from the Base Damage Rating of her continue.

Михаил Герасимов (Order #27301389)


169

MIND, SOUL AND POWERS

MIND, SOUL AND POWERS


Михаил Герасимов (Order #27301389)
CHAPTER 11

SPELLCRAFT

170
MIND, SOUL AND POWERS

Михаил Герасимов (Order #27301389)


power to cast spells in the world. Each Arcane Symbol
SPELLCASTERS will represent some characteristic of the spell.

When casting a spell, the spellcaster will have


Some settings may allow a character to be a to trace in the air with complex hand gestures the
spellcaster, someone who can use the Arcana Skill Arcane Symbols related to it and have its associated
to cast spells for various effects. The true nature of occult sounds vocalized loud and clear. Thus, they
spellcasting depends on the setting, but it will most must be able to speak and have at least one hand free
likely derive from divine or otherworldly powers to cast the spell. Once cast, it will be accompanied by
channeled into the physical world by the character. visual and auditory cues or effects, so a spellcasting
will never be a discreet, stealthy affair that could pass
unnoticed by others.
For a spell to be cast, the spellcaster must draw
an invisible energy from their surroundings, usually
Because of that, casting a spell will always be
referred to as Mana.
an unmistakable action to anyone who has

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.

♦ the Insightful Advantage from the Wits Attribute


When spellcasting, the spellcaster must also
♦ the Spellcaster power: it costs 1 Background
gather and spend at least one Mana Point. Most spells
Point to acquire this power, but depending on the also require the spellcaster to have their targets in their
setting, it may be acquired randomly as a divine line of sight, directly or not; this is especially true for
power ( ) spells that allow the target to try to resist its effects.
♦ 2 Ranks in the Arcana Skill
♦ depending on the setting, a specific language If the necessary conditions are met, the player will 171
(either as a native or an acquired one): Sidhe ( , take an Arcana Skill hard test or contest to try to cast
, ), Forest-Speech ( ), or Jeod ( ) the spell. Success in the Arcana Skill test means the
spell is cast as intended, and normal rules regarding
critical successes in tests and contests apply. On the

MIND, SOUL AND POWERS


SPELLS other hand, failure means the spell fizzles out and it
is not cast, but a critical failure will mean the spell is
cast with undesired—perhaps tragic—consequences
for the spellcaster instead, such as a reversed effect.
Spells in the BYTE RPG are usually not very
pyrotechnic but are more of a subtle and insidious
affair of curses and blessings that tries to conform as If a spell is successfully cast, the spellcaster may
much as possible to the laws of physics. choose to be immune to the magical effects of said
spell, unless it is somehow deflected back by another
spellcaster. Note that, while a spellcaster may declare
It is thus unlikely that a spellcaster can create things out herself immune to the magical effects, they may still be
of thin air or make them disintegrate completely with a spell. affected by the physical effects or consequences of a spell
Also, spells may cause unforeseen and undesirable effects to on the natural world. Thus, for instance, a spellcaster
their targets’ form or integrity; for instance, a person may may still be burnt by a fire they magically cast or become
be made to run faster through the use of magic but may then wet from the rain they conjured from the sky.
become very thirsty and hungry after the spell’s effect ends,
or they may collapse, suffering from cramps. Still, spells may
Usually, a target of a malicious spell may try
have huge and devastating desired effects.
to defend himself from it with a contest against the
spellcaster’s Arcana Skill using the Vigor Attribute or
Each spell requires the character to know the Presence Attribute, or the Dodge Skill, depending on
specific “Arcane Symbols” for its casting. An Arcane the spell’s desired effect and how it would manifest
Symbol is a rune-like sign capable of unlocking the in the physical world to achieve it: the contest is

Михаил Герасимов (Order #27301389)


SPELLCRAFT

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

contest to resist a malicious spell will be a


normal one for a targeted character with the To cast a spell, the spellcaster’s player must state
Resilient Advantage. their intent (specific desired outcome for the spell) to
the game master and do the following:
Similarly, a creature may try to resist a spell with
its Ferocity Attribute instead if the spell can only be ♦ Select a First Arcane Symbol (also known as the
resisted with the target’s Presence Attribute. True Subject): the arcane representation of the
thing that is the spell’s target; sometimes, it is the
A failed or resisted spell (by the Vigor or Presence spellcaster, sometimes, an area or another thing,
Attribute) may not be cast again against the same material or immaterial, living or otherwise.
target or in a roughly similar way until a full day ♦ Select a Second Arcane Symbol (also known as
passes, but a spell may be cast again without such the True Action): the arcane representation of
restrictions if it was dispelled or deflected by another the action that gives form to the spell’s effect; it
spellcaster or dodged by the target. is the process by which the desired outcome will
be reached.
♦ Select a Third Arcane Symbol (also known as
ARCANE SYMBOLS the True Effect): the arcane representation of the
central, desired effect or outcome for the spell.
♦ Spend Mana Points: spend at least one Mana
Arcane Symbols have the power to bend reality Point to initiate the spellcasting (see page 174).

Михаил Герасимов (Order #27301389)


For instance, a spell to levitate a person may be cast neither chosen by the player nor randomly assigned.
with the following Arcane Symbols: Body (the target: They must be directly related to a specific in-game
person), Move (the action to be performed on the target: event, such as the character finding a tome or tutor
movement) and Air (the desired effect: to move the person that will teach her about a particular Arcane Symbol.
in the air). The character, then, will learn this new Arcane
Symbol only if they study the book in question or as
an apprentice of said master, and only as long as the
As such, spellcasting, while difficult for a
Experience Points are spent.
character to perform, also aims to be freeform to
maximize creativity and roleplaying opportunities;
casting a spell may be hard and perilous, but its The use of Arcane Symbols is not intended to be
effects may be a very powerful thing. puzzling: they are meant to give options for the players and
allow them to be creative. So in some justified instances,
throughout the course of a story, the game master may
It is important that, before the dice roll for the
allow a player to substitute one or more of their characters’
spellcasting, the game master tells the player if the
chosen Arcane Symbols that have never been used in a
selected Arcane Symbols actually have a chance
spellcasting for newly selected ones. All changes should be

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

MIND, SOUL AND POWERS


list and their unique combinations of Arcane Symbols FIRST ARCANE SYMBOLS LIST
(see page 188). ♦ Blood: energy source, health, injury, life, power.
♦ Body: arm, armor, dexterity, deft, feet, hand, leg,
shell, strength, vigor.
LEARNING ARCANE SYMBOLS
♦ Face: appearance, emotion, head, presence.
♦ Nature: creature, familiar, forest, jungle, place,
plant, river, mountain.
Newly created spellcaster characters start with
the knowledge of a number of Arcane Symbols equal ♦ Object: ammunition, automaton, engine,
machine, mechanism, shield, tool, weapon.
to 3 plus their number of Arcana Skill Ranks, all freely
chosen by the player. However, in , spellcasters are ♦ Time: dead thing, future, ghost, past, old thing.
considered to know all Arcane Symbols. ♦ Tongue: knowledge, language, spell, voice, wits.
♦ Void: faith, mind, soul, thought.
If a character increases their number of Ranks in
the Arcana Skill between stories (through Experience
SECOND ARCANE SYMBOLS LIST
Points), they will automatically learn one additional
Arcane Symbol (again, freely chosen by the player). ♦ Attack: collapse, damage, destroy, kill.
♦ Attune: control, enchant, imbue, meld.
The character may learn new Arcane Symbols ♦ Cleanse: absolve, dispel, heal, purify.
between stories by spending 3 Experience Points per ♦ Corrupt: charm, curse, deteriorate, infect.
Arcane Symbol. These Arcane Symbols, however, are ♦ Defend: bless, deflect, hide, protect, resist.

Михаил Герасимов (Order #27301389)


SPELLCRAFT

♦ 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

Depending on the setting, such spellcasters


will be classified as clerics or cultists. Additional Before taking a test or contest to cast a spell, a
requirements for gaining access to the powers of spellcaster will receive bonus dice to add to those

Михаил Герасимов (Order #27301389)


from their Wits Attribute Score by spending one or or dodged by its target, interrupted by an attack, or
more Mana Points. dispelled or deflected by another spellcaster (see pages
183 and 185 for more on interrupting spellcasting,
This bonus will be one extra die per Mana Point, dispelling spell effects, or deflecting spells).
including the first one required to initiate the
spellcasting. These extra dice may be used for MANA SOURCES
the Arcana Skill test or contest, or discarded to
increase one or more Spell Aspects by one or
more levels (see page 183 - “Spell Aspects”). As
usual, no more than 5 dice may be rolled. Mana sources are places, objects, ingredients,
beings, or innate powers from which a spellcaster
may gather the necessary Mana Points to cast a spell.
After the Arcana Skill test or contest is made, any
remaining dice are discarded, and when the character
wishes to cast a new spell, they will need to spend While some Mana sources may be freely accessed
Mana Points again. by any spellcaster characters that come into contact with

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

MIND, SOUL AND POWERS


wearing (thus, not counting natural armor).
SURROUNDINGS
Second, the spellcaster should find a Mana
source from where they can gather the Mana Points In and , Mana may be found by spellcasters
needed to cast their spell. What constitutes a valid in most surroundings: in the air, on the earth, on the
Mana source depends on the setting (see below). sea, on the grass, on a river, in the leaves of trees, in
the lives of small insects, and even in some deserts
and urban environments.
Third, a spellcaster may never draw Mana
Points from more than a single source for a single
spellcasting, even though more than one source may Spellcasters may gather such Mana through
be readily available to them. Thus, they may not add mystical arts, borrowing this invisible energy from
up Mana Points from two sources simultaneously. nature to fuel their spells, and most of the time
without any damage to their surroundings.
Fourth, some settings may require that the
spellcaster hold a special wand, staff, or another item In game terms, gathering Mana Points from
to both gather Mana Points and cast a spell through it. surroundings is a Free Action done by the spellcaster
character together with their first Focus Action used
Once Mana Points are gathered to try to cast a to cast a spell. No test is required and the character
spell, they are lost forever (or, depending on their will gather as many Mana Points as needed for the
source, replenished after a certain time passes). This spellcasting as long as their surroundings still have
is true even if the spell is unsuccessfully cast, resisted them. Also, as usual, the spellcaster may not gather

Михаил Герасимов (Order #27301389)


more Mana Points than twice their Presence Attribute
Score per spellcasting.

So when a spellcaster character decides to gather


Mana Points from their surroundings, the game
master must decide how many are available.

First, the game master must establish the


dimensions of the spellcaster’s current surroundings;
it may encompass a small place, such as a room or a
small cave, or a big one, such as a building, a couple
of blocks in a neighborhood, a garden, a mountain, a
lake, or a section of forest.

As a rule of thumb, the game master should


SPELLCRAFT

dictate the size of a spellcaster’s surroundings


according to, in their opinion, the narrative needs
of the story, which will usually be the same as those
of the immediate surroundings where the action is
taking place. If still in doubt, the game master should
most likely go for the largest area: the building instead
of the room, the whole lake instead of its shore, the
mountain instead of the cavern, etc.

Alternatively, the game master may simply roll a


176 die: its rolled result plus 3, times 10, will be the radius
of an invisible sphere around the spellcaster, in meters
(or yards), which will constitute her surroundings to
assess the amount of Mana Points available to them
and other spellcasters present.
MIND, SOUL AND POWERS

Once the limits of a spellcaster’s surroundings


have been established, the game master must
decide (or roll) to discover the amount of Mana
Points the surroundings provide. Usually, a
natural surrounding will have Mana Points equal
to the roll of one die plus 4, while a desert or an
urban environment will have Mana Points equal
to the roll of one die (minimum of 0); rare, special
places called Mana Nodes will have one die plus
12 Mana Points, and some Mana Nodes may
additionally provide spellcasters with bonuses to
spellcasting tests and contests, depending on the
Arcane Symbols used.

Mana Nodes are usually magnificent places


untouched by progress—an oasis, a natural clearing
inside a forest, the snowy top of a high mountain,
a chamber deep inside connected caves, a small
island inside a lake, etc.—or mystical ones, such as a
legendary temple or the intersection of ley lines.

Михаил Герасимов (Order #27301389)


All available Mana Points may be accessed by all passes, as long as they don’t corrupt it (see further
spellcasters present, so if a certain spellcaster gathers below).
some of them, that amount will be deducted from
the surroundings’ total and thus won’t be available
Note: a secluded place may not be attuned to
anymore to the other spellcasters also present.
more than one spellcaster at the same time, but it may
“change hands” between two spellcasters. For this to
Once the surroundings no longer offer sufficient happen, either the first spellcaster must have passed
Mana Points for a spellcaster, they have two options: away, or a dispel-like spell (such as Break Attunement
change locations to try to find a new place with more or Dispel Magic) must be successfully cast on the
Mana Points, or wait a certain amount of time for
place with such purpose (but remember that the
the Mana Points of their current surroundings to
second spellcaster may not gather Mana Points from
replenish. If not corrupted (see further below), a place
a place attuned by another spellcaster, which may
will replenish its Mana Points at the rate of 1 point
per hour. make things complicated regarding being able to cast
said spell). Only after that, a new spellcaster may try
to attune herself to the same location, following the

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).

MIND, SOUL AND POWERS

Михаил Герасимов (Order #27301389)


For settings with Darkness Points, corrupting
a place will net 1 Darkness Point to the spellcaster.
Also, if the spellcaster corrupts a place that they
were attuned to, their special link to the place will be
severed instantly.

PLACES OF POWER

Throughout the course of the stories, a spellcaster


may be able to find places of great power. Just like
Mana Nodes (see above), such places of power are
usually magnificent natural locations, which may or
may not contain altars of worship to some deities.

A place of power may hold any number of


SPELLCRAFT

Mana Points desired by the game master, but


they will usually not hold less than a rolled die
plus 12 Mana Points. These Mana Points may
be accessed from any point inside the place of
power, whose exact limits will be adjudicated
by the game master as they deem fit in terms of
storytelling.

To draw Mana Points from a place of power, the


spellcaster must be in the location and then—if not
Mana Points than twice their Presence Attribute Score
done already—attune herself to it with a meditative
178 per spellcasting.
trance ritual that will require one hour and a
successful normal Arcana Skill test. Failure means
they are rejected by the place of power and a retry is Any Mana Points drawn from a place of power
not possible. will be fully replenished after an hour passes, as
MIND, SOUL AND POWERS

long as they don’t corrupt it, in which case it will


replenish its Mana Points at the rate of 1 point per
No two spellcasters may be attuned to the
day, and Mana Points will only be restored up to half
same place of power: either the first spellcaster
of its original total (rounded down). A place of power
must have passed away, or a dispel-like spell (such
is corrupted when its last Mana Point is drawn by a
as Break Attunement or Dispel Magic) must be
spellcaster.
successfully cast on the place to allow a second
spellcaster to try to attune to it (but remember that
the second spellcaster may not gather Mana Points For settings with Darkness Points, such as
from a place attuned by another spellcaster, which and , drawing Mana Points from a place of power
may make things complicated regarding being will net 1 Darkness Point to the spellcaster per
able to cast said spell). Only after that may a new spellcasting, plus another if it was corrupted in the
spellcaster try to attune herself to the same location, process. Also, when a spellcaster corrupts a place of
following the same rules above. power that they were attuned to, their special link to
the place will be severed instantly.
In game terms, gathering Mana Points from a
place of power is a Free Action done by the spellcaster Some places of power may also grant additional
character together with their first Focus Action used special Advantages for casting spells with some
to cast a spell. No test is required and the character specific Arcane Symbols. As a Free Action, a normal
will gather as many Mana Points as needed for the Arcana Skill test may be called for a spellcaster to
spellcasting as long as they are currently standing discover the mysteries governing a given place of
on the place of power and the location still has them. power, such as how many Mana Points it has and
Also, as usual, the spellcaster may not gather more which arcane properties it has (if any).

Михаил Герасимов (Order #27301389)


MYSTICAL ARTIFACTS Ability from the Arcana Skill and must cast an
Enchantment spell on a unique object. Such an object,
besides having to be—as usual—of superior quality,
Throughout the course of the stories, a spellcaster must also be distinctive in some specific way: a sword
may be able to find mystical artifacts of great power. that a famous hero used to kill a wyrm, a religious
Mystical artifacts are usually beautifully ornate relic with the blood of a holy person, a staff made
objects: a gold bracelet or necklace, a sapphire ring, from a branch from a fabled tree, a ring made of
a meticulously crafted blade or staff, etc. Sometimes, silver or gold with an amber stone with a certain
however, looks may be deceiving and an ordinary insect trapped inside, a very expensive necklace that
item may contain immense power. belonged to a certain queen, etc.

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

MIND, SOUL AND POWERS


Mana Points drawn from a mystical artifact will during a certain period of the day or only by a person
replenish at the rate of 1 point per hour, but some with a certain trait. According to the rules above, such
items of lesser power may become permanently secrets may be discovered by a spellcaster with a Free
depleted of Mana when used. Action with a normal Arcana Skill test.

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.

Михаил Герасимов (Order #27301389)


SPELLCRAFT

A spellcaster may only establish a bond with one BLOODLINE POWER


Familiar at a time. Only after a Familiar passes away,
180 disappears for whatever reason, or is returned by the
spellcaster to its natural habitat, is the supernatural A player may spend 1 Background Point to make
bond severed, and the spellcaster may then seek a their character have the Bloodline power: someone
new Familiar. descended from powerful wizards of old (in , this
power may also be acquired randomly as a divine
MIND, SOUL AND POWERS

In game terms, gathering Mana Points from power—see page 215).


a Familiar is a Free Action done by the spellcaster
character together with their first Focus Action used A spellcaster with the Bloodline power may
to cast a spell. No test is required and the character draw from within herself a number of Mana
will gather as many Mana Points as needed for the Points per day equal to twice their Presence
spellcasting, as long as they are touching the Familiar Attribute Score, but no more than half that
and the Familiar still has Mana. Also, as usual, the maximum may be spent in a single spellcasting.
spellcaster may not gather more Mana Points than
twice their Presence Attribute Score per spellcasting.
Mana Points from the Bloodline Power may also
be voluntarily passed on to any spellcaster by touch—
All Mana Points drawn from a Familiar will be the person with the Bloodline power chooses the
fully replenished the following day. amount of Mana Points to transfer, but in accordance
with the same limits above—or involuntarily through
For settings that have Darkness Points, such as a blood sacrifice (see further below).
, drawing Mana Points from a Familiar nets no
Darkness Points to the spellcaster. In game terms, using Mana Points from their own
Bloodline power (or from another’s) is a Free Action
Finally, the spellcaster will gain 1 bonus die to their done by the spellcaster together with their first Focus
Arcana Skill test when casting any non-harmful spell on Action used to cast a spell. No test is required and the
their Familiar, as long as the Mana Points gathered for character will gather as many Mana Points as needed
the spell do not come from the Familiar itself. for the spellcasting, but if they are using the Bloodline

Михаил Герасимов (Order #27301389)


power from another character, the spellcaster must be The game master may forbid the use of a blood
within that character’s touching range. sacrifice as a means to fuel some types of spells, such
as those that involve the Virtue Arcane Symbol.

In settings with Darkness Points ( , ), a


character will gain no Darkness Points when they use In settings with Darkness Points (see page 257),
their own or another’s Bloodline power to cast a spell such as , and , the character will gain a number
(as long as no blood sacrifice is involved—see below). of Darkness Points each time they make a blood sacrifice:
2 Darkness Points if the blood came from herself or a
willing subject, 3 Darkness Points if the blood came from
BLOOD SACRIFICES a restrained creature or a captive person, or 4 Darkness
Points if the restrained creature or person (regardless
In some settings, a spellcaster may draw Mana of taking part in it willingly or being a captive) passed
Points through blood sacrifices. The blood may away during the blood sacrifice.
be drawn from herself, a willing subject, a captive
person, or a restrained creature. Depending on the Note: a person is never considered as a voluntary

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.

MIND, SOUL AND POWERS


Given their nature—and given special consideration
But there are exceptions to the maximum to the group’s gaming sensibilities—it may be prudent for
stipulated above, as some special beings may grant a game master to forbid player characters to voluntarily
the double amount of Mana Points per Wound Points take part in blood sacrifices, or simply remove this Mana
inflicted, up to a maximum of 12 Mana Points, such
source completely from the setting (as , , and
as individuals with the Bloodline power (see above),
all have alternate Mana sources).
familiars (see above), and, depending on the setting,
some powerful mythical creatures (such as unicorns
or dragons). ARCANE ELEMENTS

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.

Михаил Герасимов (Order #27301389)


SPELLCRAFT

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).

On the other hand, a material used as a proxy or


MIND, SOUL AND POWERS

Once all the required Arcane Elements are


representation will always be needed for the Second present and the ritual takes place, the spellcaster
and Third Arcane Symbols—the Second and Third will gather 3 Mana Points (even if no First
Arcane Elements—as they signify the spell’s action Arcane Element is present, in those situations
and nature, which will only be materialized by the where it is not needed).
spellcasting.
The spellcaster will also draw 1 extra Mana
How the Arcane Elements are actually employed in Point per Arcane Element they consume or destroy
the spellcasting is up to the setting, the player, and, above during the ritual (depending on its type, by eating it,
all, the game master. It may involve a brief ritual of sorts, burning it, or burying it—a buried Arcane Element
accompanied, perhaps, with incantations. It may take the is considered sullied and thus loses its magical
form of some ritualistic dancing or gracious gesturing. properties and cannot be reused as an Arcane
Or it may involve the destruction of one or more Arcane Element if unburied).
Elements: the spellcaster may have to burn them, bury
them, or even eat them.
Regarding the bonus above for the First Arcane
Symbol, in situations where no First Arcane Element
The required ritual will be done simultaneously is required (because the target is present), to gain
with the Focus actions required for the spellcasting as 1 extra Mana Point, the spellcaster must destroy
Free Actions. It takes, however, a minimum of three something related to the target, such as a portrait
rounds to complete the ritual; as such, no spell may be or photo of them, paper with their handwriting, or
cast with fewer than three Focus actions when Mana a piece of their clothing (see examples of Arcane
Points are being gathered from Arcane Elements (and Elements further below).

Михаил Герасимов (Order #27301389)


A second extra Mana Point may be gathered per fruit (superior).
Arcane Element if the one destroyed was considered ♦ Cleanse: a brugmansia flower (regular), some
a material of superior quality. A superior Arcane water collected from a waterfall (regular), a rare
Element may be either a rare material (something fungus (superior).
difficult or expensive to obtain), or in the case of the
First Arcane Element, something very personal to the
♦ Corrupt: a moonflower (regular), a leech (regular),
a maggot extracted from a corpse (superior).
target of the spell, such as a drop of blood or tear, or a
lock of hair (see examples of Arcane Elements further ♦ Defend: a king’s crown flower (regular), a slug’s
below). shell (regular), an amber stone (superior).
♦ Move: some ricinus (regular), a lock from a horse’s
mane (regular), a living butterfly (superior).
Thus, by using Arcane Elements, a spellcaster can
gather anything from 3 to 9 Mana Points per spellcasting, ♦ See: a parthenium plant (regular), a small shard
but as usual, they cannot gather more Mana Points than from a mirror (regular), a crow’s eye (superior)
twice their Presence Attribute Score; any additional Mana ♦ Transmute: a snakeroot herb (regular), some clay
Points provided by Arcane Elements will be lost. Still, (regular), a fistful of rice powder (superior).
the possibility of generating more Mana Points than a

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

MIND, SOUL AND POWERS


♦ Face: a portrait or photo of the target (regular), a dove’s feather (regular), a pearl (superior).
teardrop from the target (superior).
♦ Water: a cinquefoil flower (regular), some
♦ Nature: a paper folded in the form of the target saltwater (regular), the tip of a kraken’s tentacle
(regular), a dangerous predator’s tooth (superior). (superior).
♦ Object: an item made from the same material ♦ Wicked: a hemlock plant (regular), a spider’s
as the target’s (regular), a piece of fine jewelry web (regular), a serpent’s venom (superior).
(superior).
♦ Time: a candle (regular), some bitumen
(superior). ALCHEMY
♦ Tongue: a feather (regular), a dead person’s
tongue (superior).
♦ Void: a glass shard (regular), an incense stick Alchemy is a special method of spellcasting and
(superior). gathering Mana that involves using a lab set to brew a
potion and imbue it with the effects of a desired spell.
SECOND ARCANE ELEMENTS
To become an alchemist, the spellcaster must
♦ Attack: an oleander flower (regular), a red rose have the Alchemist Ability from the Arcana Skill and
with thorns (regular), a talon from a bird of prey
(superior). access to a lab set.
♦ Attune: some rosary pea seeds (regular), some
mercury drops (regular), the oil from some rare To brew a potion, an alchemist must first

Михаил Герасимов (Order #27301389)


SPELLCRAFT

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

For non-attack potions, the spell must have


Body, Blood, or Face as its First Arcane Symbol, and
When the spell to be imbued into the potion it may not have Attack as its Second Arcane Symbol.
has the Blood, Body, or Face Arcane Symbols, the The potion will affect whoever drinks it; if it contains
alchemist must then consume in the brewing process a harmful spell, the drinker may try to resist it, and
superior elements from any character except the the resisting attempt will be made with a hard Vigor
alchemist. Still, the potion can affect any character Attribute test (instead of the usual Vigor or Presence
who either drinks it or is targeted by it (depending Attribute contest). Thus, it will be resisted if a single
on whether or not it is an attack potion—see below), non-cancelled success is obtained, regardless of
including the alchemist. the number of successes obtained by the alchemist
during the brewing of said potion. The test, however,
will be a normal one for a character with the Resilient
Potions must be of one of the following two
Advantage.
types: attack or non-attack. Attack potions are
potions hurled into an area to negatively affect
it and anyone inside it. Non-attack potions are Regardless of these requirements, the game
potions that affect only whoever drinks it and master is always free to determine whether any spell
may have a positive or negative effect. is suitable to be brewed into a potion, be it an attack
or non-attack one.
For attack potions, the spell must have Attack as
its Second Arcane Symbol. It must be hurled against Unlike other kinds of spellcraft, the alchemist
a certain target as a magical bomb of sorts. Attack may never decide to be immune to the effects of a
potions must be placed inside a recipient fragile potion they brew. As such, they may be affected by

Михаил Герасимов (Order #27301389)


a potion of theirs with malefic effects if they drink it resisted by the character who drank it or dodged by
inadvertently or are hit—purposely or by a fumble— the targeted opponent.
by an attack potion of their own making.
On the other hand, if a failure occurs during
When brewing a potion, the alchemist must cast the brewing process, the potion is not made, but all
the desired spell with the lowest Time to Cast Spell superior elements are consumed during the attempt.
Aspect (1 hour, which will be the time it takes to brew And if a critical failure occurs, a dangerous outcome
it), the lowest Range Spell Aspect (2 meters or 7 feet, will also take place, such as the destruction of the
as the spell will be cast inside the potion during its lab set being used, the wounding of the alchemist, or
brewing process), and the lowest Fifth Spell Aspect— the alchemist’s imbuement with a negative magical
either Number of Targets (for non-attack potions) or effect.
Area of Effect (for attack potions)—which will, in
turn, establish that a brewed potion will either have
Finally, in settings with Darkness Points, such
only a single dose (a single character can drink it), or
only affect the target(s) inside a 1-meter (or 3-feet) as and , creating a potion will net 1 Darkness
radius area (if it is a hurled attack potion). For Spell Point to the alchemist per potion created.

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

MIND, SOUL AND POWERS


alchemist may always voluntarily choose to set the
duration for its effects to be lower than a day (even The first Spell Aspect
though the Duration of the Effects Spell Aspect is the Arcane Power, which
may not actually be set to less than a day). represents the difficulty of a
Second, spells that have, by default, spell to be magically deflected
an instant duration (as some or dispelled, as well as—more
spells do, especially attacking importantly—the strength of
ones) may not have a higher its effects, such as the amount
duration set for its effects of damage dealt (usually from the
(even though, again, the Energy type) and the size of a bonus or
Duration of the Effects penalty to an Attribute (in Score points) or
Spell Aspect may not Skill (in Ranks).
actually be set to less than
a day). Unlike most other forms of attack, when
a spell deals damage, said damage will not be
If the spell is successfully cast during the increased by the margin of success that the spellcaster
brewing process, the potion will be completed and, obtains over their target.
once drunk (with a Focus action) or successfully
hurled (with a Ranged action), it will produce the The game master is always free to state that some
effects of that spell as if it was successfully cast at the spells with powerful effects must require, by default,
exact moment it was drank or hurled, regardless of a minimum Arcane Power Spell Aspect level to be
any Mana source present in the location, unless it is cast successfully.

Михаил Герасимов (Order #27301389)


the spellcaster concentrates for the required amount
While the same spell may be cast two or more of time, they may then immediately release the spell
times in succession, its bonuses or penalties to as a Free Action on the same turn of their last required
the same Attribute Score or the Ranks of the Focus action, or hold it off indefinitely as long as they
same Skill won’t add up, and only the highest keep concentrating on following turns by continuing
one will apply at any given time, but bonuses taking the Focus Action for this purpose exclusively.
and penalties will cancel each other out by the Thus, no other spellcasting may be attempted by the
corresponding amount. Wound Points dealt, same spellcaster while a spell is still being held.
however, will be aggregated, the same way they
do when two or more successive attacks hit the
same target. If the spellcaster holds a spell, they may release
it at any time, even as a Reaction outside their turn,
interrupting an enemy action: it is even possible to
THE SECOND SPELL ASPECT - TIME TO CAST release the spell in the fraction of time after an enemy
attacks or casts a spell of their own, and right before
The second Spell Aspect is the time it takes any defensive roll is made.
to cast a spell, from gathering Mana Points to the
SPELLCRAFT

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

Михаил Герасимов (Order #27301389)


THE THIRD SPELL ASPECT - RANGE spell, which may be measured either in numbers of
targets (be it individuals, creatures, or objects) or in area
size. The game master is free to adjudicate, depending
The third Spell Aspect is the range of the spell on the desired spell effect, which way the target will be
to be cast, or the maximum distance between the measured or whether it is the player’s choice.
spellcaster and the targets of her spell. If the target
is an area, the distance should be measured from the
spellcaster to the center of the area in question. The game master should note that, while in many
cases the target may be the spellcaster herself, usually
she may not target herself with spells that try to neuter
Some spells may have an automatic minimum any Weaknesses or psychological Disadvantages,
range, such as spells that can only be cast on the such as Craven.
spellcaster herself.

Also, whenever a spell is cast over an area, it


If a spell is cast with the maximum Range Spell will always have the shape of a sphere and
Aspect level, it can theoretically reach any point in the be measured by its radius. Depending on the
world; however, most spells require that spellcasters

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

MIND, SOUL AND POWERS


To increase any Spell Aspect by one level, the
by such spells are physical consequences of player must decrease by one the number of dice to
theirs on the natural world and not magical be rolled in their Arcana Skill test or contest. Dice
effects, so any Wound Points dealt will be discarded this way come from either Mana Points
permanent (until healed). gathered for the spellcasting or from the Wits
Attribute Score itself.
More often than not, a spellcaster may voluntarily
interrupt the duration of a spell’s effects at any time— A player may keep doing this until they have at
with a Free Action or a Reaction—, but any physical least one die to roll in the Arcana Skill test or contest,
consequences of the spell in the natural world will remain: regardless of the character’s Wits Attribute Score.
for instance, a magical rain may be made to stop sooner, Remember, however, that the Arcana Skill test or
but the resulting puddles will remain on the ground. contest to cast a spell is always a hard one.

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

Михаил Герасимов (Order #27301389)


TABLE 23

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

TARGETS 1 3 5 10 100 1,00 10,000 100,000 UNLIMITED

RADIUS 1M/ 5M/ 25M/ 100M/ 500M/ 5KM/ 50KM/ 500KM/


UNLIMITED
3 FT 5 YD 25 YD 110 YD 550 YD 3 MI 30 MI 310 MI

sometimes call for a normal or hard Arcane Skill test


DEFLECTING AND DISPELLING SPELLS
to check if the spellcaster is actually able—as a Free
SPELLCRAFT

Action—to detect and interpret the effects of a spell


on their surroundings.
Sometimes, a target for a spell may be another
spell, such as when trying to deflect it or to dispel its Besides dispelling a spell’s effects, a spellcaster
effects. In these situations, the spellcaster must cast a may be capable of deflecting an opponent’s spell
spell of Deflect Magic or Dispel Magic with an Arcane to apply its effects back to the original spellcaster
Power Spell Aspect equal to the opposing spell’s own
or even to another target or area. Alternatively, the
Arcane Power Spell Aspect, otherwise the spell of the
spellcaster who successfully casts a Deflect Magic
Deflect Magic or the Dispel Magic won’t be strong
spell may choose to instantly cancel the targeted spell
enough for its purpose and will fail automatically.
before it materializes any effects instead of actually
deflecting it.
188 That is why it may sometimes be advisable to increase
the Arcane Power Spell Aspect of a given spell simply to
While a spellcaster may always declare that
make it harder for an opposing spellcaster to deflect it or
they themselves will not be affected by non-
dispel its effects.
natural, magical effects of a spell, they will be
MIND, SOUL AND POWERS

affected if their spell is successfully deflected


The effects of an opponent’s spell may be dispelled by an opponent spellcaster—a successfully
with a successful hard Arcana Skill test while casting a deflected spell cannot be dodged or resisted by
Dispel Magic spell. However, only the magical effects its original spellcaster.
may be dispelled, not the physical consequences of a
spell on the natural world. Thus, a Dispel Magic spell
may be used to remove a curse or a ward, but it may To deflect a spell, a spellcaster must be successful
not be used to heal wounds from an attacking spell or in a hard Arcana Skill contest against their opponent
bring to its former self any object consumed by a fire while casting a Deflect Magic spell by rolling at least
started through magic. A Dispel Magic may also be one more success than the opponent.
used in place of other dispel-like spells, such as Banish
Undead or Dispel Evil, but it may require a higher level A deflected spell will have the same Spell Aspects
of Arcane Power Spell Aspect than a specific dispel- set by its original spellcaster regarding Arcane Power,
like spell to try to achieve the same results. Range, Duration of the Effects, and Number of Targets
(or Area of Effect).
A Dispel Magic spell may also be used to remove the
spell imbued into a potion yet to be used (either an attack Note: it is only possible to deflect a spell during the
one or otherwise) or to remove the spell effects of a drunk opponent’s turn in the exact moment after their spell is
potion (but not from an attack potion) from someone. successfully cast but right before it materializes its effects.
Thus, a Deflect Magic spell must be cast as a Reaction
Before a Dispel Magic spell may be cast, and (or cast and held to only be released as a Reaction) at the
depending on the scenario, the game master may appropriate time —a moment that a spellcaster will be

Михаил Герасимов (Order #27301389)


able to pinpoint with precision as long as they can see or Thus, the game master is free to decide that any given
hear their opponent casting their spell. spell has a specific minimum Arcane Power Spell
Aspect level above the default one as a requirement
to be successfully cast, below which it will simply
Not only that, but a spellcaster will also most
fizzle out without any effects, but the player with
likely be able to tell which spell is being cast—with
the spellcaster character should be informed of that
more or less precision, depending on the scenario—
before they are forced to commit to their action.
at the moment it is released, whether by the Arcane
Symbols that have been intoned by their adversary, the
Arcane Elements used, or by auditory or visual cues. On the topic of Arcane Power Spell Aspect
requirements, the game master should be very cautious
about setting a minimum Arcane Power Spell Aspect level
The Deflect Magic spell cannot deflect the effects of
requirement for many spells above the default one listed
magical potions.
below, as spellcasting in the BYTE RPG is already no
easy thing to perform. This should always be seen as an
exception, not a rule.
GRIMOIRE

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.

MIND, SOUL AND POWERS


The game master may also change some spells to
tailor them specifically to the setting’s TL. Spellcasters who manage to stay alive after each story
should naturally become more adept at successfully casting
Note: in principle, some spells may have been left out more powerful spells with the passing of time, which in turn
from this list on purpose, as they may be considered too should naturally be followed by higher stakes from within
powerful or too pyrotechnic, or simply because they alone the stories themselves, such as more dangerous opponents
would, in practice, render void important parts of many and more complex dilemmas, and not from constantly
stories that the characters could take part in, such as spells raising the bar on the difficulty of spellcasting, which—
that can bring the dead back to full life, teleport someone barring some clear-cut case of a previous bad adjudication
instantly through large distances to another area, render a by the game master—should remain the same for any given
character completely invisible, or make any wish a reality. spell as it was the first time any spellcaster tried to cast it
In the end, however, it is always up to the game master during the saga.
to decide on these matters and customize the rules to their
setting.
LIST OF SPELLS
Also, consider that the spell descriptions below (AP# is the minimum Arcane Power Spell Aspect
are mere broad guidelines. With every spell and level for a spell to be successfully cast or for one of its
spellcasting, the game master should ponder not only effects to take place):
on what the spellcaster intended, but also on what
would be both adequate and possible in the setting, ADDICTION
and the cost of all that in terms of Arcane Power.
(Void / Corrupt / Shadow): For the spell’s

Михаил Герасимов (Order #27301389)


SPELLCRAFT

190

duration, the target develops a specific compulsion ARACHNID CLIMB


to a drug and is considered to have the Hedonism (Body / Move / Earth): For the spell’s duration,
Weakness regarding it (AP2). This spell is a contest
MIND, SOUL AND POWERS

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

Михаил Герасимов (Order #27301389)


the spell reaches its end. This spell is an alternative BLINK
to the attunement process described in page 175 and (Body / Move / Ethereal): The target teleports
may be cast even if the spellcaster is rejected by the to another open spot in firm land within sight and
place because of failure on said process. inside the range of the spell (AP1). This spell may be
held to be used as a reaction against an attack as a
BANISH EVIL means to evade it. This is a spell with an instantaneous
duration. A critical failure when casting this spell may
(Body / Attack / Virtue): The targeted creature of
disintegrate the target or send them to another plane
a true evil nature, such as a fiend, will be banished to
of existence. This spell may be resisted with a contest
its plane of existence or made to flee the spellcaster
of the Vigor Attribute or the Presence Attribute,
(AP2). If the evil creature is considered a sentient
whichever is higher.
being of great power, the AP is higher (AP8). This spell
is a contest against the target’s Presence or Ferocity
Attribute. This is a spell with an instantaneous BLINKING CLOAK
duration, as the targeted evil creature won’t be (Object / Attune / Ethereal): The targeted cloak
unbanished after the spell reaches its end. will try to protect its wearer from incoming physical

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,

MIND, SOUL AND POWERS


(if any) and gains the Beautiful Advantage (AP1).
unless the spell is cast with a higher AP (AP4). For the
weapon to be permanently enchanted by this spell,
BLESS it must be of superior quality and the spell must be
(Body / Defend / Virtue): The target is protected cast with the maximum Duration of the Effects Spell
against curses or other maligned spells—those Aspect. A Bloodlust Weapon is also considered an
that can be resisted with the Vigor or the Presence enchanted weapon for striking targets that may only
Attributes (AP1). A maligned spell will only work if be struck by such a weapon.
Bless is dispelled first or if it is cast with an AP equal
to or higher than the AP from the Bless spell. This BORROWED SENSES
spell will also deal damage equal to its AP to targets (Face / Attune / Wicked): Until the spell wears
that are true evil in nature, such as fiends; in this case, its duration or is voluntarily broken, the spellcaster
this spell is a contest against the target’s Presence will only see, hear, smell and sense what the target
or Ferocity Attribute. If a blessed character strikes a is seeing, hearing, smelling or sensing (AP2). The
target with the Martial Arts Skill, their strike will be spellcaster may temporarily gain Weaknesses and
considered as if dealt with an enchanted weapon, if mannerisms from the target unless the spell is cast
said enemy may only be struck with such a weapon. with a higher AP (AP4). This spell is a contest against
the target’s Presence Attribute.
BLIND
(Face / Attack / Fire): For the spell’s duration, BOULDER STRIKE
the target becomes blind (AP1). This spell is a contest (Body / Attack / Earth): The spellcaster will create a
against the target’s Vigor Attribute. boulder from any rocks found (soil, walls, etc.) and hurl

Михаил Герасимов (Order #27301389)


SPELLCRAFT

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

Attunement spell. This is a spell with an instantaneous


BRAVERY duration, and its effects will be permanent.
(Face / Attune / Virtue): For the spell’s duration,
the target loses the Craven Disadvantage (if any) and
gains the Brave Advantage (AP1). The spellcaster BREAK MACHINE
cannot cast this spell on herself. (Object / Attack / Shadow): The targeted machine
will break apart (AP1). Increase the AP by 2 in any case
if the machine is imbued with any kind of spell. Increase
BREAK ARMOR the AP by 2 if the machine is sentient (an automaton).
(Body / Attack / Wicked): The targeted armor Sentient machines may try to resist the spell with the
will be damaged, lose all its armor rating and break Presence Attribute. Drivers and pilots may try to resist
apart. The spell’s AP must be at least equal to the such a spell targeting their vehicles with their Presence
armor rating of the targeted item. Increase the AP Attributes if they are inside them. This is a spell with
by at least 2 if the armor is imbued with any kind of an instantaneous duration, as the machine won’t repair
spell. This spell is a contest against the wearer’s Vigor itself after the spell reaches its end.
Attribute, if it is being worn. This is a spell with an
instantaneous duration, as the armor won’t repair
BREAK WEAPON
itself after the spell reaches its end.
(Object / Attack / Wicked): The targeted weapon
will be damaged and break apart. The spell’s AP must
BREAK ATTUNEMENT be at least equal to the Base Damage Rating of the
(Nature / Cleanse / Shadow): The targeted area targeted weapon. Increase the AP by 2 in any case if the

Михаил Герасимов (Order #27301389)


sword is imbued with any kind of spell. This spell is a CONFUSION
contest against the wearer’s Vigor Attribute, if any. This
(Void / Corrupt / Air): The target will become
is a spell with an instantaneous duration, as the weapon
confused, not knowing who they are, who is around
won’t repair itself after the spell reaches its end. them or where they are, which will make them not
register any future events while under this spell’s
BREATH OF LIFE effects (AP2). Once the spell’s duration ends, they
(Time / Cleanse / Air): A lethally wounded target won’t have a clear recollection of what happened
will survive their fatal injuries if not outright killed during that time. This spell is a contest against the
by them (AP2). Also, if the target has more than 5 target’s Presence.
Wound Points, they will be brought back to 5 Wound
Points. This spell won’t stop anyone from dying from CONTROL AUTOMATON
natural causes such as old age. This is a spell with an (Tongue / Attune / Wicked): For the duration of
instantaneous duration. the spell, the targeted automaton will be under the
spellcaster’s control, obeying any orders given by the
BURRY OBJECT spellcaster (AP4). To control the target, the spellcaster

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

MIND, SOUL AND POWERS


spell is a contest against the target’s Presence Attribute. (Nature / Attune / Wicked): For the duration
The spellcaster cannot cast this spell on herself. of the spell, the targeted creature will be under the
spellcaster’s control, obeying any orders they give
(AP4). To control the target, the spellcaster must take
CHARM ANOTHER
Focus actions, otherwise the target will remain still.
(Void / Corrupt / Fire): The target develops a This spell is a contest against the target’s Vigor or
specific attraction towards someone chosen by the Ferocity Attributes, whichever is higher.
spellcaster and is considered to have the Hedonism
Weakness regarding that person (AP4). If not herself,
the spellcaster must have seen the person of choice to CONTROL FLAMES
make that person the desired one, or at least a drawing (Nature / Attune / Fire): The spellcaster will
or portrait of said person. Gender, Ancestry, physical have control of any existing flames, being capable of
appearance and personality traits won’t matter. This extinguishing them or making them become more
spell is a contest against the target’s Presence.  violent (AP1). The size of the fire being extinguished
may not be greater than the area of the spell. Conversely,
a fire may not expand to a greater area than that of the
CLEAR PATH spell. This is a spell with an instantaneous duration,
(Nature / Move / Earth): A targeted natural wall as any fire not extinguished will remain burning and
made of branches, foliage or rocks is cleared, opening may naturally expand beyond the area of the spell if
a passage (AP1). This is a spell with an instantaneous the right conditions are present. This spell is a contest
duration, as the path won’t close itself after the spell against the holder’s Presence Attribute if the flame of
reaches its end. a held torch or lantern is the target of the spell.

Михаил Герасимов (Order #27301389)


CONTROL SEA ripping them apart. The size of the body of air being
(Nature / Attune / Water): For the duration of the controlled may not exceed the size of the spell’s area.
spell, the spellcaster will have control of the surrounding This spell may not be used to create a tornado.
waters of a sea or river (AP1). The waves may become
calmer or become more violent and dangerous. The size CREATE BARRIER
of the body of water being controlled may not exceed
(Nature / Transmute / Earth): A targeted area or
the size of the spell’s area. This spell may not be used to
open passage is blocked by nearby branches, foliage
create a maelstrom or a tsunami.
or rocks that will form a natural barrier (AP1). This
is a spell with an instantaneous duration, as the path
CONTROL UNDEAD won’t open itself after the spell reaches its end.
(Time / Attune / Wicked): For the duration of
the spell, the targeted undead will become a puppet CREATE PASSAGE
under the spellcaster’s direct commands (AP2). If the
(Nature / Transmute / Air): A targeted man-
undead is a sentient one, such as a vampire, the AP is
higher (AP8). This spell is a contest against the target’s made wall made of any material disintegrates or
SPELLCRAFT

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.

CONTROL WIND CROSS THE VEIL


(Nature / Attune / Air): For the duration of (Body / Move / Shadow): For the duration of the
the spell, the spellcaster will have control of the spell, a portal will open to another plane of existence,
surrounding wind (AP1). The air may be made usually to a shadow copy of the same location as the
194 completely still to make any sails irrelevant, strong to spellcaster, but in a mirror world. The portal will be
make a ship run faster, or even violent to the point of big enough for people to cross (AP4).
MIND, SOUL AND POWERS

Михаил Герасимов (Order #27301389)


CURE AMNESIA Spell Aspect. The game master should be mindful
that even though a player with a character who comes
(Void / Cleanse / Earth): The target will be
into possession of a cursed object will come into
healed from any amnesia or confusion afflicting them,
knowledge of such a thing in a short amount of time,
regaining perfect recollection of people and events there must be an in-game reason for the character to
(AP1). This is a spell with an instantaneous duration discover that and then discard the object.
but with permanent effects. The spellcaster cannot
cast this spell on herself.
DARK AURA
CURE DISEASE (Face / Corrupt / Shadow): For the duration of
the spell, the target will bring animosity from people
(Body / Cleanse / Virtue): The target will be and animals who weren’t already friendly to them.
healed from any disease or contamination by radiation People with the Wrath Weakness or animals with a
and radiation-like effects currently affecting them Ferocity Score equal to or higher than 5 may attack
(AP1). This is a spell with an instantaneous duration them with little warning. Also, all tests and contests
but with permanent effects. with the Charm, Deception, Intimidation, Leadership,

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.

MIND, SOUL AND POWERS


CURSE BEING
(Body / Corrupt / Wicked): For the duration
of the spell, bad fortune will always be around the
target. All rolled sixes will count as sevens for all tests
and contests the target takes (AP2). This spell is a
contest against the target’s Presence Attribute.

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

Михаил Герасимов (Order #27301389)


DEAFNESS DEPLETE MACHINE
(Face / Corrupt / Ethereal): For the duration of (Blood / Transmute / Ethereal): The fuel or the
the spell, the target becomes deaf (AP1). This spell is power source of a targeted machine of any kind is
a contest against the target’s Vigor Attribute. depleted and must be replenished to work again
(AP2). Increase the AP by 2 in any case if the machine
is imbued with any kind of spell. Also increase the
DEATH MARK
AP by 2 if the machine is sentient (an automaton).
(Body / Corrupt / Shadow): For the duration of Sentient machines may try to resist the spell with
the spell, the target will automatically fail any Vigor the Presence Attribute. Drivers and pilots may also
Attribute test to not die from a mortal wound, but try to resist such a spell targeting their vehicles with
they may still be saved by medical or arcane forms of their Presence Attribute if they are inside them. This
healing (AP2). is a spell with an instantaneous duration but with
permanent effects, as the machine won’t repower
DECREASE TEMPERATURE itself once the spell’s duration ends. This spell doesn’t
(Object / Transmute / Water): For the duration of work against machines plugged in an external and
SPELLCRAFT

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

Михаил Герасимов (Order #27301389)


spell AP must be at least equal to the opposing spell Damage dealt will be equal to the spell’s AP and
AP. A simple success in an Arcana Skill test will be no armor rating applies. Also, any Wound Points
sufficient to dispel the effects of the other spell (as dealt will automatically heal the spellcaster’s own
long as the AP is at least matched). This is a spell Wound Points, if any, at a 1-by-1 basis. This spell
with an instantaneous duration but with permanent is a contest against the target’s Vigor or Presence
effects. For more information, see page 188. Attribute, whichever is higher. This is a spell with an
instantaneous duration but with permanent effects.
DISTURB THE DEAD
(Time / Corrupt / Fire): For the duration of DRAIN LIFE
the spell, any spirits in a targeted area will become (Time / Corrupt / Wicked): The target will
restless and start haunting the place (AP2). This spell instantly grow older by a number of years equal to
is a contest against the spirit with the highest Presence twice the spell’s AP in human years; the game master
Attribute Score. should adjust accordingly (proportionally) for targets
of other Ancestries. Depending on the age reached, the
target may become unrecognizable to acquaintances,
DIVINATION

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

MIND, SOUL AND POWERS

Михаил Герасимов (Order #27301389)


(AP8). The effects of the spell won’t exceed the size Skill. Anyone caught may release himself with a
of the spell’s area. To have any effect, this spell must melee action if successful in a Vigor Attribute hard
be cast with a minimum duration of 3 rounds. The test. Characters may also be released if someone
damage dealt will be permanent, but the longer its attacks the branches and vines and deals at least 4
duration, the larger the extent of the damage dealt. points of damage with any weapon of the Slashing
The spellcaster will not be immune to its effects and, type. This is a spell with an instantaneous duration
to be safe, should cast the spell with a range sufficient but with permanent effects, as the branches and vines
for them to be outside the center of the spell’s area. If creature won’t return to their previous form once the
cast on a coastal land, the spell may cause a tsunami spell’s duration reaches its end.
instead with the same effects.
EVASION
ENCHANTMENT (Body / Defend / Air): The target increases their
(Object / Attune / Shadow): The spellcaster will reflexes and becomes more proficient in avoiding
enchant an object of any kind, such as a weapon, a attacks of any kind. For the spell’s duration, add its
shield, a suit of armor, a tool, and a vehicle, of superior AP as bonus Ranks to the target’s Dodge Skill up to a
SPELLCRAFT

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

attack anyone nearby (AP2). Increase the AP of this


spell by 2 if the creature is an animal companion such to a maximum total of 5 Skill Ranks.
as a Familiar or a mount. This spell is a contest against
the creature’s Vigor Attribute. FEAR
(Face / Corrupt / Wicked): For the duration of the
ENRAGE PERSON spell, the target will lose the Brave Advantage (if any)
(Face / Corrupt / Fire): For the duration of the and gain the Craven Disadvantage (AP2). This spell
spell, the target gains the Wrath Disadvantage (if any) may be resisted with a contest with the Vigor Attribute
and an uncontrolled desire to fight anyone, regardless or the Presence Attribute, whichever is higher. The
of personal relations, for any irrelevant perceived spellcaster cannot cast this spell on herself.
slight (AP2). This spell is a contest against the target’s
Presence Attribute. The spellcaster cannot cast this FERTILITY
spell on herself. (Body / Cleanse / Earth): For the duration of the
spell, a sterile adult target becomes fertile, regardless
ENTANGLE of having a veritable age (AP1).
(Nature / Move / Wicked): Branches and vines
in a targeted area become sentient and attack anyone FIND BEING
nearby, restraining them (AP2). The spell will also (Body / See / Shadow): The spellcaster receives
deal damage once, equal to its AP to anyone caught a visual manifestation of a certain being’s location
in the area. Characters in the area may avoid being (AP1). The spellcaster herself is the target for this
grabbed in a contest against the spell with the Dodge spell, but she must know the being personally, or

Михаил Герасимов (Order #27301389)


at least know its full name or have seen a portrait of big enough. The longer the duration of the spell, the
them. The longer the duration of the spell, the easier easier it will be to follow the lead to find her way to
it will be to identify the being’s location. the desired site.

FIND EVIL FIND UNDEAD


(Void / See / Wicked): The spellcaster will cast (Time / See / Wicked): The spellcaster will cast this
this spell over an area and, for its duration, will spell over an area and, for its duration, will receive visual
receive visual and auditory clues about the presence and auditory clues about the presence of any undead on
of any evil creature on the site (AP1). The longer the the site (AP1). The longer the duration of the spell, the
duration of the spell, the easier it will be to follow the easier it will be to follow the lead to find an undead.
lead to find an evil creature.
FIND WATER
FIND OBJECT (Nature / See / Water): The spellcaster will cast
(Object / See / Shadow): The spellcaster receives this spell over an area and, for its duration, will
a visual manifestation of a certain object’s location receive visual and auditory clues about the presence

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

MIND, SOUL AND POWERS

Михаил Герасимов (Order #27301389)


completely disappear after the attack is made, but of attack, physical or magical, or cast any spells, even
any damage dealt will remain. though they may speak. They won’t become invisible
or be able to fly or go beneath the earth, but they may
enter caves and basements. This spell may be resisted
FLAMEWALL with a contest with the Vigor Attribute or the Presence
(Nature / Defend / Fire): The spellcaster will Attribute, whichever is higher.
create a wall of magical flames out of thin air. The
Area of Effect Spell Aspect will determine the wall’s
maximum height and length. The higher the spell’s GIANT LEAP
AP, the higher the damage it will deal against anyone (Body / Move / Fire): For the duration of the
who tries to cross it, but the target’s armor rating spell, add the spell’s AP as bonus Ranks to the
applies, if any. This spell will also be a contest against target’s Athletics Skill for purposes of leaping higher
the Dodge Skill of anyone already in the area it is cast or farther (AP1). The target may use this spell to reach
on for them to not be caught by the Flamewall. As heights impossible to reach naturally with a jump,
a magical flame, the fire will completely disappear but they won’t be protected from any fall from such
after the spell’s duration reaches its end. heights. Roughly, the distance that may be covered
SPELLCRAFT

by the jump—vertically or horizontally—will be at


least equal to the spell’s AP in meters (or yards).
FLAMING WEAPON
(Object / Attune / Fire): For the duration of
the spell, the weapon will increase its Base Damage GILLS
Rating by the spell’s AP. As its flames will be magical, (Body / Transmute / Water): For the duration
they won’t catch on anyone or anything struck by of the spell, the target will develop a gills magical
the weapon. The extra damage dealt, however, will mutation that will allow them to breathe underwater,
have the burnt appearance of damage by fire. This so they won’t drown for the spell’s duration, including
spell must be cast on a weapon of superior quality, in saltwater (AP1). This spell may be resisted with
otherwise it will be consumed by the magical flames a contest with the Vigor Attribute or the Presence
and turned to ashes by the end of the combat or after Attribute, whichever is higher.
200
a few minutes. A Flaming Weapon is also considered
an enchanted weapon for striking targets that may
only be struck by such a weapon. HEAL WOUNDS
(Blood / Cleanse / Earth): If the target has 5
MIND, SOUL AND POWERS

or less Wound Points, they will heal a number of


FREEZE MACHINE Wound Points equal to the spell’s AP. This spell
(Object / Attack / Water): For the duration of won’t, however, stop someone from dying from
the spell, the targeted machine will freeze and stop a mortal wound, as this is the subject of a different
working (AP2). Increase the AP by 2 in any case if spell (Breath of Life). This spell has an instantaneous
the machine is imbued with any kind of spell. Also duration, as the healing it dispenses is permanent.
increase the AP by 2 if the machine is sentient (an
automaton). Sentient machines may try to resist
the spell with the Vigor Attribute or the Presence HIDE BEING
Attribute, whichever is higher. Drivers and pilots (Face / Defend / Shadow): For the duration of the
may try to resist such a spell targeting their vehicles spell, the targeted being won’t become invisible but
with the Presence Attribute if they are inside them. will become impossible to be found by any spell with
a lower AP. However, if a spell is successfully cast to
find the target with an AP equal to or greater than the
GHOST FORM Hide Being spell’s AP, the target will be found. The
(Body / Transmute / Ethereal): The target and Hide Being spell may be resisted by the target with a
their belongings will assume an ethereal form and be contest with the Presence Attribute.
immune to physical attacks. The target will be able
to cross walls and closed doors (AP1). The target
won’t be immune from energy attacks or attacks with HIDE OBJECT
magical properties, such as those dealt with enchanted (Object / Defend / Shadow): For the duration of
weapons or by spells alone. The target won’t be able the spell, the targeted object won’t become invisible
to interact with the physical world or deal any form but will become impossible to be found by means

Михаил Герасимов (Order #27301389)


SPELLCRAFT
of any spell with a lower AP. However, if a spell is HIDE THOUGHTS
successfully cast to find the target with an AP equal
(Void / Defend / Shadow): For the duration of
to or greater than the Hide Object spell’s AP, the
the spell, the target’s thoughts will be impervious to
targeted object will be found. The Hide Object spell 201
mind-reading spells with a lower AP. However, if a
may be resisted by someone wearing or holding
spell is successfully cast to read the target’s mind with
the targeted object with a contest with the Presence
an AP equal to or greater than the Hide Thoughts
Attribute.
spell’s AP, their thoughts may be revealed, but only

MIND, SOUL AND POWERS


if not resisted by the character’s Presence Attribute.
HIDE PLACE
(Nature / Defend / Shadow): For the duration
of the spell, the targeted area and its occupants and
HURL ANOTHER
objects won’t become invisible but will become (Body / Move / Wicked): The target is hurled
impossible to be found by means of any spell with violently by an invisible force and receives damage
a lower AP. However, if a spell is successfully cast equal to this spell’s AP once they hit a wall or the
to find the target with an AP equal to or greater than ground, but the target’s armor rating applies, if
the Hide Place spell’s AP, the occupants and objects any. The target will be hurled a number of meters
inside the area will be found. The Hide Place spell (or yards) equal to the spell’s AP. This spell may be
may be resisted with a contest with the Presence resisted with a contest with the Vigor Attribute or the
Attribute from the character inside the area with the Presence Attribute, whichever is higher. This is a spell
highest Score in said Attribute. with an instantaneous duration.

HIDE THE PAST ICE BLAST


(Time / Defend / Shadow): For the duration (Body / Attack / Water): The spellcaster will create
of the spell, all past facts about the target will be ice shards from any water nearby, including water in
concealed and won’t be possible to discover by containers or pipes, and hurl them against a target.
any spell with a lower AP. However, if a spell is The higher the spell’s AP, the higher the damage if
successfully cast to discover these events with an AP a hit occurs, but the target’s armor rating applies, if
equal to or greater than the Hide the Past spell’s AP, any. This spell is a contest against the target’s Dodge
they will be revealed. Skill. This is a spell with an instantaneous duration,

Михаил Герасимов (Order #27301389)


but any Wound Points dealt will be permanent until ILLUSION
healed.
(Void / Transmute / Ethereal): The spellcaster
will create a volumetric illusion out of thin air with
ICESKIN a ghost-like appearance and short, repetitive motions
(Body / Defend / Water): For the duration of the (AP1). The illusion will also have a solid appearance
spell, the target’s skin will become hard as thick ice with a higher AP (AP2). The illusion will be able to
and gain an icy outlook. The target will gain a natural speak and make sounds with a higher AP (AP4).
armor rating equal to the spell’s AP, but only against The illusion will be able to conduct complex, non-
Slashing and Piercing attacks. Blunt and Energy repetitive actions according to the spellcaster’s
attacks will negate the AR, as well as attacks made wishes, but as an illusion, it won’t be able to interact
with any kind of spells or enchanted weapons. This with its surroundings, and the spellcaster will have
spell may be resisted with a contest with the Vigor to concentrate to command it through Focus actions
Attribute. (AP 6). Observers who succeed in a contest with the
Presence Attribute won’t be fooled by the illusion,
but most will never be fooled by an illusion with
ICEWALL an AP1 unless perhaps they are a Crave, Naïve
SPELLCRAFT

(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).

Михаил Герасимов (Order #27301389)


SPELLCRAFT
INCREASE VALUE may be cast on held items to make their owners drop
(Object / Transmute / Virtue): For the duration them, or on vehicles and other machines to make
of the spell, a targeted object will transmute into a them considerably slower. If so, owners, drivers
and sentient machines (automata) may try to resist 203
finer version of itself, increasing its price by 2 points
(AP2)—see page 145. With a higher AP, a complete this spell with a contest with the Presence Attribute.
magical forgery will take place and the object will Vehicles that become heavier will also become more
assume the looks of a historical or otherwise famous resistant to collisions.

MIND, SOUL AND POWERS


item of the same type, increasing its price by 5 points
(AP8). Once the spell’s duration ends, the object will INVISIBLE GRIP
return to its former form. Those who inspect the object
(Blood / Move / Wicked): The target is attacked
may detect the effects of this spell with a normal test
by an invisible force that strangles them, and they
of the Arcana Skill, but the test will be a hard one if
the spell is cast with the maximum Duration of the receive damage equal to the spell’s AP. The target’s
Effects Spell Aspect. armor rating will not apply. This spell may be resisted
with a contest with the Vigor Attribute or the Presence
Attribute, whichever is higher. This is a spell with an
INCREASE VIGOR instantaneous duration, but any Wound Points dealt
(Body / Transmute / Virtue): For the duration of will be permanent until healed.
the spell, the target’s Vigor Attribute is increased by
the spell’s AP up to a maximum Score of 5. The target KINETIC DOME
won’t gain any Advantages but will temporarily lose
any Disadvantage they might have. (Nature / Defend / Air): A dome made of violent
wind is created on the borders of the targeted area,
blocking any incoming physical ranged attacks from
INCREASE WEIGHT personal weapons fired from outside of the dome,
(Object / Transmute / Earth): Any object not such as bolts, arrows, bullets, grenades, rockets, and
part of a structure will become heavier to the point even flames (AP1). Boulders hurled from catapults,
of not being able to be turned or moved without the cannon shots and munition from artillery will
help of many or some form of mechanical assistance penetrate the area, as well as enchanted missiles or
(AP1). This spell may not be cast on a worn item but those made of pure magical nature. Attackers who try

Михаил Герасимов (Order #27301389)


to cross the dome to enter the area must succeed in a parry movement with an insurmountable invisible
hard Athletics Skill test to not be hurled to the ground force, unless held by the hands of the spellcaster, by
and receive damage equal to the spell’s AP. someone of their choice, by someone with certain
physical or mental traits, or by someone who knows
the loyal weapon’s secret command word (AP1). The
LEVITATE
Loyal Weapon is considered an enchanted weapon. For
(Body / Move / Air): For the duration of the spell, a weapon to be eternally loyal, it must be of superior
the target will be able to levitate at will and move in quality and the spell must be cast with the maximum
the air in any desirable direction at a slow pace, and Duration of the Effects Spell Aspect. An eternal Loyal
they won’t be able to go higher than the spell’s AP in Weapon may acquire traits from the spellcaster and
meters (or yards). temporarily pass them to anyone who wields it.

LIGHTNING STORM MADNESS


(Nature / Attack / Fire): The spellcaster will (Void / Corrupt / Wicked): For the duration of
summon a powerful lightning storm over an area that the spell, the target is possessed with madness. They
will strike mighty bolts, which can create fires, destroy
SPELLCRAFT

will frequently act in quirky ways that, while not


structures, and injure people (AP8). The spell’s effects outright indicative of insanity, are not acceptable by
won’t exceed the size of the spell’s area. To have any any social norms (AP2). The target may try to resist
effect, this spell must be cast with a minimum duration this spell with a contest with the Presence Attribute.
of 3 rounds. The damage dealt will be permanent, but
the longer its duration, the larger the extent of the
damage dealt. The spellcaster will not be immune to
MAELSTROM
its effects and, to be safe, should cast the spell with a (Nature / Attack / Water): The spellcaster will
range sufficient for them to be outside the center of summon a powerful maelstrom over a sea area,
the spell’s area. powerful enough to sink ships (AP8). The spell’s
effects won’t exceed the size of the spell’s area. To have
any effect, this spell must be cast with a minimum
204 LOYAL WEAPON duration of 3 rounds. The damage dealt will be
(Object / Attune / Virtue): The targeted weapon permanent, but the longer its duration, the greater the
won’t leave its scabbard, or it will resist any attack or chance that any ship caught by the maelstrom sinks.
MIND, SOUL AND POWERS

Михаил Герасимов (Order #27301389)


The spellcaster will not be immune to its effects and, and, likewise, be able to receive messages from the
to be safe, should cast the spell with a range sufficient target (AP1). The target doesn’t need to be in the
for them to be outside the center of the spell’s area. spellcaster’s sight, but if they are not, they must be
someone the spellcaster knows personally. The target
MANY FACES may try to resist receiving such messages with a
contest with the Presence Attribute.
(Face / Transmute / Ethereal): For the duration
of the spell, the spellcaster exchanges faces with a
random being of the desired Ancestry, gender, and age MIND READING
close to their location (AP2). The AP must be higher (Void / See / Shadow): For the duration of the
to assume a visage unlike anyone else’s (AP4), and spell, the target’s thoughts and memories will be
higher still to exchange looks with a specific person accessed by the spellcaster as if they are their own
(AP8). Any person affected by this spell (AP2 or AP8) (AP4). To access the target’s mind, the spellcaster
may try to resist it with a contest with the Presence must concentrate through Focus actions. This spell is
Attribute, but if no specific person is targeted, the a contest against the target’s Presence Attribute.
spell will eventually find an available face to steal

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.

MIND, SOUL AND POWERS


duration, but the mending is permanent.
OVERCLOCK
MIND CONTROL (Object / Move / Fire): For the duration of the
(Void / Attune / Wicked): The target’s mind goes spell, the targeted machine or vehicle will function at
into a deep sleep while they become completely under a higher rate, being able to move faster if it is a vehicle
the spellcaster’s control (AP8). The spellcaster won’t or moving machine (AP1). The targeted machine
be able to access the target’s thoughts or memories or or vehicle will consume substantially more fuel or
extract information from the target but will be able to power operating this way.
control them in a very natural way. The spellcaster,
however, must keep concentrating to control the OVERHEAT MACHINE
target—through successive Focus actions—otherwise
(Object / Attack / Fire): For the duration of
the spell’s effects will be broken before the spell’s
the spell, the targeted machine will overheat and
duration runs out. Once the spell ends or is broken,
must stop working to avoid being damaged or even
the target will have only a vague recollection of what
destroyed (AP2). Increase the AP by 2 in any case if
happened, as if it was a half-remembered nightmare.
the machine is imbued with any kind of spell. Also
This spell is a contest against the target’s Presence
increase the AP by 2 if the machine is a sentient one
Attribute.
(an automaton). Sentient machines may try to resist
the spell with the Vigor Attribute or the Presence
MIND LINK Attribute, whichever is higher. Drivers and pilots may
(Tongue / Attune / Ethereal): The spellcaster will also try to resist such a spell targeting their vehicles
be able to send words directly into a target’s mind with their Presence Attributes if they are inside them.

Михаил Герасимов (Order #27301389)


PAIN higher the damage dealt to plantations and the higher
the chance of anyone being bitten by the insects.
(Blood / Attack / Wicked): The target is afflicted
Characters targeted by the spell may not resist it, but
with intense pain (AP2). All normal tests and contests
if bitten by one such summoned insect, may resist the
will become hard ones for them during this spell’s
disease or, if infected, may heal normally, according
duration. This spell may be resisted with a contest
with the Vigor Attribute or the Presence Attribute, to the normal rules (see page 139). While a crop may
whichever is higher. be lost by the effects of a Plague spell, its land doesn’t
become barren, and a new crop may be grown as
soon as all the necessary conditions (e.g., right season,
PARALYSIS sufficient rain, new seeds, enough time) are present.
(Body / Corrupt / Water): For the duration of the
spell, the target becomes frozen in place and unable
POISONING
to move or speak yet conscious of their surroundings
(AP4). This spell may be resisted with a contest (Blood / Corrupt / Wicked): The target is infected
with the Vigor Attribute or the Presence Attribute, with a poison chosen by the spellcaster (AP1). The
whichever is higher. targeted character may resist the spell with a contest
SPELLCRAFT

with their Vigor Attribute, but if they fail, he will


automatically be poisoned (they will be unable to try
PERFECT BALANCE resisting the poison itself, according to the normal
(Blood / Move / Fire): For the duration of the spell, rules found in page 140). If the target is poisoned
the target will receive bonus Ranks to their Athletics by the spell, they may be healed through medical
Skill equal to the spell’s AP up to a maximum total of or arcane means and will heal automatically once
5 Skill Ranks for tests with movements that involve the end of the spell’s duration is reached, but any
precise balance or acrobatic maneuvers. Wound Points received won’t disappear until healed,
according to the normal rules (see page 131).
PHANTOM SELVES
(Body / Defend / Ethereal): The spellcaster will POWER MACHINE
206 create illusory copies of a targeted being that will (Blood / Transmute / Fire): A targeted machine
appear around them—approximately one meter or vehicle is refueled or repowered instantly to its full
(or three feet) apart—and mimic their actions and capacity (AP1). This spell won’t be able to repower
sounds for the duration of this spell. The number of a machine or vehicle that runs on a power source of
MIND, SOUL AND POWERS

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

Михаил Герасимов (Order #27301389)


go further into the future for the same amount of it is cast with the maximum duration Spell Aspect,
Duration of the Effects Spell Aspect that was set for so all the undead will fall to the ground as mere
the spell when it was cast (AP1). The Predict Weather corpses once the spell’s duration reaches its end.
spell may sometimes give wrong information to the Nevertheless, undead created through this spell may
spellcaster as it won’t be able to factor unnatural, leave the targeted area as long as the spell’s duration
future events that may interfere with the weather, like has not reached its end. Also, new undead created
the casting of spells such as the Precipitation spell. not directly by the spell but rather indirectly by being
infected by the originally raised undead won’t die
again automatically and become inert corpses when
PURIFY
the spell’s duration reaches its end.
(Nature / Cleanse / Earth): The targeted area will
be cleansed from plague, be it of natural, man-made,
or arcane origin (AP1). If the plague is of arcane origin, READ LANGUAGE
this spell must be cast with an AP at least equal to the (Tongue / Attune / Shadow): For the duration
original spell’s AP for it to work. This spell cannot of the spell, the target will be able to comprehend a
return a corrupted place—one completely depleted specific foreign language in its written form (AP1).

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).

RAISE THE DEAD RESIST COLD


(Time / Corrupt / Shadow): The corpses in a (Blood / Defend / Water): For the duration of the
targeted area will be raised as dangerous, mindless spell, the target will be surrounded by an invisible
undead (AP2). The spellcaster won’t be safe from protection that will keep their body warm against cold
them, unless they are also able to control them temperatures (AP1). Additionally, when this spell is
through magical means with the Control Dead spell, cast, its AP will also serve as armor rating effective
but they may banish all of them at once at will if they only against magical attacks of cold or icy nature. If
wish to do so. This spell won’t be permanent unless the armor rating is equal to or higher than the cold 207

MIND, SOUL AND POWERS

Михаил Герасимов (Order #27301389)


or ice damage, the target will be effectively immune rating is equal to or higher than the fire damage, the
against that attack and receive no damage at all. target will be effectively immune against that fire
attack and receive no damage at all.
RESIST CONTAMINATION
(Blood / Defend / Air): For the duration of the RESIST POISON
spell, the target will receive a bonus to their Vigor (Blood / Defend / Virtue): For the duration
Attribute Score equal to the spell’s AP for Vigor of the spell, the target will receive a bonus to their
Attribute tests to resist contamination from radiation Vigor Attribute Score equal to the spell’s AP for Vigor
or from radiation-like sources of arcane or divine Attribute tests to resist diseases of both natural and
origin. Additionally, all such tests, if hard, will arcane origin. Additionally, all such tests, if hard, will
become normal ones. become normal ones.

RESIST DISEASE RESTORE HEARING


(Blood / Defend / Earth): For the duration of the (Face / Cleanse / Earth): The target will
spell, the target will receive a bonus to their Vigor temporarily regain their hearing and cease being deaf
SPELLCRAFT

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

Михаил Герасимов (Order #27301389)


REVEAL FACE location (AP1). The spellcaster herself is the target
for this spell, but she must have visited the location
(Face / See / Ethereal): The target will lose any
before or at least received a detailed description or
disguise it currently wears, if any, be it man-made or
seen a picture or drawing of it. The larger the area
of arcane origin (AP1). To work against disguises of
the spellcaster wants to observe, the higher the
arcane origin, this spell must be cast with an AP at least
probability that her vision will be blocked by walls,
equal to the other spell’s AP. This is a spell with an
ceilings, trees, terrain, objects, etc. For the duration of
instantaneous duration but with permanent effects.
the spell, the spellcaster will be able to turn her sight
freely to observe the location, but she won’t be able to
REVEAL ILLUSION move around.
(Void / See / Ethereal): All illusions cast over the
targeted area will be dispelled. To work, this spell SEE AURA
must be cast with an AP at least equal to the AP of the
(Body / See / Ethereal): The target will reveal its
spell that created the illusions. This is a spell with an
aura for the spellcaster, conveying information about
instantaneous duration but with permanent effects.
himself for them. If cast with an AP1, the spellcaster

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).

MIND, SOUL AND POWERS


REVEAL TRUE FORM SEE THE PAST
(Object / See / Ethereal): The targeted object (Time / See / Shadow): The spellcaster will be
will lose any disguise for its form, if any, be it man- able to see relevant and dramatic events that took
made or of arcane origin (AP1). To work against place on the area the spell is cast on, as if witnessing
disguises of arcane origin, this spell must be cast ghosts of the past or a holographic movie (AP1). The
with an AP at least equal to the other spell’s AP. spellcaster will also be able to hear sounds of the
This is a spell with an instantaneous duration and past with a higher AP (AP2). The higher the spell’s
permanent effects. duration, the more information that may be obtained
this way. Past events may be protected or obscured
by spells; if so, the See the Past spell must be cast with
REVERSE DECAY an AP at least equal to the AP of the other spell to
(Object / Cleanse / Virtue): The targeted object properly reveal such past events.
or area will be restored to its original, newer form,
losing any signs of decay, which may increase its
SEE THROUGH WALLS
value (AP1). For its effects to be permanent, the spell
must be cast with the maximum Duration of the (Nature / See / Ethereal): For the duration of
Effects Spell Aspect. the spell, the spellcaster will be able to see through
a targeted area on a wall, be it natural or man-made,
to learn what is happening in an adjacent room,
SCRYING chamber, or open area (AP1). With a higher AP, the
(Tongue / See / Earth): The spellcaster receives spellcaster will also be able to hear perfectly what is
an auditory and visual manifestation of a specific happening on the other side of the wall (AP2).

Михаил Герасимов (Order #27301389)


SENSE DANGER with the Vigor Attribute or the Presence Attribute,
whichever is higher.
(Tongue / See / Ethereal): For the duration of the
spell, the spellcaster will see visual warnings on the
targeted area relating to any physical dangers, such SHOCK
as man-made or magical traps, fragile passageways, (Face / Attack / Wicked): The target is struck by a
nearby predators, and hidden attackers (AP1). stunning invisible force and is KO’d for approximately
1 minute (AP4). This spell may be resisted with a
SHADOW BLADE contest with the Vigor Attribute. This is a spell with
an instantaneous duration.
(Body / Attack / Shadow): The target is attacked
by an immaterial, magical blade made of black
smoke wielded by the spellcaster, which negates SLEEP
any armor, natural or worn, and which cannot be (Blood / Corrupt / Water): The target will be put
parried. Damage dealt will be equal to the spell’s to sleep for the duration of the spell (AP4). Increase
AP. This is a spell with an instantaneous duration. the AP by 2 if the target is currently involved in a
This spell may be avoided with a contest with the stressful situation such as combat. The target will
SPELLCRAFT

Dodge Skill. have nightmares during their sleep. During a long


period of sleep, the target won’t grow older or suffer
SHADOW CLOAK from lack of food or water, as they will effectively
be under a special arcane stasis. This spell may be
(Body / Defend / Shadow): The target’s body
resisted with a contest with the Vigor Attribute or
and belongings are covered by a shadow and dissolve
the Presence Attribute, whichever is higher. Until
in a wisp of black smoke, becoming immaterial for a
the spell reaches its end or until it is dispelled by
mere instant before rematerializing again (AP1). This
another spell, the character can’t be made to wake up
spell will most likely be held to be used as a reaction
through any conventional way such as being shaken
against an attack to evade it. This is a spell with an
or hearing loud noises. The Sleep spell, however,
instantaneous duration. A critical failure when casting
may be dispelled by certain mystical events or by
this spell may disintegrate the target or send them to
210 conditions set up by the spellcaster (game master’s
another plane of existence. This spell may be resisted
discretion applies).
by its target with a contest the Vigor Attribute or the
Presence Attribute, whichever is higher.
SLOW BEING
MIND, SOUL AND POWERS

SHADOW FORM (Blood / Move / Water): For the duration of this


spell, the target will move half the usual distance with
(Body / Transmute / Shadow): For the duration
any combat action for the duration of the spell (AP1).
of this spell, the target will assume a shadowy visage
In a chase, the target will receive a penalty to their
that will mute any sounds they make (except speech)
Athletics Skill equal to the spell’s AP. This spell may
and make it difficult to spot them. The target will
be resisted with a contest with the Vigor Attribute.
receive bonus Ranks to their Stealth Skill equal to this
spell’s AP up to a maximum total of 5 Skill Ranks.
This spell may be resisted by its target with a contest SPEAK LANGUAGE
with the Vigor Attribute or the Presence Attribute, (Tongue / Transmute / Air): The target will
whichever is higher. become proficient in speaking a language of the
spellcaster’s choice for the spell’s duration (AP1).
SHAPESHIFT
(Body / Transmute / Earth): For the duration of SPEAK WITH ANIMALS
this spell, the target will change its form to that of (Tongue / Attune / Earth): For the spell’s duration,
a creature roughly the same size of the spellcaster’s animals will understand what the target speaks, and
choosing (AP4). During the transformation process, the target will understand the sounds they make
the target’s clothes and items will fall to the ground. (AP1). Certain animals may be deceiving, while others
The target’s speech ability will be impaired, along may be truthful with the target. Communication with
with other actions impossible in this new form. animals will always be limited by their intellect and
However, the target will gain all traits of the creature. knowledge, as concepts about life in society will be
This spell may be resisted by its target with a contest completely alien to most of them.

Михаил Герасимов (Order #27301389)


SPELLCRAFT
211
SPEAK WITH THE DEAD spell (AP1). The target won’t be able to do physical
work they are incapable of due to lack of strength,
(Time / Attune / Shadow): For the spell’s
duration, the target of this spell will be able to hear dexterity, or Skill, and they also won’t be able to keep

MIND, SOUL AND POWERS


and be heard by any spirits around their location, as working without minimum sleep, food, and water.
long as there are spirits around and as long as the The target may suffer severe physical consequences
spirits are not disturbed (AP1). The spirits will speak after the spell’s effects end, according to the duration
truthfully about their past lives and what they have of the work.
seen after death, but such recollections may be faulty
as spirits often lack logical thought. A spirit may be STONESKIN
found in the place they were buried, but spirits in (Body / Defend / Earth): For the duration of
peace will probably stay for very little time and leave this spell, the target’s skin will become hard as
the world altogether after a brief time has passed. stone and gain a rocky outlook. The target will gain
a natural armor rating equal to the spell’s AP, but
SPEED only against Slashing and Blunt attacks. Piercing
(Blood / Move / Air): For the duration of this and Energy attacks will negate the AR, as well as
spell, the target will be able to move twice the distance attacks made with any kind of spells or enchanted
with any combat action for the duration of the spell weapons. This spell may be resisted with a contest
(AP1). In a chase, the target will receive a bonus to with the Vigor Attribute.
their Athletics Skill equal to the spell’s AP up to a
maximum total of 5 Skill Ranks. STONEWALL
(Nature / Defend / Earth): The spellcaster will
STAMINA raise a wall made of stone found on nearby floors
(Blood / Move / Earth): The target will be able to or walls, if any. The Area of Effect Spell Aspect will
do strenuous, non-stop work for the duration of the determine the wall’s maximum height and length.

Михаил Герасимов (Order #27301389)


The higher the spell’s AP, the higher the damage that spellcaster resists it, the spell may nevertheless find
must be dealt with a single blow to break it. This spell another being of the same type inside its area that will
cannot be cast on objects or people to strike them or eventually fail the contest and answer the call. Any
to damage the foundation of buildings. The wall will creature of the chosen type may appear, but it will not
crumble after the spell’s duration reaches its end. come automatically tamed or under the spellcaster’s
control. How the creature will arrive at its destination
will depend on its means of travel. Once the
SUMMONING summoned creature appears before the spellcaster, it
(Body / Attune / Shadow): The spellcaster will may do whatever it wants to. This is a spell with an
summon a certain creature to appear before them. The instantaneous duration, as the being will stay only as
creature may be some type of animal or supernatural long as it wishes to do so (if not compelled in some
being. The higher the AP, the more powerful a way to go away sooner or stay longer).
summoned creature may be, as no being will appear
before the spellcaster if it has any Attribute Score of a
higher value than the spell’s AP. Also, the spell will
SUPPRESS ADDICTION
automatically fail if no creature of the chosen type (Face / Cleanse / Virtue): The target will lose
is inside its range. Regarding creatures that live in their Hedonism Weakness for the duration of the spell
SPELLCRAFT

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

Михаил Герасимов (Order #27301389)


TELEKINESIS spell, the target will be able to comprehend a specific
foreign language in its verbal form (AP1).
(Object / Move / Air): For the duration of this spell,
the spellcaster will have control of objects and may
make them float and move on the air. The lighter the UNBREAKABLE SHIELD
object, the faster it may be made to move. Conversely, (Object / Attune / Earth): The targeted shield
the heavier the object, the slower it will move. Some becomes impossible to bend or break unless attacked
very heavy objects may be impossible to move at all. A by spells or enchanted weapons (AP1). The shield
worn object or one that is part of a structure won’t be may be capable of sustaining even attacks from
affected by this spell. A held item, a sentient machine, missiles with high penetration capacities, such as the
and a vehicle currently being driven are all things fire from flintlock weapons and personal firearms.
that may be affected by this spell, but the wielder, the For the shield to become permanently enchanted
automaton, the driver, or the pilot may try to resist with this spell, it must be of superior quality and the
it with a contest with their Presence Attributes (the spell must be cast with the maximum Duration of the
automaton may also use its Vigor Attribute instead, Effects Spell Aspect, in which case the shield will be
if it is a higher Score). The weight of the object being considered an enchanted item.
moved may not be heavier than ten times the spell’s

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.

TORNADO VEIL OF DARKNESS 213


(Nature / Attack / Air): The spellcaster will (Nature / Transmute / Shadow): For the duration
summon a powerful tornado over an area that can of this spell, a targeted area will become covered in
damage structures and injure people (AP8). The darkness, blocking any light from entering it even if
effects of the spell won’t exceed the size of the spell’s it is an open area under daylight (AP1). Also, torches

MIND, SOUL AND POWERS


area. To have any effect, this spell must be cast with and lanterns won’t work inside it. Only the spellcaster
a minimum duration of 3 rounds. The damage dealt will be able to see perfectly inside this spell’s darkness,
will be permanent, but the longer its duration, the as well as beings that possess any form of darkvision
larger the extent of the damage dealt. The spellcaster or infrared devices.
will not be immune to its effects and, to be safe,
should cast the spell with a range sufficient for them
to be outside the center of the spell’s area.
VEIL OF SILENCE
(Nature / Transmute / Ethereal): For the
duration of this spell, a targeted area becomes
TRANSFORM ATTIRE covered in a veil of silence, blocking anyone except
(Object / Transmute / Ethereal): The targeted the spellcaster from speaking or making any sound
attire will be changed to one of the spellcaster’s inside it—and thus, casting any spell (AP1). People
likings (AP1). While attire may be changed to inside the area may try to speak and cast spells by
look like a protective suit, the attire won’t actually resisting the Veil of Silence with a contest with the
provide any additional protection. The wearer of Presence Attribute.
the attire may try to resist this spell with a contest
with the Presence Attribute. The spell’s effects will
WARD
be broken once the attire is removed or the spell’s
duration reaches its end. (Nature / Corrupt / Shadow): A magical trap will
be placed on a targeted area for the spell’s duration,
dealing an amount of damage to anyone who steps
TRANSLATE SPEAK on it equal to the spell’s AP. Such an area will become
(Tongue / Attune / Air): For the duration of the marked by the Corrupt Arcane Symbol, but only those

Михаил Герасимов (Order #27301389)


SPELLCRAFT

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.

Михаил Герасимов (Order #27301389)


CHAPTER 12

DIVINE POWERS

215

MIND, SOUL AND POWERS

Михаил Герасимов (Order #27301389)


OVERVIEW LIST OF DIVINE POWERS

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

spend additional Background Points (one per chosen


If a character randomly gains a Divine Power power) to choose these Divine Powers instead of
similar to a trait of their Ancestry or one they them being randomly determined.
are forbidden from having by their Ancestry’s
traits, the player must roll again to obtain a
In , a character may only have a Divine Power if
different power. Likewise, a player may not
their player spends one Background Point. The Divine
choose a similar or forbidden trait. A Divine
Power will be acquired randomly by rolling on the table
Power can neither stack with nor contradict below, unless the player spends a second Background
such aspects. Point to choose the power. In a character may not
have more than a single Divine Power.
Most Divine Powers are subjective and open to the
216 game master’s interpretation as to their effectiveness. When assigning Divine Powers randomly, roll
Such powers should first and foremost support the story’s one die twice and compare the rolled results to the
needs and narrative. Divine Powers are, by their very tables below:
nature, deeply mysterious, and considering the complex
MIND, SOUL AND POWERS

interconnections among Divine Powers and between the


arcane and divine, the game master is always free to decide 0 GREATER POWERS
whether a Divine Power works as intended. If a Divine
Power doesn’t work in a certain situation, it is quite 0-0 Powerful: The character has more than one
probable that the character won’t know the specific reasons Divine Power. The player must roll two more times
for the failure. on this table. If the same result is rolled more than
once, or another “Powerful” result is rolled, disregard
In , those who possess Divine Powers are it and roll again.
considered blessed by the gods: they are “Marked
by the Ashes,” as those particularly affected by a 0-1 Spellcaster (in , Latent): The character has
worldwide event known as the “Rain of Ashes.” Most the power to use Mana to cast spells by using Arcane
of those “Marked by the Ashes” are also called the Symbols, but this is still limited by other requirements
“Children of the Ashes,” those people affected by the (see page 170). In , if this result is rolled or chosen,
Ashes while inside their mothers’ wombs. the character receives a random Psychic Power
instead (see page 234).
In , those who possess Divine Powers are
considered cursed individuals: people touched by 0-2 Bloodline: The character may provide Mana
T’Kelti or a product of the Invisible Creators. More to herself or another, just like a Familiar would. The
often than not they are feared, not revered—the character has as many Mana Points as their Presence
“Cursed”, the ones that may taint the souls of those Attribute Score. Mana may be voluntarily passed to
around them. another by touching them, or be taken involuntarily

Михаил Герасимов (Order #27301389)


DIVINE POWERS
from the character by drawing blood from them (see 0-4 Dreamwalker: The character will be able to
page 175). As such, having this power may be very willfully enter someone else’s Dreamscape without
risky for the character. In , if this result is rolled or 217
using the Dreamseed drug (see page 249). Without
chosen, add 3 to the character’s initial Fortune Points. the Dreamseed, however, the character must fall
asleep by natural means. In , if this result is rolled,
the player must choose any other Divine Power for
0-3 Divine Strike: The character may use Mana

MIND, SOUL AND POWERS


to make an energy attack against another. The attack their character.
is either a melee one made with the Martial Arts Skill,
or a ranged one made with the Dexterity Attribute, 0-5 Longevity: The character ages slowly and, in
with a range of 20 meters (or yards). Before attacking, theory, will have a very long lifespan. This may reach
the character must first Focus for one round (thus, ten times the natural lifespan for their Ancestry or
attacking with this power will take 2 rounds). If the more. Such characters may be sought out as spouses
attack hits, Base Damage Rating will be equal to by some but may also be treated with prejudice
twice the character’s Presence Attribute Score (up to because of their unnatural aging process.
a maximum Base Damage Rating of 8). The damage
dealt is from the Energy type. For the attack to have 0-6 Traveler: The character may cross over to a
a chance to succeed, the character must gather and connected point (or “mirrored place”) in any parallel
spend Mana Points from their surroundings only (see world at will. In this is the method used by the Sidhe
page 175). The amount of Mana Points spent must when traveling from the Veiled Realm to Niorthus
be equal to the Base Damage Rating of the attack, and back. Traveling in this way is very dangerous, as
otherwise the Base Damage Rating will be reduced the character risks death if they are caught entering
accordingly. All Mana Points will be gathered as if uninvited by denizens of the parallel world. In , this
the character was attuned to the place. In , the Divine Power may be used to enter T’Kelti.
character is considered to have a number of Mana
Points at their disposal at all times equal to twice 0-7 Virtuoso: Once per day, the character will
their Presence Attribute Score, but the power cannot be able to reproduce—with high fidelity and without
be used more than once per combat. previous training—tasks that were performed by others

Михаил Герасимов (Order #27301389)


right before their eyes. This includes sophisticated touch the person once, and the power will remain with
tasks, such as playing music on a piano, assembling them until the next sunrise. A character cannot copy a
a specific complex machine or painting a portrait. The power that their Ancestry is forbidden from having or
character will be unable to use this power to make that is similar to one of their Ancestry’s traits.
forgeries of objects they have seen but didn’t have
the opportunity to observe being made. This power
may not be used to replicate any action that would
1-2 Gods’ Blood: The character doesn’t have
a power per se except that their children will be
require an Attribute or Skill contest of any kind, but
guaranteed to be born with a Divine Power other than
it may be used to reproduce the outcome of a talent
Gods’ Blood itself. A character with such power, when
or action that would require an Attribute or Skill test.
identified, may be sought out as a spouse by some.
No dice roll is required for the character replicating the
outcome. Also, for instance, the character won’t be able
to automatically repair a machine if they saw someone 1-3 Gods’ Eyes: The character sees people’s
trying to repair it and failing; likewise, if the character auras and can identify the aura’s color and strength.
saw someone successfully repairing a machine, they The aura will convey superficial information about
still won’t be able to automatically repair a similar the person’s spiritual or karmic balance regarding
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

Михаил Герасимов (Order #27301389)


rounds equal to their Presence Attribute Score. in this form. They will be able to cross walls and
closed doors; they won’t be able to fly or go beneath
the earth but may enter caves and basements. The
1-5 Power-Bound: The character senses what character’s consciousness won’t be able to interact
cardinal direction to follow to find an object or
location that is a source of divine power, such as Gods’ with the physical world in any form, and they cannot
Embers in . The range of this power, in kilometers, speak, or cast any spells or Psychic Powers. In ,
is equal to the character’s Presence Attribute Score (or while in such a state, the character is considered out
their Presence Attribute Score times 0.6 in miles). If of the Dreamscape (see page 249).
more than one source of divine power is within range,
the character will usually be attracted to the closest 2-3 Dreamseer: Sometimes, the character has
source, but sometimes a source of great, uncommon dreams that are prophetic about future important
divine power may take precedence. events, especially those connected to many people
suffering. Usually, such revelations will be crystal clear
1-6 Shadowy: The character is immune to any for the character regarding when, where and what is
supernatural means of detection or identification. happening, even though sometimes the cause of the
tragic event—and how to stop it—may be uncertain.

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

MIND, SOUL AND POWERS


is. While the character may get lost in the wild, information about the owner or the last user of an
they will always know the way out of a labyrinth object by touching it. The amount of information
or a building. This Divine Power won’t grant the gathered may vary, but they may receive in their
character knowledge of people’s intentions or past mind information such as the owner’s first name, a
or future deeds, such as who committed a crime or glimpse of some part of their body, the sound of their
is betraying their faction. voice, and the scent from their clothes (game master’s
discretion applies).

Divine Madness: From time to time,


2-1
the character will have vivid auditory and visual 2-6 Merciful Healer: The character may use
hallucinations while awake, especially in moments of their own blood to heal other people. In short, the
great stress. These surreal hallucinations will usually character may choose to receive one Wound Point to
reveal truths about people, events, and places, heal all of another person’s Wound Points, or a single
even though their meanings may not be discernible natural disease, with the mere touch of their hands.
immediately. Doing this takes a Turn Action. This power can be
used only once per day.
2-2 Dream Ghost: The character’s consciousness
will be able to “exit” their body while sleeping, 2-7 Saint: The character hears the gods on a
floating like an invisible ghost that is able to see and day-to-day basis, which basically leaves them on the
hear its surroundings. The distance and duration of verge of madness. While there’s generally no practical
the effect varies but is usually equal to the duration information that they may gather from this divine
of the character’s sleep. The character’s consciousness cacophony, on occasion the character may be able to
is immune to all forms of detection and harm while know what a given god desires at a certain time.

Михаил Герасимов (Order #27301389)


3 MENTAL POWERS 3-5 Keeper of Names: The character intrinsically
knows the real name of all things, living or non-living,
that they touch at least once, even the complete name
3-0 Clarity of Mind: The character is never of birth from people they don’t know.
affected by supernatural means of confusion,
such as illusions or madness, thus automatically
succeeding in any contests to resist spells that 3-6 Machine Sensitivity: With a simple touch of
try to fool their mind. The character may still be hands on the surface of any machine, the character will
convinced or fooled by natural forms of deceit or sense its status and will receive knowledge of how it
persuasion, or affected by other kinds of spells that may be operated, as well as any current or immediate
target the mind, such as those that try to control it problems with it. This Divine Power, however, won’t
or access its memories. make the character automatically succeed in any tests
or contests required for operation.
3-1 Clockwork Mind: The character remembers
everything—people, places, and events—in minute 3-7 Mind of Numbers: The character knows
detail and in such a vivid way that they are capable of
DIVINE POWERS

with mathematical precision what others would only


“revisiting” anything through simple remembrance to be able to estimate through observation. This includes
try to find any missing information. This divine power values such as distance, weight, height, duration, age,
won’t allow the character to retake any failed tests or speed, quantity, volume, and area—that is, things
contests, such as those related to the Perception Skill, that may be precisely quantified or represented by
but it may allow them to discover things that were numbers. The character must observe for 5 seconds
in plain sight (that is, things not concealed) with any or so what they want to measure with this power. In
tests not taken the first time. Because of this power, the addition to this, the character may roll one extra die
character has constant headaches and trouble sleeping. when playing games such as poker (Knuckles, in
and )—see page 402.
3-2 Epiphany: Once per day, the character may
choose to automatically succeed in a normal or hard 4 SOCIAL POWERS
220
test (but not contest) of the Wits Attribute only (not
Skills). The character must choose to use their power
before the roll is made. In doing so, the character 4-0 Creature Charmer: A Creature’s Ferocity
automatically obtains a non-critical success. Attribute Score will be considered 2 points lower
MIND, SOUL AND POWERS

when the character tries a Taming Skill contest to


calm it, or 4 points lower if the character also has the
3-3 Gods’ Observer: Once per day, after only a Animal Whisperer Ability from the Taming Skill. The
moment of observation, the character may precisely
character will also be able to tame creatures that are
judge whether another person is—in theory—equal,
normally considered untamable, with success in a
inferior to or superior to herself in a specific task, be
hard Taming Skill contest.
it a physical or mental one. Such evaluations won’t
set in stone the fate of any contest between the two
involved. In sum, the character will know whether 4-1 Divine Aura: Regardless of the character’s
their target has more or fewer Ranks than them in Ancestry, Culture, social status or appearance, they
a certain Skill, or if the target has a higher or lower will usually be able to attend the most restrictive
Score in a certain Attribute. of courts and places by the sheer power of the aura
that emanates from them. By virtue of their aura,
they will be received by high authorities, including
3-4 Inspired Judgement: Once per week,
queens and kings. Once they get to where they
after careful consideration, the character will know
whether a certain course of action is the optimal one, want to be and are heard, anything can happen,
given the circumstances. The character won’t know but regardless of the outcome, they will most likely
about chances of success or possible outcomes from be treated without any discrimination. They will
the decision under consideration, the other options, be judged solely by their past and present words,
or their own risks. However, while an optimal course actions, and affiliations.
of action will be the one with the highest chance
of success, it may also be the one with the riskiest 4-2 Empathic: The character has a natural
outcome in the case of a failure. understanding of all spoken languages, no matter

Михаил Герасимов (Order #27301389)


how alien they may be, and will be capable of
grasping the basic, relevant meaning of sentences
uttered in languages they don’t otherwise know. This
power doesn’t grant them the ability to speak, read,
or write the language.

4-3 Face Stealer: Once per day for a number of


minutes equal to 3 plus a die roll, the character may
change their likeness to copy another’s. All normal
Deception Skill tests or contests to disguise herself
or impersonate the copied target will be considered
automatic, non-critical successes.

4-4 Mesmerizing: With a successful normal


contest of the Presence Attribute, the character

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

MIND, SOUL AND POWERS


current thoughts or general mood. A person currently
in a calm, neutral state most likely won’t be “heard”
at all by the character.

4-6 Truthspeaker: Widely sought as advisors or


inspectors, a character with this power will be unable
to speak even the smallest of lies. They will, however,
be capable of omitting details or remaining silent
when asked questions.

4-7 Whisperer: The character may send succinct


telepathic messages across great distances to people
with whom they have a strong bond of love, friendship,
or blood. Usually a phrase of approximately five
words at most can be sent, as complex information
will be lost in the void. Not only that, if the character
uses this Divine Power for more than a minute per
hour, they will become very tired and may even pass
out from the effort. Some kingdoms and nations
exchange twins with this power to use them as
communication vessels.

Михаил Герасимов (Order #27301389)


5 PHYSICAL POWERS be able to complete two actions during their turn in
the following round. Both must be performed at the
character’s place in the Initiative order, and must be
5-0 Bird Eyes: The character is very good at taken consecutively. The two actions must be Melee,
hitting stationary targets incapable of reaction. They
Ranged, Reload, or Flee, but they don’t need to be the
must use a ranged weapon of any kind and the target
same.
must be in range. If the test for the attack would be
a normal one, an automatic, non-critical success
happens. If the test would be a hard one, roll for the 5-4 Inner Energy: Add 1 to the Base Damage
attack treating it as if it was a normal one instead. If Rating of the character’s unarmed strikes with the
for whatever reason the attack would call for a contest, Martial Arts Skill.
this power won’t have any effect.

5-5 Lightning Reaction: The character’s Initiative


5-1 Chameleon Skin: The character may change roll is considered equal to that of the character who
their clothing and skin color at will, in the same way immediately preceded them in the order of Initiative
as a chameleon. The character won’t become invisible,
DIVINE POWERS

(if any), plus 1. Thus, they will effectively climb one


but all normal Stealth Skill tests or contests to hide or
spot on the Initiative order. This power applies only
follow someone are considered automatic non-critical
to combat in general and not to any forms of duel.
successes. If the test or contest would be a hard one,
treat it as a normal one instead.
5-6 Rage: If the character is wounded by an
enemy during a combat, increase the Base Damage
5-2 Child of the Darkness: The character has
an extra-sensory perception that allows them to see Rating of all their melee attacks by 1 for the remainder
in darkness—total or partial, magical or natural—as of the combat.
clear and detailed as if the area were bathed by direct
sunlight. 5-7 Regeneration: If the character is not dying
and has less than 6 Wound Points, they will heal
222
5-3 Divine Whirlwind: During a combat, the all of their Wound Points after a full night of rest,
character may take a Focus action in a given turn to without needing any medical treatment. They won’t
MIND, SOUL AND POWERS

Михаил Герасимов (Order #27301389)


automatically heal severe injuries like broken bones, they entered stasis and be able to leave it immediately
missing limbs, or deadly wounds. at will.

6 ENDURANCE POWERS 6-6 Strength of the Faithful: The character


can do strenuous tasks without suffering any of the
physical consequences. Examples include going
6-0 Blessed: All kinds of spells have a higher through a whole night without rest or sleep, traveling
chance of not working on the character. The character
double the normal distance by foot, or doing twice
must always try to resist every spell cast on them,
the normal daily routine of any demanding physical
good or bad. For beneficial spells without a specific
work. The character can keep going at this rate for
resisting contest, they will try to resist them with their
a number of days equal to their Vigor Attribute
Presence Attribute Score. Also, add 2 to their Vigor or
Score before needing a day of normal routine with
Presence Attribute Scores when trying to resist any
a rest period. This does not allow the character to
spells, good or bad ones. This divine power won’t
do physical work of which they are incapable due
affect spells that may be dodged instead of resisted,
to lack of strength, dexterity, or skill, and they also
or negative spells that don’t specify any form of

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.

Gods’ Lover: The character is immune to


6-1
common, natural diseases. The character is also 6-7 Divine Protection: The character will never
die from any natural or supernatural disease but may
sterile.
suffer any other effects from illnesses.

Iron Will: Once per session, the character


6-2
may reroll a failed Weakness test. This reroll won’t
7 ELEMENTAL POWERS
count as a test when adding up the number of times a 223
character’s Weakness was tested in a session. 7-0 Cat’s Leap: The character may reach as high
or as far as 10 meters (or yards) with a jump. If they
are conscious, they will be able to glide down instead
Ox Guts: The character is immune to all
6-3 of falling if the fall isn’t from a height greater than 10
effects of any drugs—good or bad—but not poisons.

MIND, SOUL AND POWERS


meters (or yards) from the ground. If they fall from a
They also won’t become addicted to any such drugs. In
height higher than 10 meters (or yards), subtract that
, the character may, however, choose to voluntarily
distance from the height when calculating damage
be affected by the effects of the Dreamseed drug.
received (see page 143).

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

Михаил Герасимов (Order #27301389)


disposal at all times, but the power cannot be used they may warp the wind to attack a target. The attack
more than once per combat. is either a melee one (with the Brawl Skill) or a ranged
one made with the Dexterity Attribute, with a range
of 15 meters or yards). Before attacking, the character
7-2 Fire Warper: If there is any fire source near must first Focus for one round (thus, the attack will
the character, they may warp it to attack a target. The
take 2 rounds). If the attack hits, Base Damage Rating
attack is either a melee one made with the Martial
will be equal to the character’s Presence Attribute
Arts Skill, or a ranged one made with the Dexterity
plus their Dexterity Attribute (up to a maximum Base
Attribute, with a range of 15 meters (or yards). Before
Damage Rating of 6; damage dealt is from the Blunt
attacking, the character must first Focus for one round
type). For the attack to have a chance to work, the
(thus, attacking with this power will take 2 rounds).
character must gather and spend 1 Mana Point from
If the attack hits, Base Damage Rating will be equal to
their surroundings only (see page 175). The Mana
twice the character’s Presence Attribute Score (up to Point will always be gathered as if the character were
a maximum Base Damage Rating of 6; damage dealt attuned to the place. In , the character is considered
is from the Energy type). For the attack to have a to have 1 Mana Point at their disposal at all times, but
chance to work, the character must gather and spend the power cannot be used more than once per combat.
DIVINE POWERS

1 Mana Point from their surroundings only (see page


175). The Mana Point will always be gathered as if
the character were attuned to the place. In , the 7-7 Wyrm’s Blood: The character is never
character is considered to have 1 Mana Point at their injured by heat or fire, but worn clothes and carried
disposal at all times, but the power cannot be used items may be destroyed. They are not immune to
more than once per combat. explosions, lava, electricity, acids or other subtypes
of Energy damage.

7-3 Hardened Skin: The character’s skin has


a likeness that resembles marble and that provides
them a natural armor with a rating of 1. While the
character’s likeness may be considered beautiful,
224 they may still draw unwanted attention.

7-4 Water Warper: If there is any water source


near the character, they may warp it to attack a target.
MIND, SOUL AND POWERS

The attack is either a melee one made with the Martial


Arts Skill, or a ranged one made with the Dexterity
Attribute, with a range of 15 meters (or yards). Before
attacking, the character must first Focus for one
round (thus, attacking with this power will take 2
rounds). If the attack hits, Base Damage Rating will be
equal to the character’s Presence Attribute Score plus
their Wits Attribute Score (up to a maximum Base
Damage Rating of 6; damage dealt is from the Blunt
type). For the attack to have a chance to work, the
character must gather and spend 1 Mana Point from
their surroundings only (see page 175). The Mana
Point will always be gathered as if the character were
attuned to the place. In , the character is considered
to have 1 Mana Point at their disposal at all times, but
the power cannot be used more than once per combat.

7-5 Water-Breather: The character cannot drown


as they are able to breathe underwater. This power
works with saltwater and freshwater.

7-6 Wind Warper: if the character is outside,

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CHAPTER 13

VITALITY POWERS

225

MIND, SOUL AND POWERS

Михаил Герасимов (Order #27301389)


3 Experience Points for a Vitality Power from the
OVERVIEW character’s school, or 6 Experience Points for a Vitality
Power from another school. In order to learn a power
from another school, the character must have learned
enough about its Martial Arts style in some way that
In and some other fantastical settings, there
would merit such access to its secrets.
are people who can tap into their inner energy to
accomplish superior physical and mystical feats
called Vitality Powers. In the same way, if access to specific Martial Arts
Skill Abilities is restricted in the setting, learning an
Ability from another school will cost an additional 3
In , all player characters are considered to Experience Points (in addition to the cost of raising
have Vitality Powers. In other settings of their own the Martial Arts Skill Rank—see page 86).
devising, the game master may stipulate that a player
must spend 1 or more Background Points for their
character to have Vitality Powers. Note that schools are always protective of their own
VITALITY POWERS

Martial Arts style secrets. This means that it is very rare


for a character from another school to be invited by a
During creation of a character with Vitality master to learn a Vitality Power or a Martial Arts Skill
Powers, the player must first choose a Martial Arts Ability. Thus, such secrets are usually learned by fighting
school of which their character will be a disciple. This characters from other Martial Arts schools, spying on their
must be chosen from those available in the setting or practices, or stealing treatises from a master.
created from scratch if the setting allows.

Most Vitality Powers performed during combat


Depending on the setting, some Martial Arts schools are defined as “Techniques”—powers performed
may have requirements regarding who may join them. with the Martial Arts Skill.
More often than not, they are restricted to students from
a single Culture.
Usually, no more than one Technique may
226
be performed in conjunction with a single attack.
When creating a Martial Arts school, the player However, two or more Techniques may be used when
will give it a name, location, motto, colors and a the character performs a Combo or a Whirlwind
symbol. Then, the player will create the school’s
special action (see below).
Martial Arts style by choosing 4 Vitality Powers and
MIND, SOUL AND POWERS

randomly assigning 4 other Vitality Powers, for a


total of 8 Vitality Powers. When a Technique deals damage to an opponent,
the damage will be increased by the Mighty Advantage
(if any; unless stated otherwise in the Technique
Depending on the setting, being part of one such
description) and also by the margin of success that
school may be a requirement for a character to have
the attacker obtained over their target (if any). In this
access to the specific Abilities from the Martial Arts
way, damage from a technique is treated like damage
Skill. If that is the case, besides giving access to 8
from a regular attack according to the normal combat
Vitality Powers, the school will also teach 5 generic or
rules. Damage dealt by a Technique cannot, however,
specific Martial Arts Skill Abilities (see page 86).
be increased by the Strike Technique Ability.

The character will start the game with 4 Vitality


Besides Vitality Powers, the character will also
Powers. The character may start with additional
have a number of Vitality Points.
Vitality Powers by spending Background
Points: 1 Background Point for each extra
Vitality Power. Each Vitality Power will be Vitality Points are awarded by the Vitality Powers
related to one Attribute. A character may not themselves when acquired by a character during their
have more Vitality Powers from any given creation or between sessions. While some Vitality
Attribute than twice its score. Powers will award the character only a single Vitality
Point, some may award more.
Vitality Powers may also be learned between
sessions with the expenditure of Experience Points: Vitality Points will be spent to perform some

Михаил Герасимов (Order #27301389)


VITALITY POWERS
Vitality Powers—Techniques or otherwise—or the weapons may be used when performing a Combo
Combo, Whirlwind, and Absorption special combat action.
actions (see below). Spent Vitality Points will be 227
completely replenished after the character rests for a The player must state how many attacks will be
full night. strung together and spend 1 Vitality Point per attack
before any roll is made. The attacker may do as many

MIND, SOUL AND POWERS


A character’s maximum number of Vitality generic Martial Arts attacks and Vitality Powers
Points will, however, be reduced by the number classified as Techniques as they wish to and can pay
of Darkness Points they have (see page 257). If for for in Vitality Points. This cost is in addition to the
whatever reason a character’s number of Darkness cost of the Combo action. The same Technique may
Points drops, then their number of Vitality Points will not be used more than once per Combo action.
increase by the same amount. The character’s Vitality
Points total will also be permanently reduced by one When their character performs a Combo action,
point per Cybernetic Implant they have installed the player must state the order in which each attack
in their body (not counting Cybernetic Implants is performed. After that, the player will roll only
classified as neural software; see page 324). once for all attacks, and the contest will be of hard
difficulty for their character. The contest will also
During combat, a character may spend 1 or more be of hard difficulty for the defender. If the attacker
Vitality Points to do one of the following three special succeeds, their player will apply damage from every
attack individually in the order they specified, but
actions:
the bonus damage from the success margin will
only apply for the first attack in the Combo action.
COMBO The target’s armor rating, if any, will apply against
each individual damage dealt (minimum of 1 point of
If both hands are free, and the character is not damage per attack in the Combo action).
wearing armor with an armor rating higher than 1,
they may string together two or more Martial Arts Each damage dealt in the Combo action will
attacks against a single target during their turn. No be checked against the target’s damage thresholds

Михаил Герасимов (Order #27301389)


individually. If the target is KO’d before the damage of the Whirlwind action. The same Technique may
from all attacks in a Combo action are applied, the not be used more than once per Whirlwind action.
remaining damage is not dealt, but all of the Vitality
Points are spent anyway.
All contests are of hard difficulty for the attacker
and must be performed in the order stated by their
WHIRLWIND player. If the attacker succeeds in a contest, apply
damage normally and proceed with the contest against
the next target, if any. Otherwise, if the attacker fails one
If both hands are free, and the character is not of the Whirlwind attacks, the action ends immediately
wearing armor with an armor rating higher than 1, and any remaining targets are not attacked, but all of
the character may string together two or more Martial the Vitality Points are spent anyway.
Arts attacks against any number targets during their
turn. No target may be attacked more than once with
a Whirlwind action, and the player must state which ABSORPTION
targets their character is going to attack and in what
VITALITY POWERS

order. No weapons may be used to when performing


Once per round, as a special Reaction, if not
a Whirlwind action.
wearing armor with an armor rating higher than
1, a character may spend Vitality Points to absorb
During a Whirlwind action, the attacker may (negate) all damage received from a single attack or
move up to a total of 20 meters (or yards), but no event. This reaction can be taken during combat or
target may be more than 5 meters (or yards) from the otherwise. The character must spend a number of
previous target in the target chain. Vitality Points equal to twice the amount of damage
to be negated. If the damage is from the Slashing or
Piercing type, the required Vitality Point cost is equal
The player must state how many attacks will be
to three times the amount about to be negated.
strung together and spend 1 Vitality Point per attack
before any roll is made. The attacker may do as many
generic Martial Arts attacks and Vitality Powers If the character doesn’t have sufficient Vitality
228
classified as Techniques as they wish to and can pay Points to negate all damage received, the Absorption
for in Vitality Points. This cost is in addition to the cost Reaction cannot be taken.
MIND, SOUL AND POWERS

Михаил Герасимов (Order #27301389)


If the character is successfully targeted by a need any water or food and will become resistant to
Combo action, the target may only cancel the damage extreme cold. While in this state, the character’s senses
from a single attack. The choice of which attack to and capacity to react will be extremely impaired; they
absorb the damage from must be made before any won’t be able to see, will only hear the loudest of
Vigor Attribute tests are made as a result of the noises, and will only feel the pain from grave injuries.
damage received. While damage from an attack may After a full day passes, the character will automatically
be absorbed, its additional effects (such as being leave their stasis state.
pushed back or becoming stunned) will still take Vitality Points received: 4.
place, if there are any.
Vitality Point cost: 3 (per stasis).

LIST OF VITALITY POWERS 3 Fist of the Righteous: This is a Technique. If


not wearing armor with an armor rating higher than
1, and if at least one hand is free, the character may try
to cause greater damage to an opponent with a punch.
The available Vitality Powers for each Attribute

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.

VIGOR-RELATED VITALITY POWERS 4 Iron Fists: This is a Technique. If not wearing


armor with an armor rating higher than 1, and if at
(0 OR 1) least one hand is free, the character may try to cause
greater damage to an opponent with a punch, and 229
0 Bear Stance: When using the Vigor Attribute may even damage or destroy any worn armor. This is
in relation to the Martial Arts Skill, all attacks will be a hard Martial Arts test for the attacker. Base Damage
considered Vitality attacks when targeting the Undead, Rating will be equal to the character’s Vigor Attribute
Vampires or Fiends (see page 280). Score plus 1, and damage is of the Blunt type. If hit by

MIND, SOUL AND POWERS


Vitality Points received: 2. the attack, the opponent will be pushed back 5 meters
(or yards), and they will fall to the ground if they hit
Vitality Point cost: 0 (permanent effect).
any obstacle with their back. Any non-enchanted armor
they are wearing will be damaged, losing 1 point of
1 Beetle Style: When using the Vigor Attribute armor rating per 4 points of damage dealt. Lost armor
in relation to the Melee Weapons Skill or the Exotic rating points will still cancel out damage from the attack
Weapons Skill, the character may use whichever of that damaged the armor before being permanently lost.
these Skills has the highest number Ranks. This Power This is considered a Vitality attack when targeting the
works for all normal and hard tests or contests, when Undead, Vampires or Fiends (see page 280).
attacking or parrying with an exotic or a melee weapon. Vitality Points received: 3.
Vitality Points received: 2. Vitality Point cost: 3 (per attack attempt).
Vitality Point cost: 0 (permanent effect).
5 Iron Resistance: Once per day, before rolling any
Death Trance: Once every couple of days, the
2 dice, a hard test to avoid death becomes a normal one.
character may voluntarily enter a stasis where they Vitality Points received: 2.
will be semiconscious, with minimal respiration and
Vitality Points cost: 2 (per test).
heartbeats. This state lasts for a whole day, and may fool
enemies about whether they are alive. This state may
be used to prolong their life up to one day, in instances 6 Iron Strength: Once per day, before rolling
where the character is mortally wounded but not any dice, the character may automatically succeed
outright killed. During their Death Trance, they won’t in a test to not be KO’d, but only if a test is actually

Михаил Герасимов (Order #27301389)


damage. Finally, if the character fell to the ground,
they may use the Agile like Water Power to get up
with a Free Action or Reaction, thus avoiding any
penalties associated with lying on the ground.
Vitality Points received: 2.
Vitality Point cost: 1 (per jump, combat action, or
Free Action).

1 Speed of the Wind: The total Vitality Point cost


to do a Whirlwind action is 1 less (minimum of 1).
Vitality Points received: 2.
Vitality Points cost: see Whirlwind action.
VITALITY POWERS

2 Flurry of Blows: The total Vitality Point cost to


do a Combo action is 1 less (minimum of 1).
Vitality Points received: 2.
Vitality Points cost: see Combo action.

3 Flying Kick: This is a Technique. If not wearing


armor with an armor rating higher than 1 and if at
least one hand is free, the character may jump forward
in the air to try to hit an opponent with a powerful
required. kick. Including the running and the actual jump, the
Vitality Points received: 2. character may hit an opponent up to 20 meters (or
230
Vitality Points cost: 2 (per test). yards) away with this Technique. This is a normal
Martial Arts contest for the attacker. Its Base Damage
Rating is equal to the character’s Dexterity Attribute,
7 Protective Aura: Once per round, if not wearing and the damage is of the Blunt type. If hit by the
MIND, SOUL AND POWERS

armor with an armor rating higher than 1, when doing


attack, the opponent will be pushed back 5 meters (or
an Absorption reaction, the character can reduce the
yards) and fall to the ground if they hit any obstacle
Vitality Points cost of absorbing Slashing- or Piercing-
with their back. This is considered a Vitality attack
type damage. The cost of the absorption reaction will
when targeting the Undead, Vampires or Fiends (see
be double the amount of damage absorbed, instead of
page 280).
three times.
Vitality Points received: 3.
Vitality Points received: 2.
Vitality Point cost: 2 (per attack attempt).
Vitality Point cost: variable (per Reaction).

4 Mantis Style: When using the Dexterity


DEXTERITY-RELATED VITALITY POWERS
Attribute in relation to the Fencing Skill or the Exotic
(2 OR 3) Weapons Skill (through the Precision Ability), the
character may use whichever of these Skills has the
0 Agile like Water: If not wearing armor with highest number of Ranks. This power works for all
an armor rating higher than 1, the character may normal and hard tests or contests, when attacking or
move a number of meters (or yards) per round equal parrying with an exotic or fencing weapon.
to their Dexterity Attribute Score times 10 when Vitality Points received: 2.
doing any combat action(including the Combo and
Vitality Point cost: 0 (permanent effect).
the Whirlwind action). The character may also jump
up or forward the same number of meters (or yards)
and fall from the same height without suffering any 5 Phase Strike: This is a Technique. If not wearing

Михаил Герасимов (Order #27301389)


armor with an armor rating higher than 1 and if at Vitality Points received: 4.
least one hand is free, the character may move forward Vitality Points cost: 3 (per test).
at great speed and pass through their opponent
with a Phase Strike. When using this technique the
character’s hands and forearms become ethereal and
1 Deadly Strike: This is a Technique. If not wearing
armor with an armor rating higher than 1 and if at least
deliver damage directly inside the target’s body. This
one is hand free, the character may do an open hand
is a hard Martial Arts contest for the attacker, and the chop to a potentially lethal spot. This is a normal Martial
defender cannot parry but can only dodge this attack. Arts contest for the attacker. Its Base Damage Rating
All of the opponent’s armor rating—natural or worn— is equal to the character’s Wits Attribute Score plus 1,
is negated. The Base Damage Rating of the attack is 2, and damage is of the Piercing type. This is considered
and it cannot be increased by the Mighty Advantage. a Vitality attack when targeting the Undead, Vampires
The damage is of the Energy type. This is considered or Fiends (see page 280).
a Vitality attack when targeting the Undead, Vampires Vitality Points received: 3.
or Fiends (see page 280).
Vitality Point cost: 2 (per attack attempt).

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

MIND, SOUL AND POWERS


them. This is a hard Martial Arts contest for the
character using the power. If they are successful,
then the attacker loses their weapon, which is thrown
away from their immediate reach.
Vitality Points received: 3.
Vitality Points cost: 2 (per parry attempt).

WITS-RELATED VITALITY POWERS


(4 OR 5)

0 Danger Awareness: Once per day, the character


may try to sense if they are in imminent danger.
A character will register any threats of physical
harm to them in their current location, such as traps
or ambushers. The danger, if present, must be of
intentional harm due to happen within an hour. To
become aware of the imminent danger, they must
succeed in a normal Arcana Skill test. No retry is
possible.

Михаил Герасимов (Order #27301389)


wearing armor with an armor rating higher than 1 and character may try to heal herself from the effects of
if both hands are free, the character may try to throw an any drug or poison with a successful hard Arcana
opponent to the ground. This Technique may not target Skill test. To do so, the character must meditate for at
a character who has a Vigor Attribute Score 3 or more least 15 minutes, and the meditation must begin no
points higher than the martial artist’s highest Attribute more than an hour after the drugging or poisoning
Score. This is a normal Martial Arts contest for the event. If the effects of the poison are delayed, the
attacker. Its Base Damage Rating is equal to the character’s meditation must begin no more than one hour after
Wits Attribute Score, and damage is of the Blunt type. If the first symptoms appear. Only one try is possible
successful, the opponent is thrown to the ground. This is per drugging or poisoning event.
considered a Vitality attack when targeting the Undead, Vitality Points received: 3.
Vampires or Fiends (see page 280). Vitality Point cost: 2 (per test).
Vitality Points received: 3.
Vitality Points cost: 3 (per attack attempt). 6 Momentum Throw: Once per round, if not
VITALITY POWERS

wearing armor with an armor rating higher than 1


4 Lay on Hands: The character may use their and if both hands are free, the character may use the
Vitality to heal another character by laying their hands momentum of an attacker against them. As a reaction,
on a wound. The recipient must have fewer than 6 they can use both hands to throw an opponent who
Wound Points and not be dying. This takes a couple attacks them with an unarmed strike or a Technique
of minutes and is a hard Arcana Skill test. If successful, with the Martial Arts Skill. This Ability may not target
the character instantly heals 1 Wound Point. a character who has a Vigor Attribute Score 3 or more
points higher than the martial artist’s highest Attribute
Vitality Points received: 3.
Score. This is a hard Martial Arts contest. If the user
Vitality Points cost: 2 (per test). of this Ability is successful, the opponent is thrown to
the ground. The Base Damage Rating is equal to 1 and
5 Meditative Healing: Once per day, the the damage is of the Blunt type. This is considered a
232
MIND, SOUL AND POWERS

Михаил Герасимов (Order #27301389)


Vitality attack when targeting the Undead, Vampires Vitality attack when targeting the Undead, Vampires
or Fiends (see page 280). or Fiends (see page 280).
Vitality Points received: 3. Vitality Points received: 3.
Vitality Points cost: 2 (per parry attempt). Vitality Point cost: 2 (per attack attempt).

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.

MIND, SOUL AND POWERS


Vitality Point cost: 3 (per attack attempt). Vitality Points received: 3.
Vitality Point cost: 2 (per test).
1 Blinding Speed: Once per round, if not wearing
armor with an armor rating higher than 1, the character 6 Monkey Stance: If not wearing armor with
may, as a reaction, try to teleport to a couple of meters an armor rating higher than 1 and if both hands are
or yards away to try to avoid an attack. When using free, the character may use their Presence Attribute
this Ability a hard Dodge Skill test or contest will Score instead of their Vigor one for tests and contests
become a normal one. Blinding Speed supersedes any with the Martial Arts Skill. Martial Arts attacks dealt
Skill Ability, power or condition that would make the while having this Vitality Power will be considered
Dodge Skill test a hard one. Vitality attacks when targeting the Undead, Vampires
Vitality Points received: 3. or Fiends (see page 280).
Vitality Point cost: 2 (per dodge attempt). Vitality Points received: 2.
Vitality Point cost: 0 (permanent effect).

2Energy Strike: This is a Technique. If not


wearing armor with an armor rating higher than 1 and 7 Scorpion Style: If not wearing armor with an
if at least one hand is free, the character may do a palm armor rating higher than 1, the character may use their
melee strike that deals damage. This is a normal Martial Presence Attribute Score instead of their Vigor one for
Arts contest for the attacker. Its Base Damage Rating is tests and contests with the Exotic Weapons Skill.
equal to the character’s Presence Attribute Score, and Vitality Points received: 2.
the damage is of the Energy type. This is considered a Vitality Point cost: 0 (permanent effect).

Михаил Герасимов (Order #27301389)


CHAPTER 14

PSYCHIC POWERS

234
MIND, SOUL AND POWERS

Михаил Герасимов (Order #27301389)


Spent Psychic Points will be fully replenished
OVERVIEW after a full night of rest.

In some very rare and special circumstances,


In and other settings with supernatural whether they have the Insightful Advantage
elements, some characters may be able to control or not, a non-psychic character may develop
beings and objects solely with the power of their Psychic Powers by experiencing some sort
minds. These people are considered psychics—those of paranormal event (see pages 215 and 245).
who possess Psychic Powers. When that happens, the character will gain
one random Psychic Power and a number of
Psychic Points equal to twice their Presence
The nature of a Psychic Power may vary from setting Attribute Score only. A character may also be
to setting. It may be derived from an Ancestry’s natural created with one such random Psychic Power
or artificial genetic evolution, it may be a supernatural by spending 1 Background Point (regardless of
gift given by the gods (willingly or accidentally) to some having the Insightful Advantage).

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

MIND, SOUL AND POWERS


character, gaining 1 additional Psychic Power for equal to a Presence Attribute test or contest and
each Background Point spent. Later on, additional the test or contest will be a normal one, unless
Psychic Powers may be acquired through Experience stated otherwise.
Points, with character gaining 1 new Psychic Power
per 6 Experience Points. Some Psychic Powers, indicated below, may
be activated with a Free Action or a Reaction by
All psychic characters will have a number of spending double their cost in Psychic Powers. When
Psychic Points that are required to perform Psychic a Psychic Power may be activated with a Free Action,
Powers. Psychic Points will be equal to three times it may only be done during the Psychic character’s
the character’s Presence Attribute Score, plus one own turn. When a Psychic Power may be activated
with a Reaction, it may only be done if the Psychic
point per Psychic Power they possess.
character has not tried to dodge or parry an incoming
attack during the same turn order. Similarly, if a
The character’s Psychic Points total will be Psychic character tried to activate a Psychic Power
temporarily reduced, however, by armor they are with a Reaction, they may not try to dodge or parry
wearing. Their total is reduced by one for each point an incoming attack during the same turn order.
of Armor Rating they possess from worn armor (thus,
not counting natural armor). Their Psychic Points A psychic character will also have the option to
total will also be permanently reduced by one point roll one extra die (up to the maximum total of 5 dice)
per Cybernetic Implant they have installed in their when using any Psychic Power. To do this they must
body (not counting Cybernetic Implants classified as spend 2 more Psychic Points than the Power requires.
neural software; see page 324). This can be done only once per Psychic test or contest.

Михаил Герасимов (Order #27301389)


The character may do so as long as they have the the subject, the Psychic test becomes a contest instead.
necessary Psychic Points, but the second time and A Psychic contest will be normal for both the
each subsequent time they do it before a new day Psychic character and their target. For the Psychic
begins, they will also receive 1 Wound Point, as the character, it will be a Presence Attribute contest. The
character will self-inflict brain damage. target, however, will resist in one of the following
three ways, depending on the traits of the Psychic
In settings with Darkness Points (see page 257), Power:
the game master may decide that characters may roll
one extra die by receiving a Darkness Point instead ♦ If the Psychic Power affects the target’s mind,
of spending the extra Psychic Points, and without they will resist with either their Wits or Presence
receiving Wound Points for doing so more than once Attribute, whichever is higher.
per day.
♦ If the Psychic Power affects the target’s body
directly, they will resist with either their Vigor or
Success in a Psychic test means the Psychic Power Presence Attribute, whichever is higher.
PSYCHIC POWERS

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
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Михаил Герасимов (Order #27301389)


Whenever a Psychic Power would deal damage may be used when there is need to randomly select
to a target, increase said damage by the margin of one of such powers. If that is the case, roll one die
success the psychic obtained over their opponent (if twice: first to determine its category, then again to
any), just like damage from a regular attack would find out the Psychic Power.
under the normal combat rules.
MIND OVER BODY PSYCHIC POWERS
If the target is a psychic character or psychic (0 OR 1)
creature, they may spend 2 Psychic Points to roll 1
extra die (up to a maximum of 5 dice) to try to resist
it; this can be done only once per Psychic contest. 0 Adrenaline Surge: For a number of minutes
This bonus die may be applied for resisting Psychic equal to their Presence Attribute Score (or for a whole
Powers that affect the mind or body directly, but not combat or chase), the psychic character may increase
those that target the body indirectly. their Vigor Attribute Score by 1 (up to a maximum
Score of 5). This Psychic Power may not be performed
again in following turns to aggregate bonuses. The
The targeted psychic character or psychic

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.

Just like with Psychic tests, the game master should be


2 Hyperkinesis: For a number of minutes equal
to their Presence Attribute Score (or for a whole 237
mindful about the psychic character rolling critical successes combat or chase), the psychic character may increase
and especially critical failures during Psychic contests, their Dexterity Attribute Score by 1 (up to a maximum
which may have terrible consequences for those involved. 
Score of 5). This Psychic Power may not be performed
again in following turns to aggregate bonuses. The

MIND, SOUL AND POWERS


Unless stated otherwise in the description of Psychic character may try to activate this Psychic
the Psychic Power, characters will usually be able to Power with a Free Action. Psychic Points cost: 2.
identify the source of any Psychic Power taking place
because of their body language, facial expressions,
gestures, and especially supernatural auditory or
3 Levitation: For a number of minutes equal to
their Presence Attribute Score, the psychic character
visual cues emanating from the psychic.
may levitate. They can reach a height equal to their
Presence Attribute Score times 10, and move slowly
Finally, depending on the setting, some special in any direction. Once the Psychic Power expires, the
items and places may increase a psychic character’s character will slowly descend to the ground. Psychic
power by giving bonuses to their Presence Attribute Points cost: 4.
(for performing Psychic Powers) or by giving them
bonus Psychic Points.
4 Phasing: The psychic character rearranges the
molecules of their body, as well as their clothes and
any objects they are carrying, to make them briefly
LIST OF PSYCHIC POWERS immaterial for a second or so. With this Psychic
Power, the character may pass through a single wall
or closed door or become free of any kind of shackles.
Phasing may also be used as a Reaction to try to avoid
The Psychic Powers for , and other settings
an incoming attack instead of parrying or dodging
with such powers, are listed below by type.
it. When Phasing is used as a defensive reaction, the
psychic character must perform a normal Psychic
Each Psychic Power has an assigned number that contest to try to avoid the attack. Psychic Points cost: 3. 

Михаил Герасимов (Order #27301389)


5 Psychic Grip: The psychic character may choke into ice shards to hurl them at enemies, including
another as if the target’s throat were gripped by an creatures. The attack may hit up to a number of targets
invisible hand of great might. This Psychic Power equal to the psychic character’s Presence Attribute
may also affect large-sized or smaller creatures. The Score, as long as they are not more than 5 meters (or
psychic character must have line of sight to their yards) apart from one another and not more than
target. Base Damage Rating for this attack is equal to 10 meters (or yards) from the psychic character. A
the psychic character’s Presence Attribute Score and wave attack will have a Base Damage Rating of 1 and
the damage is from the Blunt type. This attack will damage will be of the Blunt type. Ice shards will have
completely disregard the target’s armor. The target a Base Damage Rating of 2 and will be of the Piercing
may resist it with their Vigor or Presence Attribute, type. Both attacks may be dodged. Targets hit by a
wave will be pushed back 5 meters (or yards) and fall
whichever is higher. In settings with the darkness
to the ground. Psychic Points cost: 3. 
tracker, this Psychic Power will give the user 1
Darkness Point each time it is successfully used.
Psychic Points cost: 3. 2 Kinetic Dome: The psychic character conjures
a static Kinetic Dome with a radius equal to or lower
PSYCHIC POWERS

than their Presence Attribute Score, in meters (or


6 Psychic Healing: If the subject has less than 6 yards). The dome will last for a few minutes or a
Wound Points and is not dying, the psychic character whole combat. The Kinetic Dome will defend against
may instantly heal 1 Wound Point from another and deflect any and all ranged attacks (incoming or
character. This Psychic Power may also affect large- outgoing), regardless of their type of damage. This
sized or smaller creatures. Psychic Points cost: 2. includes those from spells and other arcane sources,
such as attacks made with Energy Manipulation,
Psychokinesis, and Shockwave. The Kinetic Dome
7 Psychic Regeneration: If they have less than won’t, however, protect against ranged attacks from
6 Wound Points and are not dying, the psychic spells and other arcane sources that cannot be dodged,
character may instantly heal 1 of their own Wound such as Psychic Grip and Pyrokinesis. The Psychic
Points. Psychic Points cost: 2. character may try to activate this Psychic Power with
238 a Reaction. Psychic Points cost: 3.
MIND OVER MATTER PSYCHIC POWERS
(2 OR 3) 3 Obliteration: The psychic character may
damage objects with the power of their mind, as
long as they are no farther away than a number of
MIND, SOUL AND POWERS

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

Михаил Герасимов (Order #27301389)


character may affect an area with a radius equal to 5 Psychic Blade: The psychic character will
their Presence Attribute Score times 10 in meters (or sprout from their hand a purple, translucent blade of
yards). When igniting objects, they will affect a single pure psychic energy that will last for a few minutes
object, as long as it is flammable and its dimensions— or for a whole combat. The Psychic Blade negates
length, width, or height—do not individually exceed all natural or worn armor, unless it is enchanted or
the psychic character’s Presence Attribute Score, energy-based, and attacks with the blade cannot be
in meters (or yards). While the attack cannot be parried but only dodged. On following turns, after
dodged, characters operating a targeted vehicle may conjuring the Psychic Blade, the psychic character
try to resist this Psychic Power with their Presence may attack with it using the Martial Arts Skill. Its Base
Attribute, while a targeted automaton may try to Damage Rating is equal to the psychic character’s
resist it with either its Vigor or Presence Attribute, Presence Attribute Score and damage is of the Energy
whichever is higher. If this Psychic Power is used to type. Psychic Points cost: 3.
ignite the held or worn possessions of a living being,
the target may try to resist the attack with their Vigor
or Presence Attribute, whichever is higher. Base
7 Psychokinesis: The psychic character may
move objects in their line of sight up to 10 meters

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

MIND, SOUL AND POWERS

Михаил Герасимов (Order #27301389)


used to try to remove a weapon or another object from would mean immediate physical harm to them or to a
the hands of an opponent. In this scenario, the enemy friend, they may take a normal Presence Attribute test
may try to resist it with either their Vigor or Presence to break the Enthrallment. If they are successful they
attribute, but the contest will be a hard one for the will not perform the action they were commanded to
Psychic. The Psychic character may try to activate this do. After an Enthrallment ends, the target will always
Psychic Power with a Reaction. Psychic Points cost: 2. know what happened to them and who the psychic
character was that did it to them. In settings with the
Darkness Tracker this Psychic Power will give the
7 Shockwave: The psychic character may
Psychic 1 Darkness Point each time it is successfully
manipulate the air around them to provoke violent
used. Psychic Points: 4.
shockwaves against several targets, including
creatures. The shockwave may hit up to a number
of targets equal to the psychic character’s Presence 2 Inflict Pain: The psychic character inflicts
Attribute Score, as long as they are not more than intense pain directly into the mind of another. This
5 meters (or yards) apart from one another and not Psychic Power may also affect creatures of any size.
more than 10 meters (or yards) away from the psychic The target may not be farther away than the psychic
PSYCHIC POWERS

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

Михаил Герасимов (Order #27301389)


PSYCHIC POWERS
241
visual and auditory illusion inside the mind of another but only as long as the psychic character keeps doing
character. The target may not be farther away than consecutive Focus actions. The telepathic link allows
the psychic character’s Presence Attribute Score times both characters to send and receive non-spoken
5 in meters (or yards). The illusion will remain in the messages directly into each other’s minds. The target

MIND, SOUL AND POWERS


mind of the target for a number of minutes equal to of the Telepathy may try to resist it with their Wits
the psychic character’s Presence Attribute Score. If or Presence Attribute, whichever is higher. There’s
the illusion is of a living being, it will perform simple, no set maximum distance for Telepathy to work,
repetitive actions chosen by the psychic, unless they but the psychic character must personally know
keep doing consecutive Focus actions to command their target. Other Mind over Mind Psychic Powers
it, in which case the illusion can perform diverse and may be performed during a telepathic link by both
complex actions, including speaking. The target may characters (if the target of the Telepathy is also a
resist this attack with their Wits or Presence Attribute, psychic character), as if they were physically next to
whichever is higher. If the illusion is not believable or one another. If that is the case, doing a Focus action
if it performs an action that is not credible, the target to perform a different Mind over Mind Psychic Power
may take a normal Wits Attribute test to break the won’t break the telepathic link. Psychic Points: 3.
effects of the Suggestion. Also, if the target attacks the
illusion, they will automatically succeed with their
attack and the illusion will disappear instantly. After
7 Thought Reading: The psychic character may
read another character’s active surface thoughts while
the Suggestion ends, the target will always know that
this Psychic Power is active. The psychic character can
they were subjected to an illusion, but they may not
also tell with certainty whether the target is lying and
know who the psychic character was who did it to
sense any strong emotions taking place at that time,
them. Psychic Points: 4.
such as love, hate, or suspicion, as well as intentions
such as harm or betrayal. The target must be no farther
6 Telepathy: The psychic character may away than the psychic character’s Presence Attribute
establish a telepathic link with another for a number Score times 5 in meters (or yards). The Thought
of minutes equal to their Presence Attribute Score, Reading will last a number of minutes equal to the

Михаил Герасимов (Order #27301389)


psychic character’s Presence Attribute Score. This vicinity of the psychic character who is also a willing
Psychic Power may be resisted by the target’s Wits or participant. How cooperative the spirit will be is never
Presence Attribute, whichever is higher. If the psychic known in advance and some spirits may be dangerous
character is successful, the target will not know that supernatural entities capable of both mental and
their mind was read. Psychic Points: 4. physical harm (see page 243). The Channeling will
last for a maximum number of minutes equal to the
psychic character’s Presence Attribute Score times 5,
MIND OVER ETHER PSYCHIC POWERS
but the psychic character can sever the connection at
(6 OR 7) will. Psychic Points: 4.

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

Михаил Герасимов (Order #27301389)


the mind of the psychic character, in the physical a number of rounds equal to the psychic character’s
world they will fully happen in the span of a single Presence Attribute Score, as long as they keep
round. Psychic Points: 4. concentrating on their subject with consecutive Focus
actions. A psychic character may not perform Psychic
Powers against another character being targeted by
6 Teleportation: The psychic character may Telesthesia. A character targeted by Telesthesia (or
instantly teleport herself to an open spot in her sight,
present in an area targeted by it) may sense that they
up to a distance equal to her Presence Attribute Score
are being spied upon with success in a hard Wits
times 10 in meters (or yards). The psychic character
or Presence Attribute test, but they won’t be able to
may also teleport one other character with herself
know who is spying on them. Psychic Points: 4.
if she is grabbing them—and the Teleportation
cannot be resisted once the character is grabbed.
Teleportation may not be used if the psychic character
is blindfolded or shackled in any way. Teleportation PSYCHIC CREATURES
may also be used as a reaction to try to avoid an
incoming attack instead of parrying or dodging it.

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:

7 Telesthesia: The psychic character will receive


visual and auditory revelations directly in her mind WRAITH
about the current situation of a remote person, place An incorporeal, semi-sentient evil spirit bent on
or object of their choosing. Those revelations will terrorizing living beings in a location significant to its
be visual, olfactory and auditory and will refer to life. A Wraith will usually haunt the place of its death
the target in real-time. The Telesthesia will last for or the location of its corpse. More often than not, a
243

MIND, SOUL AND POWERS

Михаил Герасимов (Order #27301389)


Wraith will appear during the night (for more info on Vigor 3 / Dexterity 2 / Senses 1 / Ferocity 5
the following stats, see page 263): 2/1W+ 3/2W+ 4/3W+
WOUNDED DEAD
KO(B)? KO/D(P)? KO+I/D?
Vigor 1 / Dexterity 1 / Senses 3 / Ferocity 5 4 8 12 16 20
2/1W+ 3/2W+ 4/3W+
WOUNDED KO(B)? KO/D(P)? KO+I/D? DEAD Tentacles (hits up to 2 targets): Blunt, 2, or Grab
(Trapper-of-Souls’ choice); a grabbed character must
- - - - 1 lose a Turn Action to do a Vigor Attribute contest to
Regular Attacks: None. try to break free (the contest is normal for both). Each
Action Types: Fly (Dexterity). round a character remains trapped by the Trapper-
Special: Immune to KO. Wraiths fear the daylight and of-Souls will give them 1 Wound Point, regardless of
only come out at night, but they may appear indoors any worn or natural armor. A single trapped character
during daytime. Immune to all forms of physical may be also freed by another if an attack deals at least
attacks, unless dealt by enchanted weapons (see page 1 Wound Point to the Trapper-of-Souls.
188) or by Vitality Powers (see page 229). Immune to Action Types: None.
PSYCHIC POWERS

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

Vigor 1 / Dexterity 1 / Senses 1 / Ferocity 5 WOUNDED 2/1W+ 3/2W+ 4/3W+ DEAD


2/1W+ 3/2W+ 4/3W+ KO(B)? KO/D(P)? KO+I/D?
WOUNDED DEAD
KO(B)? KO/D(P)? KO+I/D?
4 8 12 16 20
- - - - 1 Bite: Slashing, 5.
Regular Attacks: None. Tentacle: Blunt, 2, or Grab (Overseer’s choice); a
Action Types: Crawl (Vigor). grabbed character must lose a Turn Action to do a
Special: Immune to KO. Never flees. The Mindworm Vigor Attribute contest to try to break free (the contest
may only adhere to helpless targets, such as those is normal for both). Each round they are trapped they
restrained or sleeping. All of its Psychic Powers may will receive 6 points of Slashing damage while the
only affect a character to whom it has adhered. Overseer uses one of its many mouths to harm them.
Presence Attribute Score (for performing or resisting A single trapped character may be freed by another if
Psychic tests or contests): 4 an attack deals at least 1 Wound Point to the Overseer.
Psychic Points: 17 Action Types: Dodge (Dexterity) / Fly (Dexterity).
Psychic Powers: Enthrallment, Extrasensory Special: Immune to KO.
Perception, Inflict Pain, Suggestion, Thought Reading. Presence Attribute Score (for performing or resisting
Psychic tests or contests): 4
TRAPPER-OF-SOULS Psychic Points: 19
A mass of interconnected sentient plants with Psychic Powers: Chameleon Power, Energy
a collective mind. The Trapper-of-Souls resembles Manipulation, Inflict Pain, Kinetic Dome, Mind
tentacles and can cover huge areas (for more info on Shield, Phasing, Psychic Grip.
the following stats, see page 263):

Михаил Герасимов (Order #27301389)


CHAPTER 15

MUTATIONS

245

MIND, SOUL AND POWERS

Михаил Герасимов (Order #27301389)


OVERVIEW LIST OF BENEFICIAL MUTATIONS

0 Adrenaline: A single, non-modified, rolled 1


will count as a non-modified, rolled 0 for all purposes
In settings such as , where the world has when participating in normal or hard tests or contests
suffered nuclear apocalyptic destruction, or a similar with the Dodge Skill.
event from other causes, characters may receive
mutations. Characters from Ancestries that can
sustain mutations without dying may start the game 1 Pheromones: A single, non-modified, rolled 1
with a randomly assigned mutation if they so wish. will count as a non-modified, rolled 0 for all purposes
when participating in normal or hard tests or contests
with the Charm Skill.
In , only Human, Brau’Haque, Jeod, Zaaveld,
and Purzari characters may start with mutations, as
they are lethal to those Taullians and Raikurs who 2 Chameleon-like: A single, non-modified,
receive them. Characters may also develop new rolled 1 will count as a non-modified, rolled 0 for all
mutations as a result of prolonged or intense contact purposes when participating in normal or hard tests
MUTATIONS

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

purposes when participating in normal or hard tests


or contests with the Athletics Skill.

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.

For mutations acquired in a session through


8 Contortionist: The character may free herself
contact with a radioactive source, first roll a single die
from any shackle or rope with a normal Dexterity
to determine if the mutation is benign (if the die roll is
Attribute test.
equal to or lower than 3) or malignant (if the die roll is
equal to or higher than 4). Then roll two dice and add
them together to find out in the respective list which 9 Water-Breather: The character can breathe
mutation was acquired. underwater, both saltwater and freshwater, and thus

Михаил Герасимов (Order #27301389)


MUTATIONS
can never drown. If the character already has a similar LIST OF MALIGNANT MUTATIONS
trait from their Ancestry, roll again on this same list.

0 Blindness: The character becomes blind. The


Blindsight: The character has a sonar-like
10 lack of vision may change some tests and contests from 247
vision that allows them to “see” perfectly in total normal to hard or make them outright impossible for
darkness or if blinded by any cause. If the character the character. If the character is already blind, roll
already has a similar trait from their Ancestry, roll again on this same list.
again on this same list.

MIND, SOUL AND POWERS


1 Deafness: The character becomes deaf. All
Immune: The character will always be
11 normal tests and contests involving Skills from the
considered to have the Resilient Advantage for any Presence group become hard ones. This mutation
situations related to contact with zones and items effect supersedes any Ability that would revert such
contaminated by radiation and radiation-like effects. tests and contests into normal ones.

Claws: The character’s unarmed strikes


12 2 Neuralgia: The character will have permanent
will have a Base Damage Rating of 2. Also, the and intense pains that affect their capacity for
character’s unarmed strikes deal Slashing-type concentration. All normal tests and contests involving
damage instead of Blunt-type. If the character Skills from the Wits group become hard ones. This
already has a similar trait from their Ancestry, roll mutation effect supersedes any Ability that would
again on this same list. revert such tests and contests into normal ones.

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

Михаил Герасимов (Order #27301389)


Skills from the Vigor group become hard ones. This continued bleeding when injured. All Vigor Attribute
mutation effect supersedes any Ability that would tests to avoid dying will be hard ones for them.
revert such tests and contests into normal ones.
13 Debilitated: All the character’s damage
5 Photophobic: Daylight will hurt the character’s thresholds will be reduced by 1, just like if the
eyes and make it difficult for them to see. All tests character had the Frail Disadvantage. If the character
and contests with the following Archery, Driving, is already Frail, roll again on this same list.
Heavy Weapons, Marksmanship, Perception, and
Piloting Skills will be hard ones for them during
broad daylight if they are not wearing any protective
14 Advanced Aging: The character will suffer all
physical effects of aging. In a matter of hours, they
accessory (such as sunglasses):. This mutation effect
will age a number of years equal to a die roll times 5
supersedes any Ability that would revert such tests
(minimum total of 10).
and contests into normal ones.

As an optional rule, depending on the setting


6 Blisters: The character will develop strange
or the situation, when the mutation’s description
blisters on their face and body. All tests and contests
MUTATIONS

doesn’t already include a change to the character’s


with the Charm Skill and the Persuasion Skill will be
appearance, the game master may determine
hard ones for them. This mutation effect supersedes
that it may still result in physical alterations. This
any Ability that would revert such tests and contests
change may occur regardless of being beneficial or
into normal ones.
malignant. When that is the case, roll two dice and
add them together to find out the effect from the
7 Glowing Skin: The character will have a faint, following list:
glowing skin tone that will make it hard for them to
hide or to follow someone without being seen. All tests
and contests with the Stealth Skill will be hard ones for 0 Develops an extra pair of eyes or ears;
them. This mutation effect supersedes any Ability that 1 Body becomes extremely asymmetrical;
248 would revert such tests and contests into normal ones. 2 Develops webbed digits or extra fingers and
toes;
8 Strange Smell: A strange smell that cannot be 3 Tongue becomes elongated and bifurcated,
disguised will always emanate from the character, and the teeth become serrated;
MIND, SOUL AND POWERS

which will make surrounding creatures suspicious 4 Develops a hunchback;


and sometimes aggressive. All tests and contests with 5 Skin becomes slimy or changes color to a bright
the Taming Skill will be hard ones for them. This red, green, purple, or blue;
mutation effect supersedes any Ability that would
revert such tests and contests into normal ones. 6 Loses all hair from head and body;
7 No changes to appearance;
9 Seizures: The character will be prone to 8 Body becomes fully covered by fur or feathers;
seizures. All Vigor Attribute tests to avoid being 9 Hands, feet or ears become animal-like;
knocked out will be hard ones for them. 10 Bone spurs grow out of the spine;
11 Eyes change color and bulge out. An extra,
10 Vulnerable: The character will always be membranous eyelid develops;
considered to have the Sick Disadvantage for any 12 Develops a non-prehensile tail;
situations related to contact with zones and items 13 Face develops animal-like features;
contaminated by radiation and radiation-like effects. If
the character is already Sick, roll again on this same list.
14 Develops an extra pair of short, thin, weak
arms.

11 Mutated Organs: The character will develop


These appearance changes fully develop in a
mutated organs, and all Medicine Skill tests they take
number of days equal to a die roll plus 1. They should
as a patient will be hard ones.
be considered cosmetic and for roleplay purposes
only, and not give positive or negative modifiers to
12 Hemophilic: The character will be prone to tests or contests.

Михаил Герасимов (Order #27301389)


CHAPTER 16

DREAMSCAPES

249

MIND, SOUL AND POWERS

Михаил Герасимов (Order #27301389)


No two Dreamscapes will be identical, even
OVERVIEW when the same dreamers come together for a second
episode of dream-sharing.

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

in 1 to 8 minutes, and the sleep will last 4 to 8 hours.

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

Михаил Герасимов (Order #27301389)


think about the setting, the personalities of the dreamers SPECIAL RULES OF THE DREAMSCAPE
involved, and the peculiarities of the story itself. Above all,
game masters should be bold with this task. TABLE 25

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.

THE DREAMSCAPE The Dreamscape will be firmly


anchored in the laws of physics from
TABLE 24 1 the awakened world. All attempts at
DICE DESCRIPTION changing it—like creating things out
ROLL of thin air—will automatically fail.
The dreamscape will resemble an

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.

MIND, SOUL AND POWERS


4
incapable of leaving. Also, any lucid dreamer who tries to
control the Dreamscape to levitate or
The Dreamscape will be based on fly will automatically fail.
a fictional scenery. Depending on
5 the setting, this may be from an The Dreamscape taps deeply into every
opera, a play, a painting, a book, dreamer’s subconscious. All contests
a television show, etc. will be normal ones for thieves and
5 hard ones for marks in situations
The Dreamscape will resemble where a lucid dreamer tries to steal
a bizarre land, with surreal secrets from someone inside the
6
geological formations and alien Dreamscape.
buildings.
The Dreamscape is an obvious dream
The Dreamscape will resemble a reality to everyone inside it. All
7 mythical land, such as purgatory or 6 non-lucid dreamers inside it will
heaven. have the same powers, knowledge,
and capabilities as lucid dreamers.

The Dreamscape is a terrifying


nightmare. Any dreamer—lucid or
otherwise—who “dies” inside it must
7
succeed in a normal Wits or Presence
Attribute test to avoid psychological
effects.

Михаил Герасимов (Order #27301389)


THE ONEIROI THE TYPE OF THE DREAM
TABLE 26 TABLE 26

DICE DESCRIPTION DICE DESCRIPTION


ROLL ROLL

The Dreamscape is populated only by Like in an ordinary day, life inside


the dreamers, without the presence the Dreamscape will revolve around
O O
of any Oneiroi. Lucid dreamers things like work, school, and house
cannot create any Oneiroi. routines.

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

Oneiroi creatures will be able to non-dreaming superior beings or


speak. alien lifeforms, and may discover
profound truths about the awakened
world.
The Oneiroi are comprised of human
or creature-like fiends, which will The Dreamscape will be heavily
5
be aggressive against all dreamers, influenced by their dreamers’
especially against lucid ones. strong desires. Most of the time,
the Dreamscape will try to suppress
The Oneiroi will resemble 4 action and combat. Challenges faced
artificial people, mannequins, or by dreamers will revolve around
faceless automata, incapable of their own emotions, deception, and
6 frailties. Secrets will be hidden
doing anything other than standing
still, doing repetitive motions, or away behind lies or moral challenges.
speaking the same words in a loop.
The Dreamscape will be like a mystery
The Oneiroi will resemble bizarre, or a puzzle. Most of the time, the
strange, surreal, alien, or mythical Dreamscape will try to suppress
beings, which, depending on the action and combat. Challenges faced
7 5 by dreamers will revolve around
setting or situation, may take the
form of anything from angels to observation, logic, and intuition.
talking furniture. Secrets will take physical form and
be hidden away behind locks, traps,
or secret passages.

Михаил Герасимов (Order #27301389)


Dreamers will face a psychological Lucid dreamer characters may also substitute
journey. Most of the time, the their Vigor Attribute Score for their Presence
Dreamscape will try to suppress Attribute Score and their Dexterity Attribute
action and combat. Challenges Score for their Wits Attribute Score for Attribute
6 faced by dreamers will revolve
and Skill tests or contests.
around persuasion, past events, and
analysis. Secrets will be hidden
away in the small details of stories Lucid dreamer characters may create things out
from the past. of thin air or modify them with a normal or hard Wits
Attribute test, depending on the size and complexity
The Dreamscape will be a frightening of the item being created (game master’s discretion
reality, with stormy nights, applies). These might include items, buildings, and
menacing predators, cruel people,
vehicles.
and an ever-present sense of intense
7
menace lurking around every corner.
Dreamers will most likely fail Usually such a test will be a normal one if a
encounters that they try to resolve character is trying to create or modify a small or

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

Game masters should take the opportunity


afforded by Dreamscapes to leave the dice aside for
a moment and dare to give themselves, and their
players, an opportunity to let the story follow solely
its narrative needs.
253
Everything is possible in the reality of a Dreamscape—
even things not achievable in the awakened world through
magic or other arcane powers. Events should be bound not

MIND, SOUL AND POWERS


by the roll of the dice, but by good ideas. Above all, the focus
should be what the story needs, regardless of immediate
good or bad consequences for the player characters.

Still, there are rules for game masters who may


need (or want) to let the dice have some say in the
outcome of events inside a Dreamscape. The first rule
is that, unless the game master decides otherwise, all
things and beings will have the same stats and operate
in the same form as if from the real world. Variations
in this may be caused by the unique rules of reality of
the current Dreamscape, discussed above.

Inside a Dreamscape, characters won’t be able


to cast spells or use any form of arcane or mystical
powers. Still, as exceptional actions are possible by
lucid dreamers, the game master may use the rules
and stats regarding some spells (page 189), Divine
Powers (page 215), Psychic Powers (page 234), and
Vitality Powers (page 225) as reference to decide on
the specifics of actions by lucid dreamers.

Михаил Герасимов (Order #27301389)


vehicles; whole buildings of all sizes, or the landscape the mind of one dreamer to another. Thus, it is a risky
itself etc. thing for characters with compromising secrets, since
these are very hard to hide inside a dream reality.
If another dreamer is actively trying to suppress
such an action with the sheer will of their mind, a hard Through conversation or other forms of
Wits Attribute contest will always take place instead interaction, characters may learn clues and see signs
of a normal or hard test. Creating or modifying things of what facts or thoughts others are trying to hide.
is always a Turn Action, while trying to suppress such This might take the form of trying to identify and
actions will be an instant, free reaction. carefully observe the Oneroi, places and events that
come from an adversarial character’s subconscious
Lucid dreamer characters may also create and to merge with those of other dreamers to form the
control Oneiroi as well as bend the Dreamscape’s rules. current dreamscape.
This requires a normal or hard Presence Attribute test
depending on the size, power and number of Oneiroi Sometimes people may try to use this ability to get
being created or on how radically they are trying to information from another mind inside a Dreamscape
DREAMSCAPES

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

If another dreamer is trying to suppress such


an action with the sheer will of their mind, a hard Once every hour, a lucid dreamer may try to wake
Presence Attribute contest will take place instead of a herself up with a successful hard Presence Attribute
normal or hard test. Creating beings or modifying the test. A dreamer who wakes up by their willpower
Dreamscape is always a Turn Action, while trying to alone or because the Dreamseed’s effect has run its
suppress such actions will be an instant, free reaction. time will retain all knowledge of what they dreamed
without having to succeed in a test of any kind.
Characters may take any number of Wits or
Presence Attribute tests or contests to try to Characters must also be careful about whom
create or modify things inside the Dreamscape, they might share a Dreamscape with. Accomplished
as well as to try to suppress such actions from and ill-intentioned lucid dreamers may be able to
adversarial dreamers. However, a character may use the knowledge gathered from other dreamer’s
not actually succeed in creating or modifying subconscious to turn the shared Dreamscape into a
a number of things greater than their Presence personalized, terrifying nightmare. This may leave
Attribute Score per dream. psychological trauma, such as phobias, constant
hallucinations, or paranoia.

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

Михаил Герасимов (Order #27301389)


character, however, game masters must consider the
strength of its effects. This may have limited gameplay
repercussions besides the player having to roleplay the
affliction or might present more serious consequences
that may render a character ineffective for a period of
time. In the latter scenario, game masters may use the
rules on Despair in page 260 as reference, but such
negative effects will last for a number of days equal to
a die roll only (minimum of one day).

THE MORPHEUS MACHINE


TL 7
For game masters who wish to incorporate the
Dreamscape into settings of their own, with a TL 7
or higher, there is an alternative to the Dreamseed

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.

A traditional Morpheus Machine, which uses


electrodes to induce sleep and connect dreamers, will
have a cost equivalent to a price of 16. The wireless
version, which can reach its subjects’ brain waves inside
a 10-meter (or yard) radius without using electrodes—
will have a price of 22. A wireless Morpheus Machine 255
may be adjusted to target one or more people’s
brainwaves while excluding others inside its area
of effect. The machine includes a sonar-like system
to establish the positions of potential targets, and a

MIND, SOUL AND POWERS


display allowing the user to select who is affected.

While the traditional Morpheus Machine may


induce its users to sleep and enter a dream state,
its wireless version may only do so to those who
are physically connected to it by electrodes. Other
dreamers inside its area of effect will only enter the
Dreamscape when they fall asleep by other means.
in a hard Presence Attribute contest to transform
the Dreamscape into a suitable nightmare against a A character may try to resist falling asleep while
dreamer. Doing so will net the assailant 1 Darkness connected to a Morpheus Machine with a hard Vigor
Point in some settings, such as and (see page Attribute test.
257).
Two or more Morpheus Machines, traditional or
wireless, may be physically connected to function as
Even if a suitable nightmare is created against
one, allowing a greater number of dreamers to share a
a dreamer, the dreamer may still try to resist any
single Dreamscape. Two or more wireless Morpheus
psychological effects with a normal Wits or Presence
Machines may also be connected by a worldwide
Attribute test—whichever has a higher Score.
data network to function as one, allowing dreamers
living several kilometers or miles apart to share a
If a nightmare successfully affects a player single Dreamscape.

Михаил Герасимов (Order #27301389)


CHAPTER 17

TRACKERS

256
MIND, SOUL AND POWERS

Михаил Герасимов (Order #27301389)


OVERVIEW After the Darkness test is made, if no Darkness
event was triggered, the character’s current
Darkness Points will be reduced by 2. Then, if
applicable, roll one die and check the result in
In some settings, characters may have one the list below to see which kind of Darkness
additional stat that refers directly to an aspect of event was triggered.
the stories that will be told, with important roleplay
repercussions. Such stats are collectively called
Trackers. DARKNESS EVENTS

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.

MIND, SOUL AND POWERS


In such settings, each character will start the 3 Corrupted: Throughout the following day,
first story with 0 Darkness Points, but they may gain the character will be considered to have all four
points by performing wicked deeds according to the Weaknesses. Also, the character will fail tests with
specifics of the setting, such as using blood magic or any of those Weaknesses with a result of a 4, 5, 6, or 7.
doing generally evil things, especially those that hurt
innocent people.
4 Marked: Throughout the following day,
the character will have an invisible dark aura. Any
Depending on the gravity of the performed people and animals they encounter for the first time
action, a character may earn 1 to 4 Darkness Points. will be automatically suspicious or aggressive toward
Not only that, characters must take a Darkness test them, making all Skill tests and contests related to
each night of rest after a day during which they have the Presence Attribute hard ones by default. The
earned Darkness Points. To that effect, players with character will also be subjected to unusual bad luck
such characters will roll a single die: in both small and important occurrences—all rolled
sixes will count as sevens for all tests and contests the
character takes.
♦ if the result is equal to or higher than the
character’s current Darkness Points, nothing
happens; 5 Hallucinations: Throughout the following
♦ if the result is lower than the character’s current day, the character will suffer from constant auditory
Darkness Points, a Darkness Event will be or visual hallucinations, which they won’t be able to
triggered. distinguish from reality. Some of these hallucinations
may be vivid and truly frightening nightmares that

Михаил Герасимов (Order #27301389)


TRACKERS

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

Михаил Герасимов (Order #27301389)


retired, becoming non-player characters under the objects may assume any form, such as a loved one’s
control of the game master. photo or a lucky coin from the old times. Anything
may function as a vessel of luck.
In some settings, the Darkness will simply
represent the path a character may take towards true New amulets and trinkets may later be found,
evil, without any supernatural element attached to it. stolen, or acquired from merchants. Such items may
If that is the case, roll for Darkness tests as usual, but have positive or negative Fortune Points which will
do not roll for Darkness events. If a player character instantly increase or decrease a character’s total once
fails a Darkness test, they become possessed by they acquire them permanently.
true evil and most likely will turn into a non-player
character under control by the game master from When an amulet or trinket with positive Fortune
henceforth. Points is lost or stolen, the character will lose the
associated points. On the other hand, the decrease
Although unlikely, in some very rare and special resulting from items with negative Fortune Points—
once worn or otherwise simply owned—will stick to
circumstances, characters whose souls have been completely
the character even when the cursed object changes
engulfed by the Darkness may be inspired to reach

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 , most believe that the invisible, superior


♦ no more than one reward and one penalty should

MIND, SOUL AND POWERS


overseers are plotting everyone’s destiny, so people within
be given per story, per character—and, preferably,
this setting appeal to religious items and rituals to gain the
they should be given at the end of a story;
favor of one or more of the overseers.
♦ not all stories have to end with Fortune Point
rewards or penalties;
In , the wasteland contains so many different
perils, and life is so brutal, that most survivors become ♦ the reward or penalty should not exceed 3 positive
or negative Fortune Points per character;
superstitious folk who firmly believe in luck. In the same
vein, it is also a popular belief that luck runs out sooner or ♦ different characters may receive different Fortune
later, followed by tragedy, misery, and death. Point rewards or penalties.

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

Михаил Герасимов (Order #27301389)


spend Fortune Points in a session, they will lose an Points represent a character’s capacity to function
amount equal to the roll of a die plus 1. A character may normally, in psychological terms, even though society
never spend Fortune Points more than twice per session. has completely collapsed around them.

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

a banal event, no bad fate will completely change to


a good one—things will just become slightly better. On the other hand, Hope Points will be lost
whenever a character experiences a very bad
event. The event’s gravity will determine the
In some situations, the game master may choose to amount lost: 1 point for a troublesome event,
simply state the situation’s general new outcome and let the or a number of points equal to a die roll
player narrate specifics regarding how the scene unfolds. (minimum of 1) for a traumatic one. However,
a character of a player who currently has the
During combat, if a character is hit by an attack and Token may never lose more than 1 Hope Point
receives more than a single Wound Point, and if Fortune per traumatic event, regardless of its gravity.
Points are successfully used by their player, the game
260 master may adjudicate that they avoided or blocked
The game master is free to decide what exactly
most of the damage and that no additional Wound Point
constitutes a troublesome or traumatic event for a
is received after the first one. Also, no extra effect—such
character. Such decisions involve many subjective
as being KO’d or stunned—will take place.
considerations, but the game master must try to be
MIND, SOUL AND POWERS

consistent throughout the saga. As a rule of thumb,


In some instances, having a positive or negative a troublesome event usually relates to exasperating
Fortune Points total may create direct, passive situations that don’t involve loss of life, while a traumatic
repercussions. Some special non-player characters, one most likely involves the tragic passing of one or
creatures, or places may “sense” such a status from a more persons who were close to the player characters.
player character, affecting immediate or future story
developments.
Whenever a character loses all of their remaining
Hope Points, or if they lose 6 or more Hope Points
The game master is also free to create special situations in a single event, then the character is in Despair.
where the collective sacrifice of a certain amount of Fortune
Points by the player characters—by collectively praying to
their gods or performing some kind of religious ritual— A character in Despair with no current affliction
may be used as an alternative route to reach a certain will gain one, and these may be triggered immediately
outcome. If that happens, the expense won’t count towards or after some brief time. The game master will either
the maximum of two Fortune uses each character is allotted. choose the affliction or roll a die and check its result
in the list below:

HOPE AND DESPAIR 0 Shock: the character is in a semi-catatonic


state and is unable to talk or do anything beyond the
simplest actions like walking, eating, and sleeping.
Characters in , and some other post-
apocalyptic settings, will have Hope Points. Hope 1 Paranoia: the character will trust nobody, not

Михаил Герасимов (Order #27301389)


TRACKERS
even their closest friends. They may react with violence constant thoughts of self-sacrifice, and may act on
to actions perceived as menacing or treacherous, even these with little consideration if the opportunity
slight ones. presents itself.

Amnesia: the character will forget their


2 Once a character receives an affliction, the player 261
identity and those of their friends and family. They has the option to either roleplay it or relinquish the
will forget their name and any past events, no matter character to the game master—temporarily or not—
how important they were. and wait for the first opportunity to have another

MIND, SOUL AND POWERS


character of theirs join the story.
3 Terror: the character will run away from
others. They will want to be alone and go into hiding, Thus, in and other settings with Hope Points, it
and they may act violently against those who try to is strongly advisable that each player creates at least two
approach them, even close friends. characters to alternate play throughout a story in case
Despair befalls one of their characters currently being
4 Deviation: the character adopts some kind of roleplayed.
odd behavior, with various social and physical risks.
Nevertheless, if a character has at least a single
Phobia: the character will develop a phobia
5 Hope Point left, they may fully recover from their
of something not necessarily threatening, such as affliction and regain the ability to function normally.
domesticated animals, if not completely banal, such Recovery will take a number of days equal to a die
as gentle rain. This will render them ineffective in a roll (minimum of 1).
certain way.

Finally, regardless of the number of Hope Points


6Compulsion: the character will cease all left, a character may also recover immediately from
necessary activity, and will gain a specific addiction their affliction if they earn at least 1 Hope Point at the
and the Hedonism Weakness (if they don’t already end of a story. The player is free to divide any Hope
have it).
Points earned among all of their characters in the
same saga as they see fit, so a character may recover
7 Hopelessness: the character will start having following a session in which they did not take part.

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262
BESTIARY

BESTIARY
Михаил Герасимов (Order #27301389)
CHAPTER 18

CREATURES

263

BESTIARY

Михаил Герасимов (Order #27301389)


When an Attribute test or contest is needed for
OVERVIEW the creature to perform a trick (see page 106), check
which one it will use in the list below:
Creatures are non-player characters that,
depending on the setting, will range from pets to wild ♦ Attack: the creature will attack anyone its master
animals, supernatural monsters, and mythical beings. commands it to (see specific rules below).
♦ Come to a Whistle: the creature will come to
its master by using either its Senses or Ferocity
Creatures don’t have Weaknesses but have
Attribute as the one relating to the trick, depending
four Attributes: the usual Vigor and Dexterity ones, on whether it is difficult for the creature to hear
plus Senses and Ferocity (in place of the Wits and the command or whether it is dangerous for it to
Presence Attributes). Unlike characters’ Attribute come to its master (whichever is more pertinent).
Scores, a creature’s Attribute Score may range from 1
to 9, but the creature won’t have any Advantages or
♦ Grab Something: the creature may be
commanded by its master to grab something or,
Disadvantages regardless of its Attribute Scores. Still, if the creature is sufficiently larger, someone. This
like characters, a creature will never roll more than 5 could be with its mouth, hands, claws, tentacles,
CREATURES

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).

Instead of having Skills and Abilities, tamed


creatures may be trained to develop tricks, which
represent actions they may perform on command.
BESTIARY

Creatures must be trained to perform tricks


beforehand, and must be commanded by their
masters. Thus, a trick may demand three separate
tests:

♦ The first is for the character to teach a creature to


do the trick: a Taming Skill test of the difficulty
specified on the creature’s description (see page
106).
♦ The second is for the character to command the
creature, which will be called for only under
special circumstances (again, see page 106).
♦ The third is for the creature to perform the
trick, which will be either an automatic success,
or resolved as if it were a Skill test or contest
relating to one of the creature’s Attribute Scores.
Unless specified otherwise, the creature will be
considered to have 2 Ranks in the trick.

Михаил Герасимов (Order #27301389)


trick, depending on whether it is difficult for the The Base Damage Rating from a creature’s attack
creature to see trespassers or to stand ground depends on the creature’s Vigor Attribute Score and on
against them (whichever is more pertinent). the type of the attack; see the creature’s description or
the rules on companion creatures (see page 266).
♦ Listen and Repeat: the creature may be
commanded to repeat something its master said
or that it heard somewhere—a couple of words Creatures will also usually have the same five
or a short phrase, at most. The Senses Attribute damage thresholds as a character, and more often
will be used as the one related to the trick if it is than not they will suffer same effects (see page 131).
difficult for the creature to hear what is being said Their damage threshold increments will depend on
in its surroundings. the creature’s size, however, according to table 27.

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

SIZE WOUNDED 2/1W+KO(B)? 3/2W+KO/D(P)? 4/3W+KO+I/D? DEAD

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

Михаил Герасимов (Order #27301389)


equal to, or higher than, 1 if it is tiny or small, or A companion creature created from scratch
2 if it is medium-sized. If the amount of damage may be from the species found in page 270 (Sample
dealt is below that value, nothing happens. Also, Creatures)—most likely with different Attribute
disregard any natural armor the creature might Scores—or from an entirely new species. A new
have. species should be devised by the player together with
the game master, ensuring that it is in keeping with
♦ If there are more creatures than characters, divide the setting’s general theme and tone.
them somewhat equally among the opposing
characters. The creatures will attack only once
per character, as a group. For each creature in the To create a companion creature for their
attacking group after the first one, roll 1 extra die character, the player will receive a number of
for the attack roll (maximum of 5). Creature Points to spend. The Creature Point
♦ Defending against a swarm of creatures is a hard total is equal to twice the character’s Presence
contest for the target. Attribute Score, plus twice the number of non-
bonus Ranks in the Taming Skill, plus the
♦ If a character successfully eliminates all creatures number of non-bonus Ranks in the Survival
from the group attacking them, then during their
Skill, plus the number of non-bonus Ranks in
next turn they may choose to either escape—
CREATURES

the Arcana Skill. The player may also spend a


which will be an automatically successful
second Background Point to double the amount
action—or help another fellow character, thus of Creature Points; this may be done only once
dividing the number of attacking creatures in this per companion creature.
second group between the characters.

Once the Creature Point total has been


COMPANION CREATURES established, the player must follow these steps:

1 Choose a name for the companion creature


and give them a general description.
In many settings, players may choose to give
266
companion creatures to their characters by buying
them according to the normal, applicable Money 2 Choose the companion creature’s size and
Stat rules. In those situations, a character’s options of Vigor Attribute Score:
companion creatures are usually limited to the most ♦ 0 Creature Points for a tiny creature that cannot
common mounts and pets. be ridden, with a Vigor Attribute Score of 1
♦ 1 Creature Point for a small creature that cannot
As another option, available in some other be ridden, with a Vigor Attribute Score of 1
BESTIARY

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

Михаил Герасимов (Order #27301389)


♦ 1 Creature Points for the creature to have no
natural armor and a Ferocity Attribute Score of 2
♦ 2 Creature Points for the creature to have no
natural armor and a Ferocity Attribute Score of 3
♦ 3 Creature Points for the creature to have no
natural armor and a Ferocity Attribute Score of 4
♦ 4 Creature Points for the creature to have natural
armor with a rating of 1 and a Ferocity Attribute
Score of 5
♦ 6 Creature Points for the creature to have natural
armor with a rating of 2 and a Ferocity Attribute
Score of 6
♦ 8 Creature Points for the creature to have natural
armor with a rating of 3 and a Ferocity Attribute
Score of 7
CREATURES

6 Choose the companion creature’s attack type:


♦ 0 Creature Points for a creature with no form of
attack
♦ 1 Creature Point for a Tail attack (Melee, Blunt,
Base Damage Rating equal to its Vigor Attribute
Score -3)
♦ 1 Creature Point for a Beak attack (Melee, Piercing,
Base Damage Rating equal to its Vigor Attribute
Score -3)
268
♦ 2 Creature Points for a Sting attack (Melee,
Piercing, Base Damage Rating equal to its Vigor
Attribute Score -2)
♦ 2 Creature Points for a Claws attack (Melee,
Slashing, Base Damage Rating equal to its Vigor
Attribute Score -2)
♦ 2 Creature Points for a Tentacle attack (Melee,
BESTIARY

Blunt, Base Damage Rating equal to its Vigor


Attribute Score -2), but the companion creature
must be at least medium-sized
♦ 3 Creature Points for a Bite attack (Melee,
Slashing, Base Damage Rating equal to its Vigor (Ranged, Energy, Base Damage Rating equal to
Attribute Score -1)
its Vigor Attribute Score -2, 10-meter/yard reach,
♦ 3 Creature Points for a Horns attack (Melee, 4-meter/yard radius, hits 1 or 2 targets), but the
Piercing, Base Damage Rating equal to its Vigor companion creature must be at least large
Attribute Score -1)
♦ 8 Creature Points for a Fire Breath attack (Ranged,
♦ 3 Creature Points for a Ram attack (Melee, Blunt, Energy, Base Damage Rating equal to its Vigor
Base Damage Rating equal to its Vigor Attribute
Attribute Score -1, 15-meter/yard reach, 8-meter/
Score -1), but the companion creature must be at
yard radius, hits 1 to 4 targets), but the companion
least medium-sized
creature must be at least huge
♦ 4 Creature Points for a Trample attack (Melee,
Blunt, Base Damage Rating equal to its Vigor
Attribute Score), but the companion creature 7 Choose the companion creature’s Mana Points:
must be at least large ♦ 0 Creature Points for the companion creature to
♦ 6 Creature Points for an Acid Breath attack have 0 Mana Points

Михаил Герасимов (Order #27301389)


♦ 1 Creature Point for the companion creature to ♦ Fortitude: increase the companion creature’s
serve as Familiar and have 1 Mana Point Vigor Attribute Score by 1 (maximum Attribute
Score of 9); costs 2 Creature Points.
♦ 2 Creature Points for the companion creature to
serve as Familiar and have 2 Mana Points ♦ Speed: increase the companion creature’s
Dexterity Attribute Score by 1 (maximum
♦ 4 Creature Points for the companion creature to Attribute Score of 9); costs 2 Creature Points.
serve as Familiar and have 3 Mana Points
♦ 6 Creature Points for the companion creature to ♦ Agility: increase the companion creature’s
Dexterity Attribute Score by 1 (maximum
serve as Familiar and have 4 Mana Points
Attribute Score of 9); costs 2 Creature Points.
♦ 8 Creature Points for the companion creature to ♦ Scent: increase the companion creature’s Senses
serve as Familiar and have 5 Mana Points
Attribute Score by 2 (maximum Attribute Score of
9); costs 2 Creature Points.
8 Choose the companion creature’s tricks: ♦ Vision: increase the companion creature’s Senses
♦ 0 Creature Points for the companion creature to Attribute Score by 2 (maximum Attribute Score of
be unable to be ridden and to have no tricks 9); costs 2 Creature Points.
♦ 1 Creature Point for the companion creature to be ♦ Dangerous: increase the companion creature’s

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.

Михаил Герасимов (Order #27301389)


SALAAG
SAMPLE CREATURES A large, Komodo-like dragon, with iridescent scales.
Similar Creatures: None.
Below are some sample animals and fantastical
creatures divided into five generic groups: mounts,
hunter companions, pets, Familiars, and wild Vigor 5 / Dexterity 1 / Senses 2 / Ferocity 4
creatures.
2/1W+ 3/2W+ 4/3W+
WOUNDED DEAD
KO(B)? KO/D(P)? KO+I/D?
Creatures found under the Familiars group are
3 6 9 12 15
not the only ones that may be used as Familiars;
any creature with Mana Points may be used
Tail: Blunt, 2.
as long as it can be turned into a companion
creature through the Taming Skill. As always, Natural Armor: 1.
any spellcaster character may not have more Action Types: Climb (Vigor) / Dodge (Dexterity) /
than one Familiar at any given time. Run (Vigor).
Number of Riders: 2.
CREATURES

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).

Михаил Герасимов (Order #27301389)


fur and white eyes; , , , ), Savage Canid
(a hyena-like creature; , , , ), Greylupus (a
wolf-like creature; , , ).

Vigor 3 / Dexterity 3 / Senses 4 / Ferocity 6

2/1W+ 3/2W+ 4/3W+


WOUNDED DEAD
KO(B)? KO/D(P)? KO+I/D?

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

2/1W+ 3/2W+ 4/3W+


WOUNDED DEAD
KO(B)? KO/D(P)? KO+I/D?

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

Михаил Герасимов (Order #27301389)


Vigor 5 / Dexterity 4 / Senses 4 / Ferocity 7 Claws: Slashing, 3.
Natural Armor: 0.
2/1W+ 3/2W+ 4/3W+
WOUNDED DEAD Action Types: Dodge (Dexterity) / Fly (Dexterity).
KO(B)? KO/D(P)? KO+I/D?

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; , , ).

Vigor 2 / Dexterity 4 / Senses 2 / Ferocity 3

2/1W+ 3/2W+ 4/3W+


WOUNDED DEAD
KO(B)? KO/D(P)? KO+I/D?

1 2 3 4 5

Михаил Герасимов (Order #27301389)


Bite: Slashing, 1. Claws: Slashing, -1.
Natural Armor: 0. Natural Armor: 0.
Action Types: Climb (Dexterity, 4 ranks) / Dodge Action Types: Climb (Dexterity) / Dodge (Dexterity,
(Dexterity) / Jump (Dexterity, 4 ranks) / Run (Vigor) / 4 ranks) / Jump (Dexterity, 4 ranks) / Run (Dexterity)
Stealth (Dexterity, 4 ranks; Rarplo only). / Stealth (Dexterity).
Number of Riders: 0. Number of Riders: 0.
Mana Points: 1. Mana Points: 2.
Tricks: Attack (hard; Arborsimus only) / Come to a Tricks: Attack (hard; Hornedfelix only) / Come to a
Whistle (normal) / Guard a Spot (hard; Rarplo only) / Whistle (normal) / Grab Something (hard).
Grab Something (normal). Special: Sees in darkness.
Special: Because of its relentlessness, characters
successfully targeted by it cannot take a Focus action
their next turn, unless the creature itself is also DOG
successfully attacked by someone before that (Rarplo Small.
only). Similar Creatures: Canid (a small dog-like creature

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; , , ).

Vigor 1 / Dexterity 3 / Senses 4 / Ferocity 2

2/1W+ 3/2W+ 4/3W+


WOUNDED DEAD
KO(B)? KO/D(P)? KO+I/D?

- - - - 1

Михаил Герасимов (Order #27301389)


Beak: Piercing, -2. Bite: Slashing, 0.
Natural Armor: 0. Natural Armor: 0.
Action Types: Dodge (Dexterity) / Fly (Dexterity, 4 Action Types: Climb (Dexterity) / Jump (Dexterity) /
ranks). Run (Dexterity) / Stealth (Dexterity).
Number of Riders: 0. Number of Riders: 0.
Mana Points: 0. Mana Points: 4.
Tricks: Attack (hard; Corvus only) / Come to a Whistle Tricks: Attack (hard) / Come to a Whistle (normal).
(normal; Speakbird, Etherbird and Corvus only) / Special: When spellcasting with Mana Points from a
Guard a Spot (normal; Corvus only) / Listen and Blindferret, the character may temporarily reduce the
Repeat (normal; Speakbird only) / Grab Something number of Ranks in this Skill by 1 to roll one extra die.
(hard; Speakbird only). Only usable in Arcana Skill tests and not contests.
Special: May be sent to places it already knows to
deliver messages, then it will return to its owner
(Speakbird only). SERPENT
Small.
CREATURES

GHOSTLIZARD Similar Creatures: Serpens (a small viper-like


A small, bipedal lizard with chameleon-like skin and creature; , , , ), Aranae (a spider-like
a prehensile tail. creature, but larger; , , , , ).
Similar Creatures: None.
Vigor 1 / Dexterity 3 / Senses 2 / Ferocity 7
Vigor 1 / Dexterity 3 / Senses 2 / Ferocity 2
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? 1 2 3 4 5
1 2 3 4 5
274 Bite: Slashing, 0, Venom (works just like the Sweet
Tail: Blunt, -2. Kiss poison).
Natural Armor: 1. Natural Armor: 1 (Serpent and Serpens only).
Action Types: Climb (Vigor) / Dodge (Dexterity) / Action Types: Climb (Vigor) / Dodge (Dexterity) /
Stealth (Dexterity, 4 ranks). Run (Vigor) / Stealth (Dexterity).
Number of Riders: 0. Number of Riders: 0.
Mana Points: 0. Mana Points: 3 (Serpent and Serpens only).
BESTIARY

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; , , , .

Vigor 1 / Dexterity 3 / Senses 1 / Ferocity 1 Vigor 2 / Dexterity 2 / Senses 1 / Ferocity 2

2/1W+ 3/2W+ 4/3W+ 2/1W+ 3/2W+ 4/3W+


WOUNDED DEAD WOUNDED DEAD
KO(B)? KO/D(P)? KO+I/D? KO(B)? KO/D(P)? KO+I/D?

1 2 3 4 5 1 2 3 4 5

Михаил Герасимов (Order #27301389)


Bite: Slashing, 1, Venom (works just like the Vapour with a body covered with blisters; , , , ,
drug). ).
Natural Armor: 0.
Action Types: Climb (Vigor) / Run (Vigor) / Stealth Vigor 6 / Dexterity 2 / Senses 2 / Ferocity 7
(Dexterity).
Number of Riders: 0. 2/1W+ 3/2W+ 4/3W+
WOUNDED DEAD
KO(B)? KO/D(P)? KO+I/D?
Mana Points: 3.
3 6 9 12 15
Tricks: Attack (hard) / Come to a Whistle (normal).
Special: May form a natural telepathic link with its
Horns: Piercing, 5.
master for up to 100 meters (or yards) that will allow the
master to sense what the Voryuk senses with its sonar. Natural Armor: 1.
When doing so, the owner will have their own senses Action Types: Dodge (Dexterity) / Jump (Dexterity) /
“muted” for the duration of the link (Voryuk only). Run (Vigor, 4 ranks).
Number of Riders: 0.
HELLWORM Mana Points: 0.

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; , , , , ).

Sting: Piercing, -1, Disease (works just like the Rip


Vigor 5 / Dexterity 3 / Senses 2 / Ferocity 6
Mind disease; subject must test for the disease once
per week). 2/1W+ 3/2W+ 4/3W+
WOUNDED DEAD
Natural Armor: 0. KO(B)? KO/D(P)? KO+I/D?
Action Types: Swim (Vigor; Hellworm only).

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

Михаил Герасимов (Order #27301389)


Vigor 5 / Dexterity 4 / Senses 4 / Ferocity 8
CROCODILE
Large. 2/1W+ 3/2W+ 4/3W+
WOUNDED DEAD
KO(B)? KO/D(P)? KO+I/D?
Similar Creatures: Alligator ( ), Swampbane
(a large alligator-like creature with dark skin and 2 4 6 8 10
fluorescent eyes; , , , ).
Bite: Slashing, 4.
Natural Armor: 1.
Vigor 6 / Dexterity 2 / Senses 3 / Ferocity 7
Action Types: Dodge (Dexterity) / Jump (Vigor) /
WOUNDED 2/1W+ 3/2W+ 4/3W+ DEAD Run (Vigor, 4 ranks) / Stealth (Dexterity).
KO(B)? KO/D(P)? KO+I/D?
Number of Riders: 1.
3 6 9 12 15 Mana Points: 0.
Tricks: Attack (hard).
Bite: Slashing, 5.
Special: Immune to KO. Its blood has limited
Natural Armor: 2. regenerative properties (any failed Medicine Skill
CREATURES

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.

Vigor 6 / Dexterity 3 / Senses 3 / Ferocity 8


2/1W+ 3/2W+ 4/3W+
BESTIARY

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).

Vigor 2 / Dexterity 1 / Senses 2 / Ferocity 9


REPYSAUR
A fast, agile, medium-sized, dinosaur-like creature 2/1W+ 3/2W+ 4/3W+
WOUNDED DEAD
with chameleon-like skin. KO(B)? KO/D(P)? KO+I/D?
Similar Creatures: None. 2 - - - 4

Михаил Герасимов (Order #27301389)


Clawing-and-Biting: Slashing, 1. Mana Points: 0.
Natural Armor: 0. Tricks: Cannot be tamed.
Action Types: Walk (Vigor). Special: Immune to KO. Haunts fear the daylight
Number of Riders: 0. and only come out at night, otherwise remaining
indoors. Immune to all forms of physical attacks,
Mana Points: 0.
unless dealt by enchanted weapons (see page 189),
Tricks: Cannot be tamed. or by Vitality Powers (see page 229). Immune to all
Special: Immune to KO. Never flees. The Living forms of arcane attacks, except spells cast with the
Dead fear the daylight and only come out at night, Virtue Arcane Symbol (see page 189) and Divine
otherwise remaining indoors. Strike (see page 216).

GHUL GIANT SERPENS


A semi-intelligent undead humanoid creature. Huge.
Similar Creatures: Undead ( , ; see page 280). Similar Creatures: Giant Aranae (a huge spider-like
creature; , , ).

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.

Vigor 1 / Dexterity 1 / Senses 3 / Ferocity 5 Vigor 5 / Dexterity 3 / Senses 2 / Ferocity 9

2/1W+ 3/2W+ 4/3W+ 2/1W+ 3/2W+ 4/3W+


WOUNDED DEAD WOUNDED DEAD
KO(B)? KO/D(P)? KO+I/D? KO(B)? KO/D(P)? KO+I/D?

- - - - 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.

Михаил Герасимов (Order #27301389)


Mana Points: 0.
PHEMHIDRE
Tricks: Cannot be tamed.
A colossal serpent-like creature with many heads that
Special: Immune to KO. Never flees. Has an organ lives in either saltwater or freshwater.
that can be harvest and contains a valuable secretion
Similar Creatures: Hydra ( ).
that is used either as a spice or as a perfume ingredient.

Vigor 7 / Dexterity 3 / Senses 2 / Ferocity 8


TERRORSALIS
A colossal man o’ war-like creature that floats in the WOUNDED 2/1W+ 3/2W+ 4/3W+ DEAD
KO(B)? KO/D(P)? KO+I/D?
air.
Similar Creatures: Overseer ( ; see page 243). 5 10 15 20 25

Multiple Bites (hits up to 4 targets; 4 Ranks): Slashing,


Vigor 5 / Dexterity 1 / Senses 2 / Ferocity 5 6, Venom (works just like the Veil poison).
2/1W+ 3/2W+ 4/3W+ Natural Armor: 2.
WOUNDED DEAD
KO(B)? KO/D(P)? KO+I/D? Action Types: Dodge (Dexterity) / Swim (Vigor, 4
CREATURES

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

Михаил Герасимов (Order #27301389)


Similar Creatures: Wyrm ( ).

Vigor 8 / Dexterity 3 / Senses 4 / Ferocity 9

2/1W+ 3/2W+ 4/3W+


WOUNDED DEAD
KO(B)? KO/D(P)? KO+I/D?

5 10 15 20 25

Fire Breath (ranged; hits up to 4 targets; 4 ranks):


Energy, 7.
Bite (4 Ranks): Slashing, 7.
Claws (4 Ranks): Slashing, 6.
Natural Armor: 3.
Action Types: Dodge (Dexterity) / Fly (Dexterity, 4
ranks).

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.

Vigor 9 / Dexterity 1 / Senses 5 / Ferocity 9

2/1W+ 3/2W+ 4/3W+


WOUNDED DEAD
KO(B)? KO/D(P)? KO+I/D?

BESTIARY
5 10 15 20 25

Swallow (hits up to 4 targets; 4 Ranks): Energy,


9, if a target is knocked out by the attack, they are
swallowed whole and die instantly.
Natural Armor: 4.
Action Types: Crawl (Vigor) / Burrow (Vigor, 4
ranks).
Number of Riders: 0.
Mana Points: 5.
Tricks: Cannot be tamed.
Special: Immune to KO. Never flees. It is attracted
by surface vibrations, such as those made by large
creatures or vehicles.

Михаил Герасимов (Order #27301389)


CHAPTER 19

DENIZENS
OF THE NIGHT

280
BESTIARY

Михаил Герасимов (Order #27301389)


First, the game master must choose one of the
THE UNDEAD following as the nature of the infection:

♦ everyone is already infected, so they will always


In and , player characters will face the rise as Undead after death from any cause;
Undead: the corpses of creatures reanimated after
death by mysterious circumstances. They have no ♦ a character will rise as Undead only if killed by
an Undead;
desire other than to pursue and kill the living.
♦ a character will die in a few days, a week at most,
after being infected by an Undead attack—the
In , the Undead are found mostly on the borders of game master should roll a die to determine the
the empire. In , society has completely collapsed and the number of days for that to happen. A character
living are the minority that must hide day after day from which dies in this way will rise as an Undead
the horde of predators.

DENIZENS OF THE NIGHT


(this is the default rule for ; check below for
chances of an Undead attack being infectious).
In , the Undead are mindless, ferocious creatures
that may occasionally be able to mimic intelligent actions The time it takes for a victim to rise as an Undead
that they were able to perform when they were alive. This per the rules above should be from a few seconds—
manifests as a kind of spasmodic reaction in response to such as a round of combat (this is the default rule in
certain situations, echoes from routine actions of their )—to a single day at most.
living past.

Once the game master has decided on the nature


In , however, while most of the Undead are still
of infection, they should then consider if the virus
nothing more than unintelligent predators, there are also
affects only humans or if it can affect other creatures,
the Vampires: the once living who, willingly or not, became
such as other humanoids, mammals, or—as is the
sentient, lifeless beings of intellect and great power through
default rule in —even birds and reptiles.
dark blood rituals (see page 285). 281

Finally, there is one last consideration about the


To understand the Undead, it is first necessary
infection - whether it is realistically possible to find a
to determine the nature of what created them. In
cure for the virus.
, they are a product of mystical forces of great
evil. In , the Undead are the result of an outbreak
of a mysterious virus. Table 28 summarizes the possible choices by

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

QUESTION OPTION 2 OPTION 3

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.

TIME TO RISE AS AN UNDEAD A few seconds or a combat


A couple of hours. A day or so.
AFTER DEATH. round.

Only humans and other


WHO CAN BE INFECTED? All living beings. All living mammals.
humanoids.

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.

Михаил Герасимов (Order #27301389)


, and other settings with the Undead, how the ♦ Brain: The amount of damage that must be dealt
player characters can effectively destroy them, as well to an Undead’s head in a single attack for it to be
as how they can avoid having any corpses rise as destroyed. All attacks to the head are considered,
Undead. For this, check the options in tables 29 and 30. by default, hard contests for the attacker. All
attacks dealt with Energy-type weapons, with
Vitality Powers (see page 225), with Divine Strike
Finally, in settings where the Undead have a
(see page 216), or with attacking spells that use
supernatural origin, such as in , game masters should the Virtue Arcane Symbol will deal 1 more point
consider whether they are impaired by some conditions. of damage to the Brain damage threshold if a
For instance, the Undead may only rise during the night, hit occurs. If the damage dealt to an Undead’s
be unable to enter some holy grounds such as temples, or head doesn’t match or surpass the Brain damage
be especially affected or destroyed by some religious items, threshold, reduce its value by 1 per 2 points of
such as amulets or holy water.
damage dealt.
DENIZENS OF THE NIGHT

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.

Михаил Герасимов (Order #27301389)


DENIZENS OF THE NIGHT
SHAMBLER surrounded by Undead coming from every direction.
The game master should also be mindful that the
The most common type of Undead: slow and
Undead are relentless and never sleep.
relentless flesh-eaters.
283

Vigor 2 / Dexterity 1 / Senses 2 / Ferocity 9 MERCILESS


Depending on the overall condition of the corpse,
DEFAULT
BRAIN CORPSE INITIATIVE there’s a good chance that a newly arisen Undead
will become a Merciless, at least for a few weeks.
2 4 3 During this time it will continue to decay, eventually
becoming a Shambler. A Merciless will act more

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

Михаил Герасимов (Order #27301389)


their turn is try to break free. This requires a normal Attack: Grab (2 Ranks), Blunt, Base Damage Rating
Vigor Attribute contest. While holding a character, 0, no Infection. This attack doesn’t deal damage, but
the Undead may not do anything other than continue if it hits, the only action the character may take on
to hold them and try to bite them (see above). their turn is try to break free. This requires a normal
Skills: Athletics 3, Dodge 3, Stealth 3. Vigor Attribute contest. While holding a character,
the Undead may not do anything other than continue
Special: Immune to KO. A Merciless moves the same
to hold them and try to bite them (see above).
distance a human would, and it usually tries to stay
in the shadows to surprise its targets. It also tries to Skills: Usually none. Hardly a Grotesque will try to
dodge any incoming attacks. dodge an incoming attack, but that depends on its
mutations. If a Grotesque has any Skill, it most likely
has 2 Ranks in it.
GROTESQUE Special: Immune to KO. Just like Shamblers,
Grotesques are old Undead that have been around Grotesques move half the usual distance a human
long enough to become mutated monstrosities; no
DENIZENS OF THE NIGHT

would. They may develop one or more mutations,


two are alike. Like the Merciless, Grotesques will act such as having a natural armor with a rating of 1,
more intelligently than Shamblers. spitting acid (Vigor-based, 3 Ranks, Energy, Base
Damage Rating 3, Infection 4), or instantly exploding
Vigor 4 / Dexterity 1 / Senses 2 / Ferocity 9 when destroyed (Vigor-based, 4 Ranks, Energy, Base
Damage Rating 4, Infection 6, hits 1 or 2 targets in a
DEFAULT 4-meter/yard radius).
BRAIN CORPSE INITIATIVE

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

Михаил Герасимов (Order #27301389)


Vigor 3 / Dexterity 2 / Senses 4 / Ferocity 9 ♦ The horde is considered to be surrounding the
player characters from all directions. Once per
DEFAULT round, instead of attacking or taking other Turn
BRAIN CORPSE INITIATIVE
Actions, a character may try to break free from
6 8 10 the horde with a successful hard test of either the
Athletics Skill or the Dodge Skill. Failure means
Attack: Bite (2 Ranks), Slashing, Base Damage Rating escaping is not possible during that round, but the
2, Infection 4. This attack is hard by default, but character may try again on following rounds. If a
becomes normal if the target is being held by the character escapes successfully, the game master
same or another Undead. should decide if the Shamblers left behind will
Attack: Claws (2 Ranks), Blunt, Base Damage Rating try to follow the escaping character (most likely
2, Infection 7. unsuccessfully), or if they will divide themselves
Attack: Grab (2 Ranks), Blunt, Base Damage Rating among the remaining groups of Shamblers which
0, no Infection. This attack doesn’t deal damage, but are attacking any characters left behind (if any).

DENIZENS OF THE NIGHT


if it hits, the only action the character may take on ♦ If a character successfully eliminates all Shamblers
their turn is try to break free. This requires a normal in the group attacking them, then during their
Vigor Attribute contest. While holding a character, next turn they may choose to either escape,
the Undead may not do anything other than continue which will be an automatically successful action,
to hold them and try to bite them (see above). or help another fellow character, thus dividing
Attack: Club (2 Ranks), Blunt, Base Damage Rating 2, the number of attacking Shamblers of this second
no Infection. group between the characters.
Skills: Athletics 2, Dodge 2, Melee Weapons 2, Stealth 2.
Special: Immune to KO. Just like a Merciless, a VAMPIRES
Devious will move the same distance a human
would, and it will usually try to stay in the shadows
to surprise its targets. In addition to trying to dodge
any incoming attacks, it may also try to parry melee In , all Undead are created by supernatural
attacks if it happens to have a club or any other kind of 285
evil, sometimes through blood spells by ill-intended
melee weapon in its hands. A Devious may perfectly practitioners. Vampires, however, are a special case, as
mimic voices it has heard before. they are created through dark rituals of blood magic
by other Vampires. They are the descendants of the
In and , many Shamblers are Undead Firstborn: the long-forgotten person who became the
corpses in an advanced state of decay. When player first Vampire under mysterious circumstances.
characters face a horde of such Undead in bad shape,

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

Михаил Герасимов (Order #27301389)


because of a failed hard Vigor Attribute test after Vampire had any such powers while it was a living
receiving substantial damage (see page 131). being, it will lose access to them.
♦ The character has lost two and a half liters of
blood (see page 289). IMMUNITIES
Vampires cannot be KO’d.
All Vampires must frequently feed on the blood
of other beings to keep being “alive” and avoid decay. DAMAGE THRESHOLDS
Like the Undead, Vampires won’t have the same
Whether a Vampire can be a moral being is up for damage thresholds as other characters. Instead, they
discussion, but at least in , “good” Vampires are will have a Corpse damage threshold with a value
unheard of. of 9, plus the Vampire’s Vigor Attribute Score, and
a Brain damage threshold with a value of 3, plus
the Vampire’s Vigor Attribute Score. As with other
DENIZENS OF THE NIGHT

Most Vampires have the following Vampiric traits:


Undead, all damage received that doesn’t match or
surpass the Corpse damage threshold or the Brain
ATTRIBUTES damage threshold will reduce the corresponding
Unlike other Undead, a Vampire has the damage threshold value by 1 per 2 points of damage
traditional Wits and Presence Attributes instead of received.
the Senses and the Ferocity Attributes. A person’s
Vigor, Dexterity and Presence Attribute Scores will
be raised by 1 when they are turned into a Vampire
DAMAGE RESISTANCE
(maximum Score of 5). Any Disadvantages the person All attacks dealt with Piercing-type weapons
might have from those Attributes are removed, and will deal 1 less point of damage to the Corpse damage
they may choose additional Advantages from those threshold.
Attributes if their respective Scores are increased to 3,
4, or 5 on becoming a Vampire. DAMAGE FRAILTIES
286 All attacks dealt with Energy-type weapons, with
SENSES attacking spells that use the Virtue Arcane Symbol,
Vampires have acute senses. They can see with Divine Strike (see page 216), or with certain
through darkness (even total darkness) as if it were Vitality Powers (see page 225) will deal 1 more point
bathed by direct sunlight. They can smell blood of damage to the Vampire if a hit occurs. This applies
through great distances, and hear the lowest of the to both the Corpse damage threshold and the Brain
noises. Whenever the Vampire actively uses its senses damage threshold, depending on what was targeted.
to track opponents, or reactively to avoid being
BESTIARY

ambushed, consider it like a creature with a Senses DESTRUCTION


Attribute with a Score of 5, and roll for any tests or A Vampire will most likely be destroyed if its
contests accordingly. Corpse damage threshold or Brain damage threshold
reaches 0. However, in certain situations—such as
WEAKNESSES having its Corpse damage threshold reduced to 0 due
If they don’t have it already, a person who turns to lack of blood—the Vampire will, instead, be put
into a Vampire will acquire the Hedonism Weakness. in a catatonic state for an indefinite amount of time.
To be certain of its death, enemies should do one of
the following to a Vampire: burn its body, put a stake
MASTERY through its heart, or decapitate it.
A Vampire is a creature of high precision, so it
never commits critical failures. Still, all rolled ones
BITE
always cancel successes other than rolled zeros.
Vampires may use their fangs not only to feed
themselves, but also to attack others. Attacking with
FORBIDDEN POWERS a bite uses the Vampire’s Martial Arts Skill and has a
A Vampire may not cast spells or have Divine Slashing-type Base Damage Rating of 3. This attack
Powers or Vitality Powers. Vampires may not enter is hard by default, but becomes normal if the target
Dreamscapes (see Day-Night Cycle below). If the is being held by someone, including the Vampire

Михаил Герасимов (Order #27301389)


DENIZENS OF THE NIGHT
itself. When successful in a bite attack, and if its for a Hedonism Weakness test. If the Vampire fails
target suffers at least 1 Wound Point, the Vampire that test, it won’t be able to control its lust for more
may choose to drink half a liter of blood from them blood and, unless stopped by someone else, it will kill 287
and instantly heal 1 lost point from both its Corpse the person it is feeding on by drinking too much of
and Brain damage thresholds (the thresholds cannot their blood. The Vampire is unable to stop even once
exceed their maximum values). its Corpse and Brain damage thresholds reach their
maximum values.
BLOOD-FEEDING
Vampires need blood from living beings to VAMPIRIC VITALITY

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

Михаил Герасимов (Order #27301389)


values, if they were reduced to 1 because of lost MASTER-CHILD RELATION
vitality. A Vampire may drink up to half a liter of
The more powerful the Vampire “master” that
blood per round.
turned a person into another Vampire is, the more
likely the new Vampire “child” will also be somewhat
REFLECTION powerful at its creation. The Vampire master will
While Vampires usually have a visage that won’t usually exert a powerful influence over its Vampire
raise suspicions from others, they won’t cast their child, but in some circumstances, it will also be held
reflection in any mirrors. responsible before other Vampires for the actions of
its Vampire child (see below).
WATER
A Vampire doesn’t breathe and, as such, cannot VAMPIRIC SOCIETY
drown. A Vampire, however, cannot willingly cross a In some places, Vampires may form secret
DENIZENS OF THE NIGHT

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.

DAY-NIGHT CYCLE THRALLS


Because the sunlight is harmful to them, Vampires will usually have thralls—people of
Vampires choose to be outside only during night time. weak or wicked minds who will pursue a Vampire
They stay in a trance-like state during daytime, most to become its servants. Usually such people will have
likely inside a coffin in their lair. Note that Vampires, the Hedonism Weakness. A Vampire may keep useful
288
like the Undead, do not sleep or dream, but they may thralls around for a very long time, even turning its
have hallucinations during their trance-like state.
favorite ones into Vampire children. Sooner or later,
Thus, they may not enter Dreamscapes.
however, it is likely to discard those considered only
useful for the blood in their veins, be it out of boredom
LONGEVITY or in of an uncontrolled lethal frenzy for blood. Most
There’s no expected amount of time a Vampire times, a Vampire will have a number of thralls around
equal to its Presence Attribute Score.
BESTIARY

may live, as it will not get old and will physically


remain at the age it was when it ceased being human.
Thus, a Vampire may live for hundreds and hundreds VAMPIRIC POWERS
of years, but with the long life may also come a
Usually, the older the Vampire—that is, the
madness that, after a while, will consume the Vampire
longer a person has been a Vampire—the more
and probably lead to its own death.
powerful it is. “Old” Vampires may develop Vampiric
powers, which can range from the capacity to remove
SUPERSTITION a negative trait to developing supernatural Abilities.
Religious symbols do not affect Vampires, They may be able to cross rivers and seas outside of
and they are able to enter the home of others a coffin, or perhaps even being able to avoid damage
uninvited. Many, however, become somewhat by direct sunlight. New Abilities might include
irrational when they become Vampires. To reflect commanding people of low will by putting them
this, all Vampires with a Wits Attribute Score of under hypnotic-like trances, controlling creatures
2 will be considered to have the Superstitious of the night such as bats and wolves, disappearing
Disadvantage. Not only that, if a Vampire has a inside a fog, and levitating themselves. Most of such
Wits Attribute Score of 1, it will also have another Vampiric powers will likely be resolved either with
Disadvantage from said Attribute in addition to normal tests or contests with the Presence Attribute.
Superstitious. For more information, see page 289 below.

Михаил Герасимов (Order #27301389)


VAMPIRE PLAYER CHARACTERS

In some settings, it is possible for a player


character to be turned into a Vampire and still be kept
under the control of their player instead of becoming
a non-player character controlled by the game master.

If that is the case, the game master may want


to consider that such player characters are “old”
Vampires, with powers that will allow them to be
effective during a gaming session.

DENIZENS OF THE NIGHT


Depending on the setting, all Vampires should come
from the Human Ancestry or other humanoid Ancestries.

The game master should also devise together


with each player how the character became a Vampire,
the Vampire character’s master, if the character has
any Vampire children and thralls, and where its lair
is—the location of its coffin (see page 285 above).

Player characters created from the ground up


to be Vampires won’t receive any Character 289
Points or Background Points for the Hedonism
Weakness, as this is a mandatory Weakness for
the Vampire. Also, all the Vampiric traits found
in page 285 apply to that character.

For their character to be a Vampire, the player

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.

The number of Vampiric powers a Vampire


has, times 10, will be roughly equal to the “age”
of the Vampire. The player may spend additional
Background Points for their character to be “older”,
and therefore have more Vampiric powers from the
start, at the rate of 1 Background Point per 1 additional
Vampiric power.

Usually, the number of uses and the duration


of Vampiric powers will be equal to the Vampire’s
Presence Attribute Score or a multiple of it, depending
on how powerful it is.

Михаил Герасимов (Order #27301389)


List of Vampiric powers: WOLF
Medium
ANIMAL FORM
Once per day, the Vampire may assume the Vigor 3 / Dexterity 3 / Senses 4 / Ferocity 6
form of a wolf or a swarm of bats. It takes a Turn
DEFAULT
Action for the Vampire to perform this supernatural BRAIN CORPSE INITIATIVE
transformation. All of the Vampire’s clothes and
personal belongings will transform with it. Changing 3 9 -
the Vampire back to its normal form will take a Turn
Action, which will happen when it wishes to do so Bite: Slashing, 2 (if the target receives at least 1 Wound
or automatically after a number of hours equal to its Point, the Vampire may choose to drink half a liter
Presence Attribute Score. While in Animal Form, the of its opponent’s blood and heal 1 point of both its
Vampire won’t be able to speak, perform any other Corpse and Brain damage threshold, if any was lost).
DENIZENS OF THE NIGHT

type of Vampiric power, or perform any actions Natural Armor: 0.


beyond those natural to the creature species whose
Action Types: Dodge (Dexterity) / Jump (Vigor) /
form it assumed. This Vampiric power may only be
Run (Vigor).
used during night time. While in wolf or bat forms, the
Vampire may be targeted normally by its opponents; Special: May follow a track by scent with a normal
all frailties and strengths of the Vampire’s damage Senses Attribute test.
thresholds will apply normally, and all damage taken
while in its Animal Form will be carried back to the SWARM OF BATS
Vampire’s normal form (and vice versa); see the
pertinent stats below: Tiny; total of 9 bats.

290
BESTIARY

Михаил Герасимов (Order #27301389)


Vigor 1 / Dexterity 4 / Senses 4 / Ferocity 5 control, and can willingly end the effect by stopping
taking these actions. This Vampiric power may be
BRAIN CORPSE DEFAULT used a number of times equal to double the Vampire’s
INITIATIVE
Presence Attribute Score per day, and a separate
- 9 - test must be taken per creature. The Vampire may
simultaneously control more than one creature with
Bite: Slashing, 0 (the cloud of bats will attack according a single Focus action per turn—each one performing
to the normal Swarm rules found in page 264, but, identical or different actions—but each creature will
unlike its normal form or wolf form, the Vampire count towards the Vampire’s maximum number of
won’t recover damage to its damage thresholds even times this power may be used per day.
if the target receives Wound Points).
Natural Armor: 0. HOVER
Action Types: Dodge (Dexterity) / Fly (Dexterity). With a combat action, the Vampire can walk on

DENIZENS OF THE NIGHT


Special: Swarm of Bats has Corpse 1 per each of the walls and ceilings, and can levitate itself in the air
nine bats forming the swarm at a height equal to or lower than twice its Presence
Attribute Score. This Vampiric power may be used
a number of times equal to the Vampire’s Presence
BESTIAL Attribute Score per day, and each time it will last a
The Vampire may, as a Free Action or reaction, number of rounds equal to the Vampire’s Presence
reveal its actual true form - a frightening, bestial face. Attribute Score. No test is required for this Vampiric
When a Vampire does this, people know for sure power to work.
that it is a supernatural creature. When this Vampiric
power is used, the Vampire will receive a bonus of 2
to both its Presence Attribute Score (maximum Score FOG-DWELLER
of 5) and its Intimidation Skill Ranks (maximum of With a combat action, the Vampire can become
5 Skill Ranks) for intimidating other characters. The one with any fog it enters during night time. While in
Vampire may use this Vampiric power any number this form it is able to see, hear, and smell anything the
of times per day, but it may only target the same fog touches, and can re-materialize itself at any point 291
character once per day, regardless of any success. it reaches. This Vampiric power may last as long
as the Vampire wishes, but only as long as the fog
doesn’t dissipate. While inside the fog, the Vampire
BLINKING won’t be able to interact with the physical world in
The Vampire is able to move at a speed so fast any form, speak, or cast any spells. This Vampiric
that it would appear to teleport short distances. power may be used a number of times equal to the
With a Free Action during its turn, the Vampire may Vampire’s Presence Attribute Score per day, and no

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

Михаил Герасимов (Order #27301389)


the Vampire’s Presence Attribute Score. The Vampire spellcaster will be limited in the Mana sources it
must take focus actions to maintain this control, and may use to gather the necessary Mana Points for
can willingly end the effect by stopping taking these casting spells; it may only access Mana from Mystical
actions. The target may break a Hypnotic Trance Artifacts, Blood Sacrifices, or the Power of the Blood
with a successful normal Presence Attribute test if Vampiric power (see above). This Vampiric power
they are commanded to do any action that represents may only be used during night time.
immediate physical harm to them or their friend. The
Hypnotic Trance will break instantly if its target is SUPERNATURAL RESISTANCE
wounded in any way. This Vampiric power may be
With a Free Action or a reaction, the Vampire can
used once per day.
resist damage in many forms. The Vampire will have
a natural armor rating equal to its Presence Attribute
ILLUSIONIST Score for a single round, but this natural armor
The Vampire can permanently and automatically does not protect the Vampire against damage from
DENIZENS OF THE NIGHT

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

SANE reduced to 1, and it will not have access to any of its


other Vampiric powers, if any. This is a permanent
The Vampire loses its Superstitious Disadvantage
Vampiric power.
if its Wits Attribute Score is equal to 1 or 2.

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.

Михаил Герасимов (Order #27301389)


Advantage, subtract 2 from the result, or add 2 if they
LYCANTHROPY have the Sick Disadvantage.

If infected by lycanthropy, the character will


In some settings, player or non-player become feverish after a few hours and turn into a
characters may have the power of lycanthropy. werewolf after a number of days equal to a die roll. If
This allows them to turn into werewolves once the infected character is from an Ancestry incapable
per night for any desired number of hours (as long of being werewolves, the curse or disease won’t have
as it remains night). Most times, however, such a any effects on them.
power will actually be a supernatural curse or a
mythological disease, and the character won’t have
On the other hand, if lycanthropy is not a curse
control regarding when the transformation will
or disease but a power, a character may be a werewolf
occur—which will only happen when the full moon
by spending 1 Background Point. When that is the
is visible—or its duration.

DENIZENS OF THE NIGHT


case, the origin of such a power will be hereditary,
possibly relating to a long-forgotten ritual that one of
Usually, only humans may become lycanthropes, but the character’s ancestors took part of. While the power
some settings may allow some humanoid Ancestries to also may not be transmitted through a Bite or Claws attack
become werewolves. in this instance, any of the character’s descendants
will have a chance of inheriting it (a result equal to
If lycanthropy is caused by a curse or a disease, or higher than 4 on a die roll), with the lycanthropy
a character who receives 1 or more Wound Points manifesting itself for the first time once adulthood is
as a result of a werewolf Bite or Claws attack but reached.
doesn’t die may become a werewolf. If a wound from
such a creature is received, roll a die. With a result When lycanthropy is a power, the character may
equal to or higher than 4, the character will become choose to assume the form of a large wolf instead of a
a lycanthrope. If the character has the Resilient werewolf, with the following stats:
293

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Михаил Герасимов (Order #27301389)


LARGE WOLF during the process, and any personal belongings will
drop to the floor.
Large

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:

Finally, some settings may allow characters to


WEREWOLF assume the form of a non-wolf-like creature, such as a
294
Large werebear (see stats below). If that is the case, and the
condition is a power (rather than a curse or disease),
Vigor 6 / Dexterity 3 / Senses 4 / Ferocity 8 the character can also alternate between the creature
form and the werebeast form, using the rules above.
2/1W+ 3/2W+ 4/3W+
WOUNDED DEAD
KO(B)? KO/D(P)? KO+I/D?
BEAR
3 6 9 12 15
BESTIARY

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.

Михаил Герасимов (Order #27301389)


WEREBEAR FIENDS
Large

Vigor 7 / Dexterity 2 / Senses 2 / Ferocity 8 In , , , and other settings which include


2/1W+ 3/2W+ 4/3W+
the Darkness (see page 257), those who deal in dark
WOUNDED DEAD rituals and acquire Darkness Points will eventually
KO(B)? KO/D(P)? KO+I/D?
attract—willingly or not—creatures from the
3 6 9 12 15
Darkness born of pure evil, called fiends.
Claws: Slashing, 5.
Natural Armor: 2. A fiend is not a creature from the world of
humans, but it may visit their world for an unspecified
Action Types: Climb (Vigor) / Dodge (Dexterity) /
duration before having to return to its existence inside
Run (Vigor).

DENIZENS OF THE NIGHT


the Darkness.
Special: Blunt, Piercing and Slashing weapons deal 2
less points of damage, unless made of silver. Piercing
and Slashing weapons made of silver deal 2 more Sometimes when a fiend arrives, it won’t come in
points of damage. All Wound Points taken while in its original form of shadow, but may assume the visage
werebear form will be carried back to the character’s of an animal or a human being. On occasion the presence
normal form, and vice versa. of red eyes, horns and wings will tell its true nature. In

295

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Михаил Герасимов (Order #27301389)


some instances, however, the fiend may be completely A fiend that reaches a total of 6 or more Wound
indistinguishable from any other animal or human being. Points dealt by all sources and situations will be
instantly destroyed. Note that a fiend may have
resistances and immunities that may protect it
What a fiend may want is never known in advance.
from some forms of attack or reduce the amount
Some may seek to satisfy perverse desires of their own,
of damage taken.
while others may simply want to kill people and consume
the Darkness within them—and innocent people nearby ♦ Two Wounds: Depending on the size of the fiend
may pay the same price. Despite these dark intentions, a (see below), if an attack deals damage equal to
fiend may also offer, or be convinced to strike, a bargain of this damage threshold but lower than the next
sorts for some obscure purpose. one, the fiend will receive 2 Wound Points. This
reduces all of the fiend’s damage thresholds by 2.
A fiend that reaches a total of 6 or more Wound
Such pacts will, sooner or later, have a heavy price Points dealt by all sources and situations will be
DENIZENS OF THE NIGHT

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

reduces all of the fiend’s damage thresholds by 4.


to destroy it or to banish it back to the Darkness. Many
A fiend that reaches a total of 6 or more Wound
also develop obscure frailties when they arrive in the world
Points dealt by all sources and situations will be
of women and men—frailties that, if discovered, should be
instantly destroyed. Note that a fiend may have
exploited by the characters.
resistances and immunities that may protect it
from some forms of attack or reduce the amount
If, due to lack of good judgment or alternatives, of damage taken.
the player characters choose to destroy a fiend in ♦ Death: Depending on the size of the fiend (see
combat instead of banishing it, the game master below), if an attack deals damage equal to or
should be mindful that such creatures cannot be higher than this damage threshold, the fiend will
KO’d and that they have the following five damage be instantly destroyed. Note that a fiend may
thresholds: have resistances and immunities that may protect
it from some forms of attack or reduce the amount
of damage taken.
♦ One Wound: Depending on the size of the fiend
(see below), if an attack deals damage equal to
this damage threshold but lower than the next A game master may devise a fiend on the fly by
one, the fiend will receive 1 Wound Point. This choosing or randomly assigning traits from the tables
reduces all of the fiend’s damage thresholds by 1. below:

Михаил Герасимов (Order #27301389)


TABLE 31 - APPEARANCE, SIZE, DAMAGE THRESHOLDS, AND UNARMED ATTACKS
DIE DESCRIPTION
ROLL

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).

DENIZENS OF THE NIGHT


A medium-sized humanoid creature. Damage thresholds: one wound 2, two wounds 4, three wounds
4 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

DIE DESCRIPTION DIE DESCRIPTION


ROLL ROLL
0 Vigor 5, Dexterity 2, Wits 1, Presence 3 0 Wrath

1 Vigor 3, Dexterity 5, Wits 2, Presence 1 1 Pride

2 Vigor 2, Dexterity 1, Wits 5, Presence 3 2 Greed

3 Vigor 1, Dexterity 2, Wits 3, Presence 5 3 Hedonism

4 Vigor 4, Dexterity 4, Wits 4, Presence 4 4 Wrath and Pride

5 Vigor 5, Dexterity 5, Wits 5, Presence 5 5 Greed and Hedonism

6 Vigor 6, Dexterity 6, Wits 3, Presence 3 6 Wrath, Pride and Hedonism

7 Vigor 9, Dexterity 3, Wits 3, Presence 6 7 Wrath, Pride, Greed and Hedonism

Михаил Герасимов (Order #27301389)


TABLE 34 - SKILLS AND SPELLS
DIE DESCRIPTION
ROLL

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.

Михаил Герасимов (Order #27301389)


TABLE 36 - DARKNESS POWERS (ARCANE)
DIE DESCRIPTION
ROLL

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-

DENIZENS OF THE NIGHT


olds won’t change, but it will be able to reproduce all physical Abilities from the creature
whose form it copied, without losing any of its own Skills or powers.

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.

Михаил Герасимов (Order #27301389)


TABLE 38 - IMMUNITIES

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.

1 To feed on the blood of humans, especially those marked by the Darkness.

2 To feed on the blood of animals and innocent humans.

3 To experience the smells and flavors from nature and human cuisine.

4 To conceive an offspring of its own.

5 To destroy or corrupt sacred places.

6 To relish in the mischief, misfortune, and madness it provokes in humans.

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.

Михаил Герасимов (Order #27301389)


TABLE 40 - FRAILTIES

DIE DESCRIPTION
ROLL

0 It may be destroyed instantly by fire, energy attacks, or perhaps direct sunlight.

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

DENIZENS OF THE NIGHT


it drinks, eats, or comes into contact with a certain food, liquid, spice, or herb.

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.

TABLE 41 - BANISHMENT CONDITIONS


DIE DESCRIPTION
ROLL
0 Discovering the secret name of the fiend and speaking it loudly enough for it to hear.

Tricking the fiend into drinking a substance blessed by an appropriate spell with the Virtue
1 301
Arcane Symbol.

2 Making the fiend laugh by telling it a joke it likes.

3 Tricking the fiend into seeing its own image in a mirror or other reflective surface.

4 Dropping the fiend into a river, a sea, or a deep pool of water.

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.

7 The fiend cannot be banished, except by being destroyed in combat.

TABLE 42 - SOURCE OF KNOWLEDGE ON THE FIEND’S STRENGTHS AND FRAILTIES


DIE DESCRIPTION
ROLL
0 An old and mysterious book about fiends that is found in a library.

1 The diary of a dead fiend-hunter.

2 The verses from an ancient song.

3 The ramblings of mad people.

4 By spying on the fiend and its habits from a hiding place.

5 By interrogating the person responsible for attracting the fiend in the first place.

6 By interrogating any surviving witnesses.

7 An arcane divination by spellcasting or other mystical power or event.

Михаил Герасимов (Order #27301389)


302
TECH

TECH
Михаил Герасимов (Order #27301389)
CHAPTER 20

NETWORKS
AND HACKING

303

TECH

TL 7

Михаил Герасимов (Order #27301389)


the Technophobe Disadvantages will always
OVERVIEW automatically succeed when trying to directly access
a local unprotected computer. They do not require a
TL 7 Technology Skill test or any hardware or software.
In , , , and settings with a TL 7 ,
characters may use the Technology Skill to hack the A character may try to access a password-
following: protected standalone computer, server
or another electronic device with a hard
♦ a standalone computer, a server, or another Technology Skill test. The character must gain
electronic device that is password-protected and physical access to the device’s location, find
can only be accessed locally, directly or through a physical access point (such as the hardware
a standalone network, through a physical itself or a port connecting to its local network),
connection or a wireless one and bring a portable computer (if not hacking
NETWORKS AND HACKING

♦ a computer, a server, or another electronic a computer or a server by direct physical


device linked to a worldwide network like the access). The test will become a normal one if
Internet (the WorldNet and the VR Net in , the the character brings software designed for the
Interstellar Network and the VR Net in , or the hacking job on an appropriate piece of hardware
Ancient Web in ) (a portable computer, pen drive, floppy disk,
etc., depending on the setting). A character
may try to remotely access a computer, server
In certain settings, if the character has at least
or another electronic device that is online on a
1 Rank in the Technology Skill, it is also
worldwide network by using a computer that
possible for them to hack advanced tech such
as AI, automata, and cybernetic implants. This is connected to the same network, and has
requirement, however, won’t apply to Neural software designed for hacking. This requires a
Hacking attempts involving that hardware (see normal Technology Skill test, but the test will
page310). be a hard one if the targeted computer, server or
electronic device has adequate safety measures,
304
such as a firewall.
A character without the Uneducated or
TECH

Михаил Герасимов (Order #27301389)


Thus, unlike when trying to directly hack ♦ directly control an automaton’s body for a round
hardware accessed locally, the hacker may not try (may be done for multiple rounds—see page 308)
to hack hardware remotely without any appropriate ♦ disconnect from a server, a computer, or another
hacking software. If the character doesn’t have such electronic device to avoid being traced
hacking software, their options will be to try to
acquire or program some (see page 307).
Depending on the specifics of the scenario, other
Hacking actions may also be possible.
If the hacker succeeds in the Technology Skill test
(or contest—see page 305) to hack hardware, they
will gain free access and be able to do one Hacking In many instances, the character will have ample
action per turn. time to do whatever they want to do once a hacking
attempt is successful. However, in other scenarios,
the hacker may have limited time because of active

NETWORKS AND HACKING


A Hacking action is a subtype of a Focus action security presence.
that may be performed every turn instead of other
actions. Hacking actions may be used to do one of the
following: In some TL 8 or TL 9 settings, such as and
, a character may hack things without a computer
by using their Neural Jack or Neural Port. The Neural
♦ obtain a list of all computers and other electronic Jack can be used to connect directly or through a local
devices linked to a server or worldwide network (but not the VR Net), and the
♦ access a specific computer inside a server Neural Port can connect to the hardware via the VR
♦ shut down a server or computer Net.
♦ copy a file into a server or a computer, such as a
virus Whenever the hacker uses a Neural Jack to
♦ find a file inside a computer and read it, copy it, access the hardware they are trying to hack—
delete it, edit its data, or overwrite it with a new locally or remotely through a network—they
one will roll 1 bonus die in all Technology Skill tests 305
and contests regarding the hacking attempt (see
♦ wipe the contents of a single computer page 324).
♦ shut down a camera or put its transmission on a
loop
♦ shut down or activate an alarm system HACKING CONTESTS
♦ open or close a door which is connected to the
system 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.

Михаил Герасимов (Order #27301389)


NETWORKS AND HACKING

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.

Once the hacker completes their allowed number


On the other hand, if the monitoring character is
of Hacking actions, the monitoring character will
successful, the hacker is disconnected. Their location
become aware of the invasion. Then, the monitoring
is not traced (regardless of the margin of success), and
character will have four options:
the server won’t be shut down, but it also cannot be
hacked again until the hacker programs a new, specific
The first one is to shut down the server. If this hacking software for the new attempt or a different

Михаил Герасимов (Order #27301389)


hacker tries to do the invasion (see page 307).
PROGRAMMING
The third option for the monitoring character is
to try to trace the hacker’s location before shutting TL 7
down the server or trying to disconnect the hacker. In , , , and settings with a TL 7
Doing so is a hard Technology Skill contest for the , characters may program software, which can be
monitoring character and a normal one for the hacker, stored in media—such as a drive or a disk—or loaded
but the monitoring character will succeed if they roll into a character’s Neural Port cybernetic implant (see
at least one success and a tie happens. page 324).

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

NETWORKS AND HACKING


their next turn before such a new attempt is made. Skill test, which will take a number of hours equal to
a die roll plus 1.
On the other hand, if the monitoring character
is successful, the hacker’s location is traced, but the As preparation for a hacking attempt, the
hacker may do one final Hacking action during their character may do a separate but identical hard
next turn. After that, the monitoring character may Technology Skill test, to design a virus: malicious
automatically sever the hacker’s connection without software to be inserted in a computer or server once
a new contest during their following turn. The server the device is hacked. This also requires a number of
then cannot be hacked again until the hacker programs hours equal to a die roll plus 1.
a new, specific hacking software for the new attempt
or a different hacker tries to do the invasion (see page
The purpose of a virus is to do automated
307).
Hacking actions once it is inserted in a hacked
computer or server, thus eliminating the need to 307
Note, however, that in the case of each tracing spend Hacking actions to perform them in following
attempt initiated by the monitoring character, turns. The virus, however, still take a turn per action
the hacker will always be instantly notified. If it was programmed to perform.
the tracing attempt fails, the hacker may do a
Hacking action during their turn to disconnect
from the server, thus avoiding any future The number of successes obtained by the
contests altogether and the possibility of being character when programming a virus will
located. This Hacking action to disconnect determine the maximum number of Hacking
doesn’t require tests or contests and always actions that may actually be programmed

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

Михаил Герасимов (Order #27301389)


security measures. If that is the case, a new hacking
software or virus must be programmed from scratch or
acquired from a specialist.

In some settings, the character may also be able to


program a new AI, automaton, or cybernetic implant,
or overwrite the existing code or memory data within
one, if is the item in question has been successfully
hacked (see below).

Usually, a character will try to overwrite the


code or memory data of an existing AI, automaton, or
cybernetic implant with their own software in order
NETWORKS AND HACKING

to change its properties or behavior (see below for


more information about hacking AI, automata and
cybernetic implants).

To program a new code or memory data for an


AI, automaton, or cybernetic implant, the character
must succeed in a hard Technology Skill test. It will
take a number of hours equal to a die roll plus 1 to
program or modify a cybernetic implant, AI, or
automaton.

For other possible software to be programmed,


see page 326—Neural Software.
308

HACKING ADVANCED TECH


TL 8

In , , , and other settings with a TL 8 or


TL 9 , a character may be able to hack AIs, automata
and non-installed cybernetic implants. To do so, a
TECH

character must have at least 1 Rank in the Technology


Skill (see page 108).

To hack an AI, the character must hack the


computer or server it is located in. Such a
computer or server, however, will always be
monitored by the AI itself, so the hacking
attempt will involve Technology Skill contests
per normal rules. The AI will roll for such
contests as any monitoring character would:
by using its Wits Attribute Score and its
Technology Skill Ranks.

If an AI has no Technology Skill Ranks, it will


do Wits Attribute contests instead, but the hacker
will take part in those contests as normal, with their
Technology Skill.

Михаил Герасимов (Order #27301389)


If the hacking attempt is unsuccessful, the AI
can only try to disconnect the hacker or track their The Technology Skill contest will be a hard
location, according to the normal rules found in page one by default to both the hacker and the
305, as it cannot shut itself down. automaton, but it will become a normal one
for the hacker only if they brought hacking
software specifically designed for the job.
If successful, the hacker can: shut down the
AI (the connection between both will be severed
and the AI will stop working for an amount of time If an automaton has no Technology Skill Ranks, it
specified by the hacker); delete or extract information will do Wits Attribute contests instead, but the hacker
from the AI’s code or memory data, or upload a pre- will take part in those contests as normal, with their
programmed code or memory data to overwrite the Technology Skill.
current one. Each option requires a Hacking action
and takes one round, according to the normal rules If the hacking attempt is unsuccessful, the

NETWORKS AND HACKING


(see page 305).
automaton, in most scenarios, can only try to
disconnect the hacker (the access may be severed
A character may also try to hack an AI through digitally, even if the physical connection to its Neural
the VR Net or by plugging their Neural Jack directly Port remains), according to the normal rules found in
into the Neural Port on the computer or server hosting page 305. The automaton shutting itself down won’t
the AI. end the hacking, and there will be no need to locate
the hacker as they will be directly connected to it. A
To hack an automaton, the hacker must directly tracing attempt may be desirable, however, in the
access it by plugging a computer into the automaton’s instance of a Neural Hacking through the VR Net (see
Neural Port. To do so, the automaton most likely has page 310).
to be physically restrained in some form.
If the attempt is successful, the hacker can: shut
The automaton will always be considered down the automaton (the connection between both
as monitoring itself from hacking attempts. The will be severed and the automaton will stop working 309
automaton will roll for such contests as any monitoring for an amount of time specified by the hacker); delete
character would: by using its Wits Attribute Score and or extract information from the automaton’s code or
its Technology Skill Ranks. memory data, or upload a previously programmed

TECH

Михаил Герасимов (Order #27301389)


new code or memory data to overwrite the current Each option requires a Hacking action and takes
one. Each option requires a Hacking action and takes one round, according to the normal rules (see
one round to be performed, according to the normal page 305).
rules (see page 305).
Instead of performing surgery, a cybernetic
The hacker may, instead, choose to take direct implant may be accessed by the target’s Neural
control of the automaton’s body. If the hacker chooses Port with the hacker’s Neural Jack. In that is the
this, they will be able to control the automaton for case, the hacker won’t need the required minimum
a number of rounds equal to the number of their of 1 Rank in their Technology Skill and a Neural
remaining Hacking actions (see page 305.). The Hacking must be performed. For Neural Hacking,
automaton’s body will act during its own Initiative see below.
order, and the hacker cannot do anything else
during their turns besides Hacking actions to control Note: Neural Hacking will always take place
NETWORKS AND HACKING

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.

A character may also try to hack an automaton NEURAL HACKING


through the VR Net or by plugging their Neural Jack
directly into their target’s Neural Port. For more TL 8
about Neural Hacking an automaton, see below.
In , , and other settings with a TL 8 or
TL 9 , a Neural Hacking attempt happens when a
In and , a character may also try to hack hacker connects their Neural Jack directly into the
cybernetic implants. Neural Port of another character, an automaton, or a
computer with an AI.

310 If the cybernetic implant is not yet installed


inside a person, the hacker must first physically open In the instance of a Neural Hacking attempt, both the
it, then access its circuits with a computer or a Neural hacker and target will temporarily lose eyesight and other
Jack. senses, since their (natural or artificial) brain will be filled
by digital imagery and artificial audio, smell, taste, and
touch sensations as they are submerged virtual reality.
If the cybernetic implant is already installed
inside a person, the hacker will have to restrain their
target if they are not a willing subject. Surgery may The form this virtual reality takes depends on the
then be needed to access a cybernetic implant already setting and the game master, and it may go from 3D
TECH

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).

Михаил Герасимов (Order #27301389)


Still, if a monitoring character, AI, or Spectre (see
page 313) is present in the location targeted within
the VR Net they can defend against the attempted
intrusion. The defender targets the hacker, and as
such a Neural Hacking confrontation will take place
and must be resolved before the hacker may proceed
with their original hacking attempt.

Note that Neural Hacking is fundamentally


distinct from regular hacking. While hacker and target
remain connected, both may take Neural Hacking
actions (a subtype of the Focus action) during their
respective turns to try to invade or damage their

NETWORKS AND HACKING


opponent’s mind or code.

A Neural Hacking action attempt is resolved


with a Technology Skill contest. By default, the
contest will be a normal one for the defender
and a hard one for the attacker, but ties favor the
attacker, as long as they roll at least one success.
Note that a hacker who uses their Neural Jack
to physically connect to their target will have a
bonus of 1 extra die in tests and contests with
the Technology Skill (see page 324). Thus, this
bonus won’t apply to hacking through the VR
Net, as the hacker will be using their Neural
Port for the task instead (see page 313).
311
If the attacker doesn’t roll at least one success,
or if the defender rolls more successes than them,
the neural hack attempt fails during that turn. A new
attempt may take place in the following round if the
connection between the characters is not severed.

On the other hand, if the attacker rolled one

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.

Neural Hacking Action Effects List:

0 The defender becomes stunned.

1 The defender becomes stunned and has a


temporary penalty of 1 Skill Rank in all Technology
Skill tests for the remainder of the hacking

Михаил Герасимов (Order #27301389)


confrontation (minimum of 0 Rank). This effect 9+ The attacker may try to implant suggestions
may only be applied once per target, per hacking inside the defender’s mind (see below). If the
confrontation. defender is an automaton or AI, the attacker will
be able to shut it down, take control of its body for
a number of rounds equal to a die roll plus 3 (if it
2 The connection between attacker and defender is an automaton), delete its code or memory data,
is immediately severed, as well as the defender’s
or overwrite it with a new software (see page 307
connection to the VR Net, if any.
and 308). Alternatively, the attacker may choose
to discover the defender’s identity, if not already
3 The connection to the defender is immediately known.
severed, as well as the defender’s connection to the VR
Net, if any. Also, the defender’s Neural Jack or Neural (*) Note: if a defender of a successful Neural
Port—whichever is being used—overheats, and the Hacking action receives damage (the “Feedback
NETWORKS AND HACKING

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

memories from a Neural Port won’t, however,


provoke amnesia regarding those memories in the one)
target. If an automaton or an AI was the defender, the ♦ someone being a relative (even an imaginary one)
attacker will be able to extract information from its ♦ someone being an old friend (even an imaginary
code or memory data (see page 308). Alternatively, one)
the attacker may choose to trace the defender’s ♦ someone being an old enemy (even an imaginary
physical location, if not already known. one)
♦ a fake personal event
7 The defender receives 6 points of Energy damage ♦ a fake historic event
as “Feedback Burn.” Such damage will directly affect
the brain of the target (if a character) or its code (if an Once the suggestion has been successfully
AI or an automaton). No armor applies (*). implanted, the targeted character will believe the false
information for a number of days equal to the roll of
8 The defender receives 8 points of Energy a die plus 1 (rolled in secret by the game master).
damage as “Feedback Burn.” Such damage will An extreme suggestion, or some real-life situations,
directly affect the brain of the target (if a character) or may make the target question their own sanity. This
its code (if an AI or automaton). No armor applies (*). may, in turn, allow them to recover sooner—even

Михаил Герасимов (Order #27301389)


instantly—from the implanted suggestion with a Connecting to the VR Net means suppressing all but
successful normal Wits Attribute test. the most intense real-life sensations, in exchange for a total
virtual reality immersion rivaled only by reality itself.
When connected to the VR Net, the character will be able
VR NET to taste virtual food, feel the blow of digital wind, smell the
aroma of impossible perfumes, see things that do not obey
the laws of physics, and experience touch, heat, cold, and
TL 8
sometimes even pain. 
In , , and other settings with a TL 8
or TL 9 , characters may access a virtual reality
A character assumes an avatar or persona when
worldwide network called the VR Net to meet others
they enter the VR Net: a digital three-dimensional
from remote locations, for business or pleasure. Just
self-representation, controlled by their mind. This
like our Internet, the VR Net is a place for services,
can be identical to their own looks or of an entirely
consumption, dubious information, and, in its darkest

NETWORKS AND HACKING


different visage.
corners, crime.

The character will don an outfit of choice, as well


To connect to the VR Net, the character must
as virtual accessories, items, and perhaps even armor
have the Neural Port cybernetic implant. This
and weapons. Most VR Net locations ban military
allows them to physically jack-in to a “landline”
items, however, even though they are incapable of
from a home, office, or cybercafé, to receive the
doing any harm in (almost) all situations (see Relayed
VR Net transmission directly into their brain.
Feedback Burn in page 315).

313

TECH

Михаил Герасимов (Order #27301389)


Outfits, accessories and other items, besides the be identified by their Neural Port’s serial number,
very basic ones, are software that must be purchased. which anyone can instantly visualize and record. This
Virtual armor and weapons may also be purchased, allows identification of its owner, which in turn may
but usually only from illicit suppliers. lead to their location, thus serving as a deterrent to
most illicit activities.
Alternatively, characters may program their
own outfits, accessories, items, armor, and weapons There are illegal ways to conceal Neural Ports’ serial
prior to entering the VR Net. Doing so requires access numbers, however, such as hacking said device (see page
to a computer, a number of days equal to the roll of a 308), installing a “blank” one from a manufacturer with
die plus 1, and success in a hard Technology Skill test. dubious reputation, or worse, removing a Neural Port from
However, the character must first obtain a detailed a dead person.
design or blueprint of the thing being programmed or
have personal knowledge on crafting it, which must
Still, even when a hacker does anything like that,
NETWORKS AND HACKING

be pre-evaluated through a hard Craft Skill test.


they would most likely avoid the common, public
areas of the VR Net. The corporate owners of such
Inside the VR Net, Wits and Presence Attributes spaces will have in place very aggressive, automated
along with Wits-related and Presence-related Skills cybersecurity software called Spectres looking to
will usually work just like in the real world. The target criminals and trespassers, with occasionally
exception is the Arcana Skill and its related Abilities lethal consequences.
and powers, which will be unavailable.
Spectres may assume the form of different
As characters may use their avatars to engage avatars, but most try to pass as real-life people.
in simulated physical activities, Vigor and Dexterity Their stats may vary, but usually a Spectre will
Attributes and Vigor-related and Dexterity-related operate just like a monitoring character would
Skills may function as usual, but some places in the (see pages 305 and 310). For that purpose, most
VR Net may operate under different laws of physics. Spectres have a Wits Attribute Score of 3 and a
314 Depending on how they were programmed, some Technology Skill with 3 Ranks.
may favor some actions, giving bonuses, while
curbing others, rendering them impossible or very
Spectres that are capable of assuming humanlike
difficult to perform.
looks—called Personified Spectres—can generally
simulate other Attributes and Skills as well. They will
Besides that, since all activities inside the usually have a Score of 3 in both Vigor and Dexterity
VR Net are commanded solely by the mind, Attributes, a Score of 1 in the Presence Attribute,
when performing a simulated physical action, and 2 Ranks in some pertinent Skills. Some Spectres
a character may substitute their Vigor and (Personified or not) may also have some Skill Abilities;
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

Михаил Герасимов (Order #27301389)


themselves to the fringes of the VR Net: privately owned When that happens, anyone inside such an
places which are also sought by those wishing to go area is fair game. Damage that would be dealt if the
undetected. People who cannot pay the entrance fees of the simulated physical action were performed in the real
best corporate public spaces and those who are after illegal world is converted into Energy damage dealt directly
services or forms of entertainment such as digital drugs, into the target’s brain. This Energy damage could be
so-called taboo houses, and illicit arenas where people go equal to the physical damage which would be caused,
but depending on the purpose of the location and its
to see semi-professional combatants fight each other for
settings, such damage may be halved (rounded down).
money in bizarre setups with the real possibility of brain
injuries (such places are programmed to convert each
simulated strike into real life damage by Feedback Burn). Note that a target who receives Relayed Feedback
The higher the damage conversion rate, the bigger the Burn damage may be KO’d or have their Neural Port
destroyed, which will instantly sever their connection
crowd, the greater the prize, and the higher the chance a
to the VR Net (see page 131).
fighter ends up dead on the mat. For more about that, see

NETWORKS AND HACKING


Relayed Feedback Burn below.
Thus, in certain rare situations, when dealing
with very competent hackers, some corporate
RELAYED FEEDBACK BURN locations may instantly change their current
laws of physics to allow Relayed Feedback Burn
damage as a means for Personified Spectres to
TL 8
try to forcefully disconnect invaders from the
In, , and other settings with a TL 8 or VR Net through simulated combat.
TL 9 , a location in the VR Net, or a limited area
within it, may allow simulated physical actions to This, however, is a two-way game: once the
deal Relayed Feedback Burn damage. This is similar laws of physics are changed in a location, Personified
in nature, but from a different source, to the normal Spectres themselves will also become vulnerable to
Feedback Burn damage that may be dealt during damage dealt through simulated physical actions, as
Neural Hacking attempts (see page 310). will the owners of any other avatars caught in the fray. 315

TECH

Михаил Герасимов (Order #27301389)


to the normal rules regarding Neural Hacking. This
In a Relayed Feedback Burn environment, does not effect regular hacking jobs (see page 305).
virtual weapons and armor will work just like
they do in the real world. Thus, virtual armor
may reduce damage dealt by Relayed Feedback To be a Potential, the character must have the
Burn, although it has no effect on the damage Insightful Advantage, and the player must spend 1
from Feedback Burn dealt by Neural Hacking Background Point during character creation.
(see page 310).
Once created, the Potential character will have
For purposes of both Feedback Burn dealt by a number of Focus Points equal to four times their
Neural Hacking (see page 310) and Relayed Feedback Presence Attribute Score.
Burn from simulated combat, a Personified Spectre
will most likely have a single damage threshold for
Focus Points may be spent in place of Psychic
NETWORKS AND HACKING

death, and its value will most likely be 5. While most


Points or Vitality Points to allow the character to
of the Personified Spectres won’t have natural or
simulate any Mind over Body or Mind over Matter
worn virtual armor, they are always immune to KO,
whatever the source of damage. Psychic Powers (see page 237) or any Vitality Powers
classified as “Techniques” (see page 229) while inside
the VR Net.
POTENTIALS
TL 8 Spent Focus Points will be completely replenished
In designing their own settings with a TL 8 after a full night of rest.
or TL 9 , game masters may choose to allow some
characters to be Potentials: people with the mysterious If a setting with Potentials has most of its stories
power to hack the VR Net solely with their willpower. taking place inside the VR Net, the game master may also
allow non-Potential characters to have access to powers.
316 A Potential may do Presence Attribute contests They receive a number of Focus Points equal to twice their
instead of Technology Skill ones when performing a respective Presence Attribute Scores, and can perform any
Neural Hacking even when outside the VR Net (see powers with a cost equal to 2 or less Psychic Points or
page 310) On the other hand, their opponent, if not a Vitality Points (Techniques only).
Potential, will do Technology Skill contests according
TECH

Михаил Герасимов (Order #27301389)


CHAPTER 21

AI AND AUTOMATA

317

TECH

TL 8

Михаил Герасимов (Order #27301389)


Skills: Athletics 2, Martial Arts 3, Dodge 3,
AI Legerdemain 3, Stealth 3, Engineering 3, Perception
4, Technology 5, Charm 1, Deception 2, Intimidation
TL 8 2, Persuasion 2.
In , , , and other settings with a TL 8 Skill Abilities: None.
or TL 9 , characters may meet software with Weaknesses: Pride.
artificial intelligence (AI) in standalone computers,
network servers, or in the VR Net. Some AI may be
fully autonomous, always-evolving entities, fully AI PLAYER CHARACTERS
conscious and with free will, but most mimic living TL 9
things but are actually nothing more than thralls to
In some TL 9 settings, game masters may allow
their code. Whether an AI is considered a living being
players to create AI characters. Such AI characters are
is a question to which the game master and players
considered as having complete free will.
alike can establish the answer.
AI AND AUTOMATA

Nevertheless, AI characters are not advisable for


As AIs don’t have bodies, they only have the
all players and TL 9 settings, as they are very limited
Wits and Presence Attributes. These may have Scores
in their capabilities. Still, as characters living in highly
from 1 to 5, although AIs with a Presence Attribute
advanced technological societies, AI characters may be able
Score higher than 2 are rare. They may also have
to use worldwide networks and diverse hardware to travel
Ranks in all Skills from the four Skill groups, except
great distances instantly; hear through microphones; see
the Arcana Skill, and skills may have any number of
things through cameras; communicate through screens,
Ranks up to 5, as well as Skill Abilities, regardless of
headphones and speakers; pilot vehicles, aircrafts and
their requirements.
spaceships; operate machinery and turreted weapons, etc.

AIs have no Advantages and Disadvantages, but


The AI character is able to hack instantly, without
some may develop Weaknesses.
needing a test or contest, any ordinary hardware not
318 directly relevant to the goal of the story as a means to
Inside full virtual reality simulations like the VR Net, interact with other characters and their surroundings.
AIs may assume avatars and simulate physical actions. In relevant situations, such as hacking an enemy’s
For that, an AI will have simulated Vigor and Dexterity turreted weapon or opening a cell door that is locking
Attribute Scores, both of which will be equal to its Wits in an ally, the hack must be performed according to
Attribute Score (for the VR Net, see page 313). the normal rules (see page 303).

An AI may be destroyed by deletion if no copy Also, if the setting allows characters to be


TECH

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

Михаил Герасимов (Order #27301389)


AI AND AUTOMATA
be equal to twice their Wits Attribute Score up ♦ AI characters will be immune to most arcane
to a maximum of 8 and will be affected only by powers, especially those that affect the body or
Feedback Burns and Relayed Feedback Burns mind as they have none, only a code stored inside
inside the VR Net. The AI character will, however, hardware. As such, they will be virtually immune
be destroyed if its code is deleted by an enemy’s to almost all spells, Divine Powers, Psychic
319
hacking action. Powers, Vitality Powers, and arcane powers from
♦ AI characters start with 0 Background Points and Vampires and Fiends.
may not gain additional Background Points in ♦ Even though AI characters don’t have a mind,
any way. they do have personalities and may be influenced
♦ AI characters may gain and spend Skill Points or influence others by the use of most Presence
according to the normal rules, but they will Attribute Skills and Abilities.
receive only half the regular amount of Skill

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

Михаил Герасимов (Order #27301389)


synthetic materials, nearly identical to biological matter, incapable of performing it because of the limitations
become so humanlike that they are classified as androids. of its body.
These advanced automata are almost indistinguishable
from humanoids. For them to be identified as androids
The automaton’s body determines its Vigor and
and not real humanoids, they must be subjected to
Dexterity Attribute Scores, which may range from 1
medical or psychological examinations. These will
to 9 depending on its size, component materials, and
require success in a normal Medicine Skill test or a hard
power source.
Perception Skill test, respectively.

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

Михаил Герасимов (Order #27301389)


Automata also have a Resilience Stat usually 4 The automaton is disabled and received
equal to their Vigor Attribute Score: every time an extensive damage. Its power source may keep its
automaton receives damage, first reduce the total from data intact until repair, for a number of hours equal
its armor rating (if any), then subtract the remaining to a die roll plus 1. Repair is possible with a hard
damage (if any) from its Resilience Stat. See below for Technology Skill test (or a hard Engineering Skill test
rules for if the Resistance Stat reaches 0. in ), as long as the necessary tools and materials
are available, with a one-hour job.
Unlike vehicles, a targeted automaton may
receive damage to its Resilience Stat from
the margin of success the attacker obtained 5 The automaton is disabled and received
extensive damage. Its body is beyond repair, but its
over it, as well as any damage bonuses from
data may still be salvaged, if the procedure is done
Advantages or Skill Abilities.
within a number of hours equal to a die roll plus 1.
A normal Technology Skill test is required (or a hard
Even though an automaton cannot be KO’d, if it Engineering Skill test in ), as well as the necessary

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.

Михаил Герасимов (Order #27301389)


Size: Medium (Human-sized).
Power Source: Operational 24 hours a day. Must be
changed after 50 years or so.
Immunities: Cannot be KO’d. Immune to drugs,
poisons, diseases, and contamination (but may
become radioactive). Immune to mind-affecting
effects from spells, Divine Powers, and Mind over
Mind Psychic Powers.
Resistances: Unarmed Strikes and Slashing attacks
deal 1 less point of damage.
Frailties: Water-based attacks and Energy attacks
deal 1 more point of damage.
Armor: 3 (iron body).
Resistance: 6.
Damage Threshold for Feedback Burn and Relayed
AI AND AUTOMATA

Feedback Burn: Dead 4.


Skills: Athletics 1, Martial Arts 1, Melee Weapons 2,
Dodge 1, Legerdemain 2, Engineering 2, Perception 2,
Intimidation 2, Persuasion 1.
Skill Abilities: None.
Weaknesses: None.
Cybernetic Implants: Neural Port.
Weapons: Unarmed Strike (1, Blunt), Longsword (3,
Slashing).

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.

When creating automaton characters, use the


TECH

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

Михаил Герасимов (Order #27301389)


creatures. This will be equal to a quarter of
its Vigor Attribute Score rounded down if the
automaton is a cyborg with synthetic skin, or
equal to half its Vigor Attribute Score rounded
down if the automaton is a metal robot.
♦ Automaton characters will have a Resilience Stat
equal to their Vigor Attribute Score.
♦ Besides their Resilience Stat, automaton
characters won’t have any damage thresholds
except the Dead damage threshold, which will
be equal to twice their Wits Attribute Score up
to a maximum of 8. This will be affected only by
Feedback Burns and Relayed Feedback Burns
inside the VR Net. The automaton character will,
however, be destroyed if its code is deleted by an
enemy’s hacking action.

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.

Game masters should be mindful of which sections


from the rules above integrate well into their settings and
forbid any Skills or Abilities considered incompatible with
an automaton character.

Михаил Герасимов (Order #27301389)


CHAPTER 22

CYBERNETIC
IMPLANTS

324
TECH

TL 8

Михаил Герасимов (Order #27301389)


For instance, a sponsor may be in need of an assistant
OVERVIEW or bodyguard with a specific Skill, an entertainment studio
beautifying its star, a sports team augmenting one of its
TL 8 players, or an intelligence or military contractor improving
In , , and some settings with a TL 8 or one of its operators.
TL 9 , characters may augment their bodies with
cybernetic implants to gain physical or intellectual The sponsor will usually provide 2 cybernetic
Advantages. implants, and the character will have to sign a
contract of fidelity for at least 20 years. While some
jobs will not require that the character put in office
Each cybernetic implant will be associated
hours throughout a whole week, all will require a
with an Attribute. A character may have as high degree of loyalty. Characters who breach such
many cybernetic implants associated with each contracts will risk the sponsor coming after them
Attribute as their Score in that Attribute. Thus, to repossess their investment, usually with very

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.

Alternatively, and depending on the setting, a


Firstly, in settings with spells and Divine Powers,
character may acquire a cybernetic implant during a character with cybernetic implants will be able to
character creation or throughout the course of a absorb 1 less Mana Point, be it for spellcasting or any
story, not by spending Background Points or Money other mystical purposes, for each cybernetic implant
Stat points, but by signing a contract of fidelity with they have.
a sponsor.

Secondly, some cybernetic implants may be


A sponsor will be the character’s employer— damaged or even hacked, which may make natural
either a mega corporation or very rich individual— Disadvantages resurface and cybernetic Advantages
that will lend one or more cybernetic implants to the disappear. As a result, the character may also lose
character for as long as needed for them to perform access to related Skill Abilities or other cybernetic
particular work. implants bonuses.

Михаил Герасимов (Order #27301389)


Note that a cybernetic implant may be destroyed that the character first have installed the Neural
when the character is severely hurt by an Energy-type Port cybernetic implant, as this is necessary to have
attack (see page 131). neural software installed on their brain. Likewise,
some implants may require that the character have
For rules on hacking a cybernetic implant, see Cybernetic Eyes, as this is necessary for usage of
pages 308 and 310. many types of retinal displays and mods. In each case
this is noted in the entry for the implant.
LIST OF CYBERNETIC IMPLANTS
A character with a cybernetic implant may, for
TL 8 free, remove it to create “space” for a new one to be
The tables below show the available cybernetic installed. Selling the removed cybernetic implant will
implants, by associated Attribute. Some require usually cover the costs of its removal.
CYBERNETIC IMPLANTS

TABLE 43 - VIGOR-ASSOCIATED CYBERNETIC IMPLANTS


IMPLANT PROCEDURE
TYPE COST COST DESCRIPTION

NANOAGULANT 10 8 Negates the Frail Disadvantage.

NANOCYTES 10 8 Negates the Sick Disadvantage.

Negates the Weak Disadvantage and replaces a missing


CYBERNETIC PROSTHESIS 15 16 limb, if any.

Character gains the Mighty Advantage. If the character


BIONIC MUSCLE FIBERS 15 24 has the Weak Disadvantage, it is negated instead.

Character gains the Resilient Advantage. If the charac-


BIONIC ORGANS 20 24 ter has the Sick Disadvantage, it is negated instead.

326
Character gains the Tough Advantage. If the character
POLYMER SKELETON 15 24 has the Frail Disadvantage, it is negated instead.

Roll 1 extra die in tests and contests with the Athlet-


ADRENALINE DISPENSER 10 8 ics Skill.

KINETIC PASSIVE Roll 1 extra die in tests and contests with the Craft
CONTROLLER 15 16 Skill.

Roll 1 extra die in tests and contests with the Exotic


CYBERNETIC JOINTS 15 16 Weapons Skill.
TECH

ANTISPASMODIC RECOIL Roll 1 extra die in tests and contests with the Heavy
CONTROLLER 15 16 Weapons Skill.

Roll 1 extra die in tests and contests with the Martial


POLYMER HANDS 15 16 Arts Skill.

Roll 1 extra die in tests and contests with the Melee


MAGNETIC PALM GRIP 10 16 Weapons Skill.

The character can breathe underwater, including saltwa-


ter, and thus can never drown. They can also breathe in
BIOMOD GILLS 15 16 hostile atmospheres as long as a minimal percentage of
oxygen is present.

The character has a retractable 10-meter/yard grappling


RETRACTABLE GRAPPLING hook implanted in their body. All normal Athletics Skill
HOOK 15 16 tests to climb a height equal to or shorter than that
length will automatically succeed.

RETRACTABLE TITANIUM The character has retractable blades implanted inside


15 16 their hands. Their unarmed strikes will have a Base Dam-
CLAWS age Rating of 3, from the Slashing type.

POLYMER SKIN 20 24 The character has a natural armor with a rating of 1.

Михаил Герасимов (Order #27301389)


TABLE 44 - DEXTERITY-ASSOCIATEDCYBERNETIC IMPLANTS
IMPLANT PROCEDURE
TYPE COST COST DESCRIPTION

CYBERNETIC FINGERS 15 16 Negates the Clumsy Disadvantage.

Negates the Nearsighted Disadvantage and a blind-


SYNTHETIC EYES 15 16 ness condition, if any.

KINETIC STIMULATOR 10 8 Negates the Sluggish Disadvantage.

Character gains the Deadeye Advantage. If the


CYBERNETIC EYES 20 16 character has the Nearsighted Disadvantage or a
blindness condition, it is negated instead.

Character gains the Deft Advantage. If the char-


CYBERNETIC TENDONS 15 16 acter has the Clumsy Disadvantage, it is negated
instead.

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.

Roll 1 extra die in tests and contests with the


THREAT ASSESSMENT
15 8 Dodge Skill. This is neural software that re-
DISPLAY quires both a Neural Port and Cybernetic Eyes.

Roll 1 extra die in tests and contests with the


PATH ANALYZER DISPLAY 10 8 Driving Skill. This is neural software that re-
quires both a Neural Port and Cybernetic Eyes.

Roll 1 extra die in tests and contests with the


RETRACTABLE MULTI-TOOL 15 16 Legerdemain Skill.

Roll 1 extra die in tests and contests with the


TARGET FINDER DISPLAY 10 8 Marksmanship Skill. This is neural software that
requires both a Neural Port and Cybernetic Eyes.

Roll 1 extra die in tests and contests with the


FLIGHT ASSISTANT DISPLAY 10 8 Piloting Skill. This is neural software that re-
quires both a Neural Port and Cybernetic Eyes. 327
Roll 1 extra die in tests and contests with the
HOLO-SKIN 20 24 Stealth Skill.

TABLE 45 - PRESENCE-ASSOCIATED CYBERNETIC IMPLANTS


IMPLANT PROCEDURE
TYPE COST COST DESCRIPTION

BIOFEEDBACK STABILIZER

TECH
10 16 Negates the Craven Disadvantage.

BIOMOLECULAR FACIAL Negates the Unattractive Disadvantage.


RECONSTRUCTION 15 16
Character gains the Beautiful Advantage. If the char-
BIOMOLECULAR BODY acter has the Unattractive Disadvantage, it is negated
REDESIGN 15 24
instead.

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.

Roll 1 extra die in tests and contests with the Leader-


VOCAL AMPLIFIER 10 16 ship 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.

Михаил Герасимов (Order #27301389)


TABLE 46 - WITS-ASSOCIATED CYBERNETIC IMPLANTS
IMPLANT PROCEDURE
TYPE COST COST DESCRIPTION

Negates the Uneducated Disadvantage. This implant


SMART RETINAL DISPLAY 15 8 requires Cybernetic Eyes.

Character gains the Erudite Advantage. This is


NEURAL DATABANK 20 8 neural software that requires a Neural Port.

Roll 1 extra die in tests and contests with the


ANALYTIC DISPLAY 15 8 Engineering Skill. This is neural software that
requires both a Neural Port and Cybernetic Eyes.

The character knows the Scores of the Vigor and


the Dexterity Attributes of any beings in their
sight. Roll 1 extra die in tests and contests
MEDICAL SCANNER 15 8 with the Medicine Skill. This is neural software
CYBERNETIC IMPLANTS

that requires both a Neural Port and Cybernetic


Eyes.

Roll 1 extra die in tests and contests with the


Perception Skill. The character may also see ob-
jects and living beings in total darkness and
behind most walls and other forms of cover. This
THERMAL IMAGING SCANNER 20 8 includes the ability to see implants hidden under
the skin when visually inspecting a body. This is
neural software that requires both a Neural Port
and Cybernetic Eyes.

Roll 1 extra die in tests and contests with the


BIO SCANNER 15 8 Survival Skill. This is neural software that re-
quires both a Neural Port and Cybernetic Eyes.

The character has a connector that allows them to


physically access electronic devices, computers,
328 servers, local networks, worldwide networks (oth-
NEURAL JACK 15 16 er than the VR Net), and others’ Neural Ports.
Roll 1 extra die in tests and contests with the
Technology Skill (see page 303 ). Requires a Neu-
ral Port.

The character may access the VR Net, record their


memories as if they were a movie, download their
memories to a data storage device, and upload
other people’s memories to temporarily experience
NEURAL PORT 20 16 them in real time as if they were their own. This
also allows the installation of neural software,
TECH

and can be accessed by people with Neural Jacks


(see page 303 ).

Many types of neural software may only be acquired


NEURAL SOFTWARE on the black market. The cost of neural software varies
TL 8 depending on how many Skill Ranks are programmed
In some settings of their own design, with a TL 8 into it and whether it is legal, but the price is usually
or TL 9 , a game master may allow characters to 10 to 20.
download neural software through their Neural Ports
and into their minds, that will grant them Skill Points. Neural software will only have an effect if the
These Points will persist until the software is deleted.
character has fewer Ranks in the said Skill than the
bonus grants. Thus, a character with 5 Skill Ranks
Neural software may contain the knowledge of in a certain Skill would never benefit from neural
1 to 4 Skill Ranks in a single Skill related to software dedicated to that Skill., A character with 1
the Vigor, Dexterity, or Wits Attribute, a single
Skill Rank in a certain Skill would receive 1 bonus
language, or a single talent. The knowledge can
Skill Rank by downloading neural software with a
cover any skill except the Arcana Skill.
total of 2 Skill Ranks.

Михаил Герасимов (Order #27301389)


CYBERNETIC IMPLANTS
329
When a character effectively receives 1 or more don’t have enough free space in their mind. If a
bonus Skill Ranks from neural software, they will also character chooses to do this they receive an equal
be able to choose the same number of bonus Abilities number of related Skill Abilities.
from the same Skill.
Downloading or deleting neural software won’t
This kind of neural software doesn’t require take longer than a single Turn Action, and it may be
chip installation and don’t count to a character’s done by the character or by another assisting them,

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.

Михаил Герасимов (Order #27301389)


CHAPTER 23

MECHAS

330
TECH

TL 8

Михаил Герасимов (Order #27301389)


Medicine, Piloting, Stealth, Taming
OVERVIEW Special: Wearer is considered to have the Mighty
Advantage and not to have the Weak Disadvantage.
TL 8
May hold two-handed-only weapons as one-
In , , , and some other settings with handed. May not hold one-handed-only weapons.
a TL 8 or TL 9 , characters may use mechas for Heavy firearms should be modified to be used by
travel, heavy work, combat, or travelling in hostile the mecha.
ecosystems.
Price: 22

There are two general types of mechas: the large


machines called Mecha Suits, and the colossal ones
HEAVY LOAD CARRIER
called Mecha Vessels. Vigor Bonus: +4 (maximum of 8; still cannot roll more
than 5 dice)
Dexterity Penalty: -3 (minimum of 1)
MECHA SUITS Armor Rating: None
Unarmed Attack Base Damage Rating Bonus: +2

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

For combat purposes, a Mecha Suit and its pilot


will be treated as one entity. If the wearer is MILITARY MECHA SUIT
knocked out or dies, the Mecha Suit will be Vigor Bonus: +4 (maximum of 8; still cannot roll more
considered completely destroyed or at least than 5 dice)

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

Михаил Герасимов (Order #27301389)


MECHA VESSELS ♦ Armor: a number between 7 and 10, corresponding
to the hardness of the Mecha’s composite
materials. This represents the amount of damage
TL 9 negated before any points are removed from the
Mecha vessels resemble colossal anthropomorphic Mecha’s Resilience Stat. Final damage received
robots. Mecha vessels give no bonuses or penalties may be 0 if it was originally equal to or lower
to Attributes, as they have Attributes of their own, than the Armor Stat.
but they may perform some actions according to the
pilot’s proficiency in a related Skill. For many actions, a Mecha Vessel pilot must
roll for tests or contests using the Piloting Skill or
Pilots of Mecha Vessels must have the other Skills. If such actions involve the Mecha Vessel
appropriate Piloting Skill Ability to operate moving in any form, use the Mecha pilot’s number
them adequately, otherwise all actions of Ranks in the said Skill for the test or contest,
performed with them will be hard ones. Not but roll a number of dice equal to the Mecha’s
only that, many actions will be performed with Maneuverability Stat Score instead of any of the
pilot’s Attribute Scores.
MECHAS

the Piloting Skill itself.

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.

Mecha vessels have the following seven Stats:


Traditional cockpits are aircraft-like, and
operated through flight sticks and keyboards. As
332 ♦ Speed: a number between 1 and 5, representing such, their pilots always roll one fewer die (minimum
how fast the Mecha can move.
of 1) when performing tests and contests involving
♦ Maneuverability: a number between 1 and 5, the Dodge Skill, the Martial Arts Skill, or the Melee
representing how maneuverable the Mecha is. If Weapons Skill, regardless of the Mecha Vessel’s
the pilot’s Dexterity Attribute Score is two or more Maneuverability Stat and the pilot’s Dexterity
points higher than their Mecha’s Maneuverability Attribute.
Stat, add 1 to this Stat per 2 points of difference. If
the pilot’s Dexterity Attribute Score is two or more
Neural cockpits, on the other hand, do not have
TECH

points lower than their mecha’s Maneuverability


the same penalty. Since the pilot is intimately
Stat, subtract 1 from this Stat per 2 points of
linked to their Mecha Vessel, however, damage
difference.
received by the Mecha Vessel is also dealt to
♦ Size: a Stat mostly used for comparison with the pilot as Relayed Feedback Burn (see page
vehicles and airplanes; all Mecha Vessels have a 315). Damage is dealt at the rate of 1 point to the
Size Stat of 4. pilot (no armor applies) per 2 points lost from
♦ Vigor: a Stat mostly used for comparison with the Mecha Vessel’s Resilience Stat. Thus, when
colossal creatures; all Mecha Vessels have a Vigor a neural cockpit is being used, a pilot may be
Stat of 9. KO’d or even killed before their Mecha Vessel
♦ Ceiling: a number between 0 and 1, with 0 is destroyed.
representing a Mecha that can’t fly and a 1
representing a Mecha that can fly at low altitudes Finally, some Mecha Vessels have a dual cockpit,
and hover. which is both a traditional and a neural one, that
♦ Resilience: a number between 10 and 14, allows the pilot to revert to any mode of control of the
representing the amount of damage the Mecha Mecha Vessel as a Free Action during their turn, with
can receive before it is destroyed. the corresponding hindrances.

Михаил Герасимов (Order #27301389)


Sample Mecha Vessels:

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).

COCKPIT TYPE SPECIAL PRICE

TRADITIONAL ONLY WALKS (CANNOT RUN OR JUMP) 50

333

TECH

Михаил Герасимов (Order #27301389)


LEVIATHAN
SPEED MANEUVERABILITY SIZE VIGOR CEILING RESILIENCE ARMOR

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

only be used underwater.

COCKPIT TYPE SPECIAL PRICE

NEURAL CAN RUN, JUMP AND GO UNDERWATER 53

334
TECH

Михаил Герасимов (Order #27301389)


MECHAS
335

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).

COCKPIT TYPE SPECIAL PRICE

NEURAL CAN RUN AND JUMP 56

Михаил Герасимов (Order #27301389)


VALKYRIE
SPEED MANEUVERABILITY SIZE VIGOR CEILING RESILIENCE ARMOR

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

Heavy Gun Beam Gun


Heavy Weapons Skill; Base Piloting Skill; Base Damage
Damage Rating 7; Piercing; Rating 9; Energy; ignores
Blade
ignores 3 points of armor 4 points of armor rating;
Melee Weapons Skill; Base
rating; may be used with mounted weapon (doesn’t need
Martial Arts Skill Damage Rating 9; Slashing;
one or two mecha hands; 30 mecha hands to be operated);
Base Damage Rating 8; Blunt. ignores 1 point of armor
ammo; 3 ammo spent per shot; 30 ammo; hits 1 mecha or
rating; may be used with one
each shot may hit 1 mecha or vehicle, or 1 to 2 persons
or two mecha hands.
vehicle, or 1 to 2 persons (4-meter/yard radius);
(4-meter/yard radius); needs cannot be reloaded during
1 Turn Action to reload. combat.
MECHAS

COCKPIT TYPE SPECIAL PRICE

DUAL CAN RUN, JUMP, FLY AND HOVER IN THE AIR 59

336
TECH

Михаил Герасимов (Order #27301389)


♦ Maneuverability 4: +6 price; the Mecha Vessel
BUILDING A MECHA VESSEL may also jump.
♦ Maneuverability 5: +8 price; the Mecha Vessel
TL 9 may also jump.
In and some other TL 9 settings, characters
may have a budget from an organization they belong 3 Increased Resilience:
to, such as a government’s military branch or an
international conglomerate, to build their own Mecha ♦ Resilience 11: +1 price.
Vessel to use in battle. ♦ Resilience 12: +2 price.
♦ Resilience 13: +3 price.
That budget will be expressed in a value that may ♦ Resilience 14: +4 price.
not be exceeded by the Mecha Vessel’s price (but any
remaining value will be returned to the organization). 4 Increased Armor:
♦ Armor 8: +2 price.
All Mecha Vessels are created from a colossal
chassis with a base price of 35, with the following Stats:
♦ Armor 9: +4 price.

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

Михаил Герасимов (Order #27301389)


Damage Rating 7; Piercing; ignores 3 points of armor ♦ Dual Cockpit: +3 price.
rating; may be used with one or two mecha hands;
30 ammo; 3 ammo spent per shot; each shot may hit
1 mecha or vehicle, or 1 to 2 persons (4-meter/yard
10 Special:
radius); needs 1 Turn Action to reload. ♦ Airborne: +4 price; Mecha Vessel can fly and
hover in the air. It must have a Maneuverability
♦ Rotary Cannon: +2 price; Heavy Weapons Skill; and Speed Stat with a Score of at least 3.
Base Damage Rating 8; Piercing; ignores 3 points
of armor rating; must always be used with two ♦ Marine: +1 price; Mecha Vessel can swim in water
and underwater (even to great depths). It must
mecha hands; 100 ammo; 10 ammo spent per
have a Maneuverability and Speed Stat with a
shot; each shot may hit 1 mecha or vehicle, or 1
Score of at least 2.
to 2 persons (4-meter/yard radius); needs 2 Turn
Actions to reload. ♦ Orbital: +1 price; Mecha Vessel can operate in
space but needs transportation to exit and enter
atmospheres, and it must have the Airborne
7 Fixed-Mounted Weapon Placements: option. While in space, treat the Mecha Vessel as
♦ 1 Placement: +1 price. a medium-sized starship, its Speed Stat should be
♦ 2 Placements: +2 price. capped at 2.
MECHAS

♦ 3 Placements: +3 price. ♦ Composite Armor: +1 price; +1 armor against


Blunt damage, -1 Armor against Energy damage.
Cannot be combined with other types of armor.
8 Fixed-Mounted Ranged Weapons:
♦ Nanotech Armor: +1 price; +1 Armor against
♦ Beam Gun: +3 price; Piloting Skill; Base Damage Piercing damage, -1 Armor against Slashing
Rating 9; Energy; ignores 4 points of armor rating; damage. Cannot be combined with other types of
mounted weapon (doesn’t need mecha hands to armor.
be operated); 30 ammo; hits 1 mecha or vehicle,
or 1 to 2 persons (4-meter/yard radius); cannot be ♦ Reflective Armor: +1 price; +1 Armor against
Energy damage, -1 Armor against Blunt damage.
reloaded during combat.
338 Cannot be combined with other types of armor.
♦ Heavy Cannon: +3 price; Piloting Skill; Base ♦ Scaled Armor: +1 price; +1 Armor against Slashing
Damage Rating 10; Energy; ignores 3 points of
damage, -1 Armor against Piercing damage.
armor rating; mounted weapon (doesn’t need
Cannot be combined with other types of armor.
mecha hands to be operated); 20 ammo; 1 ammo
spent per shot; hits 1 mecha or vehicle, or 1 to 2 ♦ Octo-Armor: +3 price; when the pilot uses the
persons (4-meter/yard radius); cannot be reloaded Dodge Skill or the Piloting Skill to avoid any kind
during combat (ammo price: 18). of attack, a single rolled 1 will count as a rolled
0 for all purposes, including not being cancelled
♦ Missile Launcher: +3 price; Piloting Skill; Base out by a rolled 7, adding up to another rolled 0
TECH

Damage Rating 10; Energy; ignores 3 points of


for purposes of achieving a critical success, and
armor rating; mounted weapon (doesn’t need
counting as two successes if a critical success
mecha hands to be operated); 6 ammo; 1 ammo is achieved or if the player has the Token. May
spent per shot; hits 1 mecha or vehicle, or 1 to 4 not be combined with other types of armor, an
persons (8-meter/yard radius); cannot be reloaded Energy Shield or a Repulse Shield.
during combat (ammo price: 18).
♦ Reflective Shield: +1 price; uses one Mecha
♦ Torpedo Launcher: +3 price; Piloting Skill; Base Vessel hand. If the pilot rolls the same number of
Damage Rating 10; Energy; ignores 4 points of successes as the attacker while using the Dodge
armor rating; mounted weapon (doesn’t need Skill with the Reflective Shield, increase the
mecha hands to be operated); 2 ammo; 1 ammo Mecha Vessel’s Armor rating by 3 against that
spent per shot; hits 1 mecha or ship, or 1 to 2 attack only.
underwater creatures (8-meter/yard radius);
cannot be reloaded during combat (ammo price: ♦ Energy Shield: +2 price; +1 Armor against
Energy damage. This shield is in-built and does
19); can only be used underwater.
not require a mecha hand to operate. May not
be combined with an Octo-Armor or a Repulse
9 Advanced Cockpit: Shield.
♦ Neural Cockpit: +2 price. ♦ Repulse Shield: +2 price. +1 Armor against

Михаил Герасимов (Order #27301389)


MECHAS
339
Piercing damage. This shield is in-built and does For those pilots from organizations with limited
not require a mecha hand to operate. May not budgets, such as a pirate clan or a mercenary company,
be combined with an Energy Shield or an Octo- players may also choose one or more options below
Armor. to keep their Mecha Vessels affordable:
♦ Chaff: +1 price; once per combat, when the pilot
uses the Dodge Skill or the Piloting Skill to avoid ♦ Faulty Circuitry: -3 price; if the Mecha Vessel
an attack from a Missile Launcher, reduce a rolled loses 3 or more Resilience points in a single attack,
result by one (other than a 7). If the contest was consult the table below for additional effects

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

Михаил Герасимов (Order #27301389)


taking any action. If a 7 is rolled, the Mecha Vessel move a number of meters (or yards) equal to twenty
has overheated and may not act during its turn. times its Speed Stat, then do a single attack with one
The pilot may still try to avoid incoming attacks of its melee or ranged weapons.
according to the normal rules.
Remember that, regardless of the Skill being
Regardless of its bonuses and hindrances, a used by the mecha pilot, the Maneuverability
Mecha Vessel may never have a final price of less Stat should be used as the related Attribute in
than 40. all tests and contests that involve the Mecha
Vessel moving in any form, including attacking
and trying to avoid an attack.
MECHA COMBAT
Whenever a Mecha Vessel pilot uses their Dodge,
TL 9 Heavy Weapons, Martial Arts, or Melee Weapons
When Mecha Suits face off in combat, normal Skill, they may not apply any related Skill Abilities to
rules regarding combat between characters apply a roll for their Mecha Vessel.
(see page 126). In such situations, however, apply the
MECHAS

additional rules below. If there is any ambiguity, the


A character—even when wearing a Mecha Suit—
rules found here take precedence.
who is targeted by a Mecha Vessel may only try to
dodge the incoming attack. Another Mecha Vessel
If a Mecha Vessel is in a combat that involves will have more options, however, found in table 47.
vehicles or airplanes (including any starships that
have entered the atmosphere), apply the rules below
together with those found in pages 347 and 357. The Vehicle pilots may avoid a mecha attack with
rules found here take precedence. a success in a hard contest with the Driving Skill,
while airplane pilots may avoid a mecha attack with
a success in a normal contest with the Piloting Skill.
340 In the above scenario, for moving and
maneuvering only, treat the Mecha Vessel as a land
vehicle, unless it has a Ceiling Stat of 1 and is airborne, Attacks that target a Mecha Vessel never deal
in which case treat it as a flying machine that can additional damage besides the weapon’s Base
hover in the air (such as a helicopter). Regardless of Damage Rating, except in the instance of a
whether a Mecha Vessel is being treated as a vehicle critical success by the attacker. Traditional
or flying machine, its pilot will always use the Piloting damage from the margin of success over the
Skill for any maneuvers. defender is not applied, neither is any damage
bonuses from Advantages or Skill Abilities.
TECH

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

ATTACK SKILL USED FOR DEFENSE

Normal contest with the Piloting, Dodge, Martial Arts or Melee Weap-
UNARMED STRIKES OR MELEE WEAPONS
ons Skill (if using a Melee Weapon).

RANGED WEAPONS Hard contest with the Piloting or Dodge Skill.

Михаил Герасимов (Order #27301389)


points in a single attack, roll a die and check its result which is destroyed.
in the list below for additional effects:
5 The Mecha Vessel loses its handheld ranged
weapon, which is destroyed.
0 If the mecha has a Ceiling Stat of 0, nothing
extra happens. If it has a Ceiling Stat of 1, it is reduced 6 The Mecha Vessel loses its fixed-mounted
ranged weapon, which is destroyed.
to 0, as the mecha loses a wing and its capacity to fly
and hover. If the mecha was airborne, it is forced to 7 A piece of the Mecha Vessel’s armor breaks
land immediately. apart, and the mecha loses 1 armor rating against all
types of attacks.
1 Overheated, the mecha loses its next Turn
Action, as it must cool down to avoid destruction. It
may still defend itself normally. If a Mecha Vessel loses its last point of the
Resilience Stat, it will be instantly destroyed. The
2 One of the Mecha Vessel’s legs is damaged. mecha pilot may try to save their life by ejecting
Reduce both its Speed Stat and its Maneuverability or jumping off from the mecha’s cockpit. Exiting
Stat by 1 (minimum of 1) until it is repaired. a mecha safely under such dire circumstances
3 The Mecha Vessel loses one of its arms, which requires a success in a normal Athletics Skill test;

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

Михаил Герасимов (Order #27301389)


342
VEHICLES

VEHICLES
Михаил Герасимов (Order #27301389)
CHAPTER 24

LAND VEHICLES

343

VEHICLES

TL 4

Михаил Герасимов (Order #27301389)


with a TL 5-8 , characters may start the game with
OVERVIEW a land vehicle that they salvaged, repaired, and
modified for battle—a “ride”, as it is called.
TL 4
Motorized land vehicles such as cars and motorcycles To start with such a personalized ride for their
are a staple of settings TL 4 up to TL 8 , such as character, the player must spend 1 Background Point.
, , and . Characters will use the Driving Skill
when steering such vehicles. To build their ride, a new character will receive
a number of Metal Points according to the
Land vehicles have the following five Stats: following formula: their Wits Attribute Score,
plus 1 if Inventive, plus their number of Ranks
in the Craft Skill, plus their number of Ranks
♦ Speed: a number between 1 and 5 representing in the Engineering Skill. A player may also give
the number of dice to be rolled when a driver
their character 4 additional Metal Points by
uses their vehicle to try to pursue, overtake, or
spending 1 additional Background Point.
LAND VEHICLES

outpace another vehicle.


♦ Maneuverability: a number between 1 and 5 When creating a ride for their character, the
representing the number of dice to be rolled when a
driver uses their vehicle for a number of purposes. player must follow these steps:
These include trying to block another vehicle’s
passage or to ram into it, trying to avoid a collision
with an obstacle, and maintaining control of their
1 Choose a name and devise a general appearance
for the ride.
vehicle after being rammed. If the driver’s Dexterity
Attribute Score is two or more points higher than
their vehicle’s Maneuverability Stat, add 1 to this Stat 2 Choose a chassis type:
per 2 points of difference. If the driver’s Dexterity
Attribute Score is two or more points lower than ♦ 0 Metal Points for a chassis with a Size Stat of 0,
344 a base Resilience Stat of 1, a base Armor Stat of 0,
their vehicle’s Maneuverability Stat, subtract 1 from
and a base Maneuverability Stat of 4. This chassis
this Stat per 2 points of difference.
is appropriate for vehicles such as bikes, which
♦ Size: a number between 0 and 3 that will influence usually allow one driver and one passenger
the amount of damage the vehicle deals to another
when it rams into it or is rammed by it. ♦ 2 Metal Points for a chassis with a Size Stat of
1, a base Resilience Stat of 3, a base Armor Stat
♦ Resilience: a number between 2 and 9 of 4, and a base Maneuverability Stat of 3. This
representing the amount of damage the vehicle chassis is appropriate for vehicles such as coupés,
VEHICLES

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

Михаил Герасимов (Order #27301389)


TABLE 48

TYPE TLS SETTINGS SPEED MANEUV. SIZE RESIL. ARMOR PRICE

MOTORCYCLE TL4-8
4-8 4 5 0 2 0 13

SPORTBIKE TL5-8
5-8 5 5 0 2 0 16

DIRT BIKE TL6-8


6-8 4 5 0 3 0 14

EARLY
TL4 4 1 3 1 3 2 12
MOTORCAR

WAR BUGGY TL6-8


6-8 3 5 1 3 5 16

SPORTS CAR TL5-8


5-8 5 5 1 4 4 25

COUPÉ TL5-8
5-8 4 4 1 4 4 16

LAND VEHICLES
SEDAN TL5-8
5-8 4 3 1 5 4 17

PURSUIT CAR TL6-8


6-8 4 4 1 4 5 19

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

(minimum of 1) ♦ Short Throw Shifter: +1 to the ride’s


♦ 2 Metal Points for an engine that will give the ride Maneuverability Stat (maximum of 5), costs 2
Metal Points.

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

Михаил Герасимов (Order #27301389)


effect; it will also require success in an Engineering
Skill test. As usual, adequate tools are necessary for ROAD WARS
any repairs.
TL 4
A ride that has its Resilience Stat reduced to 0 is Road Wars refers to situations in , , ,
completely destroyed and cannot be repaired, but its , and settings with a TL 4 , where opposing drivers
wreckage will still net a number of Metal Points equal engage in a race, chase, or combat in two or more land
to its Size Stat plus 1. 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

Михаил Герасимов (Order #27301389)


Each round of combat will last for approximately their vehicle’s Maneuverability Stat, to avoid collision
5 seconds. with a moving obstacle and an automatic crash.

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

During a regular Road War turn, the following


vehicle may overtake an opponent with a Pursuit action. actions are possible:

3 Bad Weather: The drivers face bad weather, BREAK AWAY


such as fog, snow, a dust storm, or heavy rain. The
Maneuverability Stat from all vehicles is reduced by
The driver will try to break away from their
1 (minimum of 1) for the remainder of the Road War
opponents. This action can only be taken if all of
or until another “Bad Weather” result is obtained on a
the opponents are one or more spaces behind.
later round, in which case the weather clears.
Break Away requires a Driving Skill contest where
the driver and their opponent’s player will roll a
4 Tight Passage: The drivers must go through a number of dice equal to their respective vehicle’s
348 close gap, such as a thin bridge or an alleyway. During Speed Stat.
this round, drivers may not perform the Overtake
action.
In the instance of multiple pursuers, roll only for
the opponent driving the fastest vehicle or with the
5
Obstruction: The drivers face a path ahead highest number of Ranks in the Driving Skill.
partially obstructed by heavy traffic, animals, or debris.
During this round, the Pursuit, Break Away, and
The test is a normal one for both players, unless
Overtake actions are always hard contests for the drivers
VEHICLES

one of the characters is driving a slower vehicle—that


taking them, and always normal ones for the opposing
is, a vehicle with a Speed Stat at least 1 point lower
drivers, regardless of their vehicles’ Speed Stats.
than the opponent’s one—in which case the test is a
hard one for the player with the slower vehicle.
6 Dangerous Road: The drivers face a dangerous
path ahead, such as one close to a precipice or in an
Success for the driver who initiated the action
off-road area with several rock formations. During
means their vehicle moves one space towards the first
this round, vehicles rammed by another receive 1
space on the Road War Track, or if it was already on
extra point of damage. Drivers who try ramming
that space, it will get away and escape the pursuers.
another vehicle but fail in their attempt must succeed
in a normal Driving Skill test, rolling a number of dice
equal to their vehicles’ Maneuverability Stat, to retain PURSUIT
control and not crash.
The driver will try to close the distance to their
7 Moving Obstacles: The drivers face a opponents. This action can only be taken if all of
complicated path ahead, such as a crossing with them are one or more spaces ahead. Pursuit requires
many pedestrians, or speeding cars. At the start a Driving Skill contest where the driver and their
of this round, all drivers must succeed in a normal opponent’s player will roll a number of dice equal to
Driving Skill test, rolling a number of dice equal to their respective vehicle’s Speed Stat.

Михаил Герасимов (Order #27301389)


LAND VEHICLES
In the instance of multiple vehicles being chased, of Ranks in the Driving Skill.
roll only for the opponent driving the fastest vehicle
or with the highest number of Ranks in the Driving The test is a normal one for both, unless one of
Skill. the characters is driving a slower vehicle—that is, a 349
vehicle with a Speed Stat at least 1 point lower than
The test is a normal one for both, unless one of the opponent’s—in which case the test is a hard one
the characters is driving a slower vehicle—that is, a for the player with the slower vehicle.
vehicle with a Speed Stat at least 1 point lower than
the opponent’s—in which case the test is a hard one Success for the driver who initiated the action
for the player with the slower vehicle. means their vehicle moves one space ahead of all
opposing vehicles targeted by the action towards

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

Михаил Герасимов (Order #27301389)


the ramming driver, whose player will roll a number If the driver or the vehicle itself is being targeted,
of dice equal to their vehicle’s Maneuverability Stat. the driver may try to avoid the attack by using their
Driving Skill in the contest. Again, the contest will, by
default, be a hard one for the targeted driver. In this
If successful, the ramming vehicle will deal
case the driver will roll a number of dice equal to the
damage equal to 6 plus its Size Stat to the opposing
vehicle’s Maneuverability Stat or Speed Stat for the
vehicle, but it will also receive damage equal to 4 plus
contest, whichever is lower.
the opposing vehicle’s Size Stat. In the rare instance of
a head-on collision, where both drivers take the ram
action, both vehicles will deal damage equal to 6 plus Attacks that target the vehicle never deal
twice their respective Size Stats. additional damage besides the weapon’s Base
Damage Rating. That is, traditional damage
from the margin of success over the defender is
All damage received by a vehicle will be
not applied, unless a critical success is achieved
reduced by its Armor Stat (if any) before decreasing
by the attacker. If that is the case, apply bonus
its Resilience points (minimum damage of 0, if total
damage from the margin of success (if any) as if
damage is less than the vehicle’s Armor Stat).
LAND VEHICLES

the attack was dealt against a character and not a


vehicle. Damage bonuses from Advantages and
If any vehicle loses 2 or more Resilience points Skill Abilities are not applied in either case.
in a single attack, its driver will have to succeed in a
normal Driving Skill test—rolling a number of dice
Damage dealt may still be equal to 0, if total
equal to the vehicle’s Maneuverability Stat—to avoid
damage is equal to or lower than the vehicle’s Armor
losing control and crashing. However, if a vehicle
Stat.
loses its last point from the Resilience Stat, it will
automatically crash (see below for rules on crashing
a vehicle). As usual, if any vehicle loses 2 or more
Resilience points in a single attack, its driver
will have to succeed in a normal Driving Skill
350
COMBAT test—with their player rolling a number of dice
equal to the vehicle’s Maneuverability Stat—
Passengers may fire ranged weapons at other to avoid losing control crashing. If a vehicle
vehicles or their occupants if both vehicles are on the loses its last point of the Resilience Stat, it will
same space on the Road War Track, or if the vehicles automatically crash.
are one space apart.
Whenever a crash happens because of any kind
If targeting the same space it will be a normal of incident, collision, or attack, the vehicle will be
VEHICLES

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.

Михаил Герасимов (Order #27301389)


LAND VEHICLES
351
LAND VEHICLES VS CREATURES ♦ if the creature has the Fly action and is currently
flying, it will have a Speed Stat of 2; and
♦ if the creature has the Fly action, is currently
TL 4 flying, and has a Dexterity Attribute Score of at
Sometimes, land vehicles may face off against least 6, it will have a Speed Stat of 3.
dangerous predators or fast mounts in Road Wars.
When that is the case, apply the rules below.
During a Road War, a creature may attack

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.

Михаил Герасимов (Order #27301389)


Михаил Герасимов (Order #27301389)
CHAPTER 25

FLYING MACHINES

353

VEHICLES

TL 4

Михаил Герасимов (Order #27301389)


To start with such a personalized flying machine,
OVERVIEW a character must spend 2 Background Points.

TL 4 To build a flying machine, a new character will


Motorized flying machines, such as biplanes, fighter have Metal Points according to the following
planes, jets, helicopters, and the futuristic hovercars and formula: their Wits Attribute Score, plus 1 if
hoverbikes, are a staple of settings TL 4 up to TL 9 Inventive, plus their number of Ranks in the
, such as , , , and . This category of vehicles Craft Skill, plus their number of Ranks in the
does not include spaceships, which are the subject of their Engineering Skill. A player may also give their
own specific rules (see page 368). All flying machines are character 4 additional Metal Points by spending
manned by using the Piloting Skill. 1 additional Background Point.

Flying machines have the following five Stats: To create a flying machine for their character, the
player must follow these steps:
FLYING MACHINES

♦ Speed: a number between 1 and 9 representing


the maximum speed a flying machine can reach. 1 Choose a name and devise a general appearance
♦ Maneuverability: a number between 1 and 5 for the flying machine.
representing the number of dice to be rolled
when trying to maneuver and maintain control
of the flying machine. If the pilot’s Dexterity 2 Choose a fuselage:
Attribute Score is two or more points higher ♦ 0 Metal Points for a small fuselage that will allow
than their flying machine’s Maneuverability one pilot and one crew or passenger and will give
Stat, add 1 to this Stat per 2 points of difference. the flying machine a base Resilience Stat of 2 and
If the pilot’s Dexterity Attribute Score is two or a base Armor Stat of 3
more points lower than their flying machine’s
Maneuverability Stat, subtract 1 from this Stat
♦ 2 Metal Points for a medium fuselage that will
allow one pilot, one co-pilot and two crew or
354 per 2 points of difference. passengers and will give the flying machine a
♦ Ceiling: a number between 1 and 4 representing base Resilience Stat of 3 and a base Armor Stat of
how high a flying machine can fly. 3, but will reduce its base Maneuverability Stat
♦ Resilience: a number between 2 and 7 by 1 (minimum of 1)
representing the amount of damage the flying ♦ 4 Metal Points for a large fuselage that will
machine may receive before it stalls and crashes. allow one pilot, one co-pilot and eight crew or
A flying machine may also stall and crash in some passengers and will give the flying machine a
VEHICLES

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

Михаил Герасимов (Order #27301389)


TABLE 51

TYPE TLS SETTINGS SPEED MANEUV. CEILING RESIL. ARMOR PRICE

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

SMALL PLANE TL5-8


5-8 7 3 2 6 3 22

FIGHTER PLANE TL5 5 8 4 3 6 4 25

CIVILIAN JET TL7-8


7-8 8 3 3 5 4 30

FIGHTER JET TL6-8


6-8 9 4 4 6 5 39

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

Михаил Герасимов (Order #27301389)


can hold 2 additional Fuel Points (see below); will be needed. For more regarding Engineering Skill
-1 to the flying machine’s Maneuverability Stat tests, see 69.
(minimum of 1); costs 2 Metal Points.
♦ Radio: pilot may be able to communicate with A flying machine that has its Resilience Stat
other pilots who also have a radio; costs 1 Metal reduced to 0 is completely destroyed and cannot be
Point. repaired, but its carcass will net the usual number of
♦ Weapon Placement: a weapon, such as a machine Metal Points, half the original value of its Resilience
gun, a missile, or a bomb, can be mounted under Stat rounded up.
the flying machine’s fuselage. It can be dropped
or fired by the pilot, or from inside the cockpit as
Besides keeping tabs on the current Resilience Stat
a turreted weapon manned by its crew; costs 2
Metal Points (cost per weapon placement; doesn’t from each flying machine, in and other settings where
include the weapon to be mounted). fuel is a rare commodity, the game master and players
should also be mindful of how much fuel they currently
have.
Unspent Metal Points remain with the character,
FLYING MACHINES

in their possession, either as metal parts or as precious


metal pieces. These can be stored in the flying Flying machines can hold a set maximum number
machine’s cargo hold or elsewhere. of Fuel Points depending on the size of their fuselage:
♦ Small: 5 Fuel Points
Characters may obtain new Metal Points during ♦ Medium: 7 Fuel Points
their stories, finding them on scrapyards, abandoned ♦ Large: 9 Fuel Points
or crashed airplanes, etc. A normal Survival Skill test ♦ Huge: 12 Fuel Points
will most likely be necessary to identify and scavenge
such Metal Points sources.
When a flying machine is created, it will start
with a number of Fuel Points equal to a die roll, plus
As a rule of thumb, an abandoned flying the number of Ranks in the character’s Survival Skill,
356 machine will net as many useful Metal Points as half plus 1 (up to its maximum Fuel Points).
the original value of its Resilience Stat rounded up.
It may also contain a number of Fuel units equal to
A flying machine will spend 1 Fuel Point per
half the result of a single die roll, rounded down
full hour of use (minimum of 1 Fuel Point per day if
(minimum of 0).
it is used at least once that day). It will also spend 1
additional Fuel Point at the end of any air combat it
Metal Points may be used to repair damaged flying is involved in.
VEHICLES

machines or to install modifications. Modifications


are installed with a test of the Engineering Skill, per
How many kilometers or miles a flying machine
normal rules, and cost their normal price in Metal
may travel each hour (and per Fuel Point) will
Points. Damage that the flying machine received may
usually depend on climate conditions and the flying
be repaired with success in a Craft or Engineering
machine’s Speed Stat (table 52).
Skill test, at the basis of 1 Metal Point per lost point
in the Resilience Stat. Acquired adverse effects may
also be repaired at the basis of 1 Metal Point per A flying machine that spends its last Fuel Point
adverse effect to be repaired, again with a success in will usually have its engines come to a full stop, and
an Engineering Skill test. As usual, adequate tools it will begin stalling because of lack of fuel after just

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

Михаил Герасимов (Order #27301389)


a few more kilometers or miles of flight (the game may attack.
master must roll a die in secret and multiply its result
by 5 to find out how many).
If two or more adversarial flying machines have
the same highest Ceiling Stat, then no one may attack
A Fuel Point from a flying machine has both a weight during this step.
and price five times greater than a ride’s, but they aren’t
interchangeable: a ride cannot use Fuel Points from a
flying machine or vice versa. The attack is resolved with a normal Piloting
Skill contest for both pilots, but their players will
roll a number of dice equal to each flying machine’s
AIR COMBAT Maneuverability Stat. If the attack succeeds, apply
damage (see the Firing step further below).

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

Михаил Герасимов (Order #27301389)


3 Tailing player rolling a number of dice equal to the flying
machine’s Maneuverability Stat—to avoid losing
control and crashing. If a flying machine loses its last
Each flying machine may choose an adversarial point of the Resilience Stat, it will automatically stall
flying machine to tail. and crash.

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

Whoever wins the contest gets to tail the


opponent.
After the Firing step is concluded, the first
4 Firing round of the air combat ends. In the second and
following rounds, repeat steps 2, 3, and 4 until
one side either breaks away from combat or is
The pilot of a tailing flying machine may use
shot down.
its equipped weaponry to attack the machine being
tailed. This requires a Piloting Skill contest, but
players will roll a number of dice equal to their flying If an Air Combat does not conclude after a certain
machine’s Maneuverability Stat. The contest will be number of rounds—8 or so is usually a good threshold—
a normal one for the attacker and a hard one for the the game master may adjudicate that both sides break
358 targeted pilot. away from one another for some reason such as low fuel,
mechanical problems, low ammo, or bad weather.
After the pilots of tailing flying machines fire
their guns, gunners manning turrets inside machines Finally, if a flying machine takes part in a Road
being tailed may then fire their guns against enemies War, apply the rules found in page 347, with the
that have targeted them during this round. The following additional rules:
contest will be a normal one for both the gunner and
their target.
♦ No land vehicle may pursue a flying machine,
VEHICLES

but it may break away from a pursuing flying


Attacks that target a flying machine do not machine if it finds suitable cover such as a tunnel
deal additional damage besides the weapon’s Base or an underground parking.
Damage Rating unless a critical success is achieved ♦ At the end of every even-numbered round, a
by the attacker. That is, traditional damage from the flying machine may enter any space on the Road
margin of success over the defender is not applied, War Track to attack a land vehicle on that space.
nor are any damage bonuses from Advantages or The flying machine can only attack with machine
Skill Abilities. If a critical success is achieved by the guns, or any other kind of forward-firing weapon,
attacker, apply bonus damage from the margin of if it is at a height equivalent to a Ceiling Stat of 1.
success (if any) as if the attack was dealt against a
character and not a flying machine.
♦ From a higher altitude it will be limited to
dropping bombs or firing guns from turrets
mounted under its fuselage.
Damage dealt may be 0 if total damage is equal ♦ When a flying machine attacks a vehicle, the
to or lower than the flying machine’s Armor Stat. attack is resolved with a contest between the
If any flying machine loses 2 or more Resilience Piloting Skill of the attacker and the Driving Skill
points from a single attack, its pilot will have to of the target, with each player rolling a number
succeed in a normal Piloting Skill test—with the of dice equal to their Maneuverability or Speed

Михаил Герасимов (Order #27301389)


Stat, whichever is lower. The contest is a hard
one for both, unless the flying machine has a
Ceiling Stat of 1 or if its pilot chooses to enter the
Road War Track at an altitude corresponding to a
Ceiling Stat of 1, in which case the contest will be
a normal one for the pilot only.
♦ During odd-numbered rounds, depending on the
weapons passengers have, passengers inside a
vehicle may be able to fire back at flying machines
that attacked them during the last round. For that
to happen, the attack must have been performed
from a height equivalent to a Ceiling Stat of 1,
and the vehicle and the flying machine must be
on the same space on the Road War Track.
♦ When a passenger inside a vehicle attacks a flying

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.

Михаил Герасимов (Order #27301389)


CHAPTER 26

SHIPS AND AIRSHIPS

360
VEHICLES

TL 0-4

Михаил Герасимов (Order #27301389)


OVERVIEW If a ship’s crew is reduced below its minimum
value, it can do no naval warfare actions at all
and is out of battle. If a ship’s Hull Stat reaches
TL 0-4
zero it will start to sink, and is beyond repair.
In , , and settings with TL 0-4 , sailing ships
are the most important means of travel, trade, and war.
Because of this, characters from those settings may wish SHIP CLASSES
to commission the construction of a sailing ship or buy an
existing one. TL 0-4
Listed in table 53 are the classes of ships most
The following rules may be adapted for use with naval typically found in , , and settings with a TL 0-4
affairs in settings with later TLs, but the later the TL, the , followed by three special types of ships.
more advanced the ships will be. As a result, piloting them

SHIPS AND AIRSHIPS


will be more technological and less wind-dependent. Naval The galley is a warship powered by the strength
combat will also be more long-range dispute and less in- of several rowers. It may be equipped with a ramming
your-face confrontation, with more importance given to air pike that has a Base Damage Rating of 3.
force and guided missiles.

The Frigate, Dreadnought, Submersible,


In the BYTE RPG, a sailing ship—especially one Ironclad, and Airship are considered ships of war, so
from a setting in the Age of Sails ( TL 3 ) such as their commission is very restricted. A private captain
—will have four Stats: Speed, Maneuverability,
will probably only obtain one by stealing an enemy
Broadside, and Hull. It also has three Statics: the
naval ship or by receiving a formal appointment from
number of crew required to operate it, the amount of
a governor or king as a pirate-hunting buccaneer.
cargo it can hold, and its price.

A Submersible is a special ship powered by a 361


The Speed Stat measures a ship’s ability to
mystical power source that can submerge down to
break away from combat, pursue another, and
100 meters (or yards)—which is very risky, since it
close in for boarding. Maneuverability is used
is devoid of sonar. It may also be equipped with a
to position a ship to fire effectively at another, to
ramming spike that has a Base Damage Rating of 5, or
position it so it cannot be fired at effectively, and
with one or two torpedoes, each with a Base Damage
to avoid obstacles. Broadside is the Base Damage
Rating of 6.
Rating of a full salvo of cannon shots from a ship
if it currently has its maximum allowed cannon

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.

Михаил Герасимов (Order #27301389)


TABLE 53
CREW MAX
SHIP CLASS DESCRIP. SET. TL SPEED MANEUV. BROADS. HULL PRICE
MIN / 1/4 / 1/2 / IDEAL CARGO
Small merchant
SAILBOAT ship TL1-21-2 3 5 0 4 1 / 2 / 5 / 10 10T 18

GALLEY Medium warship TL1-21-2 2 5 0 6 32 / 42 / 85 / 170 20T 22


Large multi-
CARRACK purpose ship TL2-3
2-3 2 2 3 12 10 / 20 / 40 / 80 80T 33
Small multi-
SLOOP purpose ship TL3-4
3-4 5 5 2 5 5 / 7 / 15 / 30 15T 20
Medium
CUTTER merchant ship TL3 3 4 5 2 7 8 / 12 / 25 / 50 40T 24
Medium, multi-
LUGGER purpose ship TL3-4
3-4 3 4 3 7 8 / 12 / 25 / 50 50T 27
Large merchant
BARQUE ship TL3 3 3 3 3 10 12 / 17 / 35 / 70 80T 30
SHIPS AND AIRSHIPS

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

FRIGATE Huge warship TL3-4


3-4 4 4 6 14 15 / 25 / 50 / 100 50T 42
RESTRICT

Large multi-
STEAMBOAT purpose ship TL4 4 5 3 0 9 4 / 7 / 15 / 30 50T 40

DREADNOUGHT Huge warship TL4 4 4 2 6 24 12 / 18 / 37 / 75 120T 46


RESTRICT

SUBMERSIBLE Small proto- 44


submarine TL4 4 4 4 1 8 4 / 5 / 10 / 20 10T
(SPECIAL) RESTRICT

IRONCLAD Large metal 48


362 warship TL4 4 5 3 6 20 12 / 15 / 30 / 60 50T
(SPECIAL) RESTRICT

AIRSHIP Large metal 50


airship TL4 4 5 5 3 12 5 / 7 / 15 / 30 30T
(SPECIAL) RESTRICT

will carry orders on the below deck. If the sea battle


NAVAL WARFARE involves several allied ships grouped in a fleet, said
fleet should also have one of its captains designated
VEHICLES

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

Михаил Герасимов (Order #27301389)


SHIPS AND AIRSHIPS
0 or 1 Calm: No special battle conditions. Broadsides from one square away will automatically
miss. 363

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.

5 Gale: Boarding actions will be hard contests


for ships initiating them. If several ships are engaged in combat, the game
master may allow initiative to be decided by each
fleet’s admiral, using the Stats of their respective
6 Rain: Broadsides against a ship on the same capital ships and applying each total to all ships in
square will be treated as being from one square away. the same fleet.

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.

Михаил Герасимов (Order #27301389)


During naval combat, a round will last This will be a normal test if the ships are on the
approximately one minute. If a naval combat does same space, and a hard one if the targeted ship is one
not conclude after a certain number of rounds—8 space away on the Naval Track. The test is made using
or so is usually a good threshold—the game master the ship’s Maneuverability Stat and the second mate’s
may adjudicate that both sides break away from number of Ranks in the Heavy Weapons Skill or,
one another for some reason such as damaged sails, alternatively, the captain’s Heavy Weapons Skill with
damaged hull, too many sailors killed or injured, or a penalty of 1 to their Skill Ranks (minimum of 0).
bad weather.
Success means the targeted ship receives damage
Once it is a ship’s turn to act, its captain may do to its Hull Stat equal to the acting ship’s Broadside
a single action from the following: Stat. If the cannons were fired from one space away on
the Naval Track, the damage will be halved (rounded
BOARDING down). In either case, the targeted ship will also lose
a number of crewmen—from grave injury or death—
When two adversarial ships are in the same
SHIPS AND AIRSHIPS

equal to the damage it receives.


space on the Naval Track, one may try to ram into
the other to board it—or, in the instance of the ship
being a submersible armed with a ramming spike, to A non-critical failure in the test means only half
damage it—as long as the acting ship is not already the acting ship’s Broadside Stat (rounded down) is
being boarded. dealt as damage, unless the ships are one space away
from each other on the Naval Track, in which case no
damage is dealt at all. In the event of a critical failure
This will be a normal Skill contest for both
ships, using each ship’s Maneuverability Stat and no damage is dealt.
their respective first mate’s number of Ranks in the
Seamanship Skill—or, alternatively, the captain’s Finally, before the test is made, the acting ship
Seamanship Skill with a penalty of 1 to their Skill may aim its cannons at a specific part of the enemy
Ranks (minimum of 0). ship. If that is the case, and the attack is successful,
364
the first point of any damage received won’t be
If the ship targeted by this action is currently applied to its Hull Stat, but instead to its Speed Stat
being boarded, the acting ship will automatically (if its masts and sails were targeted), Maneuverability
succeed in the contest. Stat (if its rudder was targeted), or its Broadside Stat
(if its cannons were targeted).

Success for the acting ship means the boarding


occurs, with melee combat taking place between CIRCUMVENTION
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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

Михаил Герасимов (Order #27301389)


SHIPS AND AIRSHIPS
365

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.

Михаил Герасимов (Order #27301389)


On the other hand, if the action was taken as an Success means the crew repairs one point
attempt to close the distance, a success means the which has been lost from the ship’s Hull, Speed, or
enemy ship or group of enemy ships moves one space Maneuverability Stat. Once a Repairs action has been
on the Naval Track towards the acting ship. If they successful, no other Repairs actions may be taken
are already next to it, they enter the space the acting until the end of the combat and until the ship reaches
ship is currently in. If a ship uses the Full Sails action a dock.
to move an enemy ship or a group of enemy ships
to its own space, the acting ship will automatically
receive the Circumvention advantage against them as SPECIAL ACTIONS
a bonus. ♦ Bombing: An airship is practically invulnerable
against sailing ships, being able to attack with
SKIRMISH impunity from above as long as it still has bombs
When two or more ships are locked in melee to drop onto its enemies. Such attacks, however,
can only be made if the airship is in the same
SHIPS AND AIRSHIPS

combat as a result of Boarding actions, they can do


nothing but the Skirmish action during each of their space on the Naval Track as its target, and they
respective turns.  are always considered hard Broadside tests
♦ Hunting: When a submersible tries to close the
Each Skirmish action will be resolved by a special distance to an enemy ship or group of enemy
contest where the game master and players that have ships, it will be a normal test for it instead of a
characters commanding the ships involved will each contest. This is made using its Speed Stat and its
roll a number of dice equal to their respective captain’s first mate’s Seamanship Skill, or, alternatively,
Ranks in the Leadership Skill (minimum of one die) their captains’ Seamanship Skill with a penalty of
and add together the rolled results (minimum of 0). 1 to their Skill Ranks (minimum of 0).
♦ Ramming: Galleys and submersibles may attempt
The sum of a captain’s dice will be the number to hit other ships with their ramming spikes (if
366
of enemies defeated (gravely injured, dead, or equipped) with a Boarding action. If successful,
surrendered) by their crew. If more than two ships are they will deal damage to the targeted ship
locked in battle, the player may divide the casualties according to their ramming spike Base Damage
between the enemy crews as they see fit. Rating. A galley that does this will be considered
as being boarded (if the enemy ship is not sunk),
Once a ship has lost enough crew to have its but this is not the case for the submersible (as
number diminished below its minimum value, they it can never be boarded). The submersible will,
VEHICLES

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).

Михаил Герасимов (Order #27301389)


367

VEHICLES

Михаил Герасимов (Order #27301389)


CHAPTER 27

STARSHIPS

368
VEHICLES

TL 9

Михаил Герасимов (Order #27301389)


as the starship’s Jump Points, with each Jump Point
OVERVIEW equal to one FTL travel a starship may take between
two points in space.
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

Михаил Герасимов (Order #27301389)


In most TL 9 settings, astrogation will be journey takes eight times longer than it should. Also,
resolved with a test of the Technology Skill, as long the starship loses 2 Jump Points for the trip, if possible.
as the character has the Astrogator Ability. In ,
however, space travel is achieved through technology 7 The starship reaches a location different from its
powered by the gods, and the navigators will be intended destination in the normal time expected for
deeply religious priests who ask the invisible deities this journey. The navigator will have to take another
for guidance during travel. As such, astrogation in astrogation test to reach the intended destination.
will be resolved with a test of the Arcana Skill as long
as the character has the Far-Sighted Ability.
8 The starship reaches a location different from its
intended destination in the normal time expected for
The astrogation test will be a normal one
this journey. The navigator will have to take another
with the appropriate Skill in most situations.
astrogation test to reach the intended destination,
However, it will be hard if the starship
which will be a hard one by default.
must cross a section of space for which the
navigator doesn’t have a detailed celestial
map. Astrogation will never be possible if the 9 The starship reaches a location different from its
STARSHIPS

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).

The starship reaches its destination, but the


3 12 The starship reaches a location different
journey takes twice longer than it should. from its intended destination in the normal time
expected for this journey. The navigator will have to
take another astrogation test to reach the intended
4 The starship reaches its destination, but the destination, which will be a hard one by default. Also,
journey takes four times longer than it should.
the starship receives 2 points of damage because of
close proximity to stars or grazing small astronomical
5 The starship reaches its destination, but the objects (its armor and shield won’t apply).
journey takes eight times longer than it should.

13 The starship reaches a location different


6 The starship reaches its destination, but the from its intended destination, in the normal time

Михаил Герасимов (Order #27301389)


expected for this journey. The navigator will have to points higher.
take another astrogation test to reach the intended ♦ Maneuverability: a number between 1 and
destination, which will be a hard one by default. Also, 5, representing the ability of the starship to
the starship receives 4 points of damage because of maneuver and maintain control. This is the
close proximity to stars or grazing small astronomical number of dice to be rolled when making a test
objects (its armor and shield won’t apply). of this nature. If the pilot’s Dexterity Attribute
Score is two or more points higher than their
14 The starship collides directly with an starship’s Maneuverability Stat, add 1 to this Stat
astronomical object of significant size and is instantly per 2 points of difference. If the pilot’s Dexterity
destroyed. Attribute Score is two or more points lower than
their starship’s Maneuverability Stat, subtract 1
from this Stat per 2 points of difference.
Depending on its size, a starship may also have
the following specialized crew in addition to the pilot ♦ Hull: a number between 5 and 30 representing
the amount of damage it can receive before being
and navigator:
destroyed.
♦ Armor: a number between 4 and 9 representing
♦ Captain: the highest-ranking officer who will

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:

Михаил Герасимов (Order #27301389)


TABLE 55
STARSHIP JUMP
SPEED MANEUV. HULL ARMOR SHIELD GUNS ORDNANCE PRICE
CLASS (SIZE) POINTS
STARFIGHTER
5 5 5 5 0 9 0 0 45
(SMALL)
SHORT RANGE
4 5 5 4 0 0 0 0 40
STARSHIP (SMALL)

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

Whenever a starship enters a planet’s atmosphere,


treat it as a flying machine by following the rules When creating a starship, a character will
start with 12 Starship Points. A character may
found in page 357, but give it a Ceiling Stat of 10 and
receive additional Starship Points by spending
add 5 to its Speed Stat. Note: most starships that are
Background Points at the rate of 4 additional
capable of entering a planet’s atmosphere will also be
Starship Points per additional Background
capable of hovering freely while in it, as if it were a
Point spent.
helicopter.

To create a starship for their character, the player


BUILDING A STARSHIP must follow these steps:

TL 9 1 Choose a name and devise a general appearance


In and other TL 9 settings, a character may for the starship.
create a starship by spending 1 Background Point.
Such a starship will possibly be lent by a company
or government for an indeterminate time due to the 2 Choose its size:
character’s position inside such an organization and ♦ 0 Starship Points for a small starship that will allow
won’t actually belong to the character. 1 pilot plus 1 navigator, gunner or passenger; the

Михаил Герасимов (Order #27301389)


starship will also have a base Speed Stat of 5, a ♦ 2 Starship Points for both a conventional engine
base Maneuverability Stat of 4, and a base Hull and an FTL engine with 8 Jump Points
Stat of 5 ♦ 4 Starship Points for both a conventional engine
♦ 3 Starship Points for a medium starship, that and an FTL engine with 12 Jump Points
will allow 1 pilot, 1 navigator, 2 gunners, plus ♦ 6 Starship Points for both a conventional engine
approximately 10 passengers; the starship and an FTL engine with 16 Jump Points
will also have a base Speed Stat of 4, a base ♦ 8 Starship Points for both a conventional engine
Maneuverability Stat of 3, and a base Hull Stat and an FTL engine with 20 Jump Points, but the
of 8 starship will have its base Speed Stat reduced by
♦ 6 Starship Points for a large starship, that will 1 if it is small
allow 1 pilot, 1 navigator, 1 specialist, 1 engineer,
1 captain, 4 gunners, plus approximately 100
passengers; the starship will also have a base 6 Choose its Guns Stat:
Speed Stat of 3, a base Maneuverability Stat of 2, ♦ 0 Starship Points for no guns at all
and a base Hull Stat of 10 ♦ 2 Starship Points for forward-facing guns that
will deal damage equal to 8
♦ 9 Starship Points for a huge starship, that will allow

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

dispenses electronic countermeasures as a huge; costs 2 Starship Points.


reaction to negate another starship’s Lock-On ♦ Intelligent Control Systems: +1 to the starship’s
Missiles penalty, in order to evade the attack; Maneuverability Stat (maximum of 5); starship
costs 1 Starship Point. may not be large or huge; costs 3 Starship Points.
374
♦ Heat Diffuser: the starship has a cooling system ♦ Special Alloy: +2 to the starship’s Hull Stat
that allows its guns to achieve a higher rate- (maximum of 30); costs 2 Starship Points.
of-fire and sustain its attacks for longer before ♦ Reinforced Structure: +4 to the starship’s Hull
overheating happens, increasing its Guns Stat by Stat (maximum of 30); -1 to the starship’s Speed
1 (maximum of 12); costs 2 Starship Points. Stat; the starship must be large or huge; costs 3
♦ Advanced Guidance System: the starship has Starship Points.
an advanced guidance system that increases its ♦ Reflective Plating: +1 to the starships’ Armor Stat
VEHICLES

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

Михаил Герасимов (Order #27301389)


them inside its cargo hold; costs 1 Starship Point.
♦ Tractor Beam: the starship has a tractor beam
STARSHIP BATTLES
that can target large or smaller starships to grab
them and place them inside its docking bay; the TL 9
targeted starship must be in the same space as the In and other TL 9 settings, starship battles
attacking starship on the Space Grid (see below),
will take place on an abstract 5-by-5 grid (called the
must have its shields down, and the attacking
Space Grid) where each space is designated by a letter
starship must be successful in an Attack action
and a number, such as in table 56.
against it (see below); a starship must be huge to
have a tractor beam; costs 3 Starship Points.
The game master may customize the Space Grid for
♦ Cloaking Device: once per combat, with an each battle if desired. For instance, one or more spaces on
action, the starship may spend 1 Jump Point to
appear invisible to the naked eye in space—but the Space Grid may have asteroids that must be avoided by
not inside the atmosphere of a planet—for 2 full any starships that enter them (requiring a normal Piloting
rounds of combat, losing its “tailed” status (if Skill test, with the pilot rolling a number of dice equal to
any). The starship will become visible again at the starship’s Maneuverability Stat). Alternatively, one

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

Михаил Герасимов (Order #27301389)


TABLE 57

RESULT LOCATION HAZARD


Dark Nebula: A starship cannot tail or be tailed while on this square; it also cannot target
0 TO 2 – 0 A1 or be targeted by another starship on an adjacent square.

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,

Михаил Герасимов (Order #27301389)


STARSHIPS
be treated as a single group of starships, depending or other crew members may perform the starship’s 377
on the action being undertaken by them or their action, from those listed below.
enemies (see below).
As a rule of thumb, as long as different crew
The first thing that must be done when two members are being used for different tasks, more
or more starships engage in battle is roll for than one action may be taken simultaneously during
Initiative to determine who goes first. Each a starship’s turn if they do not use the same starship
pilot or captain will roll a number of dice equal system at the same time—for instance, a starship may

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.

Each round of combat will last for approximately 5 ATTACK


seconds. If a starship battle does not conclude after a certain
number of rounds—8 or so is usually a good threshold—
the game master may adjudicate that both sides break away The pilot or the gunner may fire the starship
from one another for some reason such as damaged systems, weapons, rolling a number of dice equal to the
low power levels, or stellar phenomena. starship’s Maneuverability Stat. The pilot may fire
the starship weapons only if they are not being tailed,
and using their Piloting Skill. The gunner may fire the
Once it is a starship’s turn to act, its pilot, captain, starship weapons with either their Technology Skill, if

Михаил Герасимов (Order #27301389)


the weapons are being fired from the bridge, or with attack, roll a die and check its result in the table below
their Heavy Weapons Skill, if the weapons are being for possible negative effects:
fired from a directly manned turret.

The contest will be a normal one for the attacker


0 Nothing extra happens.
if it is firing at a starship on the same square on the
Space Grid, or a hard one if it is attacking a starship 1 Short-circuit! A random secondary system of
on an adjacent square. Only large and huge starships the starship – such as comms or sensors – goes offline.
may target one space away from their position on the An engineer may repair the system with a Turn Action
Space Grid, and only if they have a Score of at least and success in an Engineering Skill test (normal or
11 in their Guns Stat or 12 in their Ordnance Stat, hard, per normal rules).
depending on which one is being used for the attack.

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

up. An engineer may repair the weapon with a


Maneuverability Stat. The contest will be a normal
Turn Action and success in an Engineering Skill test
one for the targeted starship, unless it is currently
(normal or hard, per normal rules) to regain the lost
being tailed by its attacker, in which case it will be a
weapon Stat.
hard one.

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

success (if any), as per the rules for character


combat.
5 Overheat! The starship’s FTL engine becomes
A starship will be destroyed when its Hull Stat overheated. Until it is repaired, all astrogation
is reduced to 0, but it may be possible for its crew attempts become hard by default and take twice the
to escape the destruction, as a reaction, by ejecting usual amount of time to plot (see the Astrogation
from the ship in a zero-G space suit or through an action, below). An engineer may repair the FTL engine
escape pod. The game master will decide if an escape with a Turn Action and success in an Engineering
is possible depending on the starship’s type and size, Skill test (normal or hard, per normal rules).
as well as the specifics regarding the source of the
damage. If an escape is possible, success in a normal
or hard Athletics Skill test may be required to exit
6 Fire! A random section or compartment of
the starship – such as the cargo bay, cockpit, bridge,
the starship before it blows to pieces. Generally, the docking bay, science lab, armory, sleeping quarters,
bigger the starship, the harder it will be to escape engine room, infirmary, or a turret - is on fire. Cargo
from it before it explodes. stored inside it may be damaged, destroyed, or lost.
Each crew member inside it takes damage from the
If a starship is damaged but not destroyed and Energy type, equal to the roll of a die (minimum
loses 4 or more points from its Hull Stat in a single of 0). Starship systems may be damaged in the

Михаил Герасимов (Order #27301389)


following rounds if the crew is not directed to take ENTER FORMATION
measures to contain the fire from spreading and
extinguishing it.
Either with a Free Action during their turn,
or a Reaction during the turn of an allied starship
7 Explosion! A critical part of the starship is hit occupying the same space on the Space Grid, a pilot
and an explosion happens. Double the amount of may forego doing any Turn Actions in subsequent
points lost from its Hull Stat. rounds to enter formation as a wingman to another
starship which is acting as the squadron leader. Any
Note that only one attack is possible per turn pilot may become a squadron leader on the fly, as
(either by using the Guns or Ordnance Stat), regardless long as they agree to take on the role with either a
of the number of turrets and weapons a starship Free Action or a Reaction.
may have, as a ship’s Guns and Ordnance Stats are
considered an abstraction of the whole firepower of When a wingman is within a formation, they
the starship. do not perform any Turn Actions, Free Actions or
Reactions, except to leave formation (see below) or
to evade an enemy attack. When a wingman tries to

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.

Still, depending on the facing of each turret—


A wingman will also automatically leave
forward, rear, right, left, up, down—its firing arc, and the
formation when:
relative position of the starships involved in combat—as
adjudicated by the game master—, some characters may
not be able to fire together with others at the same enemy. ♦ the wingman tries to avoid an enemy attack

Михаил Герасимов (Order #27301389)


(successfully or not) without trying to keep the one from the tailed starship, but only for as many
formation at the same time; spaces as its own Speed Stat allows.
♦ the squadron leader’s starship is destroyed; or
♦ the squadron leader’s starship moves a space in If for whatever reason a tailing starship happens
the Space Grid beyond the maximum number of to move fewer spaces than the one being tailed, the
spaces that the wingman’s starship may move tail is automatically broken off.
per round, effectively leaving them behind on the
previous space it moved through. A starship that has already moved as a tailing
reaction may not move again on its following
A wingman that leaves formation may not reenter turn, whether the tail has been broken off or
formation with the same or a different squadron not.
leader in the same round they left formation.
Also, a starship may not move beyond the
borders of the Space Grid.
MOVE
STARSHIPS

Still, while a starship may not leave the battlefield


As a Free Action, a pilot may choose to move automatically, some situations may happen where a faster
their starship on the Space Grid. The move may be starship can avoid a slower pursuer for an indefinite
made vertically or horizontally only. The maximum number of rounds. If so, the game master may simply
number of spaces a starship may move on the Space adjudicate that the starship breaks off combat, and remove
Grid is equal to half its Speed Stat rounded up. it from the Space Grid.

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

Михаил Герасимов (Order #27301389)


RAM but the contest may also be a hard one for the tailing
pilot if their starship has the lower Speed Stat.

When two adversarial starships are in the same


space on the Space Grid, one may try to ram into the REPAIR
other to damage it.
Two attempts may be made per combat by a
This will be a hard Skill contest for the acting crew member (engineer) to repair their starship—one
starship and a normal one for the opposing starship, for its Shield Stat and another for its Hull Stat—with
using each starship’s Maneuverability Stat and their an Engineering Skill test, per normal rules. The game
respective pilot’s number of Ranks in the Piloting master must adjudicate if any given repair attempt
Skill. should take more than just one turn action to be
completed. There is no limit, however, on the number
Success for the acting starship means a collision of attempts a crew member may take to try to repair
between the ships happens. Each starship will deal damaged systems inside the starship.
damage according to the table below:

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

Михаил Герасимов (Order #27301389)


(crew) inside a single starship (a hard test, unless more often than not hard contests for the attacker.
the starship has a Tactical Scanner. Tactical ♦ The orbit or trajectory of a single astronomical
Scanner is negated if the target has the Sensor object, its rotation and revolution periods, and
Scrambler). the force of its gravity (a hard test, unless the
♦ The systems and modifications a single starship starship has a Deep Scanner).
has (a hard test, unless the starship has a Tactical ♦ The general chemical composition of a single
Scanner. Tactical Scanner is negated if the target astronomical object’s atmosphere and surface,
has the Sensor Scrambler). and any major weather or geological hazards,
♦ The cargo size and type from a single starship such as huge storms and active volcanoes (a hard
test, unless the starship has a Deep Scanner).
(a hard test, unless the starship has a Tactical
Scanner. Tactical Scanner is negated if the target ♦ The precise location, approximated population,
has the Sensor Scrambler). and approximated technological level of any
settlement on a single astronomical object in the
♦ The precise location of an invisible object which same star system (a hard test, unless the starship
is suspected to be present, such as a starship with
has a Deep Scanner).
a Cloaking Device (a hard test, unless the starship
has a Tactical Scanner. Tactical Scanner is negated
STARSHIPS

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

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383

VEHICLES

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384
SOCIETY

SOCIETY
Михаил Герасимов (Order #27301389)
CHAPTER 28

ORGANIZATIONS

385

SOCIETY

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considered a completely separate entity from the
FACTIONS player characters for the purposes of wealth, property,
manpower, and resources, to avoid interfering directly
with the development of the characters’ stories.

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

information: means), Mastery (representing arcane or scientific


knowledge), and Influence (representing political
♦ Name power). The table below shows the general power
♦ Type (noble house, secret society, religious order, of a faction in its four Attributes, depending on their
mercenary company, or merchant company) respective levels.
♦ Flag, banner, shield, or colors
♦ Motto References for faction Attribute Scores can be
♦ Headquarters location found in table 59.
♦ Ambition or agenda
♦ One main rival (a nation, a kingdom, another Regarding Mastery, a faction Score does not
faction, etc.) indicate that level of mastery with both arcane and
386 scientific knowledge - it will probably be one or the
For simplicity’s sake, a traditional faction is other, or a mixture of both at a lower Score.

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

Capacity to forge many weapons


and tools, small ships and simple
2 200 PEOPLE MONEY STAT 30 buildings. Knowledge of 8 Arcane
Influence half a city’s neighborhoods.
Symbols.

Capacity to build large ships and


3 1.000 PEOPLE MONEY STAT 40 complex structures. Knowledge of 10
Arcane Symbols.
Control a whole city.

Capacity to manufacture many things


Control a nation’s or a kingdom’s
4 5.000 PEOPLE MONEY STAT 50 from the current tech. Knowledge of 12
Arcane Symbols.
region.

Capacity to manufacture almost anything


5 20.000 PEOPLE MONEY STAT 60 from the current tech. Knowledge of 14
Arcane Symbols.
Influence a small nation or kingdom.

Capacity to manufacture anything but


Control a nation or kingdom. Influence
6 50.000 PEOPLE MONEY STAT 80 the most advanced tech. Knowledge of
16 Arcane Symbols.
smaller neighbors.

Capacity to manufacture prototypes


Control a large nation or kingdom.
7 200.000 PEOPLE MONEY STAT 90 of anything from the current tech.
Knowledge of 18 Arcane Symbols.
Influence a continent.

Capacity to manufacture anything from


Control an empire and its colonies.
8 500.000 PEOPLE MONEY STAT 95 the current tech. Knowledge of 21
Arcane Symbols.
Influence two or more continents.

1.000.000 PEOPLE Pioneering scientific change. Knowledge


9 MONEY STAT 100 of all 24 Arcane Symbols.
Influence or control the whole world.
OR MORE

Михаил Герасимов (Order #27301389)


ORGANIZATIONS
If there is a need to know a faction’s precise level in When creating a noble house, the player may add
each field of knowledge, the game master should add 50% 1 point to the faction’s Defense if the character has 1
(rounded up) to the general Mastery Attribute Score and non-bonus Rank in the Leadership Skill, or Influence
divide the total for each field as they see fit. Thus, a faction if the character has at least 1 non-bonus Rank in the
with a Score of 6 on the Mastery Attribute has 9 points Charm Skill (player’s choice).
to divide, so may actually have a Score of 5 on arcane 387
knowledge and a Score of 4 on scientific knowledge. Other player characters may be part of the noble
house, but only nobles (in , either high nobles, or
All traditional factions created by players begin lower nobles such as knights or dames) may increase
with a Score of 1 in all Attributes. Players may spend the attribute points of the faction. They may add a
points to increase Attributes during the faction single point to Defense (if the character has at least
creation phase, but a starting Attribute Score cannot 1 non-bonus Rank in the Leadership Skill), Treasury
be greater than 4. Further increments in Attribute (if the character has at least 1 non-bonus Rank in the

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.

A starting noble house may not have any


Attribute with a Score higher than its Influence.
In , and other settings that have highly
structured societies, only players with characters
from the higher nobility—such as lords and ladies— SECRET SOCIETIES
may create noble houses. In , to create a noble
house, it is sufficient that the character be a noble, as
there is no division between high and low nobility in
that setting. In , , and other settings that have highly

Михаил Герасимов (Order #27301389)


structured societies, players with noble characters
(such as knights, dames, lords and ladies, in )
may create secret societies. Characters with a starting
Money Stat equal to or higher than 16 may also create
secret societies, as they may be considered part of the
bourgeoisie or the clergy.

When creating a secret society, the player may add 1


point to the faction’s Mastery if the character has at least
1 non-bonus Rank in either the Arcana or Engineering
Skills, or to Influence if the character has at least 1 non-
bonus Rank in the Charm Skill (player’s choice).

Other player characters may be part of the secret


society, but only nobles or those with a Money Stat of 16
ORGANIZATIONS

or more may increase the attribute points of the faction.


They may add single point to Defense (if the character
has at least 1 non-bonus Rank in the Leadership Skill),
Treasury (if the character has at least 1 non-bonus
Rank in the Persuasion Skill), Mastery (if the character
has at least 1 non-bonus Rank in either the Arcana or
Engineering Skills), or Influence (if the character has at
Stat of 16 or more may increase the attribute points of
least 1 non-bonus Rank in the Charm Skill).
the faction. They may add a single point to Defense
(if the character has at least 1 non-bonus Rank in the
No player may contribute more than 1 Attribute Leadership Skill), Treasury (if the character has at least
Point to a single faction, regardless of the number of 1 non-bonus Rank in the Persuasion Skill), Mastery
388 characters they have in that faction. (if the character has at least 1 non-bonus Rank in the
Arcana Skill), or Influence (if the character has at least
A starting secret society may not have any 1 non-bonus Rank in the Charm Skill).
Attribute with a Score higher than its Influence.
No player may contribute more than 1 Attribute
Point to a single faction, regardless of the number of
RELIGIOUS ORDERS characters they have in that faction.
SOCIETY

A starting religious order may not have any


In , , and other settings that have highly Attribute with a Score higher than its Mastery.
structured societies, players with noble characters—
such as knights, dames, lords and ladies—may
create religious orders. Characters with a starting MERCENARY COMPANIES
Money Stat equal to or higher than 16 may also create
religious orders, as they may be considered part of
the clergy.
In , , and other settings that have highly
structured societies, players with noble characters—
When creating a religious order, the player may such as knights, dames, lords and ladies—may create
add 1 point to the faction’s Mastery if the character has mercenary companies. Characters with a starting
at least 1 non-bonus Rank in Arcana, or to Influence Money Stat equal to or higher than 16 may also create
if the character has at least 1 non-bonus Rank in the mercenary companies, as they may be considered
Charm Skill (player’s choice). part of the bourgeoisie with a military background.

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

Михаил Герасимов (Order #27301389)


has at least 1 non-bonus Rank in the Leadership Skill. When creating a merchant company, the player
may add 1 point to Treasury if the character has at
least 1 non-bonus Rank in the Persuasion Skill.
Other player characters may be part of the
mercenary company, but only nobles or, in , those
with a Money Stat of 16 or more, may increase the Other player characters may be part of the
attribute points of the faction. They may add a single merchant company, but only those with a Money Stat
point to Defense (if the character has at least 1 non- of 16 or more may increase the attribute points of the
bonus Rank in the Leadership Skill), Treasury (if faction. They may add a single point to Defense (if
the character has at least 1 non-bonus Rank in the the character has at least 1 non-bonus Rank in the
Persuasion Skill), Mastery (if the character has at least Leadership Skill), Treasury (if the character has at least
1 non-bonus Rank in the Persuasion Skill), Mastery
1 non-bonus Rank in either the Arcana or Engineering
(if the character has at least 1 non-bonus Rank in the
Skills), or Influence (if the character has at least 1 non-
Engineering Skill), or Influence (if the character has at
bonus Rank in the Charm Skill).
least 1 non-bonus Rank in the Charm Skill).

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

Михаил Герасимов (Order #27301389)


actually be a defensive reaction against an offensive Traditional factions may be an interesting way for
move from a rival. players to try to influence the world their characters live in
with a greater scope. As such, the final outcome of a given
saga with traditional factions may involve not only what
A rival faction may be the one designated by
happens in the character’s final stories, but also what is
the player in their faction’s description, or any other
achieved by player factions.
opposing faction that is involved in a political,
economic, or military conflict against the player’s
faction. Even nations and kingdoms may be rival
factions, but note that such global actors usually have CORPORATIONS
Scores ranging from 5 to 9 in all faction Attributes.

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

Score or losing something important (tangible or not).


♦ Headquarters location
If, as a result of one or many missions, any of ♦ Main businesses
the four Attributes of a player or enemy faction ♦ One main rival corporation or investor
reaches zero, then the faction is considered
conquered, dissolved, or destroyed. The player character will be considered the
owner of the corporation and may be its founder too.
Note that a player’s faction will usually start to become They will exert control over the corporation at the
an important actor in the world when two of its Attributes start of the first story.
reach a Score of 5 or more. Such a development will surely
catch the attention of nations and other organizations
Corporations have four Attributes:
around the world.

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.

Михаил Герасимов (Order #27301389)


ORGANIZATIONS
391
♦ Innovation: development of new products, Later changes to the character’s Skill Ranks
marketing, and competitiveness in the market. or Money Stat won’t have any effect on their
♦ Lobby: political capital and protection against corporation’s Attributes.
audits, new regulations, and strikes.
Other player characters may be hired by the
Each corporation will have four Attributes, with corporation during its creation, and these characters
Scores between 1 and 5. can modify its Attributes (except Control). Characters

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

Михаил Герасимов (Order #27301389)


to influence the corporation’s destiny from their seat on the with a normal contest between the same or different
board of directors. Attributes of two corporations, in the same way
that Attribute contests are resolved between two
Thus, when a corporation has hired characters, characters. The corporation that triggered the
important decisions regarding it should always Opportunity is considered the one that initiated the
be taken by vote between the owner and the hired contest and thus will have the advantage in the case
characters, but the owner will have the casting vote. of a draw.

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

Niorthus and hires a priest from said god to call on


its divine power to help and guide the corporation. may not roll more dice than one-tenth of their Money
Such hired priests also perform periodic rituals inside Stat (rounded up).
the corporations’ headquarters to make sure their
Numen is always appeased, for the good fortune and The corporation that succeeds in the contest will
success of the corporation. probably increase one of its Attribute Scores by 1; it
may be the same corporation Attribute used in the
If the player character’s corporation has such contest or another one. Its owner may also increase
a Numen, the game master will increase one of the their Money Stat by a certain amount decided upon
corporation’s Attributes by 1 according to the deity by the game master—perhaps a gain of 1 to 4 points
chosen. The player may first consult with the game to their Money Stat.
master on which deity to choose regarding a specific
392 attribute they wish to increase.
On the other hand, the corporation that was
defeated in the contest will probably have one of its
The corporation’s founder may never change or Attributes decrease its Score by 1 point; likewise, it
abandon a Numen, otherwise disaster may befall their may be the one used in the contest or another one.
business. They—and any chairmen who follow in their The owner of this corporation may also lose some
footsteps—must also be faithful to the deity in question. Money Stat by an amount decided upon by the game
Also, from time to time, the Numen will speak out, and master—perhaps a loss of 1 to 4 points to their Money
any requests it makes must be observed to avert bad fortune
SOCIETY

Stat.
befalling the corporation.

For investors who take part in such contests, the


After being created, a corporation may increase results of a successful or failed contest are probably
or decrease its Attributes depending on what happens more drastic changes to their Money Stats than those
between stories. Such situations are referred to as
for owners of any corporations involved—perhaps a
Opportunities.
change of 1 to 8 points to their Money Stat.

One or two Opportunities may take place


The game master may substitute any such gains or
between two stories. They may be triggered by
losses by other events of their own design and pertinent
a player character’s ambition, or by the plan of a
rival investor or corporation. The end goal for such to the saga, perhaps affecting both the corporation and
Opportunities may be anything from putting a new characters.
product on the market before the competition, to
completing a hostile takeover of another corporation If any corporation Attribute reaches zero, it will
on the stock market. go bankrupt and be dissolved, which may have
financial repercussions for its owner—perhaps
More often than not, an Opportunity is resolved a loss of 1 to 8 points to their Money Stat.

Михаил Герасимов (Order #27301389)


master, must develop and give form to the League
In the modern, capitalist world of , player
together.
corporations that grow in power may become important
actors on the global stage, influencing nations and people,
as well as attracting unwanted attention from rivals and The League will always be something bigger than
enemies from diverse backgrounds. As such, the final the group of player characters. At the very least, the
outcome of a given saga with corporations may involve not League will have a non-player character as patron or
only what happens during the character’s final stories, but sponsor, and the player characters will form the sole
also what is achieved by the players’ corporations. unit inside it: the group of professionals responsible
for undertaking missions. At most, the League will be
funded by governments, multinational companies,
THE LEAGUE or very powerful people, and it will have thousands
of professionals at its disposal, with the player
characters being just one of many units within it. It
will be up to the game master to determine which
In and other settings, all player characters are type of organization best suits the type of stories they

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

Михаил Герасимов (Order #27301389)


If not already set by the game master and the The current Leader has the final say on what will
story, the initial Leader’s first job is to decide where be bought, but if something is being bought to be used
in the world the player characters’ unit has installed solely by the Leader, they must first get agreement
its base of operations. from at least half of the other player characters.

When buying anything with the Funds Score,


FUNDS treat it as a Money Stat and apply all the rules from
page 145. Likewise, when selling anything, apply the
rules found in page 146 to see how much the League’s
In and similar settings, the player characters’ Funds Score will increase.
unit inside the League will start with a Funds
Score equal to 12, plus a die roll, plus the first The Funds Score may never go below zero. When it
Leader’s number of non-bonus Leadership reaches a zero Score, it means the unit doesn’t have the
Skill Ranks. necessary resources for new purchases and must try to
ORGANIZATIONS

acquire some form of wealth or funding during stories.


The Funds Score will, at the end of a story, go up
when the characters have earned wealth in any way.
This increase represents the transfer of funds to their SUPPORT PERSONNEL
unit inside the League.

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

Михаил Герасимов (Order #27301389)


Ancestry, gender, age, and Culture—the secondary kinds of dangers.
non-player character will have either: a Score of 2
in all Attributes, or one Attribute has a Score of 3,
In such settings, each player character will start
two have a Score of 2 and one has a Score of 1. The
with a number of followers equal to a die roll
secondary character will also have 1 Weakness and 2
minus 1 (minimum of 0). Such followers may
Ranks each in four Skills. All choices are made by the
be daughters, sons, mothers, fathers, friends,
Leader.
acquaintances, or significant others.

This support character will be available to all stories,


Note that, as secondary non-player characters, the
along with any previously created support characters, until followers usually take a backseat during moments of action.
they become unavailable—for example, missing in action.

Player characters and their followers will form


Instead of creating a new support character at a community of survivors together with any non-
the start of a story, the Leader may choose to give a player characters that the game master may want to

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),

Михаил Герасимов (Order #27301389)


Exotic Weapons (4), Heavy Weapons (5), Martial Arts 5 Senior (limited capability for physical labor).
(6), Melee Weapons (7). The player must reduce the character’s Dexterity
Attribute Score to 1 and increase their Wits or Presence
2 or 3 Dexterity: player’s choice (0), Dexterity- Attribute Score to 3. The game master or the player
based Talent such as Dancing (2), Dodge (2), Driving will then choose a Disadvantage and an Advantage
(3), Firearms (4), Legerdemain (5), Piloting (6), Stealth for the follower, in accordance with their Attribute
(7). Scores.

or 5 Wits: player’s choice (0), Wits-based


4 6 Unfit (limited capability for physical labor).
Talent such as Physics (1), Engineering (2), Medicine The player must reduce the character’s Vigor Attribute
(3), Perception (4), Survival (5), Technology (6), Extra Score to 1 and increase their Wits or Presence Attribute
Language (7). Score to 3. The game master or the player will then
choose a Disadvantage and an Advantage for the
or 7 Presence: player’s choice (0), Presence- follower, in accordance with their Attribute Scores.
ORGANIZATIONS

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:

396 Follower’s random personality trait:


0 or 1 Able (capable of doing physical labor). All
Attributes remain with their default Score of 2.
0 Accepting: The follower will work in the
community’s favor and will be tolerant toward others.
2 Athletic (capable of doing physical labor). The
player must reduce the character’s Wits and Presence
Attributes to 1 and increase their Vigor and Dexterity 1 Apprehensive: The follower will work in favor
Attributes to 3. The game master or the player will of the community but won’t function under stressful
SOCIETY

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.

4 Young (must be supervised by an adult). The


player must reduce the character’s Wits or Presence 4 Distrustful: The follower will work in favor of
Attribute Score to 1 and increase their Dexterity the community but will segregate others they see as
Attribute Score to 3. The game master or the player inferior. They may also challenge any orders giving
will then choose a Disadvantage and an Advantage them a difficult mission.
for the follower, in accordance with their Attribute
Scores. 5 Dominant: The follower will work in favor of

Михаил Герасимов (Order #27301389)


ORGANIZATIONS
397
the community but will constantly check anyone’s
leadership, and they may challenge any orders giving CRISES
them a difficult mission.

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

influence another character’s followers.


chance that the follower will not follow their leader’s
position; roll one die and check in the list below:
In that case, the leader who is attempting to
♦ Accepting: the follower will vote against their influence another’s follower will choose one of the
leader if the player rolled a 7.
pertinent Skills (according to the list above) and
♦ Apprehensive: the follower will vote against his take part in a hard contest with the leader of those
leader if the player rolled any result other than a followers.
0 or a 1.
♦ Confident: the follower will vote against their The leader who achieved the most successes will
leader if the player rolled a 6 or 7.
then change the votes of a number of followers equal
♦ Cooperative: the follower will vote against their to the margin of success they obtained over the most
leader if the player rolled a 7. successful of the opposing leaders. Again, however,
398
♦ Distrustful: the follower will vote against their there must be a correlation between the Skill used
leader if the player rolled any result other than successfully and the personality traits of the followers
a 0 or 1. whose votes will be changed (according to the list
♦ Dominant: the follower will vote against their above).
leader if the player rolled any result other than
a 0.
If one or more leaders lose a vote, one of the
♦ Dutiful: the follower will vote against their leader possible outcomes below will happen, in accordance
SOCIETY

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

Михаил Герасимов (Order #27301389)


CHAPTER 29

COLLAPSED
ECONOMIC SYSTEMS

400
SOCIETY

Михаил Герасимов (Order #27301389)


STARTING EQUIPMENT 14 Any one non-combat item of choice from the
list.

Modern firearms come with one magazine with


In , , and other settings where the world’s full ammunition. Bows, crossbows, flintlock pistols,
economic system has collapsed completely, the muskets, flamethrowers, and chainsaws come with
Money Stat rules won’t be used and the characters sufficient ammunition for a total of five attacks.
will instead start the first story with some semi-
randomly assigned items.
Players may spend 1 Background Point from
their character to give them an additional item or
For each character, their player will roll two weapon of choice from those on the list. This may be
dice, add their results together, and check the total

COLLAPSED ECONOMIC SYSTEMS


done several times, but each time will cost another
in the list below. Players then choose one item from Background Point.
the corresponding line, remaining mindful of the
setting’s TL. This procedure will be repeated a total of
4 times. Unless no other option is available, the player BARTERING
may not choose the same item or weapon twice if the
same result is rolled again.
In , , and other settings with collapsed
Item List: economic systems, characters must obtain things
through bartering - offering services, information,
or objects they have in exchange for services,
0 Any one weapon of choice from the list. information, or things they need.
1 Assault Rifle, Flamethrower, Tactical Kevlar
Vest, Crafting Tools, Poison (of choice; 2 doses).
To gauge value, the game master and players may
Sniper Rifle, Pickaxe, Leather Jacket, Winter
2 refer to the usual values of the items being offered (see 401
Coat, Surgical Instruments. page 144), but ultimately these negotiations depend
Shotgun, Hammer, Night-Vision Goggles,
3 on several factors. Deciding factors include: what
Medicine (of choice; 2 doses), Liquor (1 liter). is wanted; what is being offered; the quality, rarity,
4 Revolver, Staff, Anti-Radiation Suit, Chess abundance or scarcity of those things; the needs of
(Bastion) Set, Book (of choice). both parties (and if those needs are perceived by the
other party); and where the trade is taking place.
5 Flintlock Pistol, Chained Batons, Guitar, Candy

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.

Михаил Герасимов (Order #27301389)


CHAPTER 30

GAMES AND SPORTS

402
SOCIETY

Михаил Герасимов (Order #27301389)


the wall. The holes are arranged in two vertical lines
BASTION AND KNUCKLES of three holes each, roughly 2 meters (7 feet) high
and 2 meters (7 feet) apart. Each hole has a diameter
of about 60 centimeters (2 feet), while the ball has a
There are two traditional games in the worlds of diameter of about half that. In front of the goals are
goal areas consisting of a semicircle line with a two-
, , , , , and : the two-player, chess- meter (7-feet) radius. Finally, the playing field is
like game of the noble courts, called Bastion, and divided in the middle by a line halfway between the
the two- to six-player, poker-like card game for the two goals with a length of approximately 6 meters (or
masses, called Knuckles. yards).

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

GAMES AND SPORTS


draw. is the only player who can be inside their goal
area at any time

A Knuckles game usually takes between one and


♦ a defender, who cannot cross the middle line to
enter their team’s attacking zone
several hours, depending on the amount of money
being wagered, and it is resolved by a normal Presence ♦ a forward, who cannot cross the middle line to
Attribute contest involving all players. There are no enter their team’s defending zone
draws in a Knuckles game, as the players usually ♦ a captain, who can enter both halves of the field
keep playing until one of them gets all the money bet
by the others. A referee—usually clad in protective gear—rules
over any infractions. This is a rare game, however,
and rarely any calls are made. Still, when a foul is
TENTO AND SPIKEDBALL called, the ball is simply handed to the other team’s
defender, and the match proceeds. 403

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:

Tento is played with hands and a leather ball


inside an oval pit with high walls. At the furthest ♦ A goalkeeper may only pass the ball to the
defender.
opposing ends there are two goals roughly 20 meters
(or yards) apart, each consisting of six holes carved in ♦ The defender may try to pass the ball to their

Михаил Герасимов (Order #27301389)


team’s captain or dribble past the opposing
forward to attempt passing the ball to their team’s
forward.
♦ The captain may try to pass the ball to their team’s
forward or dribble past the opposing captain to
attempt scoring a goal.
♦ The forward may only try to dribble past the
opposing defender to attempt to score a goal.

Tento Rules - Action Contests:

♦ Both captains fight for the ball in the air at the


center of the field: an Athletics Skill contest, which
GAMES AND SPORTS

is a normal one for both players; the defender


from the winning captain’s team gets the ball. If a
draw results, roll a die to resolve it.
♦ One player tries to pass the ball to another player:
it is an automatic success if the goalkeeper tries to
pass the ball to their defender, otherwise it will
be an Athletics Skill contest, which is a normal
one for the player with the ball, but a hard one
for their marker. If both players roll the same
number of successes, the player trying to pass
the ball will win the contest. If both players only
rolled failures in the contest, however, the ball
404 will change hands to the defending player.
♦ One player tries to dribble past a marker: an
Athletics Skill contest, which is a normal one for
both the player with the ball and their marker. If
both players roll the same number of successes,
the player who initiated the action will win the
contest. If both players only rolled failures in the
contest, however, the ball will change hands to
SOCIETY

the defending player. If a player rolls at least two


successes more than their opponent in a dribbling
contest, the opponent is bruised and knocked
down, which means that their next contest will
be a hard one by default. Also, any player who is
bruised and knocked down at least once during a
match will receive 1 Wound Point (in Spikedball
this is in addition to the Wound Point received by
default by all players).
♦ One player tries to score a goal: an Athletics Skill
contest, which is a normal one for both players. If
both players roll the same number of successes,
the player who initiated the action will score a
goal. If both players only rolled failures in the
contest, however, the goalkeeper will get the ball.

A game of Tento or Spikedball ends when a


team scores two goals.

Михаил Герасимов (Order #27301389)


NAME PLAYER
ANCESTRY CULTURE NATIVE LANG.
APPEARANCE

TOKEN
OCCUPATION FAITH ALLEGIANCE TOTAL EXP EARNED
FRIEND ENEMY COMPANION EXP SPENT

WRATH PRIDE GREED HEDONISM


MIGHTY RESILIENT TOUGH AGILE DEADEYE DEFT ERUDIT INSIGHTFUL INVENTIVE ASTUTE BEAUTIFUL BRAVE

VIGOR 1 DEXTERITY WITS PRESENCE


FRAIL SICK WEAK CLUMSY NEARSIGHTED SLUGGISH SUPERSTITIOUS TECHNOPHOBE CRAVEN NAIVE UNATTRACTIVE
UNEDUCATED
COOPERATIVE EFFORT KNACK COMPETITIVE METHODICAL SPECIALIZATION

ATHLETICS ARCHERY ARCANA CHARM

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

EXPLORER GHOST 1 WOUND


ACE ASTRONAUT 1 2 3
BIRD OF PREY MECHA PILOT 1 WOUND
AMMO CAPTAIN HOVERCAR PILOT TECHNOLOGY 3 4 5 BLUNT: 1 WOUND + KO’D?
PRC & SLSH & ENER: 2 WOUNDS
DAREDEVIL SLIPPERY
2 WOUNDS + KO’D?
AMMO
EVASIVE SUBMARINE CREW MEMBER 5 6 7 PRC: 2 WOUNDS + KO’D? + DEAD?
ANALYTICAL TECHNOMANCER SLSH & ENER: 3 WOUNDS + KO’D?

STEALTH ID SURGE GATEKEEPER 3 WOUNDS + KO + DEAD?


AMMO ASTROGATOR HACKER 7 8 9 ENER: 4 WOUNDS + KO + DEAD?
DEVELOPER INVASIVE
ARMOR ARMOR
RATING ARTFUL ELEMENT OF SURPRISE REROUTER TECH-SAVVY 9 10 11 DEAD
SNIPER ASSASSIN
CAMOUFLAGE CLEVER

CLOAK SHIELD
SHADOWY
ELUSIVE
INFILTRATOR
SNEAKY
WOUNDS

Михаил Герасимов (Order #27301389)


CHARACTER ILLUSTRATION
VITALITY POWERS MAX CURRENT

VITALITY POINTS
POWER COST

PSYCHIC POWERS MAX CURRENT

PSYCHIC POINTS
POWER COST

DIVINE POWERS CARRIED ITEMS/PROPERTIES/TITLES

MUTATIONS

CYBERNETICS

SPELLCRAFT LANGUAGES/TALENTS MONEY STAT


ARCANE SYMBOLS GRIMOIRE
FIRST (TARGET) SECOND (ACTION) THIRD (EFFECT) SPELL SYMBOLS

1 BLOOD 1 ATTACK 1 AIR DARKNESS POINTS


2 BODY 2 ATTUNE 2 EARTH
MINIMUM
3 FACE 3 CLEANSE 3 ETHEREAL DARKNESS
POINTS

4 NATURE 4 CORRUPT 4 FIRE


FORTUNE POINTS
5 OBJECT 5 DEFEND 5 SHADOW

6 TIME 6 MOVE 6 VIRTUE

7 TONGUE 7 SEE 7 WATER HOPE POINTS


8 VOID 8 TRANSMUTE 8 WICKED

Михаил Герасимов (Order #27301389)


NO COIN FOR CHARON
Михаил Герасимов (Order #27301389)
RULES INDEX
No Coin for Charon ( ) is a modern-day setting ( TL 7 ) that uses the rules found in the chapters listed
below.

Section I - Character Creation


♦ Chapter 1: Overview
♦ Chapter 2: Ancestries (Humans)
♦ Chapter 3: Main Stats
♦ Chapter 4: Abilities (Athletics, Charm, Craft, Deception, Dodge, Driving, Engineering, Exotic Weapons,
Heavy Weapons, Intimidation, Leadership, Legerdemain, Marksmanship, Martial Arts, Medicine, Melee
Weapons, Perception, Persuasion, Piloting, Stealth, Survival, Taming, and Technology)
♦ Chapter 5: Finishing Touches

408 Section II - Gameplay Rules


♦ Chapter 6: Game Mastering
♦ Chapter 7: Combat (Initiative; Rounds, Turns, and Actions; Attack and Defense; Wounds, Healing, and
Death; Brawls; Chases)
♦ Chapter 8: Survival (Food and Water; Diseases; Drugs and Posions; Hazardous Conditions; Drowning
and Suffocation; Falling; Massive Destruction)
♦ Chapter 9: Money and Equipment (Equipment and Properties; Weapons and Artillery; Firearm
Attachments; Protective Items; Encumbrance)
♦ Chapter 10: Final Rules and Example of Gameplay
Sections III, IV, VI and VII – Thematic Modules
♦ Chapter 17: Trackers (Hope and Despair)
♦ Chapter 18: Creatures (Overview; Sample Creatures)
♦ Chapter 19: Denizens of the Night (The Undead; Undead Types and the Horde)
♦ Chapter 24: Land Vehicles (Overview; Road Wars; Land Vehicles vs. Creatures)
♦ Chapter 25: Flying Machines (Overview; Air Combat)
♦ Chapter 28: Organizations (Communities; Followers; Crises)
♦ Chapter 29: Collapsed Economic Systems
Optional
♦ Section II, Chapter 4: Abilities (Archery Abilities for Marksmanship; Fencing Abilities for Melee Weapons;
Seamanship Abilities for Piloting)
♦ Section V, Chapter 20: Networks and Hacking (Overview; Hacking Contests; Programming)

Михаил Герасимов (Order #27301389)


Asia during the Middle Ages, wiping out burgs and
SETTING OVERVIEW AND ADVICE toppling kingdoms, turning the people into flesh-eating
living corpses. Or maybe the player characters and their
followers are Elves, Dweorgs, Goblins, and Orcs that have
A mysterious infection has brought the recently
come together to face the mass destruction provoked by
deceased back to life as mindless eaters of human flesh.
necromancers, fiends, or vampires. Or it could be that they
Not even the use in some major cities of what was
are space travelers stranded on a planet overrun by the
called “the nuclear option” solved the problem. The era
living dead. With the BYTE RPG modular ruleset, game
of civilization ended, and the whole world underwent masters may adapt No Coin for Charon setting to different
apocalyptic change. One by one all governments fell, worlds and eras with ease.
nations ceased to exist, and the rule of law disappeared.

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

Михаил Герасимов (Order #27301389)


replenished from time to time to avoid reaching zero everybody? Who is sent away to fend for themselves
and making the community perish from conditions in a world overrun by the undead when a community
such as hunger, thirst, disease or cold. has to break apart so that some may have a chance of
surviving the next few days?
How much a unit of anything represents is
up to the game master. For instance, a unit of Several other types of dilemma not directly
food or water may be sufficient for moderate related to scarcity may likewise be devised: what will
consumption by one person for a day; a unit of the community do with the only medic when they
medicine might be spent each time someone have committed an unjustifiable act of treason? Or
receives medical treatment, and a unit of fuel with the child of a follower, that everybody suspects
might be enough to either power vehicles (per has been infected by the undead? Who is going to be
the rules found in page 344) or to keep a house chosen to hold the door so that others may have a
warm for a single winter night. chance of escaping the incoming Horde?

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

Михаил Герасимов (Order #27301389)


SETTING TOOLKIT

411

Михаил Герасимов (Order #27301389)


0 to 7, so, if not rolling a custom die, treat any rolled
INSTRUCTIONS eights as zeros.

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

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NON-PLAYER CHARACTER TABLES

TABLE 60 NON-PLAYER CHARACTER FORMER OCCUPATIONS AND MAIN SKILLS


FORMER OCCUPATION MAIN SKILL (4 RANKS)

0-0 ACCOUNTANT PERCEPTION


0-1 ACTOR DECEPTION

0-2 ARCHITECT ENGINEERING

0-3 ARTIST CRAFT

0-4 ATHLETE ATHLETICS

0-5 ATTORNEY PERSUASION

0-6 BARTENDER CHARM

0-7 BIKER DRIVING

1-0 BUS DRIVER DRIVING

1-1 BUSINESSPERSON PERSUASION


1-2 BUTCHER MELEE WEAPONS
1-3 CARPENTER CRAFT
1-4 CASHIER PERCEPTION
1-5 CHEF PERCEPTION
1-6 CLEANER PERCEPTION
413

1-7 COACH LEADERSHIP


2-0 CRIMINAL STEALTH
2-1 DANCER DODGE
2-2 DENTIST MEDICINE
2-3 ELECTRICIAN LEGERDEMAIN
2-4 ENGINEER ENGINEERING
2-5 FACTORY WORKER CRAFT
2-6 FARMER CRAFT
2-7 FIREFIGHTER ATHLETICS
3-0 FISHER SURVIVAL
3-1 FLIGHT ATTENDANT INTIMIDATION
3-2 GIG WORKER TECHNOLOGY
3-3 HAIRDRESSER CHARM
3-4 JOURNALIST CHARM
3-5 JUDGE INTIMIDATION
3-6 LIBRARIAN TECHNOLOGY
3-7 LIFEGUARD ATHLETICS

Михаил Герасимов (Order #27301389)


TABLE 60 NON-PLAYER CHARACTER FORMER OCCUPATIONS AND MAIN SKILLS (CONT.)
DEFENSE INFLUENCE

4-0 LOCKSMITH LEGERDEMAIN


4-1 LUMBERJACK EXOTIC WEAPONS
4-2 MARTIAL ARTIST MARTIAL ARTS
4-3 MECHANIC ENGINEERING
4-4 MODEL DECEPTION
4-5 MUSICIAN CHARM
4-6 NURSE MEDICINE
4-7 PHOTOGRAPHER PERCEPTION
5-0 PHYSICIAN MEDICINE
5-1 PILOT PILOTING
5-2 PLUMBER CRAFT
5-3 POLICE OFFICER MARKSMANSHIP
5-4 POLITICIAN LEADERSHIP
5-5 PREACHER LEADERSHIP
5-6 PROGRAMMER TECHNOLOGY
5-7 RANCHER TAMING

414 6-0 REAL ESTATE AGENT PERSUASION


6-1 RECEPTIONIST CHARM
6-2 RESTAURANT SERVER CHARM
6-3 RETAIL WORKER PERSUASION
6-4 SCIENTIST ENGINEERING
6-5 SECRETARY DECEPTION
6-6 SOLDIER HEAVY WEAPONS
6-7 STAGE MAGICIAN LEGERDEMAIN
7-0 STUDENT TECHNOLOGY
7-1 TAILOR CRAFT
7-2 TAXI DRIVER DRIVING
7-3 TEACHER LEADERSHIP
7-4 THERAPIST MEDICINE
7-5 UNDERTAKER MEDICINE
7-6 VETERINARIAN MEDICINE
7-7 WRITER PERSUASION

Михаил Герасимов (Order #27301389)


TABLE 60 NON-PLAYER CHARACTER PERSONALITIES AND INITIAL ATTITUDE
PERSONALITY INITIAL ATTITUDE

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

TABLE 61 NON-PLAYER CHARACTER CHARACTERISTICS AND TALENTS


CHARACTERISTIC TALENT (OR SECOND LANGUAGE)

0-0 ALWAYS GRINNING ACCOUNTING


0-1 ALWAYS NERVOUS ANOTHER LANGUAGE

0-2 ALWAYS SINGING ANTHROPOLOGY

0-3 ALWAYS CHEWING GUM ARABIC

0-4 ALWAYS WHISPERS ARCHAEOLOGY

0-5 ALWAYS WITH A TOOTHPICK IN THEIR MOUTH ASTROLOGY


415
0-6 BITES FINGERNAILS ASTRONOMY

0-7 CARRIES A CANE ASTROPHYSICS

1-0 CARRIES A WEAPON BIOLOGY

1-1 CLOSE TALKER BOARD GAMES


1-2 CONSTANTLY WHISTLES CALLIGRAPHY
1-3 HAS A LONG PONYTAIL CARD GAMES
1-4 HAS A MISSING ARM OR HAND CHEMISTRY
1-5 HAS A MISSING EAR CLIMATOLOGY
1-6 HAS MISSING FINGERS CONFIDENCE TRICKS
1-7 HAS A MISSING LEG COOKING
2-0 HAS A PATCH OF WHITE HAIR DANCING
2-1 HAS A SCAR ACROSS THEIR FACE DRAWING
2-2 HAS DIFFERENT COLOR EYES DRUMS
2-3 HAS MANY TATTOOS ECONOMY
2-4 HAS MANY PIERCINGS ENGLISH
2-5 HAS SOME MISSING TEETH FARMING
2-6 HAS THEIR HAIR DYED FASHION
2-7 HAS VERY PAINFUL HEADACHES FINANCE

Михаил Герасимов (Order #27301389)


TABLE 61 NON-PLAYER CHARACTER CHARACTERISTICS AND TALENTS (CONT.)
CHARACTERISTIC TALENT (OR SECOND LANGUAGE)

3-0 IS A COMPULSIVE LIAR FRENCH


3-1 IS CROSS-EYED GARDENING
3-2 IS A HUNCHBACK GEOGRAPHY
3-3 IS A HYPOCHONDRIAC GEOLOGY
3-4 IS A KLEPTOMANIAC GERMAN
3-5 IS A CHAIN SMOKER GUITAR
3-6 IS AN INSOMNIAC HARMONICA
3-7 IS BALD HINDI
4-0 IS BLIND HISTORY
4-1 IS DELUSIONAL HYPNOSIS
4-2 IS JEALOUS JAPANESE
4-3 IS OF A ADVANCED AGE JOKES
4-4 IS PARANOID LAW
4-5 IS PLAIN-LOOKING LINGUISTICS
4-6 IS VERY TALKATIVE LITERATURE
4-7 IS VERY TIMID LOGISTICS

416 5-0 IS VERY YOUNG MANDARIN


5-1 LIKES TO ROLL A COIN ACROSS THEIR KNUCKLES MATHEMATICS
5-2 LOVES CANDY PAINTING
5-3 NEVER LAUGHS OR SMILES PHARMACOLOGY
5-4 RARELY SPEAKS PHILOSOPHY
5-5 SPEAKS IN A FORMAL MANNER PHOTOGRAPHY
5-6 STUTTERS PHYSICS
5-7 SWEATS EXCESSIVELY PIANO
6-0 TALKS FAST POETRY
6-1 TALKS IN STREET SLANG POLITICS
6-2 TALKS OVER OTHERS POP CULTURE
6-3 HAS A TENDENCY TO MUMBLE PORTUGUESE
6-4 WEARS A BLACK COAT PSYCHOLOGY
6-5 WEARS A CAP RUSSIAN
6-6 WEARS A COLORFUL SHIRT SEWING
6-7 WEARS AN EYEPATCH SINGING
7-0 WEARS A JACKET AND TIE SOCIOLOGY
7-1 WEARS A WIG SPANISH
7-2 WEARS GLASSES SPORTS

Михаил Герасимов (Order #27301389)


TABLE 61 NON-PLAYER CHARACTER CHARACTERISTICS AND TALENTS (CONT.)
CHARACTERISTIC TALENT (OR SECOND LANGUAGE)

7-3 WEARS GLOVES THEOLOGY


7-4 WEARS LOTS OF NECKLACES URBAN LEGENDS
7-5 WEARS LOTS OF RINGS VENTRILOQUISM
7-6 WEARS EYE-CATCHING MAKEUP VIDEO GAMES
7-7 WEARS TWO WATCHES VIROLOGY

TABLE 62 NON-PLAYER CHARACTER WEAKNESSES, SECRETS, AND DESIRES


WEAKNESSES SECRET DESIRES
417
0 TO 3 - 0 NONE NONE TO AMASS MATERIAL THINGS
0 TO 3 - 1 WRATH ASSUMED SOMEONE ELSE’S IDENTITY TO AVENGE SOMEONE
0 TO 3 - 2 PRIDE BETRAYED SOMEONE TO BE LEFT ALONE
TO BREAK THEIR COMMUNITY
0 TO 3 - 3 GREED COMMITTED A CRIME
APART
0 TO 3 - 4 HEDONISM COMMITTED A MURDER TO EXTERMINATE THE UNDEAD
0 TO 3 - 5 WRATH AND PRIDE COMMITTED MANSLAUGHTER TO FIND A CURE FOR THE INFECTION
0 TO 3 - 6 WRATH AND GREED HAS A CHILD TO FIND LOVE
0 TO 3 - 7 PRIDE AND GREED HAS A TERMINAL ILLNESS TO KILL ALL THEIR ENEMIES
TO MAKE THEIR COMMUNITY
4 TO 7 - 0 WRATH AND HEDONISM HAS A TWIN
PROSPER
HAS ALREADY PLANNED THEIR OWN
4 TO 7 - 1 PRIDE AND HEDONISM TO PRESERVE HUMAN KNOWLEDGE
FUNERAL
TO PROTECT THEIR FOLLOWERS AT
4 TO 7 - 2 GREED AND HEDONISM HAS BEEN ABANDONED
ALL COSTS
4 TO 7 - 3 WRATH, PRIDE, AND GREED HAS BEEN INFECTED TO REESTABLISH SOCIETY
4 TO 7 - 4 WRATH, PRIDE, AND HEDONISM HATES SOMEONE CLOSE TO THEM TO RULE OVER PEOPLE
4 TO 7 - 5 WRATH, GREED, AND HEDONISM IS UNFAITHFUL TO SELF-SACRIFICE
4 TO 7 - 6 PRIDE, GREED, AND HEDONISM LEFT SOMEONE TO DIE ALONE TO SPREAD THE INFECTION
WRATH, PRIDE, GREED, AND
4 TO 7 - 7 SERVED TIME IN PRISON TO SURVIVE AT ALL COSTS
HEDONISM

Михаил Герасимов (Order #27301389)


TABLE 63 NON-PLAYER CHARACTER WEAKNESSES, SECRETS, AND DESIRES
RELATIONSHIP

0 TO 3 - 0 IS IN A ROMANTIC RELATIONSHIP WITH...


0 TO 3 - 1 IS A PARENT OR GRANDPARENT OF...
0 TO 3 - 2 IS A CHILD OR GRANDCHILD OF...
0 TO 3 - 3 IS A SIBLING OF...
0 TO 3 - 4 IS A DISTANT RELATIVE OF...
0 TO 3 - 5 IS AN IN-LAW OF...
0 TO 3 - 6 IS A CLOSE FRIEND OF...
0 TO 3 - 7 IS AN ASSOCIATE OF...
4 TO 7 - 0 HAS INFLUENCE OVER...
4 TO 7 - 1 IS IN LOVE WITH...
4 TO 7 - 2 HATES...
4 TO 7 - 3 IS BLACKMAILING...
4 TO 7 - 4 IS INDEBTED TO...
4 TO 7 - 5 IS A CAPTIVE OF...
4 TO 7 - 6 IS A RIVAL OF...
4 TO 7 - 7 IS AN AVOWED ENEMY OF...

418

TABLE 64 NON-PLAYER CHARACTER ATTRIBUTES


VIGOR DEXTERITY WITS PRESENCE

0 OR 1 1 1 1 1
2 TO 5 2 2 2 2
6 OR 7 3 3 3 3

TABLE 65 NON-PLAYER CHARACTER ADDITIONAL SKILLS (2 RANKS)


VIGOR-RELATED DEXTERITY-RELATED WITS-RELATED PRESENCE-RELATED

0 NONE NONE NONE NONE


1 ATHLETICS DODGE ADDITIONAL LANGUAGE CHARM
2 CRAFT DRIVING ENGINEERING DECEPTION
3 EXOTIC WEAPONS LEGERDEMAIN MEDICINE INTIMIDATION
4 HEAVY WEAPONS MARKSMANSHIP PERCEPTION LEADERSHIP
5 MARTIAL ARTS PILOTING SURVIVAL PERSUASION
6 MELEE WEAPONS STEALTH TECHNOLOGY TAMING
CHOOSE ANY TWO
CHOOSE ANY TWO SKILLS CHOOSE ANY TWO SKILLS CHOOSE ANY TWO SKILLS
7 SKILLS FROM THIS
FROM THIS GROUP FROM THIS GROUP FROM THIS GROUP
GROUP

Михаил Герасимов (Order #27301389)


TABLE 66 NON-PLAYER CHARACTER TACTICS
TACTIC

0 RETREAT
1 NEGOTIATE
2 INTIMIDATE
3 STEAL OR DESTROY SUPPLIES
4 CAPTURE
5 CALL FOR REINFORCEMENTS
6 AMBUSH
7 DIRECT CONFRONTATION

FACTION TABLES

TABLE 67 FACTION TYPES


FACTION TYPE

0-0 A BAND OF MURDERING RAIDERS


0-1 A BIKER GANG
0-2 A COMMUNITY FORMED BY SURVIVORS FROM THE SAME SUBURB
419
0-3 A COMMUNITY LED BY A DELUSIONAL FORTUNE TELLER
0-4 A COMMUNITY LED BY A DESPOTIC FORMER CELEBRITY AND THEIR ENTOURAGE
0-5 A COMMUNITY LED BY A DESPOTIC FORMER POLITICIAN
0-6 A COMMUNITY LED BY A LIBRARIAN
0-7 A COMMUNITY LED BY A PHYSICIAN
1-0 A COMMUNITY LED BY A YOUNG, MESSIANIC FIGURE
1-1 A COMMUNITY LED BY AN INVENTIVE ENGINEER
1-2 A COMMUNITY LED BY SCIENTISTS AND COLLEGE PROFESSORS
1-3 A COMMUNITY LED BY TECHNOLOGY PROFESSIONALS WITH AN ENFORCED CASTE SYSTEM
1-4 A COMMUNITY MADE OF A FORMER CRIMINAL SYNDICATE AND THEIR FAMILIES
1-5 A COMMUNITY OF CANNIBALS
1-6 A COMMUNITY OF FOREIGNERS
1-7 A COMMUNITY OF VAGRANT, DISPOSSESSED PEOPLE IN DIRE NEED OF HELP
2-0 A COMMUNITY RULED BY A FORMER ENTREPRENEUR AND THEIR ARMED SECURITY
2-1 A COMMUNITY RULED BY A LARGE FAMILY
2-2 A COMMUNITY RULED BY THE ELDEST
2-3 A COMMUNITY THAT SEPARATES FAMILY MEMBERS
2-4 A COMMUNITY THAT DEVOLVED INTO THE LIFESTYLE OF A LOWER TECHNOLOGICAL LEVEL

Михаил Герасимов (Order #27301389)


TABLE 67 FACTION TYPES (CONT.)
FACTION TYPE

2-5 A COMMUNITY THAT FORBIDS INTIMATE RELATIONSHIPS OF ANY NATURE


2-6 A COMMUNITY THAT REFUSES TO KILL THE UNDEAD
2-7 A COMMUNITY THAT STILL USES PAPER MONEY IN THEIR INTERNAL DEALS
3-0 A COMMUNITY THAT STRIVES TO FOLLOW THE FORMER LAWS OF THE REGION
3-1 A COMMUNITY THAT STRIVES TO FOLLOW THE LAWS OF A RELIGIOUS BOOK
3-2 A COMMUNITY WHERE EVERYONE IS FORCED TO COVER THEIR FACES WITH MASKS
3-3 A COMMUNITY WHERE THE PHYSICALLY STRONG LEAD AND DICTATE THE LAW
3-4 A COMMUNITY WHERE THE REGULAR CONSUMPTION OF A CERTAIN DRUG IS MANDATORY
3-5 A COMMUNITY WITH A BAN ON ANY FORM OF ENTERTAINMENT, INCLUDING DRUGS
3-6 A COMMUNITY WITH A BAN ON FIREARMS
3-7 A CRIMINAL GROUP THAT THRIVES ON THE FORCED LABOR OF CAPTIVES
4-0 A DECADENT CIRCUS TROUPE
4-1 A DECEPTIVE FORMER THEATRE TROUPE
4-2 A FORMER BUSINESSPERSON AND THEIR FORMER EMPLOYEES
4-3 A FORMER SPORTS TEAM AND THEIR RELATIVES, FRIENDS AND FANS
4-4 A GANG OF DRUG DEALERS

420 4-5 A GANG OF ROBBERS LED BY TWINS


4-6 A GANG OF ROBBERS WITH A VOW OF NOT KILLING
4-7 A GANG OF THUGS THAT EMPLOYS DOGS AS A MEANS OF SECURITY AND AGGRESSION
5-0 A GROUP OF FORMERLY INCARCERATED PEOPLE FROM THE SAME INSTITUTION
5-1 A GROUP OF FORMER SOLDIERS
5-2 A GROUP OF FORMER WORKERS AND PATRONS OF A CASINO
5-3 A GROUP OF INJURED AND DISEASED PEOPLE FROM THE SAME HOSPITAL
5-4 A GROUP OF SCAVENGERS
5-5 A GROUP OF SURVIVALISTS THAT REFUSE TO GO INTO URBAN AREAS
5-6 A GROUP OF UNETHICAL MEDICAL RESEARCHERS
5-7 A GROUP OF VIGILANTES
6-0 A GROUP OF YOUNG HACKERS
6-1 A GROUP OF YOUNG SURVIVORS
6-2 A GROUP OF ZEALOTS LED BY A MAD PREACHER
6-3 A GROUP THAT IS HOARDING AND PROFITING THROUGH BARTERING WITH THE WEAKEST
6-4 A JUDGMENTAL COMMUNITY LED BY A FORMER POLICE OFFICER
6-5 A TRAVELING BAND OF THUGS USING TRUCKS AND OTHER VEHICLES
6-6 A MYSTERIOUS GROUP OF INFECTED BUT STILL LIVING PEOPLE

Михаил Герасимов (Order #27301389)


TABLE 67 FACTION TYPES (CONT.)
FACTION TYPE

6-7 A PSYCHOTIC GANG THAT HUNTS PEOPLE FOR SPORT


7-0 A PSYCHOTIC GROUP OF SURVIVORS WITH UNDEAD KEPT IN CAGES
7-1 A RADICALLY TECHNOPHOBIC COMMUNITY
7-2 A RANCHER OR FARMER, THEIR FAMILY, FRIENDS AND EMPLOYEES
7-3 A TRAVELING FAMILY
7-4 AN ANARCHIC COMMUNITY RULED BY A COMPLETELY RANDOM FORM OF DIVINATION
7-5 AN APOCALYPTIC CULT FOLLOWING THE WRITINGS OF A STRANGE BOOK
7-6 THE FORMER MEMBERS OF A RELIGIOUS ORDER
7-7 THE FORMER STUDENTS FROM THE SAME SCHOOL, THEIR TEACHERS AND RELATIVES

TABLE 68 FACTION GOALS


GOAL

0 TO 3 - 0 TO ACHIEVE POWER BY KILLING AND PILLAGING


0 TO 3 - 1 TO ACHIEVE POWER BY MILITARY SUPERIORITY
0 TO 3 - 2 TO ACHIEVE POWER BY TAKING CONTROL OF SUPPLIES 421
0 TO 3 - 3 TO ACHIEVE SECURITY AND SELF-SUFFICIENCY
0 TO 3 - 4 TO COOPERATE WITH OTHER FACTIONS
0 TO 3 - 5 TO CREATE A HAVEN FOR OTHER SURVIVORS
0 TO 3 - 6 TO EXTERMINATE THE UNDEAD
0 TO 3 - 7 TO FIND A CURE FOR THE INFECTION
4 TO 7 - 0 TO FIND A PLACE WITH WATER AND FOOD AND AWAY FROM THE UNDEAD
4 TO 7 - 1 TO ISOLATE THEMSELVES FROM THE REST OF HUMANITY
4 TO 7 - 2 TO KILL ALL OPPOSING FACTIONS
4 TO 7 - 3 TO PROTECT HUMAN KNOWLEDGE
4 TO 7 - 4 TO GROW AND REESTABLISH GOVERNMENT AND SOCIETY
4 TO 7 - 5 TO SEEK PENITENCE FOR THEMSELVES AND OTHERS
4 TO 7 - 6 TO SPREAD THE INFECTION AND END HUMANITY
4 TO 7 - 7 TO SURVIVE FOR AS LONG AS POSSIBLE

Михаил Герасимов (Order #27301389)


TABLE 69 FACTION SIZES, MAIN RESOURCE, AND SHORTAGE
NUMBER OF PEOPLE MAIN RESOURCE OR SHORTAGE

0 TO 3 - 0 A DIE ROLL PLUS 2 AMMO


0 TO 3 - 1 10 BATTERIES
0 TO 3 - 2 20 CLOTHING
0 TO 3 - 3 30 CRAFTING MATERIALS
0 TO 3 - 4 40 FOOD
0 TO 3 - 5 50 FOOD
0 TO 3 - 6 60 FUEL
0 TO 3 - 7 80 FUEL
4 TO 7 - 0 100 MEDICINES
4 TO 7 - 1 120 MEDICINES
4 TO 7 - 2 150 SHELTER
4 TO 7 - 3 170 TOOLS
4 TO 7 - 4 200 VEHICLES
4 TO 7 - 5 300 WATER
4 TO 7 - 6 400 WATER
4 TO 7 - 7 500 OR MORE WEAPONS

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

Михаил Герасимов (Order #27301389)


TABLE 70 FACTION STRENGTHS AND WEAKNESSES (CONT.)
STRENGTH WEAKNESS

THE FACTION HAS MANY MEMBERS (ROLL TWICE


THE FACTION IS FREQUENTLY TARGETED BY OTHER
4 TO 7 - 2 FOR SIZE IN THE TABLE ABOVE AND CHOOSE THE
FACTIONS
HIGHEST RESULT)
THE FACTION HAS MANY SUPPLIES (ROLL TWICE
THE FACTION USES ANCIENT-STYLE WEAPONS, TOOLS OR
4 TO 7 - 3 OR MORE FOR MAIN RESOURCES IN THE TABLE
TRANSPORTATION
ABOVE)
THE FACTION HAS MODERN FIREARMS, TOOLS OR
4 TO 7 - 4 THE FACTION’S LEADERSHIP IS INEPT
VEHICLES
THE GROUP IS RUNNING OUT OF SUPPLIES (ROLL TWICE
4 TO 7 - 5 THE FACTION HAS RADIO EQUIPMENT
OR MORE FOR SHORTAGES IN THE TABLE ABOVE)
THE FACTION IS IN GOOD TERMS WITH OTHER THERE IS SOMEONE ABOUT TO HAVE A PSYCHOTIC BREAK
4 TO 7 - 6
NON-DISTANT FACTIONS INSIDE THE FACTION
THE FACTION MAY HAVE A CLUE ABOUT HOW TO
4 TO 7 - 7 THERE IS SOMEONE INFECTED INSIDE THE FACTION
STOP THE INFECTION, IF THAT IS POSSIBLE

TABLE 71 FACTION RELATIONSHIPS AND TACTICS


RELATIONSHIP TACTICS

0 IS CLOSE ALLIES WITH... RETREAT


1 IF VIABLE, COLLABORATES FOR FREE WITH... NEGOTIATE OR INTIMIDATE
2 TRADES WITH... DECEIVE OR SPY ON
423
3 IF ADVANTAGEOUS, TRADES WITH... PILLAGE OR SABOTAGE
4 REFUSES TO TRADE WITH... CAPTURE HOSTAGES
5 WANTS TO STEAL FROM... CALL FOR HELP FROM ALLIES
IF OPPORTUNITY ARISES, WILL PILLAGE, SABOTAGE
6 AMBUSH
OR ATTACK...
7 WANTS TO CONQUER OR DESTROY... DIRECT CONFRONTATION

Михаил Герасимов (Order #27301389)


LOCATION TABLES

TABLE 72 LOCATIONS, ENCOUNTERS, AND NOTABLE LOOT


LOCATION ENCOUNTER NOTABLE LOOT

A DIE ROLL PLUS 3 UNDEAD BLOCK


THE PASSAGE FROM A DISTANCE;
0-0 A BRIDGE OVER A RIVER A FISHING ROD, LINE AND HOOK
THEY ARE UNAWARE OF THE PLAYER
CHARACTERS
DOZENS OF UNDEAD SURROUND
THE PLAYER CHARACTERS FROM
A NEARBY BUS WITH ITS KEYS AND A
0-1 A BUS OR TRAIN STATION ALL DIRECTIONS AND START
DIE ROLL PLUS 1 UNITS OF FUEL
APPROACHING THEM FROM A
DISTANCE
A DIE ROLL PLUS 1 UNDEAD SURPRISE
0-2 A SKYSCRAPER THE PLAYER CHARACTERS AND DRUG, TWO DOSES
ATTACK THEM IMMEDIATELY
A DIE ROLL PLUS 3 UNDEAD START
0-3 A CASINO APPROACHING THE PLAYER A PACK OF CIGARETTES
CHARACTERS FROM A DISTANCE
SOMEONE TRIES TO TRAP THE
A PAIR OF WALKIE-TALKIES WITH
0-4 A CAVERN PLAYER CHARACTERS BY BLOCKING
BATTERIES
THEIR POSSIBLE EXITS
A CHURCH, MONASTERY OR
A GROUP OF 4 SURVIVORS ASKS TO
0-5 ANOTHER KIND OF RELIGIOUS A RELIGIOUS BOOK
JOIN THE PLAYER CHARACTERS
BUILDING

424 A DIE ROLL PLUS 3 ARMED


A CITY HALL, COURTHOUSE, POST SURVIVORS ARE BARRICADED IN AND
0-6 A CITY MAP
OFFICE OR OTHER PUBLIC BUILDING SHOUT AT THE PLAYER CHARACTERS
TO NOT APPROACH THEM
A ROLL OF TWO DICE PLUS 2
0-7 A CITY MORGUE OR CEMETERY UNDEAD SURROUND THE PLAYER A SCALPEL
CHARACTERS
A LONE, ARMED SURVIVOR
1-0 A CITY’S DOCKS OR MARINA CONFRONTS THE PLAYER A HARPOON
CHARACTERS
A DIE ROLL PLUS 3 ARMED
1-1 A CITY’S SEWER SYSTEM SURVIVORS FOLLOW THE PLAYER A GOLD RING
CHARACTERS
DOZENS OF UNDEAD SURROUND
THE PLAYER CHARACTERS FROM A
1-2 A COUNTRY CLUB A GOLF CLUB
DISTANCE; THEY SEEM UNAWARE OF
THE CHARACTERS’ PRESENCE
A DIE ROLL PLUS 3 UNDEAD ARE IN
UNITS OF CRAFTING MATERIALS
1-3 A CRASHED OR LANDED AIRPLANE AN AREA THE PLAYER CHARACTERS
EQUAL TO THE ROLL OF 5 DICE
WANT TO ENTER OR PASS THROUGH
THERE IS A STANDOFF BETWEEN
A DRUGSTORE, SUPERMARKET OR TWO ARMED SURVIVOR GROUPS,
1-4 A CHOCOLATE BAR
ANOTHER RETAIL OUTLET EACH WITH A DIE ROLL PLUS 3
MEMBERS
A GROUP OF 4 ARMED SURVIVORS
1-5 A DUSTY ROAD IN A TRUCK FOLLOWS THE PLAYER A GUITAR
CHARACTERS
BODIES FROM SURVIVORS THAT
1-6 A FACTORY OR POWER PLANT A CRAFTING TOOLKIT
HAVE CLEARLY BEEN EXECUTED

Михаил Герасимов (Order #27301389)


TABLE 72 LOCATIONS, ENCOUNTERS, AND NOTABLE LOOT (CONT.)
LOCATION ENCOUNTER NOTABLE LOOT

A DIE ROLL PLUS 1 UNDEAD DOGS


1-7 A FARMHOUSE, BARN OR SILO OR WOLVES ATTACK THE PLAYER A PORTABLE GENERATOR
CHARACTERS
UNITS OF FUEL EQUAL TO THE ROLL
2-0 A GAS STATION THE PLACE IS BURNING
OF 5 DICE

THE PLACE IS FLOODED; THE WATER


2-1 A GYM OR BATHHOUSE SOME CLEAN TOWELS
IS DIRTY AND POSSIBLY INFECTED

AN IMPORTANT PASSAGE HAS


SOME BATTERIES OF DIFFERENT
2-2 A HIGH-DENSITY BUILDING COLLAPSED OR IS BLOCKED BY
TYPES
DEBRIS
A SURVIVOR HAS LOCKED
THEMSELVES IN AND CRIES A NEARBY CAR WITH ITS KEYS AND A
2-3 A HIGHWAY LEADING INTO A CITY
FOR HELP; A DIE PLUS 1 UNDEAD DIE ROLL PLUS 1 UNITS OF FUEL
SURROUND THEM
A GROUP OF 4 ARMED SURVIVORS
A HIGHWAY THROUGH THE
2-4 IN A TRUCK CHASE 2 UNARMED SOME TIRES IN GOOD CONDITION
COUNTRYSIDE
SURVIVORS
A HOSPITAL OR PSYCHIATRIC A COMMUNITY OF SURVIVORS IS
2-5 A FIRST AID KIT
HOSPITAL BASED IN THE AREA
A HOTEL IN A CITY CENTER OR A TWO COMMUNITIES OF SURVIVORS UNITS OF WATER EQUAL TO THE
2-6
RESORT ARE BASED NEARBY ROLL OF 5 DICE

SOMEONE BEING KEPT AS A


2-7 A HOUSE IN THE SUBURBS A TOY
PRISONER CALLS FOR HELP 425
A LONE SURVIVOR CALLS FOR THE
3-0 A LABORATORY PLAYER CHARACTERS AND ASKS TO A LAB SET
BARTER WITH THEM
A GROUP OF 4 SURVIVORS CALL FOR
3-1 A LIBRARY THE PLAYER CHARACTERS AND ASK SOME BOOKS
TO BARTER WITH THEM
A FAMILY OF 4 SURVIVORS ASK FOR
3-2 A LIGHTHOUSE OR CASTLE A COMPASS
HELP; ONE OF THEM IS VERY SICK
AN UNDEAD BEAR ATTACKS THE
3-3 A LOG CABIN A CHAINSAW
PLAYER CHARACTERS
A LONE, ARMED SURVIVOR IS KEEPING
3-4 A MANSION A FAMILY OF 4 SURVIVORS AS A SEMIAUTO PISTOL AND AMMO
CAPTIVES
A GROUP OF A DICE ROLL PLUS 3
3-5 A MILITARY BASE ARMED SURVIVORS CONFRONT THE A FLAMETHROWER
PLAYER CHARACTERS
A MODERN HIGH-RISE APARTMENT THERE’S A HIDDEN TRAP DESIGNED
3-6 HIGH-QUALITY WINTER CLOTHING
BUILDING TO INJURE A SURVIVOR
A HIDDEN SNIPER SHOOTS AT THE
A MONUMENT OR TOURIST
3-7 PLAYER CHARACTERS FROM A A HIGH-QUALITY WRISTWATCH
ATTRACTION
DISTANCE

THE PLACE IS RIGGED WITH AN ALARM


4-0 A MUSEUM OR ART GALLERY A BEAUTIFUL PAINTING
TO ALERT NEARBY UNDEAD

Михаил Герасимов (Order #27301389)


TABLE 72 LOCATIONS, ENCOUNTERS, AND NOTABLE LOOT (CONT.)
LOCATION ENCOUNTER NOTABLE LOOT

A DIE ROLL PLUS 2 UNDEAD ATTACK


4-1 A NIGHTCLUB OR RESTAURANT THE PLAYER CHARACTERS; ONE OF A BOTTLE OF CHAMPAGNE
THEM IS A GROTESQUE

A DIE ROLL PLUS 2 UNDEAD ATTACK A NEARBY MOTORCYCLE (WITHOUT


A PARKING LOT OR A MULTISTOREY
4-2 THE PLAYER CHARACTERS; ONE OF ITS KEYS) WITH A DIE ROLL PLUS 1
CAR PARK
THEM IS A MERCILESS FUEL UNITS
A DIE ROLL PLUS 3 UNDEAD ATTACK
THE PLAYER CHARACTERS FROM
4-3 A PEDESTRIAN OVERPASS TWO OPPOSING DIRECTIONS; ONE A BACKPACK
OF THEM IS A GROTESQUE, ANOTHER
IS A MERCILESS
A DEVIOUS MIMICKING HUMAN SPEECH
4-4 A POLICE OR FIRE STATION CAN BE HEARD BY THE PLAYER A KEVLAR VEST
CHARACTERS.
A GROUP OF TWO-DICE ROLL PLUS
4-5 A PRISON 2 SURVIVORS AMBUSH THE PLAYER A HUNTING RIFLE AND AMMO
CHARACTERS
A DIE ROLL PLUS 1 SURVIVORS HAVE
LOCKED THEMSELVES IN AN AREA UNITS OF CANNED FOOD EQUAL TO
4-6 A PRIVATE BUNKER
THE PLAYER CHARACTERS MUST THE ROLL OF 5 DICE
ENTER OR PASS THROUGH
A DIE ROLL PLUS 1 SURVIVORS OF
4-7 A RETIREMENT HOME ADVANCED AGE ASK TO JOIN THE A CHESS SET
PLAYER CHARACTERS
426
A DIE ROLL PLUS 2 WOLVES OR
A RIVER RUNNING THROUGH THE UNLIMITED AMOUNT OF WATER
5-0 RABID DOGS ATTACK THE PLAYER
WOODS UNITS, WHICH MAY BE INFECTED
CHARACTERS
A DIE ROLL PLUS 3 ARMED
5-1 A ROADSIDE MOTEL SURVIVORS ATTEMPT TO MUG THE A CIGARETTE LIGHTER
PLAYER CHARACTERS
A DIE ROLL PLUS 1 YOUNG
5-2 A SCHOOL OR UNIVERSITY BUILDING SURVIVORS ASK TO JOIN THE SOME MANUALS
PLAYER CHARACTERS
A RANDOM FOLLOWER (IF
APPLICABLE), CUTS THEMSELVES
A SCRAPYARD OR AIRPLANE
5-3 ACCIDENTALLY; PEOPLE MAY BE A SUNGLASS
BONEYARD
SUSPICIOUS THAT THEY HAVE BEEN
INFECTED
THE AREA IS INFESTED BY DOZENS
5-4 A SHANTY TOWN OF UNDEAD, BUT THERE ARE ALSO A DECK OF POKER CARDS
MANY SURVIVORS CRYING FOR HELP
A DIE ROLL PLUS 1 UNARMED
A SHOPPING MALL OR DEPARTMENT SURVIVORS ARE RUNNING AWAY
5-5 A LEATHER JACKET
STORE FROM SOMETHING AND TOWARDS
THE PLAYER CHARACTERS
A PANICKED SURVIVOR THROWS
5-6 A SNOWY OR DESERT MOUNTAIN ROCKS AT THE PLAYER A PICKAXE
CHARACTERS
A LONE SURVIVOR SHADOWS THE A SPORTS HELMET AND SHOULDER
5-7 A STADIUM OR RACE TRACK
PLAYER CHARACTERS PADS

Михаил Герасимов (Order #27301389)


TABLE 72 LOCATIONS, ENCOUNTERS, AND NOTABLE LOOT (CONT.)
LOCATION ENCOUNTER NOTABLE LOOT

AN UNINFECTED DEER, DOG OR


6-0 A STREET IN A CITY CENTER A BASKETBALL
HORSE
A NUMBER OF UNDEAD RATS EQUAL
6-1 A SUBWAY STATION TO THE ROLL OF TWO DICE PLUS 6 A BICYCLE
ATTACK THE PLAYER CHARACTERS
AN UNDEAD ALLIGATOR ATTACKS A 10-METER (10-YARD) ROPE WITH A
6-2 A SWAMP, FOREST OR JUNGLE
THE PLAYER CHARACTERS GRAPPLING HOOK

THE PLAYER CHARACTERS CAN HEAR


6-3 A TALL FIELD SOMEONE OR SOMETHING WALKING PLANTING SEEDS
NEARBY

A THEATER, OPERA HOUSE OR MOVIE SOME UNDEAD ARE KEPT IN CHAINS


6-4 A SWORD CANE
THEATER FOR SOME STRANGE REASON

A RANDOM FOLLOWER (IF


6-5 A TOWN SQUARE OR CITY PARK APPLICABLE) HAS A MENTAL A HAZMAT SUIT
BREAKDOWN AND PANICS

AN INJURED, LONE SURVIVOR WITH A


6-6 A TRAILER PARK MINI FILTRATION SYSTEM
BROKEN LEG ASKS FOR HELP

THE AREA IS RIGGED WITH AN


6-7 A TREEHOUSE NIGHT VISION BINOCULARS
EXPLOSIVE
A NUMBER OF UNDEAD EQUAL TO THE
ROLL OF TWO DICE PLUS 6 ATTACK
7-0 A TUNNEL A LOCK PICK TOOLSET
THE PLAYER CHARACTERS FROM
TWO DIFFERENT DIRECTIONS 427
A LONE SURVIVOR AND THEIR DOG
A VACANT LOT IN A CITY
7-1 OBSERVE THE PLAYER CHARACTERS A FLASHLIGHT WITH BATTERIES
NEIGHBORHOOD
FROM A DISTANCE

A NUMBER OF UNDEAD BIRDS EQUAL


7-2 A YACHT OR OTHER KIND OF SHIP TO THE ROLL OF TWO DICE PLUS 6 A SCUBA SET
ATTACK THE PLAYER CHARACTERS

A ZOO, AQUARIUM, CIRCUS OR TWO LARGE UNDEAD FELINES


7-3 A HEAVY WRENCH
THEME PARK ATTACK THE PLAYER CHARACTERS

THE PLAYER CHARACTERS CAN


7-4 AN AIRPORT HEAR A MUSICAL INSTRUMENT BEING RADIO EQUIPMENT
PLAYED SOMEWHERE NEARBY

AN EMBASSY OR CONSULATE A PAINTED SIGN ON A DOOR READS


7-5 POISON, TWO DOSES
BUILDING “DON’T OPEN! DEAD INSIDE!”

A GROUP OF A DIE ROLL PLUS 1


7-6 AN OBSERVATORY SURVIVORS ASK THE PLAYER A TELESCOPE
CHARACTERS FOR SOME SUPPLIES
7-7 AN OPEN FIELD OR DESERT NOTHING HAPPENS NOTHING OF INTEREST

Михаил Герасимов (Order #27301389)


TABLE 73 WEATHERS
WEATHER

0 SUNNY, OR A CLEAR NIGHT SKY WITH A FULL MOON


1 CLEAR SKY WITH A FEW CLOUDS
2 PARTIALLY OVERCAST
3 OVERCAST, OR A NIGHT WITH A NEW MOON
4 DENSE FOG
5 BREEZE, LIGHT RAIN, OR LIGHT SNOWFALL
6 STRONG WINDS, RAINSTORM, OR HEAVY SNOWFALL
7 REROLL. IF ANOTHER 7 IS OBTAINED: TORNADO, FLOOD, OR BLIZZARD

COMMUNITY TABLES

TABLE 74 SCARCITIES
SCARCITY

0 OR 1 - 0 A GENERATOR (THE CURRENT ONE HAS BEEN DAMAGED BEYOND REPAIR)


0 OR 1 - 1 RADIO EQUIPMENT (THE CURRENT ONE HAS BEEN DAMAGED BEYOND REPAIR)
428
0 OR 1 - 2 A VEHICLE (THE CURRENT ONE HAS BEEN DAMAGED BEYOND REPAIR)
0 OR 1 - 3 AMMO (SUPPLY IS LOST DUE TO A FIRE OR FLOOD)
0 OR 1 - 4 BATTERIES FOR FLASHLIGHTS AND WALKIE-TALKIES
0 OR 1 - 5 MODERN WEAPONS (CURRENT ONES ARE BROKEN OR MALFUNCTIONING)
0 OR 1 - 6 BEVERAGES, CANDY BARS, CIGARETTES, ETC.
0 OR 1 - 7 BLANKETS
2 OR 3 - 0 CRAFTING TOOLS (THE CURRENT ONES ARE BROKEN)
2 OR 3 - 1 ENGINEERING BOOKS (SOME EQUIPMENT NEED REPAIRS)
2 OR 3 - 2 FOOD (SUPPLY HAS BEEN SPOILED)
2 OR 3 - 3 FUEL (TANK HAD A LEAK)
2 OR 3 - 4 FLASHLIGHTS, LIGHT BULBS OR CANDLES (SUPPLY HAS BEEN SPENT)
2 OR 3 - 5 LIGHTERS OR MATCHES
2 OR 3 - 6 MAP OF THE SURROUNDINGS (THE CURRENT ONE HAS BEEN LOST)
2 OR 3 - 7 BUILDING MATERIALS (SHELTER NEEDS REPAIRS)
4 OR 5 - 0 MATERIALS FOR A SOLAR POWER SYSTEM
4 OR 5 - 1 MATERIALS TO BUILD A WATER FILTRATION SYSTEM
4 OR 5 - 2 MATERIALS TO REINFORCE THE BARRIERS AGAINST THE HORDE
4 OR 5 - 3 MEDICAL BOOKS (SOMEONE IS GRAVELY ILL)

Михаил Герасимов (Order #27301389)


TABLE 74 SCARCITIES (CONT.)
SCARCITY

4 OR 5 - 4 MEDICAL SUPPLIES (SOMEONE HAS BEEN GRAVELY INJURED)


4 OR 5 - 5 MEDICINE (SUPPLY HAS EXPIRED)
4 OR 5 - 6 PERSONAL CARE ITEMS
4 OR 5 - 7 SEEDS TO START FARMING
6 OR 7 - 0 SHOES (THE CURRENT ONES BARELY HAVE SOLES)
6 OR 7 - 1 SPARE PARTS FOR A VEHICLE
6 OR 7 - 2 SPARE PARTS FOR A GENERATOR
6 OR 7 - 3 SPARE PARTS FOR THE RADIO EQUIPMENT
6 OR 7 - 4 STORAGE TANKS
6 OR 7 - 5 VITAMINS (PEOPLE ARE GETTING SICK AND WEAK)
6 OR 7 - 6 WATER (SUPPLY HAS BEEN CONTAMINATED)
6 OR 7 - 7 WINTER CLOTHING

TABLE 75 MISSIONS
MISSION

0 OR 1 - 0 A CARAVAN HAS BEEN FORMED TO TRADE WITH A REMOTE FRIENDLY FACTION


0 OR 1 - 1 A FOLLOWER HAS BEEN MURDERED 429
0 OR 1 - 2 A FOLLOWER HAS GONE MISSING
0 OR 1 - 3 A FOLLOWER IS BEING KEPT AS A HOSTAGE
0 OR 1 - 4 A PLACE NEARBY HAS ITS LIGHTS ON OR SMOKE IS COMING OUT FROM ITS CHIMNEY
0 OR 1 - 5 A SMALL PLANE HAS CRASH-LANDED NEARBY
0 OR 1 - 6 A VEHICLE OR CARAVAN HAS STOPPED NEARBY
0 OR 1 - 7 AN ENEMY FACTION IS THREATENING THE COMMUNITY
2 OR 3 - 0 AN ENEMY MUST BE BROUGHT TO JUSTICE
2 OR 3 - 1 AN INTERNAL CONFLICT BREAKS UP INSIDE THE COMMUNITY DUE TO STRESS
2 OR 3 - 2 DANGEROUS PREDATORS ARE ROAMING AROUND
2 OR 3 - 3 ENEMY’S SUPPLIES MUST BE STOLEN OR DESTROYED
2 OR 3 - 4 SOMEONE HAS BEEN SABOTAGING THE SHELTER
2 OR 3 - 5 SOMEONE IS SIGNALING FROM AFAR
2 OR 3 - 6 SOMEONE MADE CONTACT THROUGH THE RADIO
2 OR 3 - 7 SUPPLIES HAVE BEEN STOLEN
4 OR 5 - 0 THE AREA IS ABOUT TO BE COMPLETELY OVERRUN BY THE HORDE
4 OR 5 - 1 THE COMMUNITY MUST ADAPT TO SEASONAL CHANGE OR INCOMING HARSH WEATHER
4 OR 5 - 2 THE COMMUNITY MUST DEAL WITH AN INFESTATION OF UNDEAD CREATURES SUCH AS BIRDS OR RATS
4 OR 5 - 3 THE COMMUNITY NEEDS A MEDICAL PRACTITIONER

Михаил Герасимов (Order #27301389)


TABLE 75 MISSIONS (CONT.)
MISSION

4 OR 5 - 4 THE COMMUNITY NEEDS A CRAFTSPERSON


4 OR 5 - 5 THE COMMUNITY NEEDS STRONGER, YOUNGER PEOPLE
4 OR 5 - 6 THE COMMUNITY NEEDS SUPPLIES OR SOME EQUIPMENT
4 OR 5 - 7 THE COMMUNITY WANTS TO COLLECT AND SAFEGUARD KNOWLEDGE
6 OR 7 - 0 THE SHELTER HAS BEEN DESTROYED BY FIRE
6 OR 7 - 1 THE SHELTER HAS BEEN FLOODED
6 OR 7 - 2 THERE ARE RUMORS OF A BETTER AREA TO GO TO, WHERE FARMING IS MORE PRODUCTIVE
6 OR 7 - 3 THERE ARE RUMORS OF A BETTER AREA TO GO TO, WITH A CLEANER WATER SOURCE
6 OR 7 - 4 THERE ARE RUMORS OF A SAFER AREA TO GO TO, WITH NO ENEMIES NEARBY
6 OR 7 - 5 THERE ARE RUMORS OF A SAFER AREA TO GO TO, WITH LESS UNDEAD ROAMING AROUND
6 OR 7 - 6 THERE ARE RUMORS THAT A CURE FOR THE INFECTION MAY BE FOUND SOMEWHERE
6 OR 7 - 7 THERE’S A NEED TO RECONNAISSANCE AN AREA OR OBTAIN SPECIFIC INFORMATION FROM A CERTAIN PLACE

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

Михаил Герасимов (Order #27301389)


TABLE 76 PUNISHMENT TYPES
PUNISHMENT TYPE

0 TO 3 - 0 BANISHMENT FROM THE COMMUNITY FOR A MONTH OR LESS


0 TO 3 - 1 BANISHMENT FROM THE COMMUNITY FOR LIFE
0 TO 3 - 2 BEING FORCED TO DUEL TO THE DEATH, POSSIBLY AT A DISADVANTAGE
0 TO 3 - 3 BEING FORCED TO LIVE AND SLEEP IN THE OPEN
0 TO 3 - 4 BEING FORCED TO UNDERTAKE A NEAR SUICIDE MISSION
0 TO 3 - 5 CAPITAL PUNISHMENT
0 TO 3 - 6 IMPRISONMENT FOR A MONTH OR LESS
0 TO 3 - 7 IMPRISONMENT FOR A YEAR OR MORE
4 TO 7 - 0 LOSS OF A POSITION OF LEADERSHIP
4 TO 7 - 1 LOSS OF PERSONAL ITEMS
4 TO 7 - 2 NOT BEING ALLOWED TO POSSESS OR CARRY WEAPONS OF ANY SORT
4 TO 7 - 3 PHYSICAL PUNISHMENT
4 TO 7 - 4 PUBLIC HUMILIATION
4 TO 7 - 5 PUNITIVE LABOR
4 TO 7 - 6 RECEIVING A LESSER (OR NO) DAILY AMOUNT OF WATER AND FOOD
4 TO 7 - 7 RECEIVING A PERMANENT MARK

431

Михаил Герасимов (Order #27301389)


HEXCRAWL

432

Михаил Герасимов (Order #27301389)


Hexcrawl is a style of playing roleplaying games Needless to say, having an easy journey by car in
where the game master creates a map on a hex grid would defeat thematic elements of the genre such as
representing a region, and populates it with places fuel scarcity and the slow-paced sense of discovery that is
of interest and encounters for the player characters central to Hexcrawls. Thus, game masters should make sure
to find. It is an experience more geared towards an that using vehicles will prove difficult whenever possible—
open-world style of gaming, one that fits well with the besides all the above considerations, found vehicles may
No Coin for Charon setting, although it is certainly not have keys in the ignition, may be stripped of their
not mandatory. For Hexcrawls, it is suggested to fuel and parts, or perhaps have their tires punctured and
skip the Followers rules, at least until the player a mechanical problem or two. Traveling by car in is
characters choose to settle in a certain location to form certainly not fun and easy as a summer road trip, but once
a Community (see page 385). in a while it may be facilitated when a mission requires
expedited travel between two distant points in the map.
Usually, the first thing the game master will
decide when creating a Hexcrawl for is the final The third step is to decide on the type of hexes
goal for the player characters. Perhaps they must that will be on the map—the map key. The following
reach a far-away coastal city to find a boat, and get types of hexes are suggested:
to an isolated island where they may live protected
from the undead Horde. Perhaps they want to find
the secret location of a rumored bastion that is ♦ City (a metropolis or town)
trying to rebuild civilization. Perhaps they need to ♦ Desert (stony plains, dunes, or tundra; some
reach a remote research facility that supposedly has vehicles may be able to travel through it if there
developed a cure for the infection. Or perhaps the is no road present by spending 1 Fuel Point per
players just want to find out how long their characters hex traveled)
can survive for in such a harsh world (and, if they are ♦ Field (a farm, meadow, or steppe; some vehicles
successful for some time, maybe then they will try to may be able to travel through it if there is no
reach a definitive goal for their saga). road present by spending 1 Fuel Point per hex
traveled) 433
The second step is to decide on the scale of each ♦ Forest (a woodland, jungle, or—if close to a lake,
hex. Game masters may consider the scale of a hex in sea, or river—swamp)
terms of kilometers/miles or days of travel. A scale ♦ Hill
where each hex represents an area with a diameter
of 12 kilometers (or 8 miles) is suggested. In average
♦ Mountain (some mounts may not be able to travel
through it; it takes 1 day to travel through it by
conditions, considering the need to eat and rest, a foot or mount)
character will be able to travel two hexes per day
if traveling by foot, or up to three hexes if using a ♦ Water (a lake or, if several are such hexes are
mount. Difficult terrain, such as mountains, may connected, a sea; cannot be traversed, except by
make travel slower by foot and render it impossible boat)
by mount. Traveling through difficult terrain may
also require that characters have specific equipment A map key will be used both by the game master
or transportation, such as climbing gear or a boat. when designing the hex map, and by the players as they
explore. Players begin with a blank hex grid, which will
If the characters manage to find a vehicle in start to resemble the game master’s hidden hex map little by
good condition for travel, and with enough fuel, little, as the player characters travel through the land and
it may be used to traverse great distances, up to 48 discover their surroundings (more on this further below).
hexes per day, but only through hexes connected by
roads. Every 3 hexes a vehicle travels will spend 1 of The fourth thing the game master should decide
its Fuel Points, however, so a vehicle with a full tank on is the size of the hex map. It can be as big as
will usually need to refuel after traveling through 24 they want. Ideally, each hex on the map should be
hexes. Besides that, other limitations to travel by car numbered or easily referenced by its line and column.
may be present, such as roadblocks that may prove An 8-by-8 hex grid is suggested, with columns and
too difficult to clear, damage caused to the vehicle by lines going from A to H and from 0 to 7, respectively—
bad road conditions, or collisions with the undead—a this way, by rolling one die twice, game masters
simple flat tire can make travel by car impossible. may randomly place special locations or encounters

Михаил Герасимов (Order #27301389)


whenever needed. New 8-by-8 hex maps may Once the game master finishes drawing their hex
subsequently be designed to expand on the current map, they should assign one or more places of interest
one when the player characters start approaching one or encounters to some of the hexes. If not done in
of the map borders. advance, this can be done during a game session by
using the tables found in page 411.
The fifth step is to draw the actual hex map. Of
course, the best way to do that is to try to emulate the When placing special locations and encounters,
geography of our world. As an alternative, for those the game master should ideally write them down on
game masters that may be out of ideas, the following a separate sheet of paper with references to the hexes
guidelines may be used: where each one can be found. If using more two or
more adjacent hex maps, each map must also be
♦ Starting from a corner, roll a die and fill out the numbered (Roman numerals prevent confusion with
hex with the corresponding terrain type: 0 – hex numbers), so a hex will ideally be referenced
Desert; 1 – Hill; 2 – Mountain; 3 – City; 5 – Water; by its map Roman numeral—column letter—line
6 – Forest; and 7 – Field. On a roll of a 4, roll again number (such as Ic7 or IVa2).
or choose one.
♦ If Desert, Hill, Mountain, or Forest is rolled, roll
Besides places of interest and encounters, hexes
another die and fill additional blank adjacent
may contain supplies such as edible food, clean water,
hexes with the same type of terrain, forming
a cluster: 0 – no additional hex; 1 or 2 – one fuel, or other useful things such as ammo, batteries,
additional hex; 3 to 5 – two additional hexes; 6 or medicine, crafting materials, tools, weapons, and
7 – three additional hexes. clothing. Such supplies may not be easily accessible
and may be hidden away or in the possession of non-
♦ If Water is rolled, roll another die and fill
player characters (who may or may not be interested
additional blank adjacent hexes with the same
type of terrain, forming a line or a cluster: 0 to in trading with the player characters). For instance,
3 – no additional hex (it is a lake); 4 to 7 – add food found in a Forest hex may mean that the player
434 as many additional Water hexes as the number characters must hunt game or—if the hex has a river—
rolled trying whenever possible to go to or follow that they must go fishing.
along a border to create a coastline and its sea.
♦ Move to an adjacent blank hex, and roll again on To randomly find out if there are supplies in a
the initial table. If the previous hex was a Desert, hex, roll one die and check its result in the list below:
subtract 2 from the next roll (minimum of 0). If
the previous hex was a Forest or a Field, add 1
to the next roll (maximum of 7). On a roll of a 4, 0 No supplies
repeat the same terrain type of the previous hex.
♦ Once the map is filled out, place roads crossing 1 or 2 Clean water (a die roll plus 3 Water Units;
hexes. Each city must have at least two roads halve the total, rounded down, if on a Desert hex;
leaving it. If there are two or more cities on the double the total if on a hex with a river or a lake)
map, each city must be connected to at least one
city. In all cases, one or more roads must touch at
least two different map borders. 3 or 4 Edible food (a die roll plus 3 Food Units;
halve the total, rounded down, if on a Desert hex)
♦ Similar to roads, game masters may place rivers
crossing hexes on the map. If that is the case, the
river should ideally start from a mountain hex 5 Fuel (a die roll plus 1 Fuel Units; halve the
and either end on a map border or on a water hex total, rounded down, if the hex doesn’t have a city or
that is part of a sea. a road)
♦ Finally, the game master may place landmarks on
certain hexes. These might include a fire lookout 6Other (clothing, batteries, medicine, crafting
tower on a Forest hex, a farmhouse on a Field hex, materials, tools, or weapons)
a bridge on a hex with a river, an industrial site
on a hex adjacent to a City hex, a lighthouse on
a hex adjacent to a Water hex, a ship on a Water 7 Roll twice on this list, rerolling any subsequent
hex, etc. sevens

Михаил Герасимов (Order #27301389)


♦ there are rumors that certain supplies may be
Characters must consume 1 Water Unit and 1 found in a certain location (hex)
Food Unit per day, otherwise apply the rules
found in page 139. Additionally, characters that
♦ there are rumors that mounts may be found in a
certain location (hex), which could speed up the
are thirsty or starving will traverse the land at journey, even considering the detour to go get
half the usual speed. them
♦ there are rumors that an important clue to their
Game masters may also choose to roll a die main goal may be found in a location (hex)
and multiply its result by 3 to check the number of
undead on any hex that the player characters enter
♦ there a rumors that a missing friend may be found
in a certain location (hex)
(minimum of 0). These undead do not constitute an
encounter per se, but an ever-present threat that will ♦ a target that the player characters are after is
traveling from a certain location (hex) to another
be activated should the player characters perform
(hex) and they must come with a plan to intercept
reckless actions that should draw the attention of the
their enemy
Horde, such as traveling by car or using firearms.
♦ a radio message broadcasts a position of interest
or asks for help
When everything is ready, the only thing remaining
is choosing a hex for the player characters to start in. ♦ a mission is given to the player characters that
will require them to go to a location (hex) or to
Good choices are hexes on the central part of the map
search for something or someone in a certain area
or any hex with a city on it. Some sagas may even start (two or more hexes)
with the player characters staying in a city for many
gaming sessions, with the Hexcrawl only taking place ♦ the player characters must reach a certain city or
after they decide to leave it for some reason. location (hex) for a new player character to be
able to join them after the death of the previous
one
When the player characters begin the Hexcrawl,
they will only have knowledge about the terrain type
♦ a split group of player characters must
communicate through radio and navigate the
of the hex they are actually on. Knowledge about map independently to try to meet with one
435
the six surrounding hexes may be obtained if they another
manage to enter a mountain-type hex or if they obtain
binoculars and find a suitable high place. Further
knowledge about the hex map may be obtained No Coin for Charon can be a bleak setting at times,
through maps found or by talking with non-player especially if played as a Hexcrawl. It is almost “Roguelike”
characters that know the region. For this purpose, in nature, as there is ample opportunity for player
players should have a blank hex grid to fill out the characters to die: confrontation with an adversarial faction;
map and take notes along the way. being attacked by the Horde or wildlife; falling from a
mountain climb; drowning while trying to swim across a
river; starvation; etc. The challenge, sometimes, is just to
If for whatever reason the game master finds that survive for another day.
the players are not exploring the map sufficiently—like
going in a straight line without much curiosity regarding
With that in mind, it is suggested that game masters
their surroundings—some strategies may be employed
subscribe to the idea of Hexcrawls as persistent worlds—at
to encourage them to consider different routes:
least until a group of player characters manages to explore
it extensively and reach their final goal. A new group of
♦ a mountain hex ahead may prove a very difficult player characters may start a new saga in a different spot
and risky climb on the map, perhaps without knowing for sure their relative
♦ an extensive fire may be afflicting the forest hex position to the location where their previous characters
ahead met their demise—the game master should ideally get the
previous hex grid from the players and hide the coordinates
♦ the road ahead is blocked by many abandoned,
of their new starting hex. When they (hopefully) meet their
scavenged cars
dead (or undead) predecessors, however, a form of closure
♦ a perilous river is blocking the passage to a certain may mend open wounds when they have the opportunity
direction to bury them and recover their previous possessions,
♦ there are rumors of a great presence of undead in including their former map and a journal detailing the
a certain direction daily discoveries and misfortunes of the deceased.

Михаил Герасимов (Order #27301389)


436

Михаил Герасимов (Order #27301389)


437

Михаил Герасимов (Order #27301389)


SAMPLE FACTIONS

438

Михаил Герасимов (Order #27301389)


The following factions were contributed by THE TWILIGHT OUTPOST
backers of the BYTE RPG Rulebook crowfunding by Jan
campaing.
The white dots in the deep blue water are long gone.
DARQ’S SETTLEMENT There were no more boats or yachts left at the Salem Sound
by Thom Shartle and its surrounding coves. The sea was the sea again, harsh
and lonely a wet grave for the careless.
Darq attempted unsuccessfully to find his one son at
the local university, traversing the zombie haunted wastes Winter Island, MA, is the base of operations for the
Twilight Outpost, a trading point for the neighboring
between in “The Beast”, a restored M923a 5-ton truck.
districts and a place where you can forget the undead
Loading up guns, ammunition his Yumi and Katana, he apocalypse for a while, if you have something to pay
hitched up his bike trailer and headed for downtown with with. Along the Winter Island Road, a wall made of old
his faithful Chihuahua companion, Chico. car wrecks, reinforced on the outer side with wood, metal
plates and tires, protects the compound built around the
There, he chose the civic center – a spot with several Salem Harbor shed. The shed itself is the “Twilight Club”,
where a solvent customer can get some leisure time and
closely spaced buildings, connected by viaducts up on the find drugs of their choice to escape the bitter reality of the
second level above the streets. He and Chico cleared the world around them for some hours. Hours of ecstasy and
buildings one at a time, picking up other survivors along distraction. But for some all this came at a price, a final one.
the way. A nearby railroad yard provided a cargo handler
with an enclosed cab that allowed them to (relatively) safely
retrieve loaded shipping containers and stack them up The only overland access to the island is protected by
the Winter Island Yacht Yard, which is now a fort reinforced
between buildings to fence of areas – preventing the dead by sandbags and barbed wire. Two damaged M113 APCs
from gaining entry. They could then clear the areas within from the National Guard block the road, one equipped with a
from the upper stories of the surrounding buildings, weld Browning M2, the other with an improvised Flamethrower.
the containers together and then cut holes in the sides from
within the cleared areas to access the valuable commodities
The Twilight Crew consists of approximately forty
within.
people. The official leader is a former soldier that goes by
the name of Sgt. J.T. Smith. The crew protects the Twilight
439
Over time they expanded the settlement to encompass Club and the marketplace and tries to ensure safety on
a nearby sports arena that they used for protected crop the small island. Buildings on the island house the Crew,
raising and a convention center that yielded a fully equipped some moonshine distilleries, and a small lab for any sort of
machine shop and a huge horde of canned goods, medical synthetic drugs. After the collapse of civilization, nature
came back—the sea around the island is again rich in fish
supplies, and several generators. Their future plans are to and became the main food source.
continue expanding the outer perimeter to reach a hospital
14 blocks further North East!
The Crew is equipped with all sorts of handguns,
blades and rifles. The old world left over more ammunition
From the beginning, Darq has ruled this settlement than food, and one year after the infection outbreak, there is
as a benevolent dictator. This is NOT a democracy and he no shortage of military supplies.
does not pretend it is. That said, his rule is fair, but firm.
Rules are pretty simple – everyone pulls their weight, no The true leader of the Twilight Crew is a woman called
one gets a free ride, but if you are willing to work they Alice Crow. She manages the club and is the gray eminence
will find a job suitable to your abilities (no laziness or prior behind the nominal leader—Smith is nothing more than a
privilege are not considered “handicaps”). puppet in Alice’s hands, a face she can present the world
while pulling strings from the shadows. But the Sergeant
isn’t happy anymore with this status quo and is forging
Laws are fairly eye-for-an-eye and not a lot of second alliances within the crew. No one knows for how long the
chances. You steal something from an inhabitant, you give peace will last on Winter Island.
it back and then some. You assault someone, some really
big guys take you out behind the woodshed (figuratively
speaking) and apply equivalent correct action. You maim Alice’s old stories about people who live below the sea
led to a local superstition that you need to feed the fish to
someone, you are maimed. You kill someone and they tie
catch the fish. On dark, new moon nights, some “guests”
you up and leave you outside the front gates and natural of the Twilight Crew end their journey at Halfway Rock,
selection will out. Now here is an interesting one – if you around five nautical miles from the shore. A sacrifice for
bare false witness against someone and it’s found out, you the “fish folk”. In times where the dead aren’t really dead
will receive whatever punishment they would have received anymore, who knows for sure what else may be out there
(or did receive)! in the world.

Михаил Герасимов (Order #27301389)


SAMPLE
CHARACTERS

440

Михаил Герасимов (Order #27301389)


The following characters were contributed by Fire, Recoil Control), Martial Arts 1 (Strike Technique),
backers of the BYTE RPG Rulebook crowfunding Archery 4 (Aimed Arrow, Bow Proficiency, Double
campaing and don’t follow normal character creation Shot, Rain of Arrows), Dodge 3 (Danger Sense, Second
rules. Wind, Sidestep), Driving 3 (Motorcyclist, Motorist,
Natural), Marksmanship 5 (Aimed Shot, Akimbo,
Bullseye, Burst Mode, Double Tap), Engineering 1
DARQ (Jury-Rigger), Perception 2 (Awareness, Watchful),
by Thom Shartle Survival 3 (Adventurer, Navigator, Scavenger),
Technology 1 (Developer), Intimidation 2 (Inquisitor,
Menacing), Leadership 5 (Authority, Commanding,
Decision-Maker, Strategist, Tactician), Persuasion 3
(Compelling, Negotiator, Straightforward), Taming 3
(Animal Whisperer, Domesticator, Loyal Companion)
Equipment: ACU Jacket (Armor Rating 1), Tonbo
Japanese Katana (3 Slashing, -1 AR), M4 Select Fire
Battle Rifle (4 Piercing, -2 AR, 30 ammo).
Unarmed Strike: 1 Blunt
Hope Points: 13
Personality (if used as an NPC): Dominant

He was known by another name in another time, but


after undead apocalypse took his family, he took on the
moniker “Darq”. At the time of the rise of the dead, he lived
in the suburbs with a wife and two almost-adult children,
one going to school in Nagoya, Japan, and the other at the
local state university. His wife was killed in the early days
of the outbreak, and his children were out of touch. 441

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

Vigor 2 / Dexterity 4 (Agile, Deadeye) / Wits 5 (Erudite, Age: 24


Insightful, Inventive) / Presence 4 (Astute, Brave) Occupation: Owner of the Twilight Club
Ancestry: Human
WOUNDED 2/1W+ 3/2W+ 4/3W+ DEAD Culture: North American
KO(B)? KO/D(P)? KO+I/D?
Native Language: English
2 4 6 8 10 Faith: We are already dead, but most don’t know that
yet
Skills and Talents: Craft 1 (Gunsmith), Exotic Allegiance: to herself
Weapons 4 (Accuracy, Disarming Attack, Quick-Draw Companion: Dagon (her Doberman)
Strike, Two-Handed Stance), Heavy Weapons 2 (Auto Enemy: J.T. Smith (Sergeant of the Twilight Crew)

Михаил Герасимов (Order #27301389)


Hope Points: 10
Personality (if used as an NPC): Dominant

Alice never gave up. The foundling, dishwasher,


messenger girl, working girl has become something else.
Like a butterfly hatched out of a cocoon, one whispers her
name in the alleys. She survived and that’s what counts.
She was supposed to die, because she didn’t fit the norms,
she came ashore from the cold waters of Salem Sound. The
child of an Indian woman and an Irish fisherman grew
up on the filthy streets and backyards of the city. She was
not allowed to look anyone in the eyes and was nothing.
Now few dare to look her in the eye, and for some she is
everything.

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.

Secret: She is infected, but the “undead disease” has


not manifested itself yet. She can infect others, and
the hunger for human flesh grows stronger within
her with every new moon.
Weakness: Greed
442
Vigor 1 (Frail) / Dexterity 3 (Agile) / Wits 3 (Insightful)
/ Presence 4 (Astute, Beautiful)

2/1W+ 3/2W+ 4/3W+


WOUNDED DEAD
KO(B)? KO/D(P)? KO+I/D?

1 3 5 7 9

Skills and Talents: Athletics 2 (Iron Lungs, Nimble),


Exotic Weapons 3 (Accuracy, Precision, Quick-Draw
Strike), Melee Weapons 1 (Knack), Dodge 3 (Danger
Sense, Graceful, Reflexes), Driving 1 (Motorcyclist),
Marksmanship 2 (Aimed Shot, Double Tap), Stealth
3 (Artful, Clever, Sneaky), Medicine 1 (Paramedic),
Perception 3 (Alert, Awareness, Watchful), Survival
1 (Scavenger), Charm 4 (Bewitching, Captivating,
Charismatic, Effort, Cultural Specialization),
Deception 2 (Actor, Bluffing), Intimidation 1
(Inquisitor), Leadership 2 (Decision Maker, Strategist),
Persuasion 3 (Haggle, Insidious, Negotiator), Talents
(Card Tricks, Storytelling)
Equipment: Leather Jacket (Armor Rating 1), Old
Razor Blade (2 Slashing), Glock 26 (4 Piercing, -1 AR,
17 ammo), Deck of Poker Cards.
Unarmed Strike: 1 Blunt

Михаил Герасимов (Order #27301389)


NAME HOPE POINTS
PLAYER NATIVE LANG.
APPEARANCE

TOKEN
OCCUPATION FAITH ALLEGIANCE TOTAL EXP EARNED
FRIEND ENEMY COMPANION EXP SPENT

WRATH PRIDE GREED HEDONISM


MIGHTY RESILIENT TOUGH AGILE DEADEYE DEFT ERUDIT INSIGHTFUL INVENTIVE ASTUTE BEAUTIFUL BRAVE

VIGOR 1 DEXTERITY WITS PRESENCE


FRAIL SICK WEAK CLUMSY NEARSIGHTED SLUGGISH SUPERSTITIOUS TECHNOPHOBE CRAVEN NAIVE UNATTRACTIVE
UNEDUCATED
COOPERATIVE EFFORT KNACK COMPETITIVE METHODICAL SPECIALIZATION

ATHLETICS DODGE ENGINEERING CHARM

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

CRAFT DRIVING MEDICINE DECEPTION

ARTISAN GUNSMITH ATTENTIVE MOTORIST APOTHECARY PHARMACOLOGIST ACTOR FEINT


BLADESMITH TOOLSMITH RACER HEAVY FOOT SHAMAN HEALER BLUFFING MISLEADING
ARMORSMITH ROAD WARRIOR CHEMIST CUNNING
WEAPONSMITH BOWSMITH STEADY TANK OPERATOR DOCTOR PARAMEDIC DASHING DISSIMULATING
FORGER SUPERIOR QUALITY MOTORCYCLIST TRUCKER VETERINARIAN XENOMEDIC TAUNTING DUPLICITOUS

EXOTIC LEGERDEMAIN PERCEPTION INTIMIDATION


WEAPONS
ACCURACY DISARMING ATTACK ESCAPE ARTIST GEARHEAD ALERT WATCHFUL BLACKMAILER FRIGHTENING
BLIND WARRIOR QUICK-DRAW STRIKE CONCEALING SPECIALIST METICULOUS GUARD BERSERK INTERROGATOR
PRECISION PRESTIDIGITATOR CAUTIOUS COLD STARE
DANGEROUS THROWING WEAPONS EXPERTISE PICKPOCKET PERCEPTIVE SUSPICIOUS INTIMIDATING INQUISITOR
SKILLFUL WARRIOR TWO-HANDED STANCE FAST DRAW LOCKSMITH EXAMINER AWARENESS MENACING PROVOCATION

HEAVY MARKSMANSHIP SURVIVAL LEADERSHIP


WEAPONS
AUTO FIRE SUPPRESSIVE FIRE AIMED SHOT FAN SHOT ADVENTURER FORAGER AMBUSH FEARLESS
BURST FIRE GUNNER BURST MODE DUELIST HERBALIST GUIDE TACTICIAN COMMANDING
CALCULATED SHOT BULLSEYE SCAVENGER
BIPOD GUN-CAPTAIN DOUBLE TAP QUICK RELOAD NAVIGATOR HUNTER DECISION-MAKER INSPIRING
EXPERT CREW RECOIL CONTROL SPRAYING BULLETS AKIMBO EXPLORER GHOST LEADING BY EXAMPLE STRATEGIST

MARTIAL PILOTING TECHNOLOGY PERSUASION


ARTS
MASTER FINESSE BIRD OF PREY ASTRONAUT DEVELOPER ORATORY FAST TALKER
BLIND FURY GROUND TECHNIQUE CAPTAIN REROUTER BRIBER COMPELLING
COUNTERMOUVE SLIPPERY GATEKEEPER CONVINCING
STRIKE TECHNIQUE PUSHBACK DAREDEVIL TECH-SAVVY STRAIGHTFORWARD HAGGLER
THROW TECHNIQUE MISSILE PARRY EVASIVE SUBMARINE CREW MEMBER HACKER ELOQUENT NEGOTIATOR

MELEE STEALTH TAMING


WEAPONS
POWERFUL ATTACK STICK FIGHTING ASSASSIN ELEMENT OF SURPRISE ANIMAL WHISPERER WRANGLER
BLIND FIGHTING OVERHEAD STRICKE ARTFUL CLEVER BEASTMASTER COACHMAN
PIERCER SNIPER
BREAK SHIELD NON-LETHAL STRIKE CAMOUFLAGE INFILTRATOR CAVALRYMAN RIDER
BREAK ARMOR LETHAL THROW SHADOWY SNEAKY DOMESTICATOR TRAINER

WEAPONS TYPE DMG


DAMAGE THRESHOLDS
UNARMED STRIKE
FRAIL

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

Михаил Герасимов (Order #27301389)


NAME
FOLLOWER AGE

APPEARANCE RELATIONSHIP
CHARACTER ILLUSTRATION
PERSONALITY WEAKNESS

VIGOR DEXTERITY WITS PRESENCE

SKILLS

NAME
FOLLOWER AGE

APPEARANCE RELATIONSHIP

PERSONALITY WEAKNESS

VIGOR DEXTERITY WITS PRESENCE

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

Михаил Герасимов (Order #27301389)


ACKNOWLEDGEMENTS
The author would like to thank his family, friends, backers, and collaborators
for supporting the project and offering invaluable contributions to the book’s final
form, and, by name, the following people who were especially helpful and generous
during the crowdfunding campaign:

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.

This book is dedicated to Valentina and Caroline.

Михаил Герасимов (Order #27301389)


THE BYTE ROLEPLAYING GAME RULEBOOK HAS AN ORIGINAL D8-BASED SYSTEM
AND COMES WITH 10 TECHNOLOGICAL LEVELS AND 20 THEMATIC MODULES
THAT YOU CAN COMBINE IN MANY UNIQUE WAYS, WITH EACH COMBINATION
CREATING A DIFFERENT RULESET FOR A DISTINCTIVE WORLD. IT ALLOWS
YOU TO PLAY IN ANY HISTORICAL ERA OR THE WORLDS OF YOUR FAVORITE
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GLADIATORS TO MECHA PILOTS, ELVEN KNIGHTS TO VAMPIRES, PRIVATE
INVESTIGATORS TO GALACTIC RULERS, THIS BOOK PROVIDES EVERYTHING
YOU WILL NEED FOR YOUR GAME.

BYTERPG.COM

Михаил Герасимов (Order #27301389)

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