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POTHEOSIS

SCI-FI EDITION
THE ADVENTURE BEGINS HERE!
Credits

Designed by Ian Tassin and Chris Nelson


Written by Ian Tassin
Editing by Jadon Alford, Kelly Clayton, Chris Nelson, Nina Skinner, and Jordan Utecht
Art Direction by Lady 3agle Art
Illustrations by Lady 3agle Art, Jackson Blackmon, Jacob E. Blackmon, Sergey Kuzin, Indi Martin,
Brett Neufeld, PeterSaga, Dean Spencer, Jessica Tomlin, and Verquillos
Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.
Book design by Ian Tassin

Copyright © 2022 by Ian Tassin

All rights reserved. No text from this book may be reproduced or used in any manner without
written permission of the copyright owner except for the purpose of review.
For more information, email us at inquiries@apotheosisrpg.com

FIRST EDITION

www.apotheosisrpg.com

PREAMBLE AND INDEX | I


INTRODUCTION 1 COMBAT 37
Key Terms 1 Initiative 37

Creating a Character 3 Understanding EP 37

SPECIES 4 Rounds and Actions in Combat 38

D.W.A.R.F. 4 Attacking 39

Cyon 5 Death Saves 40

Gubbum 6 Wounds 40

Human 7 Ranged Weapon Attacks 41

Kulle 8 Cover 42

Antherian 9 Casting a SPELL 42

Bijou 11 MISCELLANEOUS ACTIONS 44


Neurocite 12 Sprinting 44

Trichosa 14 Hiding 44

Vo-Neu 15 Throwing a Weapon 44

BACKGROUND 17 Charging 44

Alignment 18 Opportunistic Attacks 44

Retreat 44
STATS AND ABILITIES 19
Prepared Actions 45
Stats 19
Unarmed Strikes 45
Luck 19
Grappling 45
Strength Abilities 20
Surprise Attacks 46
Dexterity Abilities 23
Disarm 46
Constitution Abilities 26
Shoving or Tripping 46
Intelligence Abilities 29
Called Shots 46
Charisma Abilities 32
Executions 46
CHARACTER PROGRESSION 35
Attributes 35

II | PREAMBLE AND INDEX


OTHER INFORMATION 47 SPACESHIPS 68
Checks 47 Introduction to Spaceships 68

Competitive Checks 47 Common Models 68

Saving Throws 48 Crew Positions on a Spaceships 76

Damage Types 48 Flying a Spaceships 76

Expertise 49 Combat in a Spaceship 77

Resting 49 Ejecting From a Spaceship 77

Hunger and Thirst 50 Spaceships on Planets 77

Terrain 50 Spaceships and Encumbrance 77

Falling 51 Warpdrives 78

Size Classes 51 Resources and Resource Management 78

Encumbrance 51 Cinematic Scale (Optional Rule) 78

Obscurity and Obscured Areas 52 Ship Configuration (Optional Rule) 78

Fields of Study 52 Spaceship Modification 80

Riding a Mount 53 General Upgrades 80

Dual Wielding 53 Weapon Upgrades 81

Small Size Class Items 53 SPELL Upgrades 82

Awareness and Targeting 53 S.P.E.L.L.S 86


Languages 54 0-Cost S.P.E.L.L.s 87

ECONOMICS AND EQUIPMENT 57 1-Cost S.P.E.L.L.s 91

Melee Weapons 57 2-Cost S.P.E.L.L.s 98

Ranged Weapons 60 3-Cost S.P.E.L.L.s 103

Armor 61 4-Cost S.P.E.L.L.s 108

Other Equipment 62 5-Cost S.P.E.L.L.s 110

Vehicles 64 ADVANCED TECH 111


Common Advanced Tech 112

Uncommon Advanced Tech 116

Rare Advanced Tech 118

PREAMBLE AND INDEX | III


CREATURES 120 GM NOTES AND TIPS 133
Challenge 0 120 Setting DCs 135

Challenge 1 122 Finding Treasure 135

Challenge 2 126 Random Advanced Tech 136

Challenge 3 128 Random Hacked Items 137

Challenge 4 130 Creating Creatures and NPCs 139

Challenge 5 132 Character Effects Cheat-sheet 141

Creating Dynamic Environments 142

The Rule of 3 143

Crafting 143

Group Checks and Saves 143

Combining Sci-fi and Fantasy 144

Hybrid Sci-Fi and Fantasy Settings 144

How to Play a Roleplaying Game 146

Optional Rules and Homebrewing 146

Homebrewing 146

Optional Rules 146

IV | PREAMBLE AND INDEX


_________KEY TERMS_________
Attack Roll Damage Roll
An attack roll determines how well a A damage roll determines how much a given
creature’s attempt to attack something goes. The attack or effect would wound a creature affected
total for an attack roll must be higher than the by it. Additionally, it determines how difficult the
Defense of the target of the attack to be attack or effect is to avoid with EP. The higher the
considered a true strike. If the total for the attack damage roll, the more wound damage can be
roll is less than the Defense of the attack’s target, inflicted by the source of the damage and the
then the attack is an untrue strike. The terms “to more EP is required to avoid being wounded.
attack” or “to strike” are used to reference attack While an attack roll determines if the attack is
rolls. well aimed enough to have a chance of hitting, the
damage of an attack can generally be
conceptualized as how strong the attack is.
Attribute
Every creature has 5 attributes: Strength,
Dexterity, Constitution, Intelligence, and DC
Charisma. These attributes determine how good a A roll DC, or Difficulty Classification, is a
creature is at doing different categories of things. numerical representation of how difficult
For example, a person who spends a great deal of something is. The higher the DC, the more
time studying and reading would likely have a difficult it is to succeed on the action. When
high Intelligence, but might have a lower making a check or saving throw, your roll total
Strength. must be greater than the DC to succeed. This is
Strength and Dexterity are physical attributes also true of attacking, where the DC for an attack
and are bound to a creature’s body, while roll is represented by the creature’s Defense
Intelligence and Charisma are mental attributes, Score.
bound to the creature’s mind and soul.
Constitution is a mixed attribute that determines
both a creature’s physical endurance and mental
Defense Score
fortitude. A creature’s Defense Score (Defense) is a
measure of how difficult it is to make a potentially
damaging attack against a creature. It can be
Check thought of as the creature’s ability to avoid
Skill checks, or checks, are categories of damage without expending much effort. It
actions. For example, a Comprehension check is a includes physical armor (such as chain mail),
form of Intelligence check that measures a combat positioning and mobility (such as
creature’s ability to understand things by Dexterity), and environmental elements (such as
examining them or having them described. You cover). A creature’s Defense Score is the DC for
may be asked to make a check any time you an attack roll made against that creature.
attempt to do something that isn’t trivial to
complete. Dice
Playing Apotheosis requires a set of
Creatures vs Objects polyhedral dice. These dice are refereed to by the
Within the context of this game a “creature” is number of sides they have. For instance, a die
generally anything that can act independently. For with 6 sides is called a D6. You will need the
example, the vo-neu are a robotic playable following dice: D4, D6, D8, D10, D12, and D20.
species, however, despite being composed of If a number is written proceeding one of these die
inorganic material they are still classified as indicators it represents how many of that dice to
“creatures” since they can act of their own accord. roll. For example, 4D6 would mean that you
Additionally, advanced tech such as mech suits should roll four six-sided dice and add the results.
will generally count as a “creature,” especially Additionally, the game will occasionally
while it’s being piloted. reference a D100 or percentile dice. To roll
If the distinction between “creature” and percentile, roll a D10 twice. Assuming the D10 is
“object” is unclear in some instance, it is up to the numbered from 0 to 9, the first roll represents the
GM to make a ruling on the subject.

INTRODUCTION | 1
10s place. Then the second roll is added to the Modifier
first to give you a result between 0 and 99. In the context of rolls, a modifier is an
umbrella term encompassing everything that
EP makes a change between the roll and the roll total.
A creature’s EP, or energy/evasion points, This includes things like attributes and
represent a creature’s stamina and combat skill. bonuses from abilities or expertise. In essence a
Expending these points can allow a creature to modifier is the difference between a roll and a roll
either perform great feats or avoid damage. total.

EP Expenditure Limit Roll vs Roll Total


A creature’s EP expenditure limit is the While a roll is the number rolled on a die or
maximum amount of EP they can expend at a dice, a roll total (often shortened to just “total”) is
time. A creature’s EP expenditure limit is equal to the number on the die or dice after the addition of
20 + their Dexterity. A creature’s EP expenditure all appropriate modifiers.
limit is not their limit for a round or turn, but For example, if a creature with a Strength of 6
rather, their limit for evading a single attack or makes an attack roll with a weapon they don’t
effect. have expertise with, they would roll a D20. If the
D20 rolls an 11, then 11 would be their roll. After
adding their Strength (6) the result would be 17,
Expertise their roll total.
Normally when making a check, saving throw,
or attack roll, a creature will add the
corresponding attribute to their roll. However, if a Saving Throw
creature has expertise in the action in question, Saving throws, or saves, are a D20 roll that is
they can add 1.5 times their corresponding done to determine if a creature is able to avoid or
attribute (rounded up) instead. prevent a given effect. Generally saving throws
are either attribute saving throws, where a
creature adds the appropriate attribute to their
GM and PC D20 roll, or Luck saving throws, where a creature
The game master (GM) is in charge of adds their Luck to the D20 roll.
describing and managing the world that the player
characters (PCs) will adventure through. The GM
has ultimate power over all rulings and events. True Strike vs Untrue Strike
Players control the actions of their characters A true strike is a well aimed attack that has the
within the world and circumstances described by potential to injure a creature. Generally a true
the GM. strike will cause a creature to either expend EP or
be wounded.
In contrast, an untrue strike is an attack
Power attempt that is not good enough to have a chance
A creature’s Power is their pool of energy that of damaging a given creature. Generally an untrue
can be used to cast SPELLs. Power generally strike will not deal any damage nor require a
regenerates after a creature rests. creature to expend EP to avoid it.

Power Expenditure Limit Wounded


A creature’s Power expenditure limit is the Wounds are injuries such as cuts, bruises,
maximum amount of Power they can expend at a broken bones, etc. When a creature is unable to
time. For example, a creature who knows a avoid damage, they are wounded.
SPELL that has a Power cost of 5 can only cast When a creature is wounded, they must make
that SPELL if their Power expenditure limit is 5 a death save. On a failed death save, the creature
or more. Note: A creature’s Power expenditure dies. More information on wounds and death
limit is not their limit for a round or turn, but saves is available in the Combat section.
rather their limit for a single action or SPELL.
Wounds are much more difficult to recover
from than EP loss and may have long-term effects
if they are severe enough.

2 | INTRODUCTION
_____CREATING A CHARACTER____
The first step in creating a character is to choose a species. After that you’ll want to create a
backstory. Your backstory can be anything, provided it fits within the world and setting your GM has
created. If you’re not sure if a backstory would work, ask your GM. It’s possible that your species might
play a role in your backstory as well. Using one of the official Apotheosis character sheets can be very
helpful in the process of character creation. These can be found in the back of the book or downloaded
for free from the Apotheosis website.

Choosing a species
• Your character has 5 attributes: Strength, Dexterity, Constitution, Intelligence, and Charisma.
Choosing a species will determine your initial distribution of these attributes.
• Each species comes with particular species traits and features as well as cultural information which
may be useful for completing your background.
• You can choose from the common species: DWARF, cyon, gubbum, human, and kulle. Or from the
exotic species: antherian, bijou, neurocite, vo-neu, and trichosa.
• Keep in mind, the species you choose may make it easier or more difficult to create a given play-
style. For example, as a DWARF or kulle you will have natural advantages in Strength. This makes
them very effective fighters, but it’s more difficult to make them into SPELL-casters since they lack
some natural ability in that area.

Creating a BACKSTORY
It's time to come up with your character's backstory. This will depend on the campaign setting so it's
advised to consult your GM for notes before starting. Your backstory can be as specific or broad as
you’d like, but should explain your character’s personality traits and/or quirks. You are encouraged to be
creative with this section and come up with something that will make your character compelling to play
and gives them some motivation to participate in the campaign, despite the likely danger.

Choosing a Background
Now that you’ve created a backstory, you’ll choose a background that most closely matches the
backstory you’ve made. A background gives a character attribute bonuses, expertise, languages, and
money to purchase starting equipment. All of this is intended to correspond to the character’s lifestyle
prior to the beginning of the game.
For example, if an element of your backstory is that you were working in the military until you
defected after discovering corruption within the system, you might want to choose the Fighter
background. Alternatively, if you were from a rich family who lost much of their fortune in an economic
collapse, causing you to search out ways to gather wealth and skills in order to rebuild your fortune, you
might choose the Upper-Class background.

Choosing Equipment
The background you select will determine the amount of money you have. This money can be kept
or used to purchase equipment. When buying equipment, keep in mind what your character has expertise
with and remember that everything you carry has weight and that weight can slow you down if you carry
too much. See the Economics and Equipment section for a list of options and equipment prices.

Choosing Abilities
Finally, you will choose your abilities. You gain 1 ability for a given attribute for every 1 that
attribute is over 2. For example, if you have an Intelligence of 4 you will gain 2 Intelligence abilities.
Abilities determine what you are good at and give you access to special skills to be used during the
game. As you progress, and your attributes increase, you’ll gain additional abilities.

INTRODUCTION | 3
___________SPECIES__________
D.w.a.r.f.
The Defensive Warfare And Resilience Force was a
genetic engineering program developed by the human
interstellar military forces during a long-forgotten operation.
The program significantly alternated DNA in the embryos of
military forces, selecting for genes which would increase
strength and resilience and making them ideal for
military deployment. The gene altering also
selected for short-stature to reduce the
metabolism of the future soldiers, making them
useful for long-term deployment with limited
resources. The war eventually ended, but it’s
legacy has lived on in the D.W.A.R.F.s and their
offspring.
As a DWARF you will gain
the following initial attribute
distribution:

Strength 2
Dexterity 0
Constitution 2
Intelligence 1
Charisma 0 rt
agle A
Lady 3
You also gain the following species traits:
• Aging: DWARFs reach maturity around age 20. As a side-effect of the gene-manipulation and reduced
metabolic rate DWARFs live up to 4 centuries, though they often die before that in combat.

• Alignment: DWARFs tend to be lawful as they respect the order and hierarchies of society. Whether
this is a product of their militarized society or another product of genetic manipulation is a topic of some
discussion by historians.

• Size: DWARFs are generally 4 to 5 feet tall and around 140 pounds. They are Medium size class.

• Speed: DWARFs unencumbered movement speed is 25 feet. DWARFs are stout and built for hauling
weight. DWARFs movement speed is only reduced half as much by being encumbered.

• Resting: DWARFs need 8 hours of sleep to gain the benefits of a completed rest.

• Night-vision: DWARFs have nearly perfect eyesight and increased ability to see in the dark as a result
of their genetic engineering. If an area is obscured due to darkness, DWARFs can see as though the level
of obscurity was reduced by 1. For example, a heavily obscured area would only count as moderately
obscured, assuming the obscurity is due to darkness.

• DWARF Toughness: DWARFs have +3 on Constitution checks and saving throws.

4 | SPECIES
Cyon
Cyon is the common name for humans with subtle
cybernetic enhancements and nanites in their blood. The
nanites give them a variety of amazing abilities. Cyons
are almost always from wealthy families, given the
expense of their modifications, and frequently undergo
cosmetic changes as well, genetic or otherwise, in line
with the fashion of the times. Frequent modifications
include, blemish-less skin and elongated
pointed ears, both indicators of their status.
Increasingly, cyons are born naturally, inheriting
genetic modifications from their parents and
potentially inheriting self-replicating nanites
from their mother.
As a cyon you will gain the
following initial attribute
distribution:

Strength 0
Dexterity 2
Constitution 0
Intelligence 2
Firartisy
Charisma 1

You also gain the following species traits:


• Aging: Cyons can live extremely long lives, up to 1000 years, as the nanites in their blood repair and
maintain their bodies long beyond natural limits. Natural born cyons mature more slowly than
unmodified humans, reaching physical adulthood around age 30. This is believed to be a side effect of
the nanites working to maintain the satus quo within their bodies.

• Alignment: Cyons are not predisposed toward any particular alignment.

• Size: Cyons are generally tall, around 6 feet and have lean builds, almost without exception. Most
people have never seen a fat cyon as their enhancements work to maintain predetermined physical
characteristics. A fully grown cyon normally weighs around 140 pounds. Cyons are of the Medium size
class.

• Speed: Cyons’ unencumbered movement speed is 30 feet.

• Resting: Cyons need 8 hours of untaxing activity, such as meditation, to gain the benefits of a
completed rest. Cyons generally do not need to sleep, though some choose to.

• Night-vision: Cyons frequently have genetic or cybernetic enhancements that help them to see in the
dark. If an area is obscured due to darkness, cyons can see as though the level of obscurity was reduced
by 1. For example, a heavily obscured area would only count as moderately obscured, assuming the
obscurity is due to darkness.

• Innate Cybernetics: As a cyon, you can choose one SPELL with a Power cost of 0 to learn without it
counting against your number of known SPELLs.

SPECIES | 5
Gubbum
Gubbum are small creatures with spheroid bodies and no head or spine.
Instead their nervous system is distributed and their sensory organs are on their
torso. Their bodies are designed to move quadrupedally, so they are slow when
moving on only two legs. All of their legs have hand-like
structures on the ends though each has only 3 finger-like
manipulators. The home-world of the gubbum is extremely
rocky with massive protruding shards of rock that jut into the
sky. As a result, gubbum have evolved extraordinary
climbing abilities and thick, rubbery skin that protects
them from their environment. Gubbum generally have
gray or dull purple skin. They also lay eggs which are
covered in a glue like substance that originally helped
the eggs stick to sheer rock faces.

As a gubbum you will gain the


following initial attribute
distribution:

Strength 1
Dexterity 2
Constitution 2
t
Ar
Intelligence 1 a gle
3
dy
La
Charisma -1

You also gain the following species traits:


• Aging: Gubbum live up to 120 years and reach physical adulthood at around 5 years old.

• Alignment: Gubbum are generally of a good alignment and are known for being cheerful and
predisposed toward frequent and energetic celebrations.

• Size: An adult gubbum is normally between 3 and 3.5 feet tall and weighs around 55 pounds. Their
size class is Small.

• Speed: Gubbum have an unencumbered movement speed of 20 feet when moving bipedally, or 30
when moving quadrupedally.

• Resting: Gubbum need 6 hours of sleep to gain the benefits of a completed rest.

• Climber: Gubbum have +6 checks made to climb and gubbum are half as affected by difficult terrain
from climbing related obstructions. For example, if a climb would reduce a gubbum’s movement speed
by 66%, it will instead only reduce the gubbum’s movement speed by 33%.

• Thick Skin: Gubbum have +2 to their Defense and a protective property of 1 when unarmored.

• Natural Athletes: Gubbum naturally have expertise in Athletics checks.

• Small Target: Creatures have -3 on ranged attack rolls against gubbum for every size class the creature
is above Small. (-3 if the attack is from a Medium creature, -6 if it’s from a Large creature).

6 | SPECIES
Human
Among all the starfaring species, humans are the most
widespread. This is widely attributed to their extreme flexibility.
Humans can become skilled in essentially anything with some
practice. However, there is another reason behind the
dominance of humans: their sheer, unbridled ambition.
Their relatively short lives and middling intellect make
them a species that has little concept of what can or
cannot be done. They are willing to try just about anything,
trusting in their force of will to get them through adversity.

As a human you will gain the


following initial attribute
distribution:

Strength 1

Lady 3agle Art


Dexterity 1
Constitution 1
Intelligence 1
Charisma 1

You also gain the following species traits:


• Aging: Unmodded humans live short lives in comparison to many of the other species. They reach
maturity around age 20 and can live into their 80s before needing any serious medical assistance.
Unmodified humans generally die before reaching 120.

• Alignment: Humans are not predisposed toward any particular alignment.

• Size: An adult human is generally anywhere from 5 to 6 feet tall, though humans vary in size more
than the other species so this is not always true. Their size class is Medium.

• Speed: Humans’ unencumbered movement speed is 30 feet.

• Resting: Humans need 8 hours of sleep to gain the benefits of a completed rest.

• Ambitious: When a human has a goal or belief, it’s very difficult to dissuade them from it. Humans
have +3 to saving throws against being persuaded or intimidated away from pursuing their goals or
upholding their ideals.

• Generalist: Humans gain expertise in 1 check and 1 weapon category of their choice.

• Diverse: Humans know the spoken and written portions of 1 common language of their choice without
it counting against their number of known languages.

SPECIES | 7
Kulle
Kulle are looked down on by many other species as
brutish and warlike. They never figured out space travel for
themselves, but after humans landed on their
home planet hoping to extract some of its rich
resources, the kulle were able to commandeer and
reverse engineer spacefaring vehicles. Though
rich in resources, the kulle home-world is
also full of large and violent predators.
Everything on the kulle home-world has
evolved in a brutally competitive
environment, a factor which is reflected in the
temperament and culture of the kulle.

As a kulle you will gain the


following initial attribute
distribution:

Strength 3
Dexterity 1
Constitution 2
Intelligence -1
Firartisy
Charisma 0

You also gain the following species traits:


• Aging: Compared to humans, kulle age quickly, a necessity given the harsh circumstances of their
home planet. They reach full maturity around age 14, though a kulle is generally considered an adult as
soon as they win their first melee combat. Kulle can live naturally into their 70s, but they rarely survive
that long, dying in combat before time can take its toll.

• Alignment: Kulles’ warlike nature makes them tend toward evil alignment, though this is not
ubiquitous.

• Size: Kulle are generally upward of 6 feet tall and bulky, often weighing in excess of 200 pounds.
Their size class is Medium.

• Speed: Kulles’ unencumbered movement speed is 30 feet.

• Resting: Kulle need 8 hours of sleep to gain the benefits of a completed rest.

• War-like: Kulle have expertise in Intimidation checks and a +3 to saving throws against being
intimidated.

• Kulle Resilience: Kulle cannot be killed on the same turn that they are reduced to 0 EP. An attack
which would kill a kulle on the same turn they are reduced to 0 EP cripples them instead in a manner
determined by the GM. This trait can only be used once per completed rest.

8 | SPECIES
Antherian
Antherians are the results of human genetic manipulation. Before humans fully understood large-
scale genome sequences, experiments were done using animal DNA splicing. Though initially
disastrous, eventually market-ready forms of the treatment became available. The antherians are the
living legacy of those early experiments and gene-treatments. Most antherians are decedents of those
early adopters and genetic experiments from centuries past, but not all. For humans seeking genetic
alterations, antherian treatments are a far less expensive alternative to more modern methods.
Depending on their lineage, antherians can appear in a variety of ways and manifest various animal-
like characteristics.

As an antherian you will gain the


following initial attribute
distribution:

Strength 0
Dexterity 1

sy
rti
Constitution 1

ra
Fi
Intelligence 0
Charisma 0

Antherians come in many forms, each with their own


characteristics. The most common are as follows:

• Bear-folk: +3 to Strength, +1 to Constitution, -1 to Charisma.


Bear’s Hide: Bear-folk have +1 to their Defense while unarmored.
Claws: Bear-folk have claws which protrude from their hands. Their
unarmed attacks deal +2 slashing damage.

• Cat-folk: +2 to Dexterity, +1 to Charisma.


Night-vision: If an area is obscured due to darkness, cat-folk can see as though the level of obscurity
was reduced by one.
Claws: Cat-folk have claws which protrude from their hands. Their unarmed attacks deal +2
slashing damage.

• Deer-folk: +1 to Strength, +1 to Dexterity, +1 to Charisma.


Deer’s Dexterity: Deer-folk have an unencumbered movement speed of 35 feet.
Alert: Deer-folk have expertise in Awareness checks.

• Dolphin-folk: +2 to Intelligence, +2 to Strength, -1 to Charisma.


Enhanced Swim: Dolphin-folk have increased swimming abilities. Dolphin folk have a swimming
speed of 25 feet and are half as affected by encumbrance while swimming.
Unihemispheric Sleep: Dolphin-folk can choose to rest one half of their brain at a time. Doing so
allows the dolphin-folk to maintain awareness while resting, but requires them to rest for 50% longer
to gain the benefits of a completed rest.

SPECIES | 9
• Rabbit-folk: +2 to Dexterity, +1 to Charisma.
Enhanced Jump: Rabbit-folk have increased leaping ability. When
calculating a rabbit-folk’s jumping height or distance increase it
by 50%.
Alert: Rabbit-folk have expertise in Awareness checks.

• Rat-folk: +1 to Intelligence, +2 to Dexterity.


Small: Rat-folk are of the Small size class.
Stealthy: Rat-folk gain a +1 bonus to Stealth checks.
Night-vision: If an area is obscured due to darkness, rat-folk can see as
though the level of obscurity was reduced by one.

• Wolf-folk: +1 to Strength, +2 to Charisma.


Pack Tactics: Your wolf-like instincts tell you just when to strike. You
have +1 on attack and damage rolls against creatures who attacked a
creature other than you with their last major action.

You also gain the following species traits:


• Aging: Antherians’ life spans are comparable with those of unmodded
humans, though they generally reach maturity more quickly, around age
15. Antherians live naturally and without serious medical intervention up
to about 80 years.

• Alignment: Antherians are not predisposed toward any particular ld


eufe
alignment. e tt N
Br

• Size: Antherians vary in size depending on their lineage, but they tend to be 5 to 6 feet tall. Their size
class is generally Medium.

• Speed: Antherians generally have an unencumbered movement speed of 30 feet.

• Resting: Antherians generally need 8 hours of sleep gain the benefits of a completed rest.

• Natural Instincts: Antherians have improved natural instincts around survival and have expertise in
Survival checks.

• Enhanced Senses: Antherians have natural senses better than those of an unmodded human.
Antherians have a +3 bonus to Awareness checks.

10 | SPECIES
Bijou
Bijou are a mysterious alien species. Their exact origins are
unknown, but occasionally one will be born to a creature of
another species. Bijou are often the result of virgin births, a
fact which has perplexed scientists. The prevailing
hypothesis is that bijou are the result of a micro-
organism which infects a host’s reproductive DNA and
leads to the birth of a bijou. However, no such organism
has yet been identified. A bijou’s appearance is affected
by their parent species, but less than one would expect.
Common bijou traits include: golden eyes, transparent
skin, teeth and bones which shine like silver or another
metal, bioluminescence, a complete lack of hair, and no
sexual organs or sexual desire. All bijou have a
bioluminescent symbol somewhere on their body
measuring at least 2 square inches.
As a bijou you will gain the following
initial attribute distribution:

Strength -1
Dexterity 0
Constitution 1
Intelligence 3
Charisma 2 Lady 3agle Art

You also gain the following species traits:


• Aging: Bijou do not have consistent life-spans or rates of aging, however, they generally reach
maturity around age 10 and live naturally anywhere from 120 to 1200 years.

• Alignment: Bijou tend toward good alignments.

• Size: Bijou are between 3.5 and 5.5 feet tall and thin. They generally weigh less than 100 pounds.
Their size class is Medium or Small.

• Speed: Bijou have an unencumbered movement speed of 30 feet (25 if they are of the Small size
class).

• Resting: Bijou need 6 hours of sleep to gain the benefits of a completed rest.

• Energy Sight: Bijou are born with the ability to cast the 1-cost SPELL Detect Energy on themselves
without expending any components or Power.

• Innate Power Manipulation: Bijou manifest strange abilities during childhood. As a bijou you can
choose one SPELL with a Power cost of 0 to know.

• Frail: Anytime a bijou is wounded from a non-SPELL source they take and additional 1D4 damage.

• Language: When a bijou learns the written and spoken forms of a language, they also learn its
scientific form automatically. This is true even if the language doesn’t normally have a scientific form.

SPECIES | 11
Neurocite
Neurocites are a small and insect-like species. They can burrow through the base of the skull of
vertebrate creatures and control their minds. Neurocites generally pick a host for life, often burrowing
into the skull of infants and developing with them. The burrowing process is painful for the neurocite’s
soon-to-be host so neurocites generally target creatures which are helpless, restrained, or subdued. Once
a neurocite has possessed a host, it gains full motor control of the creature’s body and the ability to feel
and interpret all of the creature’s sensory input. Neurocites are so closely linked with their hosts, that
pain for the host is indistinguishable from real pain for the neurocite. The same goes for other sensory
information.
Neurocites can tell when a creature is being controlled by another neurocite. When two neurocites
find each other, they will often temporarily paralyze their hosts and burrow out in order to lay and
fertilize eggs. This can be done by any two neurocites, since all have both male and female reproductive
organs.
Neurocites often struggle to understand the emotions of many vertebrate creatures, though they do
their best to emulate them and fit in to avoid being discovered. Neurocites are almost ubiquitously hated
and killed by most other species.

As a neurocite you will gain the


following initial attribute
distribution:
Lady 3agle Art
Strength 0
Dexterity 0
Constitution 0 As a neurocite you may choose one attribute from Strength, Dexterity, or
Constitution to add 1 too, this will represent the initial attributes of your host,
Intelligence 2 assuming you start with one.
If you choose to start without a host, ignore this and take the Strength,
Charisma 2 Dexterity, and Constitution attributes of your host once you find one.

You also gain the following species traits:


• Aging: There is no known limit to the lifespan of a neurocite, though they cannot survive for more than
a month without a host. A neurocite’s host lives a lifespan appropriate to the species. Despite a long
lifespan, neurocites live only a few days on average due to high mortality rates in their eggs and early
development. Once hatched, a neurocite reaches matuirity within a week.

• Alignment: Neurocites tend toward neutral alignments since they rarely respect the laws of humanoids
and are primarily motivated by self-preservation.

• Size: Neurocites are between 1 and 2 inches in size, though the size of their host’s can vary. Neurocites
are of the Miniature size class.

• Speed: Without a host, a neurocite’s speed is 1 foot walking or 5 feet flying.

• Physical Disconnect: A host body will never respond quite as quickly to a neurocite as it would its
own brain. A host being controlled by a neurocite requires twice as many attribute progression points for
Dexterity attribute increases. (20 times the attribute score instead of 10 and with a minimum of 20).

• Host Dependent: Though a neurocite’s host body may improve physically over time, the neurocite
will not. As a neurocite your Strength, Dexterity, and Constitution scores cannot be increased past 0.

12 | SPECIES
However, while in a host body, a neurocite can use the host’s Strength, Dexterity, and Constitution
attributes any time those attributes are referenced. However, a neurocite does not inherit the abilities of
its host. Abilities are permanent and transfer with a neurocite between hosts. Abilities cannot be used or
gained unless the neurocite (or its host) meet the prerequisites.

• Conquered Mind: Anytime a neurocite’s Intelligence or Charisma is referenced, they must use their
own Intelligence or Charisma and not that of their host body.

• Body of The Host: Neurocite’s gain the species traits of whatever body they control. Additionally, a
host body’s Strength, Dexterity, and Constitution attributes can all increase using attribute progression
points while the body is being controlled by a neurocite.

• Disembark: As a neurocite you can release an agent into your host body that will paralyze it for 1
hour. After the hour is over, the body will reanimate under the control of the host’s brain unless you
reassert control by re-entering the brain.

• Dominate Host: While outside of a host body a neurocite can attempt to claim one. To do this a
neurocite must position itself at the base of a creature's skull and spend at least 1 minute burrowing into
the brain. This action is painful for the targeted creature and will alert them to the neurocite’s presence if
they were not already aware. The process of burrowing into and dominating a host’s brain isn’t risk free,
the process wounds the host for 1D10 piercing damage. If this damage kills the host, the neurocite
cannot use the host body and must find a new one. Creatures targeted by this ability must be of at least a
Small size class and no larger than the Large size class. Additionally, the targeted creature must have a
working brain and nervous system.

• Crowded Mind: Neurocite’s minds cannot be read while they inhibit a host body. Attempts to read
one’s mind will either yield unintelligible murmurs or the thoughts of the host body’s brain at the GM’s
discretion.

• Language: Neurocites know Electro Phrenic and can use it to communicate psychically to any creature
within 10 feet of them, as long as they share at least 1 known language with the creature. Additionally,
neurocites can speak in the primary language of their host body as long as they are occupying it.

Lady 3agle Art

SPECIES | 13
Trichosa
Trichosa are a species of short stature with blue skin, white hair,
and incredible hearing. The scorching sun and absence of ozone in
the atmosphere of their home world forces most creatures to reside
under ground, only venturing to the surface as needed and during
the night. As such, trichosa are completely blind with only
vestigial eyes which are completely black. These eyes have led
many to believe that distant ancestors of the trichosa could see,
implying that their home world’s atmosphere was more protective
at some point in the past. Through a combination of echolocation
and the trichosa’s increased ability to sense vibrations, they are able
to achieve incredible awareness of their immediate surroundings.

As a trichosa you will gain the


following initial attribute
distribution:

Strength 1
Dexterity 1
Constitution 2
Intelligence 1
Charisma 0
Firartisy
You also gain the following species traits:
• Aging: Trichosa naturally live around 90 years. However, they mature very quickly. Trichosa normally
reach full physically maturity by age 12.

• Alignment: Trichosa tend to have neutral alignments.

• Size: Trichosa are generally between 4 and 5 feet tall with the females being taller than the males on
average. Their size class is Medium.

• Speed: Trichosa have an unencumbered movement speed of 30 feet.

• Resting: Trichosa need 8 hours of sleep to gain the benefits of a completed rest.

• Echolocation: Trichosa have extremely sensitive ears and they can sense vibrations through the
ground. This enables them to perceive things around them as though they could see. Everything with a
corporeal form within 10 feet of a trichosa counts as unobscured. This is true regardless of obscurity due
to light, invisibility, or similar factors. For every 10 feet an area is away from a trichosa, its level of
obscurity is increased by 1. Though its obscurity may also increase due to physical obstructions such as
walls. Additionally, trichosa have +6 on Awareness checks that rely on hearing.

• Blind: Trichosa are blind. They automatically fail checks and saving throws that rely purely on vision
and have -3 on checks and saving throws that rely largely on vision.

• Language: Trichosa can learn Lithic without it counting against their number of know languages.
Trichosa can communicate in and understand Lithic through vibrations in the ground.

14 | SPECIES
Vo-Neu
Vo-Neu are a form of self-replicating robot created by an unknown
civilization. They have been found across several solar systems, frequently
colonizing planets which are inhospitable to most biological creatures. Their
modular nature makes them extremely versatile and their advanced,
generationally-changing AI gives each one a truly unique personality. The
specifics of their AI implementation remains a black-box despite early efforts at
reverse engineering. Such projects have been widely outlawed under treaties
between vo-neu and other species’ governments, since, after
some conflict, vo-neu were given legal recognition as
“sentient life” and their “dissection” was determined to
violate their rights. That said, prejudiced against the
vo-neu is still quite common with many seeing
them as lesser, subservient beings and attempting
to exploit their perceived stoicism.
Surprisingly, vo-neu change physically
over time in addition to their mental
adaptation. As their AI is trained and
encounters new situations it learns ways to improve the vo-
neu’s design and increase it’s overall strength, speed, and
durability. However, these design improvements are not
generally inherited by subsequent generations.
Any vo-neu, given about 250 pounds of metal, 50 pounds
of other miscellaneous materials, and at least 3 days time can

Art
construct another vo-neu. The new vo-neu will generally

3agle
observe it’s progenitor for a few days and then depart.

Lady
Depending on the metals used in fabrication, a given vo-neu may
or may not be magnetic.

As a vo-neu you will gain the


following initial attribute
distribution:

Strength 1
Dexterity 0
Constitution 2
Intelligence 2
Charisma 0

You also gain the following species traits:


• Aging: Vo-Neu don’t age and they normally have all their physical systems online and have reached
full size within a few days of their initial construction, provided sufficient materials. However, it can
take up to a year after construction for a vo-neu’s AI to become functionally calibrated. This period is
often likened to the maturation period of other species. Though vo-neu can live for a theoretically
arbitrary amount of time, repairing themselves as needed, their AI units do decay for reasons which are
not yet known. Generally, it takes a vo-neu’s AI around 500 years to decay to a point where it ceases to
repair itself.

SPECIES | 15
• Alignment: Vo-Neu are predisposed toward lawful and neutral alignments.

• Size: Vo-Neu are normally between 5 and 7 feet tall and weight around 400 pounds, however, newly
constructed vo-neu, whose bodies have not yet constructed or integrated all their final systems are
frequently as small as 4 feet tall and can weigh as little as 300 pounds.

• Speed: Vo-Neu have an unencumbered movement speed of 30 feet.

• Resting: Vo-Neu need 8 hours in sleep mode to gain the benefits of a completed rest. Additionally, vo-
neu cannot gain the benefits of resting without access to an energy source such as solar, wind, or highly
radioactive material. If a vo-neu does not enter sleep mode, they can still gain the benefits of a rest while
recharging, but it takes 50% longer (12 hours).

• Robostasis: Vo-Neu do not need to breathe, or drink. However, they do require a supply of raw
materials such as carbon, silicon, and iron to repair themselves and preserve normal functioning.
Advanced systems within the vo-neu will dynamically shut down functions when such resources are
scarce. Thus, vo-neu are still affected by the effects of the Hunger and Thirst Table, see page 50,
however, their status on the table is not affected by going without water.

• Reconfigure: Vo-Neu are able to redesign themselves to meet their circumstances. As a vo-neu, you
can spend 1 minute to reconfigure. While reconfigured, an attribute of your choice is reduced by 1 until
you spend 1 minute to reset your configuration to its default state. Additionally, while you are
reconfigured, you gain one of the effects Vo-Neu Configuration Table
of your choice listed on the Vo-Neu
Configuration Table until you change Configuration
Effects
configurations again or reset to your Name
default state.
You gain +1 on attack rolls, +1 to
your Defense while unarmored,
• Advanced Tech: As a vo-neu, you can Combat
and your unarmed strikes deal +1
either choose a SPELL with a Power cost slashing or piercing damage.
of 0 to know or you can know a SPELL
with a Power cost of 1 to and can cast it You gain a +3 to Awareness,
once per completed rest without Detection
Investigation, and Insight checks.
expending Power.
Your unencumbered movement
Mobility
• Resistance: Vo-Neu have resistance to speed is increased by 5.
slashing damage. You gain +3 to Reflex and
Sleight of Hand checks and have
Reflex
• Vulnerability: Vo-Neu have +1 on saving throws against area-
vulnerability to electrical damage. of-effect SPELLs and effects.
You have +1 on Intelligence
• Immunity: Vo-Neu have immunity to Processing
checks and Charisma checks.
poison damage.
You can expend 7 EP to cast the
• Language: Vo-Neu know the spoken and Hacking 1-cost SPELL Data Hack, see
written forms of DTS and can use it to page 92, with a range of 50 feet.
communicate with any creature or
computer system within 50 feet of them You cannot take minor actions
who also knows DTS. and your movement speed is
Power Saver reduced by 5, but your level of
Exhaustion increases half as
quickly.

16 | SPECIES
_________BACKGROUND_________
Once you choose from these backgrounds, you can either move on to select your alignment, stats and
abilities or you can head to the Economic and Equipment section on page 57 to choose your starting gear
using the money you’re given in your background.

Academic Upper-Class
You’ve spent time studying. Possibly you You grew up in a life of wealth and privilege.
were a scientist, historian, or otherwise spent You have also received some formal education in
time acquiring knowledge. either combat or intellectual pursuits.
• With an Academic background, you have +2 • With an Upper-Class background, you have
to Intelligence and +1 to Charisma. +2 to Charisma, and +1 to your choice of
• You start with 15 gold worth of money and either Intelligence or Strength.
equipment. • You start with 40 gold worth of money and
• You know 3 languages (written and spoken) equipment.
of your choice or 2 languages and the • You know 2 languages (written and spoken)
scientific variant of 1 of them. of your choice or 1 language and its scientific
• You also have expertise in two Intelligence variant.
checks of your choice. • You also have expertise in Persuasion and
Insight checks.
Fighter
You’ve spent some time doing basic combat Pastless
training. Possibly you worked as a guard, or You haven’t done much, not yet at least.
mercenary, or had a position in the military. Perhaps you’ve only just reached adulthood or
• With a fighter background, you gain a +1 to your past is lost to you.
your Strength score, a +1 to your Dexterity, • With a pastless background, you have +1 to
and a +1 to your Constitution. an attribute of your choice.
• You start with 15 gold worth of money and • You start with 6 gold worth of money and
equipment. equipment.
• You know 1 language (written and spoken) • You know 1 language (written and spoken)
of your choice. of your choice.
• You also have expertise in Athletics and one • You also have expertise in one check of your
weapon category of your choice. choice.

Thief Custom
You’ve stayed alive until now by stealing, With the approval of your GM you can make a
manipulating, and out running the law. custom background. If you choose a custom
• With a Thief background, you have +2 to background you gain the following:
Dexterity, and +1 to your choice of either • With a custom background, you gain up to
Intelligence or Charisma. +1 to three attributes of your choice or +2 to
• You start with 20 gold worth of money and one attribute and +1 to another.
equipment. • You start with 0 to 40 gold worth of money
• You know 2 languages (written and spoken) and equipment.
of your choice. • You know up to 2 languages (written and
• You also have expertise in your choice of spoken) of your choice or a language and it’s
Deception, Stealth, or Sleight of Hand checks scientific variant.
and one weapon category of your choice. • You also have expertise in one check and one
• People with the Thief background generally weapon category of your choice or two checks
don’t have a lawful alignment. of your choice.

CHOOSING A BACKGROUND | 17
_________ALIGNMENT_________
Your alignment represents your moral judgment and values. Your alignment consists of two
components: your alignment modifier and your moral path. A completed alignment is written:
{alignment modifier} {moral path}
For example, chaotic good or true neutral.
Your alignment modifier determines your values. Your moral path determines your moral inclinations.
Based on your character’s backstory and personality, determine your alignment from the following
choices:

Alignment Modifiers Moral paths

Lawful characters want order. They are generally Good characters are motivated by compassion.
less inclined to lie outright and generally work to They want to help others, prevent injustice, and
uphold some code of laws or set of ideals. preserve life.

True characters tend to weigh their judgments in Neutral characters are mostly indifferent to the
a given situation and come to a conclusion. They moral ponderings of others; they are motivated by
are not bound by a code but will generally defer their own moral judgments, though they don’t
to their moral judgment when making decisions. generally want to cause unnecessary suffering.
Neutral characters frequently have some line of
Chaotic characters are unpredictable. They want ethical reasoning that they follow regardless of if
to uphold their ideals/moral path, but are willing it’s shared by others.
to act contradictory to their moral path if they
think it will serve their interests or values in the Evil characters believe the ends justify the means
long run. or are motivated entirely by their self interest.
They care very little for the feelings or lives of
others and are willing to do whatever it takes to
accomplish their goals.

18 | CHOOSING A BACKGROUND
_________STATS AND ABILITIES_________
Stats
Once you’ve selected a species and a background you need to calculate your stats.
• Your maximum EP is equal to 5 times your Constitution + 2 times your Strength + 2 times your
Dexterity. Your maximum EP cannot be less than 2.
• Your encumbrance weight is equal to 2 times your Strength + 16 if you're of Medium size class,
or 2 times your Strength + 4 if you’re of the Small size class. More information on encumbrance is
available on page 51.
• Your movement speed is equal to your unencumbered movement speed -1 for every 5 pounds over
your encumbrance that you are carrying. More information on movement speed is available on page
39.
• Your unarmored Defense is equal to 10 + half your Dexterity (rounded up). Your final Defense
will depend on other factors such as what armor you wear and if you carry a shield. More
information on Defense is available in the Combat section and the Economics and Equipment
section.
• Unless specified otherwise, your Power maximum and Power expenditure limit both equal 0.

Luck Luck Table


Now it’s time to determine your Luck. Unlike attributes, Luck does not D10 Roll Result
naturally change over time. It will be used to determine the outcome of
various activities and actions of your character for which the outcome is not 10 4
predetermined. Depending on the GM, Luck may be used frequently or
infrequently. To determine your Luck, roll a D10. On a 5 or 6, your Luck is 9 3
0. For every 1 that you roll below 5 your Luck is reduced by 1. For every 1
that your roll above 6 your Luck is increased by 1. For example, if you roll a 8 2
8 your Luck is +2, however, if you roll a 4 your Luck is -1. Alternatively,
you can use the Luck Table to determine your Luck based on your D10 roll. 7 1
Certain items and effects can increase your Luck either temporarily or 6 0
permanently. For example, the Constitution ability Fortuity can increase
your Luck. Just like attributes, the maximum Luck you can have is +10. 5 0
However, Luck granted by advanced tech or SPELLs may allow you to go
beyond that. Luck is generally applied to either D20 rolls or D100/percentile 4 -1
rolls. When added to a D20 just add the Luck value, when added to a D100
multiply your Luck value by 2 then add it. 3 -2
2 -3
1 -4

Abilities
Abilities are skills you’ve acquired through your training in a specific attribute. You gain a number
of abilities in each attribute for every 1 that attribute is over 2.
For example, if you have a 4 in Strength you get 2 abilities from the Strength category for which you
meet the prerequisites. Or if you have a 3 in Intelligence you gain 1 ability from the Intelligence
category for which you meet the prerequisites.
Keep in mind, the abilities you choose during character creation won’t be your only abilities. You’ll
have the option to gain more abilities whenever you get a permanent attribute increase.

STATS AND ABILITIES | 19


_________STRENGTH ABILITIES_________
Athlete Pack Mule
(Prerequisites: a Strength of at least 3) (Prerequisites: a Strength of at least 4)
You gain expertise in Athletics checks. When encumbered, your movement speed
is only reduced by 1 per 10 pounds over your
Grappler encumbrance that you carry instead of 1 per 5
pounds.
(Prerequisites: a Strength of at least 3)
You gain expertise in Grappling checks.
Battle Caster
(Prerequisites: a Strength of at least 4)
Weapon Training
You gain expertise with SPELL attack
(Prerequisites: a Strength of at least 3) rolls.
(You can take this ability as many times as
you want)
Vengeance
You gain expertise in a weapon category
of your choice, such as swords, knives, guns, (Prerequisites: a Strength of at least 4)
or polearms. Or you gain expertise with When you are wounded by an attack, you
vehicle weapons, such as those on spaceships can deal additional damage on your next true
or built onto mech suits. strike equal to the newly acquired wound
damage. Once a wound is at least 1 minute
old, its damage can no longer be utilized by
Brawler this ability.
(Prerequisites: a Strength of at least 3)
You gain expertise with unarmed strikes
Burst of Strength
and improvised weapons such as chairs,
planks of wood, or chains. Additionally, when (Prerequisites: a Strength of at least 4)
you make an unarmed strike, you deal an You can push your body to perform acts
additional 1D4 bludgeoning damage. which would normally be beyond your ability.
When you use this ability you can expend EP
to temporarily gain a bonus to your Strength
Abductor or Constitution. For every 5 EP you expend in
(Prerequisites: a Strength of at least 4) this way you gain a +1 bonus to your Strength
When you successfully grapple a creature or Constitution for 1 round. You cannot use
of your size class or smaller, you can still use this ability to expend more than 20 EP.
your movement, though the creature’s weight For example, if you make an Athletics
counts against your encumbrance. check to hold open an airlock before it closes,
Additionally, creatures are unable to speak trapping your friends, and the DC is 21, but
when restrained by your grapple. your roll total is 19 you could expend 15 EP to
increase your Strength by 3 and increase your
Beginners Luck roll total to 22, allowing you to hold the
(Prerequisites: a Strength of at least 4) airlock open.
When you are using a weapon with which
you don’t have expertise, you can add half Dual Wielder
your Luck to attack rolls made with it in (Prerequisites: a Strength of at least 4)
addition to your normal modifiers. Once per turn, if you are wielding a
weapon in each hand you can use a minor
Light Footed action to attack with your off-hand weapon.
(Prerequisites: a Strength of at least 4)
While you are wearing light armor or less,
your unencumbered movement speed is
increased by 10 feet.

20 | STATS AND ABILITIES


Pushy • If you use this ability on another weapon
(Prerequisites: a Strength of at least 4) after you have already used it on one, the
When you make a true strike against a effects of this ability end on the previous
creature, you can use your minor action to weapon since your neural link can only
attempt to shove the creature. Additionally, support one linked weapon at a time.
when you shove a creature, you can move it • Using this ability on a weapon which
up to 10 feet instead of 5. requires attunement automatically attunes it to
you.
Fit
(Prerequisites: a Strength of at least 4 and a Reckless Attacker
Dexterity of at least 2) (Prerequisites: a Strength of at least 5)
(You can take this ability up to 3 times) As a minor action, you can begin adding
Your maximum EP increases by 10. half your Dexterity to your attack modifier.
Doing this reduces your Defense by half of
your Dexterity. This effect lasts until you use
Versatile Warrior another minor action to end it, doing so allows
(Prerequisites: a Strength of at least 5) creatures to take opportunistic attacks
In addition to your normal modifiers, you targeting you if you’re within their reach.
can add ⅓ of your Strength (rounded up) to
your attack rolls with weapons you don’t have Rehearsed Attacker
expertise in.
(Prerequisites: a Strength of at least 5)
Once per turn, when you attack a creature
Heavy Armor Master you can decide not to roll and just assume that
(Prerequisites: a Strength of at least 5) you rolled a 10 on your attack roll.
• You gain a +2 bonus to your Defense while This ability cannot be used to target the
wearing heavy armor. same creature more than once per rest.
• While wearing heavy armor, you can use
your reaction to reduce damage targeting you Battle Fury
by 3.
(Prerequisites: a Strength of at least 6)
• You can use heavy armor without it
On your turn you can go into a Battle Fury
impeding your movement speed, though it
as a free action.
does still count against your encumbrance.
• When you enter a Battle Fury, you gain
temporary EP equal to your Constitution +
Weapon Bond your Strength.
(Prerequisites: a Strength of at least 5 and the • While in a Battle Fury, your Strength is
Caster ability) increased by 1.
You can spend 1 Power and 10 minutes • While in a Battle Fury, your Intelligence is
modifying a weapon and synchronizing it with reduced by 2.
a neurological link in your brain. Once the • While in a Battle Fury, your Defense is
process is complete, you gain the following reduced by 3.
benefits and effects:
• While in a Battle Fury, you can take the
• You have expertise with the weapon even if attack action as a minor action.
you otherwise wouldn’t.
• Your Battle Fury lasts up to 1 minute or until
• You can use a free action to summon the you go 1 round without attacking anything.
weapon to your hand as long as it is within
• When your Battle Fury ends, you’re left
120 feet of you.
feeling fatigued. You gain 1 level of
• When summoned, the weapon flies toward exhaustion and lose EP equal to your
you with a movement speed of 60 feet. Constitution + your Strength.
• Once summoned, it will continue to move
toward you until it reaches your hand unless
you go further than 120 feet from the weapon,
in which case, it falls to the ground.

STATS AND ABILITIES | 21


Critical Striker Polearm Master
(Prerequisites: a Strength of at least 6) (Prerequisites: a Strength of at least 7)
Your attacks now count as critically true While wielding a polearm, you can make
when you roll a 19 or a 20. an additional attack as a minor action with its
opposite end. This deals 1D6 + your Strength
Fast Attacker bludgeoning damage if wielded with two
hands, or 1D6 + half your Strength
(Prerequisites: a Strength of at least 6 and a bludgeoning damage if wielded with one
Dexterity of at least 3) hand. Additionally, if you are wielding a
When you use your major action to make a polearm and no other weapons, you gain a +1
melee attack, you can expend 2 EP to make a bonus to your Defense.
second melee attack immediately afterwards.
This ability cannot be used if you’ve
Arcing Strike
already attacked more than once this turn.
(Prerequisites: a Strength of at least 8)
You expend 5 EP to perform an arcing
Combat Caster strike, making one melee attack against each
(Prerequisites: a Strength of at least 6 and the enemy within your reach. You cannot use this
Caster ability) ability to do piercing damage.
When you use your major action to attack, You cannot use this ability on the same
you can expend 2 EP cast a SPELL with a turn that you use the Fast Attacker ability.
casting time of a major action or less and a Once you use this ability you must wait at
Power cost 2 or lower at the same time. Using least 1 minute before you can use it again.
this ability does not prevent a creature in
melee with you from attempting to interrupt
your SPELL if the SPELL has somatic Deadly Thrust
components. (Prerequisites: a Strength of at least 8)
This ability cannot be used if you’ve You expend 5 EP to deal double damage
already attacked more than once this turn. on an attack made with a piercing weapon.
This ability cannot be used to cast SPELLs Once you use this ability, you must wait at
with a Power cost higher than your Power least 1 minute before you can use it again.
expenditure limit.
War Machine
Cannoneer (Prerequisites: a Strength of at least 10)
(Prerequisites: a Strength of at least 6) You can wield a two-handed melee
You’ve grown very experienced with guns weapon with one hand as long as you have
and similar armaments. Twice per completed expertise with it. While doing so you can only
rest, you can use your reaction to reload a add half your Strength (rounded up) to the
weapon that normally requires a major or damage for true strikes.
minor action to reload. Additionally, when you
make a critically true strike using a vehicle Weapon Mastery
weapon you deal an additional 1D6
unavoidable wound damage. (Prerequisites: a Strength of at least 10 and a
Dexterity of at least 4)
You have mastered a weapon category of
Improved Combat Caster your choice in which you have expertise.
(Prerequisites: the Combat Caster ability) When using a weapon from the mastered
You’ve grown more experienced casting category, you gain a +1 to your Defense, deal
while fighting. You can use your Combat +2 damage on a true strike, and, once per
Caster ability to cast SPELLs with Power completed rest, can change any attack roll into
costs up to 3. This ability cannot be used to a natural 20.
cast SPELLs with a Power cost higher than
your Power expenditure limit.

22 | STATS AND ABILITIES


_________DEXTERITY ABILITIES_________
Acrobat Highly Mobile
(Prerequisites: a Dexterity of at least 3) (Prerequisites: a Dexterity of at least 3)
You gain expertise in Acrobatics checks. You’ve trained to move fluidly through
just about any terrain. Difficult terrain is only
Reflexive half as detrimental to you.
(Prerequisites: a Dexterity of at least 3) For example, if you are moving over a
bunch of rubble that would reduce your
You gain expertise in Reflex checks. movement speed by 15 feet, instead it only
reduces your movement speed by 8 feet.
Stealthy Alternatively, if your movement speed would
(Prerequisites: a Dexterity of at least 3) be halved from swimming it is instead only
You gain expertise in Stealth checks. reduced by 25%.

Quick Release Ambidextrous


(Prerequisites: a Dexterity of at least 3) (Prerequisites: a Dexterity of at least 4)
When you grapple a creature, you can end On your turn, you can expend 5 EP to gain
the grapple as a free action instead of a minor a second minor action for the turn.
action or reaction.
Evasive
Dexterous Grappler (Prerequisites: a Dexterity of at least 4)
(Prerequisites: a Dexterity of at least 3) While you are wearing light armor or less,
When you grapple a creature, you can still you can add your entire Dexterity to your
expend EP to avoid damage. However it Defense instead of half.
consumes 50% more EP than it would
normally. Sprinter
For example, if you have grappled a kulle, (Prerequisites: a Dexterity of at least 4 and a
then another kulle makes a true strike against Strength of at least 2)
you for 6 damage, you can expend 9 EP to When you use the sprint action, your
avoid being wounded. movement speed increases by 3 times instead
of 2 times.
Gunner
(Prerequisites: a Dexterity of at least 3 and a Quick Mind
Strength of at least 1) (Prerequisites: a Dexterity of at least 4 and a
You gain expertise with a category of Intelligence of at least 2)
ranged weapons of your choice. When you use a major action to make an
Intelligence check, you can instead make 2
Martial Artist different checks without incurring any
(Prerequisites: a Dexterity of at least 3) penalties. For example, if you make an
Advanced Knowledge check as a major
You gain expertise with unarmed strikes. action, you can simultaneously make a
Additionally, you can use your Dexterity History check.
instead of your Strength for the attack and
damage rolls of your unarmed strikes.
Stow Away
Experienced Martial Artist (Prerequisites: a Dexterity of at least 4 and
you must have expertise in Stealth checks)
(Prerequisites: the Martial Artist ability)
You can use the major action Hide even if
On your turn, you can use your major you are obscured only by a creature at least
action to make an unarmed strike attack one size class larger than you.
against a creature you have grappled.
However, the damage of the attack is halved.

STATS AND ABILITIES | 23


Precise Aim Quick Retreat
(Prerequisites: a Dexterity of at least 4 and a (Prerequisites: a Dexterity of at least 5)
Strength of at least 2) When you use EP to avoid damage from
You’ve learned to target vulnerable places an attack, you can expend an additional 3 EP
quickly and with high precision. When you to take the retreat action as a reaction and
make a true strike using a weapon that does move up to 15 feet in a direction of your
piercing damage, you can use your Dexterity choice.
instead of your Strength when determining
damage. Silent Killer
(Prerequisites: a Dexterity of at least 5)
Precise Striker When you target a creature with a surprise
(Prerequisites: a Dexterity of at least 4 and a attack, you can increase the save DC of your
Strength of at least 1) surprise attack by 3.
You’ve trained to aim your attacks very
precisely. You can use your Dexterity instead Critical Vulnerability
of your Strength for attack rolls.
(Prerequisites: a Dexterity of at least 5)
When you make a critically true strike,
Opportunistic you deal 1D8 unavoidable damage instead of
(Prerequisites: a Dexterity of at least 5) 1D4.
You can make opportunistic attacks
against creatures even if the target uses the Fast Stealth
Retreat action. Additionally, you can make
opportunistic attacks with ranged weapons (Prerequisites: a Dexterity of at least 5 and
against creatures within 10 feet of you. expertise in Stealth)
You can use the major action Hide as a
minor action.
Blade Dancer
(Prerequisites: a Dexterity of at least 5)
Calculated Stealth
When you make an Acrobatics check, you
can choose to make an attack at the same time. (Prerequisites: a Dexterity of at least 5 and an
Using this ability allows you to make your Intelligence of at least 3)
Acrobatics check and an attack using a major You’ve learned to intuitively identify the
action. To use this ability, you must declare best hiding places. When you use the major
that you’re using it before you have rolled action Hide you can add half your Intelligence
your Acrobatics check. (rounded up) to your Stealth checks. This
If you succeed your Acrobatics check, then ability cannot be used in combination with the
you gain a bonus to your attack damage equal Fast Stealth ability.
to ¼ (25%) of the DC of the Acrobatics check,
(rounded up). If you fail the Acrobatics check, Quick Draw
then you are knocked prone or suffer a -6 (Prerequisites: a Dexterity of at least 5)
penalty to your attack roll at the discretion of When you use your major action to attack
the GM. you can switch, draw, or stow your weapons
Note: this ability’s bonuses can only be as a reaction.
applied to melee or thrown weapon attacks.
For example, if you make an Acrobatics
check to flip over a creature, you could use Duck and Cover
this ability to make the check and attack the (Prerequisites: a Dexterity of at least 5)
creature with the same major action. If the DC Once per 1 minute, when you use your
of the check was 16 and you succeeded, then major action to do something besides attack or
you could add +4 to your attack damage. cast a SPELL, you can increase your Defense
However, if you failed the check then you by 3 for the rest of the round.
might be knocked prone. For example, if you use your major action
to reload you could use this ability.

24 | STATS AND ABILITIES


Cautious Combatant For example, if a creature provokes an
(Prerequisites: a Dexterity of at least 5) opportunistic attack from you, you can only
As a minor action, you can begin adding use 1 reaction to make an attack against it.
half of your Strength to your Defense. Doing However, if a second creature also provokes
this reduces your attack roll and damage an opportunistic attack from you in the same
modifiers by half of your Strength. This effect round, you could use your second reaction to
lasts until you use another minor action to end make an attack roll against it.
it. Ending this effect allows any creature
whose melee range you are in to take an Quick Shot
opportunistic attack targeting you. (Prerequisites: a Dexterity of at least 6 and a
Strength of at least 3)
Disarming Strike When you use your major action to make a
(Prerequisites: a Dexterity of at least 5 and a ranged weapon attack, you can expend 2 EP to
Strength of at least 2) make a second attack immediately afterwards.
When you are wielding a melee weapon
with which you have expertise, you can use Techno Sniper
your minor action to attempt to disarm your (Prerequisites: a Dexterity of at least 6 and the
opponent. See page 46 for information on Caster ability)
disarming. You’ve learned to use projectiles as a
Once you use this ability you cannot use it medium for creating SPELL effects. When
to target the same creature again until you’ve you use your major action to attack with a
completed a rest. ranged weapon, you can expend 2 EP to cast a
SPELL with a casting time of a major or
Projectile Deflection minor action and a Power cost 2 or lower as a
(Prerequisites: a Dexterity of at least 6 and free action. The SPELL is centered on or
expertise in Reflex checks) targets whatever the attack’s projectile strikes.
If the projectile misses and the SPELL would
You have had a special processing unit
target a creature, the SPELL may fail or may
embedded in your mind and nervous system
target whatever it hits at the GM’s discretion.
allowing you to instantly calculate the
trajectory of projectiles even before they are This ability cannot be used on a turn that
fired, and to move yourself accordingly. you make multiple attacks.
When you use EP to avoid damage from a This ability cannot be used to cast SPELLs
projectile, you can expend an additional 1 EP higher than your normal Power expenditure
to catch or deflect the projectile and use your limit.
reaction to make a thrown weapon attack with
it. Advanced Techno Sniper
This ability cannot be used on projectiles (Prerequisites: a Dexterity of at least 7 and the
that you would not be able to lift and throw. Techno Sniper ability)
For example, if a creature fires at you with You’ve grown experienced with using
a pistol, and you use EP to prevent the projectiles as SPELL delivery mediums. You
damage, you can expend 1 EP and your can now use your Techno Sniper ability with
reaction to deflect the bullet off of a piece of SPELLs up to a Power cost of 3.
armor such that it ricochets, targeting another This ability cannot be used to cast SPELLs
creature. Generally, small projectiles such as higher than your normal Power expenditure
bullets will need to be deflected and not limit.
caught because of their size and speed.
Experienced Runner
Reactive (Prerequisites: a Dexterity of at least 7 and a
(Prerequisites: a Dexterity of at least 6) Strength of at least 4)
You can take up to 2 reactions in a round You can use a minor action to increase
instead of just 1. However, these reactions your movement speed by 50% for 1 round.
cannot be used simultaneously.

STATS AND ABILITIES | 25


_________CONSTITUTION ABILITIES_________
Observant Light Sleeper
(Prerequisites: a Constitution of at least 3) (Prerequisites: a Constitution of at least 4 and
You gain expertise in Awareness checks. you may not have the Heavy Sleeper ability)
You remain aware while sleeping or
High Endurance resting. If you fail an Awareness check while
sleeping, you can re-roll it and take the higher
(Prerequisites: a Constitution of at least 3) roll total.
You gain expertise in Endurance checks.
Cybernetic Enhancement
Rustic (Prerequisites: a Constitution of at least 4 and
(Prerequisites: a Constitution of at least 3) an Intelligence of at least 1)
You gain expertise in Survival checks. (You can take this ability as many times as
you want)
Mental Fortitude You gain the Caster ability regardless of
(Prerequisites: a Constitution of at least 3) prerequisites. Your ability to cast SPELLs
Some may call you stubborn, but you’re comes from cybernetic implants and
not one to be pushed around or manipulated. alterations to your body. Your Power
You have expertise in saving throws against maximum is equal to half your Constitution
Persuasion and Intimidation. (rounded up) instead of your Intelligence.
Your Power maximum remains equal to half
your Constitution even if you later take the
Weight Training Caster ability through other means.
(Prerequisites: a Constitution of at least 3) Note: This ability requires that your
(You can take this ability up to 3 times) character has undergone large-scale cybernetic
Your encumbrance weight is increased by alterations. This may have happened in your
5 lb. backstory or, with the approval of the GM, at
some point during the game.
Runner
(Prerequisites: a Constitution of at least 4) Fortuity
(You can take this ability up to 3 times) (Prerequisites: a Constitution of at least 4)
Your unencumbered movement speed is (You can take this ability as many times as
increased by 5 feet. you want.)
You’ve found that when you take care of
yourself, the world will do the same. You gain
Steady Aim +1 to your Luck, this bonus cannot exceed
(Prerequisites: a Constitution of at least 4) your normal Luck limit.
You can use your Strength instead of your
Dexterity for ranged attack rolls. Improved Bio-Compatability
(Prerequisites: a Constitution of at least 4)
Mithridatist You gain the ability to attune or unattune
(Prerequisites: a Constitution of at least 4) from items which require attunement as a
You have expertise in saving throws major action. Additionally, while attuned to a
against disease and poison. weapon that you do not have expertise with,
you have +1 on attack rolls made with that
weapon.
Heavy Sleeper
Additionally, when operating a vehicle or
(Prerequisites: a Constitution of at least 4 and
serving in a crew position on a spaceship you
you may not have the Light Sleeper ability)
can use a major action to attune to the vehicle
After a rest you regain additional EP equal even if you could not normally attune to the
to your Constitution. This EP cannot be used vehicle. If you could not normally attune to
to go beyond your usual limit.

26 | STATS AND ABILITIES


the vehicle, you become unattuned once you Sure Footed
exit the vehicle. (Prerequisites: a Constitution of at least 5)
While attuned you gain +1 to all saving If you fail a save against an effect which
throws and attack rolls you make using the would knock you prone or move you
vehicle. involuntarily, you can roll a second save and
take the higher roll.
Will to Live
(Prerequisites: a Constitution of at least 4) Wakeful
You can survive wounds that would kill (Prerequisites: a Constitution of at least 5)
others outright. Once per completed rest, if It takes twice as long for your level of
you fail a death save you can add +6 to your exhaustion to increase. Additionally, once per
roll. If this bonus allows you to succeed the complete rest, if your level of exhaustion
death save, you are knocked unconscious, but would increase for any reason, you can make a
will remain alive for 1D6 minutes. If DC 10 Endurance check. On a success, your
something is done to heal you in that time you level of exhaustion does not increase.
may live, otherwise you will die once the time
has elapsed.
Life of Luck
(Prerequisites: a Constitution of at least 6)
Energy Surge
Once per completed rest, when you are
(Prerequisites: a Constitution of at least 5) wounded, you can add your Luck to your
You’ve learned to regain energy even from death saving throw.
only momentary rests. As a minor action you
can regain a number of EP equal to your
Constitution. Action Surge
Once you use this ability, you can't use it (Prerequisites: a Constitution of at least 6)
again until you complete a rest. On your turn you can use your minor
action to take a major action without any
penalties.
Adrenaline Rush
Once you do this, you can’t do it again
(Prerequisites: a Constitution of at least 5) until you complete a rest.
Once per completed rest, when you’re
wounded in combat you can use a reaction to
gain 2D6 temporary EP. Quick Recovery
(Prerequisites: a Constitution of at least 6)
Anytime you regain EP, you gain an
Fight or Flight
additional 1D4 EP.
(Prerequisites: a Constitution of at least 5)
Once per partial or completed rest, you
can force your body past its normal limits in a Lucky Shot
high stress situation. When you use this ability (Prerequisites: a Constitution of at least 6)
you either gain a +2 bonus to attack rolls or a When you use a minor action to emulate a
+5 to your movement speed for 1 minute. major action, you can add your Luck to the
After this effect ends, you must either lose roll, assuming you don’t add any attributes.
10 EP or gain 1 level of exhaustion. Once you do this you can’t do it again
until you complete a rest.
Strength of Will
(Prerequisites: a Constitution of at least 5) Regenerator
Whenever you would make an Athletics (Prerequisites: a Constitution of at least 6)
check you can make an Endurance check When you complete a rest your wounds
instead. heal by an additional 1D4.

STATS AND ABILITIES | 27


Mindful Power cost + 2 to cast it without consuming
(Prerequisites: a Constitution of at least 6) any Power. SPELLs cast in this way which
You have +3 to saving throws against would restore EP to a creature restore half the
being frightened, intimidated, or dazed. amount they normally would.

Disciplined Pure Mind


(Prerequisites: a Constitution of at least 7 and (Prerequisites: a Constitution of at least 8 the
the Mindful ability) Disciplined ability)
On your turn, you can use a minor action You automatically succeed on saving
to make a saving throw against an effect throws against effects which would afflict your
afflicting your mind such as being charmed, mind such as being charmed, frightened or
frightened, or dazed. This ability can be used dazed and you can now gain the benefits of a
whether or not you would otherwise make a rest in half the time and while maintaining
save against the effect. Additionally, you have awareness of your surroundings. Additionally,
resistance to psychic damage. you have immunity to psychic damage.

Flawless Physique Power Leech


(Prerequisites: a Constitution of at least 7) (Prerequisites: a Constitution of at least 8)
Gain an additional 10 EP. When you successfully wound a creature
with a melee attack and that creature has
Power, it loses Power equal to half your
SPELL Inoculation Constitution (rounded up) and you gain EP
(Prerequisites: a Constitution of at least 7 and equal to your Constitution.
you must not be able to cast SPELLs)
If you make a save against a SPELL and Absorb Energy
the same caster targets you with another
(Prerequisites: a Constitution of at least 8)
SPELL within 10 minutes, you can choose to
automatically succeed your save against it, or When you succeed on your save against a
gain temporary resistance to the damage from damage dealing SPELL, you can add half the
the SPELL. If you choose to do this you must Power cost of the SPELL (rounded up) to your
state so before you roll your save. Power pool. You cannot use this ability to go
beyond your maximum Power.
When you use this ability to save against a
SPELL, you automatically know from what Once you use this ability you can't use it
direction the casting originated and have +3 to again until you complete a rest.
your next attack roll against the caster.
Once you use this ability you can’t use it Legendary Resistance
again for 10 minutes. (Prerequisites: a Constitution of at least 9)
Once per completed rest, when you fail a
Vengeful Caster saving throw you can instead choose to
(Prerequisites: a Constitution of at least 7 and succeed.
the Caster ability)
Once per completed rest, when you are Apotheosis
wounded by an attack, you can cast a SPELL (Prerequisites: a Constitution of at least 10
with a Power cost of 1 or less and a casting and at least 10 in 1 or more other attributes)
time of a major action or less using a reaction. You have transcended the limits of mortals
and become a force unto yourself. Upon the
Energy Converter death of your body, your consciousness will
(Prerequisites: a Constitution of at least 7 and weave itself into the fabric of the universe as a
the Caster ability) higher dimensional being.
You’ve learned to power your SPELLs Once per completed rest, you can
with your own vitality. You can expend a manipulate that universal fabric and alter any
number of EP equal to 5 times a SPELL's one roll as you see fit. For instance, turning a
1 into a natural 20 or vice versa.

28 | STATS AND ABILITIES


_________INTELLIGENCE ABILITIES_________
Academic Caster
(Prerequisites: an Intelligence of at least 3) (Prerequisites: an Intelligence of at least 3 and
You gain expertise in Advanced knowledge of at least 1 scientific language)
Knowledge checks. (You can take this ability as many times as
you want.)
Engineer You’ve gained enough practical scientific
(Prerequisites: an Intelligence of at least 3) knowledge to cast SPELLs.
You gain expertise in Comprehension • Your Power maximum equals your
checks. Intelligence.
• You can cast SPELLs with Power costs of 1
or less (your Power expenditure limit is 1).
Historian • You can add 2 SPELLs of your choice to
(Prerequisites: an Intelligence of at least 3) your known SPELLs.
You gain expertise in History checks. If you already have this ability and you
take it again, you learn 2 new SPELLs and
Investigator your Power expenditure limit increases by 1.
(Prerequisites: an Intelligence of at least 3)
You gain expertise in Investigation checks. Specialist
(Prerequisites: expertise in Advanced
Physician Knowledge or Nature checks)
(Prerequisites: an Intelligence of at least 3) You gain your abilities through your
specialized knowledge in a given scientific
You gain expertise in Medicine checks. field.
• You gain the Caster ability regardless of
Biologist prerequisites.
(Prerequisites: an Intelligence of at least 3) • Once per completed rest, you can spend 1
You gain expertise in Nature checks. minute resting and regain half your currently
expended Power (rounded up).
Theologian • Once you’ve taken this ability, you cannot
learn SPELLs which are not in the domain or
(Prerequisites: an Intelligence of at least 3) domains of primary field of study.
You gain expertise in Religion checks. If you already knew a SPELL outside of your
domains when you took this ability you must
Kinesiologist replace it with a different SPELL.
(Prerequisites: expertise in Medicine or Nature (This does not apply to SPELLs that can be
checks) cast through a species trait or advanced tech.)
(You can take this ability up to 2 times.)
You’ve studied and practiced to keep your Tactical Strike
movements efficient and precise. Your (Prerequisites: an Intelligence of at least 4)
maximum EP increases by 5. You’ve learned to see the openings in an
enemy’s defenses. Once per 10 minutes, when
Linguist you make a true strike you can add half your
(Prerequisites: an Intelligence of at least 3) Intelligence to the damage of the attack.
(You can take this ability as many times as
you want.) Calculating Sniper
You can learn the written and spoken (Prerequisite: an Intelligence of at least 4)
forms of 2 language of your choice. Or you When you make an attack roll with a
can learn the written, spoken, and scientific ranged weapon, you can use a minor action to
forms of 1 language. ignore penalties from environmental factors

STATS AND ABILITIES | 29


such as wind, or cover (except full or Master the Basics
complete cover). (Prerequisites: an Intelligence of at least 5)
(You can take this ability up to 3 times.)
Expanded SPELL Knowledge You can choose 1 SPELL of Power cost 0
(Prerequisite: an Intelligence of at least 4 and or 1 that has a casting time of a major action
the Caster ability) or more. If its casting time is a major action
(You can take this ability as many times as you can now cast it as a minor action;
you want.) otherwise its casting time is halved.
Your continued education has led to your
mastery of new SPELLs. You learn 4 new Repeated exposure
SPELLs of your choice. (Prerequisites: an Intelligence of at least 5)
If a creature saves against one of your
Empowered Caster SPELLs, it has -6 to save against the next one
(Prerequisite: an Intelligence of at least 4 and you cast targeting or centered on it.
the Caster ability)
(You can take this ability up 2 times.) Calculating Combatant
Through your continued training or (Prerequisite: an Intelligence of at least 5)
enhancements you’ve become more powerful. You have a calculating and careful
Your Power expenditure limit increases by 2. approach to combat. You’ve learned to watch
and wait for just the right moment to strike.
Pilot On your turn, if you use your major action to
attack, you can use your minor action to add
(Prerequisites: an Intelligence of at least 4) +3 to your attack roll.
You have expertise in checks made to You can use this ability a number of times
pilot, drive, or maneuver vehicles including equal to �⁄� (33%) of your Intelligence. After
spaceships. you complete a rest, you regain all uses of this
Additionally, you can expend your EP to ability.
evade damage targeting a vehicle that you’re
driving.
Precision Caster
(Prerequisites: an Intelligence of at least 5)
Subtle Caster
When you cast an area-of-effect SPELL,
(Prerequisites: an Intelligence of at least 4) you can either choose up to 3 creatures to
You’ve learned to use additional energy to automatically save against it, or you can
substitute for a SPELL’s Audible and/or choose up to 6 creatures to get a +6 bonus to
Somatic components. When you cast a save against it.
SPELL, you can expend 1 additional Power or
double the SPELL’s casting time to ignore the
SPELL’s Audible and/or Somatic components. Telekinetic
(Prerequisites: an Intelligence of at least 5)
The Residue of Design You’ve practiced much with your
telekinetic SPELLs. When you cast a SPELL
(Prerequisites: an Intelligence of at least 4) in the Kinetics domain, it’s weight capacity is
After you succeed on an Intelligence doubled and it can move things twice as
check or saving throw, you can add half your quickly or twice as far.
Luck (rounded up) to a check or saving throw
made by a creature you can see within the next
minute. After you use this ability, you cannot Chemist
use it again for 1 minute. (Prerequisites: an Intelligence of at least 5)
You’ve practiced much with your
molecular manipulation SPELLs. When you
cast a SPELL in the Molecules domain, you
can use it to affect twice as much volume or
weight as indicated by the SPELL description.

30 | STATS AND ABILITIES


Illusionist add half your Luck (rounded up) in addition to
(Prerequisites: an Intelligence of at least 5) your Intelligence.
You’ve learned to let your illusions
manipulate sound so precisely that they can War Caster
create haptic sensations. Creatures have -3 on (Prerequisites: an Intelligence of at least 6)
checks and saving throws made to determine You’ve trained in offensive SPELLs and
the falsehood of your illusions, and, if one of have learned ways to bolster their effects.
your illusions would wound a creature, you When you make a true strike with a SPELL
can use a reaction to have the space within attack, you can add half your Intelligence
your illusion fill with powerful, low-frequency (rounded up) to the damage.
vibrations, allowing it to deal force damage
equal to 1D4 + the Power cost of the illusion.
Additionally, your illusions can now create Power Recycler
sounds and haptic sensations even if the (Prerequisites: an Intelligence of at least 6)
SPELL wouldn’t otherwise allow it. (You can take this ability up to 3 times.)
You’ve found a way to absorb energy from
Summoner active SPELLs. Once per completed rest, you
(Prerequisites: an Intelligence of at least 5) can use a major action to make an Advanced
Knowledge check against a DC equal to 10 +
You’ve learned to bind Materialization 2 times the Power cost of a SPELL. On a
SPELLs to mundane objects such as rocks or success, the SPELL ends and you regain
cards. To bind a SPELL, it must be in the Power equal to half the SPELL’s Power cost.
Materialization domain and you must spend
the SPELL’s casting time to bind the SPELL For every additional time you take this
to the target object. ability, you can use it 1 additional time per
rest. You cannot use this ability to gain Power
If you have bound a SPELL to an object, past your Power maximum.
you can cast the SPELL centered on the object
as a major action. If the SPELL already has a
casting time of a major action or less, it can be Conjurer of Cheap Tricks
cast as a minor action in this way. Doing so (Prerequisites: an Intelligence of at least 7)
still requires you to expend Power and In all your time in academia you’ve
components for the SPELL. After casting a learned just the right places to cut corners and
SPELL in this way, the object is unbound get away with it. When you cast a SPELL, you
from the SPELL and cannot be used again in can reduce its Power cost by 1 and reduce its
this way until rebound, as described above. effects by 1 divided by its original Power cost.
You can have any number of objects You can use this ability up to 3 times per
bound in this way and they remain bound until completed rest.
used. For example, if you cast a 4-cost SPELL
using 3 Power you reduce its damage, area-of-
Versatile Intelligence effect, save DC, etc. by �⁄�th (25%).
(Prerequisites: an Intelligence of at least 5)
You gain expertise in 3 Intelligence checks Life Leech
of your choice. (Prerequisites: an Intelligence of at least 9)
You’ve learned to capture some of the
Lucky Guess energy with a creature's body as it dies and use
(Prerequisites: an Intelligence of at least 5) it to power your SPELLs. If you kill a creature
with a SPELL on your turn, you can use a
You’re very educated in many different minor action to regain 1D4 Power. You can
fields and can use that knowledge to make use this ability to regain no more than 5 Power
good assumptions about other areas where per completed rest. You cannot use this ability
you’re less experienced. Or that’s what you to gain Power past your Power maximum.
tell people anyway.
When you make an Intelligence check
which you do not have expertise in, you can

STATS AND ABILITIES | 31


_________CHARISMA ABILITIES_________
Animal Lover spoken forms of 2 languages, or the written,
(Prerequisites: a Charisma of at least 3) spoken, and scientific forms of 1 language.
You gain expertise in Animal Handling
checks. Lip Reader
(Prerequisites: a Charisma of at least 3)
Liar You’ve spent enough time watching and
(Prerequisites: a Charisma of at least 3) studying speech to know what someone is
You gain expertise in Deception checks. saying just by watching their lips move. When
a creature whose mouth you can see is
speaking a language you understand, you can
Performer know what they are saying without hearing
(Prerequisites: a Charisma of at least 3) them.
You gain expertise in Distraction checks.
Deceptive Striker
Perceptive (Prerequisites: expertise in Deception and
(Prerequisites: a Charisma of at least 3) Distraction, or Deception and Sleight of Hand)
You gain expertise in Insight checks. Three times per completed rest, you can
use a major action to perform a Deceptive
Strike targeting a creature within your melee
Intimidating range. To perform a Deceptive Strike, roll a
(Prerequisites: a Charisma of at least 3) Sleight of Hand check and an attack roll. If the
You gain expertise in Intimidation checks. targeted creature fails its save against your
Sleight of Hand check, and your attack roll is
Persuasive a true strike then your attack damage cannot
be avoided with EP. A creature wounded by
(Prerequisites: a Charisma of at least 3) this ability does not lose EP. If a creature fails
You gain expertise in Persuasion checks. a death save from wounds inflicted by a
Deceptive Strike, the creature is not killed, but
Deceptive Movement instead sustains serious or crippling wounds.
(Prerequisites: a Charisma of at least 3) For example, if you hit a creature with a
You gain expertise in Sleight of Hand Deceptive Strike, you might cut their ankle
checks. and reduce their movement speed or break
their hand and reduce their attack modifier.
Specifics of the results from a Deceptive
Lucky Strike are up to the GM and the creature’s
(Prerequisites: a Charisma of at least 3) death save.
(You can take this ability as many times as
you want.) Inspiring
The world itself seems charmed by you. (Prerequisites: a Charisma of at least 4)
You’ve found things have a way of working
Once per rest, you can spend 1 minute
themselves out in your favor. If your Luck is
inspiring creatures of your choice who can
less than 0, gain +2 to your Luck; otherwise
hear you. After this process is complete, all
gain +1 to your Luck. This bonus cannot
inspired creatures (including you) gain 1D10
exceed your normal Luck limit.
temporary EP, and have +3 on their next
attack roll, check, or saving throw within the
Well Traveled next 2 hours.
(Prerequisites: a Charisma of at least 3)
(You can take this ability as many times as
you want.)
You can learn the spoken form of 3
languages of your choice, or the written and

32 | STATS AND ABILITIES


Impersonator Double Check
(Prerequisites: a Charisma of at least 4) (Prerequisites: a Charisma of at least 5)
You gain the ability to mimic almost any Once per completed rest, when you fail a
writing or sound. Examples include, check or saving throw, you can re-roll it and
someone’s voice or handwriting and the add your Luck instead of the associated
sounds of rustling leaves or footsteps. attribute. You must use the new roll total.
You get +6 on Charisma checks involving
mimicry or impersonation. Versatile Charisma
(Prerequisites: a Charisma of at least 5)
Trick Shot You gain expertise in 3 Charisma checks
(Prerequisites: a Charisma of at least 4) of your choice.
When you are making a ranged or thrown
weapon attack against a creature, you can Hurtful Words
make a false attack as a minor action. This (Prerequisites: a Charisma of at least 5)
false attack is designed to draw the creature’s
attention. Make a Distraction check against You always know just what to say to
the creature. If you succeed, the creature’s destroy someone’s ego. You can use a minor
Defense is reduced by 1D6 until the end of action to insult a creature who is able to
your turn. understand you so effectively that they
become demoralized and take 1D6 + your
Once you use this ability, you cannot use it Charisma psychic damage.
to target the same creature again until you
complete a rest. Once you use this ability you cannot use it
to target the same creature again until you
complete a rest.
Observational Learning
(Prerequisites: a Charisma of at least 4) Auspicious
(You can take this ability as many times as (Prerequisites: a Charisma of at least 5)
you want.)
You’ve always found that things have a
You’ve spent enough time watching way of working themselves out. Whenever
people that you’ve picked up a few skills just you make a saving throw you can use your
from observing. When you take this ability, Luck instead of the associated attribute.
you can choose from one of the following:
• You gain expertise with a weapon of
your choice. Deceptive Dodger
• You learn a SPELL with a Power cost of (Prerequisites: a Charisma of at least 5 and a
0 and can cast it as frequently as you’d Dexterity of at least 3)
like. You can get inside creatures’ heads,
• You learn a SPELL with a Power cost of keeping them from ever knowing what you’ll
1 or 2 and can cast it once per completed do next. On your turn, you can use your major
rest without expending Power. action to move deceptively. When you do this,
you add half your Charisma (rounded up) to
your Defense until the start of your next turn.
Likeable
(Prerequisites: a Charisma of at least 5)
Tricky Combatant
Creatures find you charming. Even when
they are your enemy they are inclined to show (Prerequisites: a Charisma of at least 5 and a
you more mercy than they would under Dexterity of at least 3)
normal circumstances. Creatures will avoid When you attack a creature in melee range
targeting you in combat until you have you can choose to make a Sleight of Hand
targeted them, unless they have a particular check as a minor action. For example, you
reason to do otherwise. might use this check to unbuckle a piece of
their armor, or steal a small item from them.

STATS AND ABILITIES | 33


Puppeteer to target the same creature again until you
(Prerequisites: a Charisma of at least 5) complete a rest.
You’ve become very experienced with
controlling illusions of creatures. When you Charming
make an illusion perform an action, it does so (Prerequisites: a Charisma of at least 6)
in half the time it would take you to do it You can attempt to charm any creature
yourself. who can understand you and is not already
For example, if it would take you a major hostile toward you. When you attempt to
action to make an attack against a creature you charm a creature, it must make a Charisma
can command an illusion to attack using only saving throw against a DC equal to 1D20 +
a minor action. half your Charisma. If a creature is charmed
Additionally, if a creature sees you and by you, you have +6 on all Charisma checks
one of your illusions simultaneously it has -6 targeting it. If you attempt to convince the
on checks to discover that the illusion is false. creature to do something that is strictly against
its self-interest or morals, it can attempt
Commanding Caster another save against your charm. On a
success, the effects of charm are ended and the
(Prerequisites: a Charisma of at least 5)
creature may become agitated with you.
When you use a SPELL to create a
creature, robot or set of creatures or robots,
you can take more direct control over them. Crowd Pleaser
You can give them exact commands and (Prerequisites: the Charming ability)
control them individually if there’s more than You’ve spent enough time around crowds
one. As long as they are loyal to you, they will to know how they think. If you spend at least
obey you. 5 minutes making an impassioned speech to a
group of creatures who can understand you,
Know Your Enemy you can roll 1D100 and add 2 times your
Charisma. The roll total to a maximum of 100
(Prerequisites: a Charisma of at least 6)
is the percent of the crowd that must now
You’ve learned to intuit information about make a save against being charmed by you as
an opponent’s combat tactic by observing outlined by the Charming ability.
them in other settings. If you spend at least 1
minute interacting with or watching a creature
outside of combat, you gain +3 on attack and Gaslighter
damage rolls made against it. (Prerequisites: a Charisma of at least 7)
You radiate so much confidence and can
Tactical insight get inside a creature's head so effectively that
you can convince them that their own
(Prerequisites: a Charisma of at least 6)
experiences and memories are false. If you
You know how to get inside someone’s make a Deception check against a creature and
head. When you succeed on an Insight, the creature saves due to prior knowledge or
Deception, or Distraction check against a contradictory information, you can make a
creature, you can subtract half your Charisma second Deception check at no disadvantage to
from its next attack roll against you within one convince the creature its previous information
minute. Additionally, you gain a +3 bonus to is incorrect.
Insight checks made to understand other
creatures tactics or plans.
Vengeful Thief
(Prerequisites: a Charisma of at least 7 a
Fast Manipulator
Dexterity of at least 3)
(Prerequisites: a Charisma of at least 6)
When a creature makes an untrue melee
You can manipulate creatures with just attack against you, you can use your reaction
subtle gestures and actions. You can make an to make a Sleight of Hand check against them.
Intimidation or Distraction check against a For example, you might use this check to
single target as a free action. unbuckle a piece of their armor, or steal a
Once you use this ability, you cannot use it small item from them.

34 | STATS AND ABILITIES


_____CHARACTER PROGRESSION____
Attributes
As you adventure through the game you will gain experience and become stronger, more skilled, and
more powerful.
For each of your attributes, Strength, Dexterity, Constitution, Intelligence, and Charisma, you will
keep track of the total number of checks and saving throws on which you succeed against a DC equal to
or greater than your related attribute + 10. These totals are called your attribute progression points. Once
one of your attribute progression totals is equal to 10 times the corresponding attribute (to a minimum of
10), that attribute increases by 1 and your progression points for that attribute are reset to 0. Attribute
increases don’t take place until next time you complete a rest. If the attribute increases to 3 or more, you
also gain a new ability in the corresponding category. You cannot gain progression points for failed
checks or saving throws, or checks or saving throws against a DC less than 10 + the progressing
attribute.
For example, if you have a Strength of 4, and you have 39 Strength attribute progression points, the
next time you succeed on a Strength check or saving throw with a DC of 14 or more you will reset your
Strength attribute progression counter, increase your Strength attribute by 1, and gain a new Strength
ability. Attribute increases and new abilities aren’t applied until after you complete a rest. After this
increase, your Strength would be 5 and you would need to succeed 50 checks, saving throws, and attack
rolls of a DC of 15 or more before your next Strength attribute increase.
The maximum achievable in any stat is 10, beyond which you can no longer gain increases to, or
new abilities in, that attribute. This is called an attribute maximum.
Notes:
• At the GM’s discretion, checks and saving throws against or imposed on a player character by
another player character cannot count toward attribute progression.
• The default attribute progression system is designed for slow, long-term progression. This is best
suited for long lasting campaigns, extending over many months or years. To increase the rate of
attribute progression, the GM may award additional attribute progression points at their discretion.
Additionally, the GM may determine that true strikes against a Defense score of at least 10 + your
attack roll modifying attribute also give attribute progression points.

Training
Every time you gain an attribute increase you can choose an attribute to train in. While training in an
attribute, your attribute progression increases by 2 points instead of 1 per successful check or saving
throw using that attribute. Once that attribute increases, your training in it ends and you can either
choose a new attribute to train in or select the same one again.

Endgame Attribute Perfection (optional rule)


If the GM allows it, you can reduce your attribute maximum for some stats and, in exchange,
increase it for others. Generally, the exchange rate will be 2 to 1. For example, if your character is a
melee fighter and has maxed out their Strength attribute, your GM may allow you to reduce your
Intelligence maximum to 6 and increase your Strength maximum by 2 for a maximum of 12. The default
attribute maximum is 10 for each attribute.

EP
Your maximum EP is equal to 5 times your Constitution + 2 times your Strength + your 2 times your
Dexterity. This increases accordingly every time one of those attributes increases. If your maximum EP
would be less than 2, it is instead 2. Note: your maximum EP increasing does not necessarily increase
your current EP.

PROGRESSING | 35
Alternative EP
At your GM’s discretion, you may use the alternative EP system for increased realism and shorter
combat encounters. Under this alternative EP system, you add your Strength and Dexterity undoubled to
your EP. Instead of your EP being calculated as described above, your maximum EP is equal to 5 times
your Constitution + your Strength + your Dexterity. As usual this increases accordingly every time one
of those attributes increases and if your maximum EP would be less than 2, it is instead 2. Additionally,
enemies have their EP reduced by their Strength + their Dexterity. Additionally, your GM may choose to
reduce your EP expenditure limit and the expenditure limit of enemies.

Abilities and Attribute Regression


If you have an ability, but lose one or more prerequisites for that ability, you also lose the ability. If
you lose the prerequisites temporarily, you regain the ability when the prerequisite is restored to normal.
However, in the case that you permanently lose an attribute point which is a prerequisite for an ability
you lose the ability and do not regain it unless you use an attribute increase for the attribute in question
to gain the ability again.

Alternative Progression Systems


If your GM decides, you may use great feat based progression or milestone based progression.
In great feat based progression a character gains attribute progression points when they do something
particularly miraculous or noteworthy, as determined by the GM. These points can be
divided among the character’s attributes as their player sees fit. Generally attribute
progression points are given out in sets of 5 or 10.
Alternatively, under milestone based progression, all characters in a group
gain a number of attribute points to be distributed among their
attributes as each character’s player sees fit. The frequency
of these milestones and the number of points given to the
characters is determined by the GM.
Under great feat or milestone based
progression, characters will not be able to
choose an attribute to train in.

36 | PROGRESSING
_________COMBAT_________
Initiative
Though combat takes place concurrently, there's generally a creature who is the fastest to react; they
are considered as having initiative. When combat begins all creatures roll 1D20 and add their Dexterity.
Whoever has the highest total gets to take their turn first, with subsequent turns being determined by
who has the next highest initiative. If two creature’s tie in initiative their actions take place
simultaneously. At the GM’s discretion, initiative order can be determined differently and other factors
may override this general precedence.
For example, if you suddenly attack another creature when they aren't expecting it, you would
automatically have the higher initiative.

Understanding EP
EP, or energy points, are a measure of a character's stamina and ability to evade damage. EP does not
generally indicate physical damage resistance, rather it measures a character’s ability to avoid injury. A
creature can expend EP to avoid being damaged by an attack that would otherwise wound them. EP is
most commonly expended to let a character move themselves with a burst of speed to get out of the way
of a weapon’s strike or a SPELL effect, though these are not the only uses. When expending EP to avoid
damage, a creature must expend an amount of EP equal to the amount of damage they are avoiding.
Whenever a creature uses EP to avoid damage, they can also move a number of feet equal to the amount
of EP they expended in a direction of their choice. This movement doesn’t count against a creature’s
maximum movement for the turn.
For example, if a creature has an arrow shot at them for 5 damage, the creature could Expend 5 EP to
jump out of the way and move up to 5 feet away (potentially behind cover). Alternatively, if they only
have 3 EP left, they might expend it, but not be able to get entirely out of the way in time, and take 2
wound damage. Even if the creature isn’t able to entirely avoid being wounded, they can still move with
the EP expenditure.
Notes: EP can also be expended to perform miraculous feats, as specified in some abilities, or to
push a character beyond what is normally possible. Some effects, such as psychic damage, can drain EP
without dealing damage.
EP vs Defense
The distinction between EP and Defense is important. Defense determines how difficult it is to
make a good attack against a given creature and whether a given attack has the opportunity to hit. In
the case of Dexterity-based Defense, it is a creature’s ability to effortlessly maneuver themselves
outside harm's way. For armor-based Defense, it is a creature’s ability to make blows deflect off their
equipment harmlessly. If a creature makes a true strike, it means the targeted creature’s armor and
positioning weren’t good enough to easily avoid damage. In such a case, they may expend EP to get
themselves out of the situation and avoid being wounded.
For example, if you are fighting a creature who makes 2 attacks per turn, its first attack might
glance harmlessly off your armor or they might not be in position to make an effective attack against
you; this would result in an untrue strike. However, on its second attack it might manage to slip a
knife between the plates of your armor or swing directly toward you. In such an instance, you might
expend EP to push the attacking creature away before its knife can find its mark or use the EP to
dodge the blow.
Limits of EP
EP cannot be expended in all situations. A creature who is subdued, sleeping, unaware of the
danger, or otherwise restrained may not be able to expend EP to avoid being wounded. For example,
a creature who has been tied up and taken hostage could be attacked and killed while still having EP
if they were unable to realistically avoid the damage.
Additionally, there maybe times during the game where a creature is targeted by an attack so
strong they cannot completely avoid being wounded. Such instances are referred to as massive
damage; generally a creature cannot expend more than 20 + their Dexterity EP at a time. This is

COMBAT | 37
called a creature’s EP expenditure limit. It does not limit how much EP a creature can expend in a
round, just how much they can avoid from a single attack or effect.
Finally, a creature’s ability to expend EP may be limited by certain effects, mundane or
otherwise. For example, if a creature’s leg was wounded badly, affecting their speed, they may only
be able to expend up to 15 EP at a time to avoid damage. If this creature was targeted by a true strike
that would deal 20 damage, they would have to make a DC 5 death save even if they had EP
remaining. Even on a successful death save, it’s possible for the creature to be wounded and
potentially suffer further detriment as a result. For more information on death saves, check page 40.

Large Creatures and EP


When a creature is fighting something significantly larger than itself, the larger creature often isn’t
able to realistically avoid being damaged by the smaller. In cases such as this, EP is representative of a
creature's ability to ignore minor injuries rather than its ability to avoid damage altogether.
Generally, this applies when the size class difference between creatures is 2 or more, but it’s up to
the discretion of the GM.

Being Subdued
A creature can become subdued in a variety of ways. A creature is considered subdued if they cannot
attack, cast SPELLs, or move voluntarily. Examples of potentially subdued creatures include: sleeping
creatures, creatures who are bound and shackled, and creatures who have been rendered immobile.
When a creature is subdued they cannot add their Dexterity to their Defense and cannot use EP to
prevent being wounded or killed. Depending on the situation and the GM’s discretion, they may also
suffer other detrimental effects.

Being Prone
While prone, creatures have -3 on attack rolls, Dexterity saves and checks, and Defense. When a
creature is knocked prone, they must use a minor action or half their movement to return to a standing
position.

Being Dazed
When a creature is dazed, they are unable to properly focus and need to reorient themselves. Until
the effects of being dazed end, they are unable to take major actions and have -3 on Intelligence saves
and checks.

Being Surrounded
A creature is considered surrounded if they are either in the melee range of 2 enemies on opposite
sides of them and there is physical obstruction, such as a wall within 5 feet of them on another side, or if
they are in the melee range of 3 or more enemies positioned around them. When attacking a creature
who is surrounded, attacking creatures have a +3 bonus on attack rolls.

Rounds and Actions in Combat


During combat, each round takes place over the course of 6 seconds. During each round, each
creature will be given a turn. A creature’s turn is used to describe what actions they take during the
round. Creatures can choose to use reactions or free actions even when it’s not their turn.
Unless you have an ability that states otherwise, you can do the following during each round of combat:
• 1 major action.
• 1 minor action.
• 1 reaction.
• free actions.
• movement a number of feet up to your movement speed.

38 | COMBAT
Major actions are whatever you are devoting most of the round to doing. Examples of major actions
include: making an attack, casting a SPELL, drinking a potion or attempting to grapple a creature.
Additionally, if you would like to take two minor actions on a turn you can use your major action to take
a minor action.
Minor actions are lesser actions that you can perform while doing your major action. These are less
common and frequently unused during a round. Examples include: drawing or stowing a weapon or item
or using an ability or SPELL that only takes a minor action.
Alternatively, when the GM allows it, you can attempt to quickly and thoughtlessly emulate a major
action using a minor action. Doing so consumes 2 EP and prohibits you from adding associated
attributes or bonuses to any rolls that result from the action, unless specified otherwise or if the action is
allowed through an ability.
For example, if you’re engaged in melee combat but notice an enemy escaping you might use your
major action to attack your melee combatant then use your minor action to throw your weapon at the
fleeing creature. Choosing to do so would mean making an attack roll against the creature without
adding your Strength or other attributes. Your 1D20 roll alone would have to overcome the creature's
Defense. Additionally it would consume 2 EP.
Free actions are minor things you can reasonably do while doing something else during combat.
Examples include: speaking, looking at something, or expending EP.
Reactions can be taken in response to any event such as an attack or movement (even on another
creature’s turn). If you use a reaction in response to an event, you must declare that you are using it
before the outcome has been determined.
For example, if you are attacked and use your reaction to cast Protective Sphere, you must declare
that you cast it before the damage of the attack has been rolled.
If you use a reaction during another creature’s turn, they get to resume their turn after the reaction is
complete. Very few things can be done as reactions. If something can be done as a reaction it will be
explicitly stated. Many reactions, such as opportunistic attacks, require specific events to take place in
order to be use, others, like some SPELLs, can be used at any time.
Movement is your ability to re-position yourself during combat. Your movement speed is the number
of feet you can move in a round while doing other things. This allows you to move up to your movement
speed on a turn even while taking your major and/or minor actions. It’s important to note that your
unencumbered movement speed is not necessarily the same thing as your movement speed. You can find
the formula for converting from unencumbered movement speed to actual movement speed in the
economics and equipment section.

Attacking
Attacking a creature usually uses your major action for a turn. When you attack a creature, unless
specified otherwise, you will roll 1D20 and add your Strength. The resulting number will be compared
against the Defense of the creature you are targeting. If the sum of your rolled number and Strength
exceeds the targeted creature’s Defense, it is classified as a “true strike.” You can then roll damage dice
as specified by your weapon and abilities. If the creature you targeted with your attack has EP, they can
subtract your total damage from their EP. Otherwise, the targeted creature will be wounded and make a
death save. The DC for their death save is equal to the sum of all the wounding damage they have taken.
Wounds can be healed through technology, resting, or other means. When wounds heal, the DC of
subsequent death saves is reduced by the amount healed. For more information on wounds and death
saves, see page 40.
For example, if you make a true strike against a creature with 3 EP and your total damage is 8 the
creature must make a death save with a DC of 5. If the creature succeeds, it is not killed but might suffer
serious wounds. If you attack the creature again and make another true strike, this time dealing 5
damage, the creature must succeed on a DC 10 death save.
When the roll total for an attack does not exceed a creatures Defense it is an “untrue strike.” Untrue
strikes do not deal damage and effectively mean that you were unable to maneuver such that you could
make a potentially damaging attack.
Note: the minimum damage a true strike can deal is 0.

COMBAT | 39
Death Saves
Whenever a creature is wounded, it must make a death save. Death saves are constitution saving
throws that determine the severity of wounds. Unless specified otherwise, the DC for a death save is
equal to a creature’s total wounds. If a creature is healed, its death save DC no longer takes the healed
wound damage into account when being calculated.
For example, if a creature takes 3 damage and cannot use EP to avoid it, they must succeed on a DC
3 death saving throw or die. If the same creature is wounded again, this time taking 7 damage, it must
succeed on a DC 10 death saving throw.
Even on a successful death save, the target creature is wounded. Being wounded can have a variety
of effects ranging from mild to crippling. The results of a wound are determined by the GM, but
generally, if a creature saves by 3 or less they are crippled, 6 or less and their wounds are serious, saving
by more than that means the wounds are mild. Crippling wounds may even have long-term or permanent
effects even after the wound is healed. Frequently a Medicine check will be required to prevent lingering
effects from crippling wounds. Examples of lingering effects include: reduced movement speed,
becoming exhausted more quickly, or even a reduced EP maximum.
Serious wounds include deep gashes or cuts, and damage to internal organs. Often, creatures with
serious wounds suffer reduced ability to function and may take penalties such as -10 feet to their
movement speed, or -6 on attack rolls.
Crippling wounds include losing a leg or arm, and having bones crushed. Crippling wounds can
cause loss of abilities such as movement, the ability to attack, or the ability to stand. Crippled creatures
may need to make Endurance checks to keep from passing out.
Optional rule: If a creature obtains a crippling or serious wound, particularly from slashing or
piercing damage, they may begin bleeding out. If a creature is bleeding, it is wounded for 1D4 - 1
damage each round until something is done to stop the bleeding or it dies. If a creature obtains a serious
or crippling wound from bleeding out, they may lose consciousness or take a penalty to one or more
attributes.

Wounds
Wounds are a measure of the damage that has been dealt to a creature’s body and can encompass
anything from a cut to a broken bone to the effects of poison and more. Whenever a creature is wounded
they add the damage to their current wounds. The higher the amount of wounds, the more damage has
been done to the creature’s body. Additionally, wounds are cumulative and generally last until something
is done to heal them. Healing wounds is never easy, but it can be done by resting, medical kits,
technology, or some other methods. Resting in particular heals wounds very slowly.
Unless specified otherwise, anytime a creature takes wound damage they are required to make a
death save. While the amount of wound damage received determines the magnitude of the injury, the
death save determines how much bodily harm that injury does.
For example, if a creature is cut for 6 slashing damage and gets a 12 on their death save the cut
might be along their arm, still painful, but not something that will seriously hinder them. On the other
hand, if the creature was cut for 6 slashing damage and gets a 5 on their death save the same cut might
be across their neck, slicing through an important artery and killing them. Alternatively, if a creature is
wounded for 16 piercing damage they might be stabbed in the gut and their death save would determine
whether or not the stab punctured a vital organ.
Some effects such as psychic damage don’t do physical harm but instead cause mental harm. This
kind of damage is still recorded as wound damage, though it’s generally more easily healed and can’t
directly kill. However, since it is still wound damage, it does make it more likely that a physical wound
will kill. This is because as a creature takes psychic damage their reflexes may become sluggish and they
become less motivated and less able to mitigate physical damage, as well as potentially losing a measure
of their will to survive.

40 | COMBAT
Resistance
If a creature has resistance to a damage type, their roll totals for death saves are doubled when
making a save against that damage type and it deals half damage when inflicting wounds.
For example, a creature who is resistant to heat damage would still need to expend the same number
of EP to avoid taking the damage, but, if they were wounded by something which dealt 6 heat damage,
they would only be wounded for 3 heat damage and their death save total (1D20 + Constitution + other
bonus) would be doubled against the wound.

Immunity
If a creature has immunity to a damage type, they cannot be wounded or killed by it. They can still
choose to expend EP to avoid damage which they have immunity to (particularly if they aren’t aware of
the damage type of the attack), but if the damage would wound them, it instead does 0 damage.

Vulnerability
If a creature has vulnerability to a damage type, they take twice as much damage if wounded by that
damage type. They can still choose to expend EP at a normal rate to avoid damage to which they have
vulnerability, but if they are wounded, the consequences are likely dire.

Ranged Weapon Attacks


Attacking a creature with a ranged weapon, such as a bow, or blowgun proceeds in much the same
way as attacking in melee with the notable exception that you add your Dexterity instead of your
Strength to your attack roll. Thrown weapons do not count as ranged weapons and still use Strength for
attack rolls.
If you are within melee range of a creature who is making a ranged attack, you can use your reaction
to attempt to interrupt their attack. If you choose to do so, the creature must make a Sleight of Hand
check against a DC equal to 1D20 + your Dexterity. On a failed save, they suffer a -6 penalty to their
attack roll. Unless specified otherwise, you may not make opportunistic attacks using ranged weapons.
You will generally still add your Strength to the damage rolls on ranged attacks.

Ranged Attacks and Size Class


Smaller targets are harder to hit, particularly with ranged attacks. When you make an attack roll
against a creature smaller than you, there is a -3 penalty for every size class it is smaller than you. For
example, if you are medium size and make a ranged attack roll against a Tiny creature, you would have
a -6 penalty. If the attack was made against a Small creature you’d have a -3 penalty.

Reach and Range


The reach of a weapon determines how far away something can be for it to be considered within
melee range. If something is outside of a weapon’s reach you will need to move closer in order to hit it.
While unarmed, your reach is 3 feet if you’re of Medium size class or 1.5 feet if you’re of Small size
class.
Instead of reach, ranged weapons have a range. If you are attempting to hit something outside of a
weapons range you suffer a -1 penalty to your attack roll for every 10 feet the target is out of range.

COMBAT | 41
Cover
In combat a creature may choose to take cover behind something. While behind cover, you can gain
various benefits. It's important to remember that cover can be subjective. For example, a creature
shooting at you from one angle might perceive you as having ½ cover while a creature firing at you from
another angle, such as behind you, might perceive you as having no cover. Things do not give you cover
unless they are at least partially between you and the origin of an attack or SPELL effect.
½ cover:
While behind ½ cover you gain a +3 bonus to your Defense and have +3 bonus to saving throws
against area-of-effect SPELLs.
¾ cover:
While behind ¾ cover you gain a +6 bonus to your Defense and have +6 bonus to saving throws
against area-of-effect SPELLs.
Full cover:
While behind full cover you cannot be directly targeted by attacks or SPELLs and have a +9
bonus to saving throws against area-of-effect SPELLs.
Complete cover:
While behind complete cover you cannot be directly targeted by attacks or SPELLs and you are
not affected by area-of-effect SPELLs.

Casting a SPELL
Casting a SPELL can take various amounts of time as specified by the SPELL. Most SPELLs use a
major action to cast and will either affect an area of your choice or a creature or object of your choice.
SPELLs have a variety of effects as specified in their descriptions, some damaging, others not. SPELLs
are separated into four primary categories: area-of-effect, single-target effect, multi-target effect, and
SPELL attacks. Area-of-effect, single-target effect, and multi-target effect SPELLs specify their use and
effects in their descriptions.
SPELL attacks, unless specified otherwise, require you to roll 1D20 and add your Intelligence. The
resulting number will be compared against the Defense of the creature(s) you are targeting. If the sum of
your rolled number and your Intelligence exceeds the targeted creature’s Defense, it is a true strike and
you can roll damage as specified by the SPELL and your abilities. If the creature you targeted with your
SPELL attack has EP, they will subtract your total damage from their EP. If the targeted creature has 0
EP, they will be wounded and make a death save.
For more information on wounds and death saves look on page 40.
Note on area-of-effect SPELLs: Area-of-effect SPELLs can vary greatly in the area they take up.
Though some SPELL descriptions will list an exact radius or area which is affected, many area-of-effect
SPELLs will effect an area equal to the amount of damage they deal or their save DC.
For example, a caster might cast an area-of-effect SPELL that deals 3D6 heat damage to creatures
within its affected area. If the caster rolled 18 for their damage roll, the SPELL would affect a 18 foot
radius. Conversely, if they rolled only 3 damage the area-of-effect would be only a 3 foot radius.
The area affected by an area-of-effect SPELL is refereed to as the SPELL’s affected area.
Additionally, if a creature uses EP to avoid being wounded by an area-of-effect SPELL, they will
generally need to use that EP to either move to outside the affected area or to take cover behind
something. Failure to do so may result in them being wounded or suffering other effects.

Casting in Combat
If you are within melee range of a creature who is trying to cast a SPELL that uses somatic
components, you can use your reaction to attempt to interrupt their SPELL. If you choose to do so, the
casting creature must make a Sleight of Hand check against a DC equal to 1D20 + your Dexterity. If the
casting creature fails, their SPELL fails. Failed SPELLs do not consume Power (unless specified
otherwise), though they do still consume time up until the point that they failed.
For example, if the casting time of a SPELL is a major action and it costs 4 Power, and a creature

42 | COMBAT
attempts to cast it but the SPELL fails, the creature’s Power is not consumed but it still loses its major
action.

Unavoidable Strikes and Damage


Sometimes you may not be able to use EP to avoid a blow altogether. Whether you or your GM is in
charge of describing the results of your EP expenditures, there may be times when it’s unrealistic for you
to completely avoid a strike with EP. In such cases you may instead use EP to make the damage from the
blow negligible and non-lethal instead, or you may have no choice but to be wounded.
For example, if you were fighting another creature with unarmed strikes (brawling), it’s unlikely that
you would be able to avoid being struck for the entirety of the combat. The creature may attempt to
punch you and rather than using your EP to duck the blow you might use it to catch their fist, or move
in, causing only the creature’s arm to hit you instead of its fist and letting you avoid any serious damage.
Alternatively, if you had to run through a fire, you would likely be wounded even if you had
remaining EP since there would be no amount of maneuvering you could do to avoid being burned by
the flames.

1s and 20s
During combat, creatures can get lucky hits or unexpectedly stumble. In the context of attack rolls,
natural 1s and 20s can turn the tides of a battle. A natural roll is the number on the die before any
modifiers are added.
If a creature rolls a natural 20 on an attack roll, the creature’s attack is critically true. Critically true
attacks are true strikes regardless of the target’s
Defense. Additionally, a critically true strike Fumble Table
deals an additional 1D4 damage (of the same
damage type as the attack) that cannot be Roll
Outcome
avoided with EP, even if the rest of the damage Total
is avoided. Damage from a critically true strike You fumble your weapon and
cannot be reduced by the protective property of injure yourself or a friendly
some armor. 1 or creature. Roll damage as though
On the other hand, if a creature rolls a you targeted yourself or another
natural 1 on an attack roll, the creature’s attack
less
is considered a critical miss and misses
friendly creature with the weapon
regardless of the target's Defense. Optionally, attack and made a true strike.
your GM may choose to use fumble rules. If so, You fumble and fall or trip. You
when a 1 is rolled on an attack the creature are knocked prone and cannot take
fumbles it’s attack. A fumble can vary 2-8
any other major actions, minor
depending on the situation and the GM’s actions, or movement this turn.
discretion, however the Fumble Table can be
used to determine the outcome of a given Your weapon slips from your
fumble. To choose the outcome roll 1D20 and hands. It takes 10 feet of
9-14
add your Luck. movement and a minor action to
retrieve and re-equip it.
You stumble, but catch yourself.
15-19 You miss your attack but suffer no
further issues.
You stumble or drop your weapon,
but things miraculously work out
20 or anyway. Roll damage as though
greater your attack had been a true strike
regardless of the targeted creatures
Defense.

COMBAT | 43
_________MISCELLANEOUS ACTIONS_________
Sprinting
On your turn you can take the major action Sprint to double your movement speed for 1 round.

Hiding
On your turn you can take the major action Hide in an attempt to prevent a creature from being
aware of you or knowing your location. To Hide a creature must not be able to see you or otherwise be
aware of your exact location. To hide you must make a Stealth check against a creature’s passive
awareness which is equal to their Constitution + their Intelligence. If a creature suspects that someone is
nearby they may choose to make an Awareness or Investigation check by rolling 1D20 and adding their
Constitution or Intelligence respectively. If their check returns a higher total than your Stealth check,
you are noticed. Otherwise you remain hidden.

Throwing a Weapon
Weapons with the thrown property:
If you throw a weapon that has the thrown property it counts as ranged weapon attack.
Weapons with the thrown property can be thrown accurately up to 3 times your Strength + 60
feet. For distances beyond that, the GM may choose to impose disadvantages.
Weapons without the thrown property:
If you are throwing a weapon with which you have expertise, your attack roll equals 1D20 + half
your Strength (rounded up). If you do not have expertise, it equals 1D20.
Non-thrown weapons can be thrown accurately up to 3 times your Strength + 20 feet. For
distances beyond that, the GM may choose to impose disadvantages.

Charging
If you make a true strike against a creature while moving past them, you can add �⁄�� (10%) of the
speed you're moving to your attack damage. The speed you’re moving is measured in feet per round
(feet per 6 seconds) and is relative to the position of the creature you’re attacking.
Additionally, on a true strike, the creature cannot take an opportunistic attack against you as a result
of your charging movement.
If your charging attack is untrue the creature is free to take an opportunistic attack against you.
• You cannot make more than one charging attack against a single creature in 1 turn, even if you can
normally make more than one attack.
• Charging bonuses only apply to true strikes made with melee weapons.

Opportunistic Attacks
If a creature you’re aware of moves voluntarily out of your melee range, you can make a melee
weapon attack against it as a reaction. Such an attack is called an opportunistic attack. This is true even
if the movement was the result of an EP expenditure.

Retreat
As a major action you can choose to retreat on your turn. Doing so prevents up to 4 creatures of your
choice from making opportunistic attacks against you until the next round.

44 | COMBAT
Prepared Actions
On your turn, you can choose to prepare. Doing so allows you to do anything you could normally do
as a major action, minor action, movement, or free action and choose to do it only after a certain event
takes place before the start of your next turn.
For example, you might be hiding and choose to prepare to attack as a major action once a creature
comes within melee range. Doing so would use your major action for that turn, but if the creature came
into melee range you would be able to attack them, even if it wasn’t your turn, and the attack might
count as a surprise attack if you remained hidden. For more information on surprise attacks, see page 46.
However, if you prepare for something to happen and it doesn’t occur, then your action goes unused.
When you prepare any action, it uses the corresponding action on the turn you prepared the action. For
example, if you prepare a major action, it uses your major action, if you prepare a minor action it uses
you minor action, etc.

Unarmed Strikes
When attacking unarmed (while not wielding a weapon), your attacks count as unarmed strikes.
Unarmed strikes are classified as melee weapon attacks. Your damage for an unarmed strike equals half
your Strength (rounded up, with a minimum of 0). While attacking using unarmed strikes, you cannot be
disarmed and have +3 when determining the outcome of a fumble.

Grappling
During combat, a creature may attempt to grapple another creature as a major action. To initiate a
grapple, you must have at least one hand free (not wielding a weapon or other item). To grapple, you
make a Grappling (Strength) check against the targeted creature’s Strength or Dexterity saving throw. If
the Grapple check succeeds, the grappled creature can attempt to end the grapple on their turn using a
minor action, prompting a Grappling check from you against a Strength saving throw from the grappled
creature.
If you successfully grapple a creature of the same size class or smaller than you by only 1 size class,
then while the grapple is active, both you and the targeted creature are restrained and cannot move,
attack, or use EP to avoid wounds. If you initiated the grapple, you can choose to end it as a minor
action.
If you successfully grapple a creature of a larger size class than you, neither you, nor the targeted
creature is restrained and as long as the grapple is active you are able to hold onto the targeted creature.
If you successfully grapple a creature smaller than you by at least 2 size classes, then the targeted
creature is restrained and cannot move, attack, or use EP to avoid wounds, and you are able to move
freely except that grappling the creature uses 1 of your hands and the creature’s weight counts against
your encumbrance.
For example, if a human character succeeded on a grapple check against a dragon the human is able
to hold onto the dragon as long as the grapple is active. At the GM’s discretion, the dragon may be able
to use a major or minor action to attempt to end the grapple on its turn.
Note on grappling and cover: at the GM’s discretion, one or more creatures involved in a grapple may
count as having cover. Generally, if two creatures of the same size-class are grappling they both count as
having ½ cover. If creatures of different size-classes are grappling the smaller creature gains ¾ cover or
more and the larger creature gains no cover.
Additionally, untrue strikes against a creature involved in a grapple may result in a true strike against
another creature in the grapple if the attacking creature fails a Reflex check. The DC of the Reflex check
is 10 if the targeted creature gains ½ cover from the grapple and 15 if the creature gains ¾ cover from
the grapple.

COMBAT | 45
Surprise Attacks
If you attack a creature who is unaware of you, it’s called a surprise attack. When making a surprise
attack, you have a +6 bonus to your attack roll. When you target a creature with a surprise attack, it has
the opportunity to make a Dexterity saving throw against a DC equal to 1D20 + your Dexterity. On a
failed save, the creature is unable to use EP to avoid being wounded by your attack.

Disarm
If a creature used its last attack to make an untrue strike against you, you can take a major action to
attempt to disarm the creature. To do this, make a Sleight of Hand check. The targeted creature can make
a Strength or Dexterity saving throw against a DC equal the roll total for your Sleight of Hand check. On
a failed save, the creature drops its weapon and the weapon falls 1D10 + 2 feet away in the direction of
your choice.

Shoving or Tripping
You can attempt to shove or trip a creature as a major action.
Shoving:
If you attempt to shove a creature of your size class or smaller, then you make a Grappling
(Strength) check against the targeted creature’s Strength or Dexterity saving throw. If the targeted
creature fails its saving throw then you can force it to move up to 5 feet in the direction of your
choice.
Tripping:
If you attempt to trip a creature, make a Grappling (Strength) check against the target creature’s
Strength or Dexterity saving throw. If the targeted creature fails its saving throw then it is knocked
prone. For more information on being prone check page 38. You cannot trip a creature who is 2 or
more size classes larger than you using this method.

Called Shots
When in combat, you can attempt to injure a particular part of an opponent's body. Doing so
increases the target’s Defense by an amount determined by the GM. Generally, the smaller the target the
harder it is to hit. Additionally, places the target is naturally inclined to defend are more difficult to hit.
For instance, a creature might get +3 to their Defense if you attempt to target their arm, but get +5 to
their Defense if you target their head. If you wound a creature with a called shot, the wound is applied to
the targeted area of the body. You can also use called shot to negate the protective property of some armor
by targeting an unprotected area.
For example, if you target a creature’s eye with a called shot while using a bow, and the attack
wounds them they will likely lose sight in the affected eye or if the wound is serious or crippling, may
lose their sight all together as blood runs into their other eye or the arrow splinters and impales both
eyes. Certain called shots may also cause the targeted creature to take a penalty to their death save. For
instance, a called shot on a humanoid creature’s head or heart might give the targeted creature a -4 to
their death save, at the GM’s discretion.

Executions
When a creature is subdued they can be executed. To perform an execution you must use a minor
action to prepare to execute, then, on the same or your next turn you can use your major action to
perform an execution on a target creature, provided that the target creature is subdued. When you
perform an execution, make an attack against the target creature. You have a +3 bonus to hit on the
attack roll and your damage roll for the attack is doubled.

46 | COMBAT
_________OTHER INFORMATION_________
Checks
Checks are measures of whether you successfully complete a given action. To make a check, you roll
1D20 and add your associated attribute for the check. If your roll total is greater than the DC of the
check, you succeeded. If it's less than the DC, you fail. If your check is equal to the DC you can re-roll.
If you have expertise in the check you add 1.5 times your related attribute instead.
For example, if you are attempting to lift something heavier than your natural lifting weight, you
may be required to make an athletics check. If you have expertise in athletics checks you roll 1D20 and
add 1.5 times your Strength to the roll.
There are two types of checks, broad and specific. There are 6 types of broad checks: Strength,
Dexterity, Constitution, Intelligence, Charisma, and Luck. Each of those categories, except Luck, has a
set of specific checks associated with it. Those specific checks are listed under the Competitive Checks
header later in this section. Creatures can have expertise in specific checks, but cannot have expertise in
broad checks. For example, you can have expertise in Reflex checks, but cannot have expertise in
Dexterity checks.
Different Checks take different amounts of time at the GM’s discretion.
For example, an Athletics check to lift something might take a major action. However, an Athletics
check to jump over a large pit might not take any actions and could just be considered part of movement.
Conversely if you want to thoroughly search an area for a secret passage it might take several minutes,
but only require a single Investigation check.
The GM may also allow creatures to perform longer checks quickly at the cost of a disadvantage. A
character may, for instance, be able to search an area for a secret passage in just one turn, but be required
to subtract their Intelligence from their total for the check.
When you fail a check, it's up to the GM’s discretion to determine if you can attempt the same check
again, though frequently it will not be allowed.

Competitive Checks
At times, a creature may make a check against another creature. Often this will require the targeted
creature to make a check or saving throw in response. If the targeted creature is forced to make a saving
throw, the DC of the save will equal the initiating creature’s roll total for their check. If the targeted
creature must make a check, the creature with the larger check total wins and the situation proceeds in
their favor. The nature of the targeted creature’s check or saving throw depends on the circumstances
and the GM’s decision, but generally will proceed as follows:
Strength
• Athletics check response: Athletics check.
• Grappling check response: Strength or Dexterity saving throw.
Dexterity
• Acrobatics check response: Strength or Dexterity saving throw.
• Reflex check response: Reflex or Sleight of Hand check or Dexterity saving throw.
• Stealth check response: Awareness or Investigation check.
Constitution
• Awareness check response: Stealth, Sleight of Hand, or Distraction check.
• Endurance check response: Athletics check or Endurance check.
• Survival check response: Deception check.
Intelligence
• Advanced Knowledge check response: Deception check.
• Comprehension check response: Deception or Distraction check.
• History check response: Deception check.
• Investigation check response: Stealth, Sleight of Hand, or Distraction check.

OTHER INFORMATION | 47
• Medicine check response: Deception or Distraction check.
• Nature check response: Deception check.
• Religion check response: Deception check.
Charisma
• Animal Handling check response: Distraction check.
• Deception check response: Insight check.
• Distraction check response: Charisma or Intelligence saving throw.
• Insight check response: Deception check.
• Intimidation check response: Constitution or Charisma saving throw.
• Persuasion check response: Charisma saving throw.
• Sleight of Hand check response: Awareness or Reflex check.

Saving Throws
There are 6 types of saving throws, Strength, Dexterity, Constitution, Intelligence, Charisma, and
Luck. If you are targeted by a SPELL, or other effect, you may be required to make a saving throw
(sometimes shortened to “save”). While checks are to attain a certain outcome, saving throws are to
avoid effects. A saving throw determines the outcome of whatever effect is targeting you. To make a
saving throw, you roll 1D20 and add the attribute associated with the save. If your roll total is greater
than the save’s DC, you succeeded; if it is less than the DC, you fail; if your roll total is equal to the DC,
you can re-roll. Generally, creatures will not have expertise in saving throws, though there are
exceptions.
For example, if you have to make a death saving throw against a DC of 10. You would roll 1D20 and
add your Constitution. Even if you have expertise in a Constitution check, such as Survival, you would
not use that bonus when determining the outcome.

Rounding
Anytime a decimal is returned for a value during the game round up to the nearest integer unless
specified otherwise.

Temporary EP
At some points in the game you may receive temporary EP. Temporary EP is added to your current
EP even if it exceeds your normal EP maximum. However, it does not increase your EP maximum and
isn’t permanent. Temporary EP is prioritized to be expended first. Additionally, temporary EP expires
after a certain period of time. Unless specified otherwise, temporary EP is lost after 12 hour or the next
time you rest.

Damage Types
There are many damage types that exist. The most common damage types are acid, bludgeoning,
cold, heat, force, electrical, radiation, piercing, poison, psychic, and slashing damage.
Some damage types have special properties. They are as follows:
Bludgeoning damage: A creature who is dealing bludgeoning damage can choose to use it to
subdue rather than kill. When bludgeoning damage is used to subdue a creature, they are knocked
unconscious rather than being killed on a failed death save.
Heat damage: If an flammable object is hit with heat damage, it may catch on fire depending on
how easily it can be lit and how much heat damage is dealt.
Electrical damage: If electrical damage is dealt to an object which conducts electricity well,
such as metal or water, its damage is increased by 50% and divided among all creatures touching the
object in question.

48 | OTHER INFORMATION
Radiation damage: If a creature is wounded by radiation damage, they must make a
Constitution saving throw with a DC equal to 2 times the amount of wounds taken from radiation
damage. On a failed save, the creature gains 1 level of exhaustion.
Poison damage: If wounded by poison, the damage is applied over 2 rounds, half each round.
Depending on how quickly the poison acts, the 2 rounds may or may not be consecutive.
Psychic damage: If a creature is uses EP to avoid psychic damage it’s generally described as
them being drained of energy. If a creature is wounded by psychic damage, they are not physically
wounded. Instead they suffer effects such as their level of exhaustion increasing or being dazed.
Psychic wound damage is healed fully after 10 minutes. If a creature fails a death save against
psychic damage, they aren’t killed but suffer a permanent insanity effect of the GM’s choice or from
the Insanity and Trauma Table on page 141.

Expertise
Normally when attempting to do something which requires a D20 roll you will add the appropriate
attribute to your roll to get your total. However, when attempting to do something you have expertise in,
you add 1.5 times the appropriate attribute instead.
For example, if you have a Strength of 4 and attempt to attack with a weapon with which you don’t
have expertise, you can add +4 to your attack rolls with that weapon. If you change weapons to one
which you do have expertise in, you can add +6 to your attack rolls with that weapon. Similarly, if you
make a Persuasion check without expertise, you add your Charisma to the roll, but if you have expertise
in Persuasion you would add 1.5 times your Charisma to the roll.
Additionally, if you have expertise in something and have a negative related attribute, you add 0
instead of the negative value.
Exhaustion Table

Exhaustion Level Effect


For every 12 hours you go without completing a 0 You feel well rested and prepared.
rest, you gain 1 level of exhaustion. Additionally, if
you are reduced to 0 EP, you gain 1 level of Your energy has faded a bit since
exhaustion. Any time you gain a level of exhaustion,
1 earlier.
you lose 5 EP to a minimum of 0. The minimum
level of exhaustion is 0. The effects of the levels of Your body is urging you to rest and
exhaustion are cumulative. your judgment and reflexes have
2 begun to deteriorate. You have -1 to
all of your attributes.
Resting
Your body and mind become very
• It can take a various amount of time to 3 sluggish. You have and additional -2
complete a rest, as specified by your species. to all of your attributes (total of -3).
Additionally, the GM may choose to increase the
amount of time needed to complete a rest due You can barely keep yourself moving.
environmental or other factors. If you sit down or stop moving you
• After completing a rest, your level of 4 will fall unconscious involuntarily.
exhaustion is reduced to 0. Your movement speed is halved and
• After a completed rest, you regain all of your your EP expenditure limit is halved.
expended Power. Being awake feels like torture. Your
• When you complete a rest, you regain a number current and maximum EP is reduced
of EP equal to half your EP maximum and you
5 to 0 until your level of Exhaustion is
heal 1 point of wound damage. Even after reduced.
wounds heal, if they were crippling or serious,
they may have lingering effects, and you may not You cannot keep yourself awake any
be able to recover from resting alone, requiring longer. You automatically fail all
medical healing or other treatments. 6+ saving throws or checks. You may be
required to make Endurance checks to
• Many abilities also reset after a rest, though remain awake.
this will be specified in their descriptions.

OTHER INFORMATION | 49
• If you are interrupted before your rest is complete, you may still get some benefits. If you complete
at least half of a rest, you regain half of the Power, half of the EP, and half the exhaustion that you
would from a complete rest, but you do not regain usage of abilities unless specified otherwise. This
is called a partial rest.

Hunger and Thirst


As you adventure, there may be times when your resources are depleted and you run out of food or
water. This can have serious consequences. If you are in an area where food can be foraged for, you can
make a Survival check with a DC determined by the GM and your surrounds. On a successful save, you
are able to find enough food and water for yourself for 1 meal. Each meal reduces your status on the
Hunger and Thirst Table by 1 (minimum 0).
For every 24 hours you go without food or 12 hours you go without water, your status on the Hunger
and Thirst Table increases by 1 (maximum 5). The effects of the Hunger and Thirst Table are cumulative.

Hunger and Thirst Table


Status Effect
0 You suffer no negative effects.
You are very hungry/thirsty. You regenerate half the amount of EP you would normally
1 from resting.
Your mind is muddled with the effects of hunger or thirst. You have -3 on attack rolls,
2 checks, and saving throws.
3 Your body and mind become very sluggish. You have -1 to all of your attributes.
You can barely keep yourself moving. Your movement speed is halved and you cannot
4 regenerate EP or wound damage.
Your body begins to shut down. Every 3 hours, you are wounded for 1D6 damage of an
5 unspecified type. On a failed death save from this damage, you dehydrate or starve to
death.

Terrain
Depending on the terrain a creature is in, its movement speed might be reduced. For example, if the
ground is very wet and muddy, its movement speed might be reduced by �⁄� (33%) or more. Some terrain
might also reduce a creature’s movement speed by a set amount such as 10 feet. Some terrain may also
impose checks upon creatures to move successfully or avoid certain effects such as falling prone.
Swimming: Generally, if a creature is swimming through water, their movement speed is halved.
Climbing: Generally, if a creature is climbing, their movement speed is reduced by �⁄� (66%).

Jumping
For Medium or Small creatures in normal (1g) gravity, jump height is generally as follows:
Horizontal Jumping: Generally a creature can jump horizontally a number of feet equal to its
Strength + its Dexterity (with a minimum of 2), assuming it is unencumbered and has at least 10 feet
to run and gain speed beforehand.
Vertical Jumping: Generally a creature can jump vertically a number of feet equal to ½ (50%) of its
Strength (rounded up, with a minimum of 1), assuming it is unencumbered and has at least 10 feet to
run and gain speed beforehand.
Jumping While Encumbered: For every 10 pounds of weight a creature carries over its encumbrance
weight, its jump height and distance are reduced by 1 (with a minimum of 0).

50 | OTHER INFORMATION
Falling
1g Environments
If a creature of Medium or smaller size falls from more than 10 feet onto a hard surface, they take
1D6 bludgeoning damage for every 5 feet above 10 they fall.
For every size class a creature is above Medium, they can fall twice as far before taking damage, but
take twice as much damage from falling and +1 wound damage per 5 feet for falls from great heights.
For every size class a creature is below Medium, the damage they take from falling is halved.
Falling from a great height: If a creature takes damage from a fall of 50 feet or more, they cannot use
EP to completely avoid being wounded. In addition to the damage from their fall (avoidable with EP)
they are wounded for 5 + 1 for every 5 feet over 50 that they fell.
Other Environments
For environments with more or less than 1g of gravity, the effects of falling may be increased or
reduced at the GM’s discretion. For quick calculation, falling damage can be changed in proportion to
the gravity of the environment. For example, 0.5g fall damage might be half of the normal 1g.
Size Class Table
Size Classes
Creatures and items are Size Class Dimensions
categorized into size classes based on Miniature less than a 1x1 foot cube.
the number of cubic feet they occupy.
Tiny a 1x1 to a 2x2 foot cube.
A creature’s size class is determined
by the smallest cube it would fit into Small a 2x2 to a 4x4 foot cube.
while standing, as specified by the
Size Class Table. Medium a 4x4 to a 8x8 foot cube.
For instance, if a creature is 8.5 feet Large a 8x8 to a 16x16 foot cube.
tall and 3 feet wide while standing it Giant a 16x16 to a 32x32 foot cube.
would be of the Large size class.
A full list of size classes and their Enormous a 32x32 to a 64x64 foot cube.
dimensions can be found on the Size Gargantuan a 64x64 to a 128x128 foot cube.
Class Table.
Brobdingnagian greater than a 128x128 foot cube.
Encumbrance
By default a creature’s encumbrance weight is equal to 2 times its Strength + the product of the
lower bounds of its size class pounds, to a minimum of 0. A list of the size class encumbrance bonuses
can be found in the Size Class Encumbrance Table. For every 5 pounds of weight a creature carries over
its encumbrance, its movement speed is reduced by 1. A creature’s movement speed cannot be reduced
below 0. Additionally, for every 20 pounds a creature is carrying over its encumbrance, it has -3 on all
Dexterity checks and saving throws.
For example, a creature with a Strength of 3 and a Medium size class would have a 6 + 16, or 22,
pound encumbrance weight. If it is carrying 48 pounds of equipment (it’s 26 pounds over its
Size Class Encumbrance Table encumbrance) its movement speed is reduced by 5. If it
has an unencumbered movement speed of 30, its final
Size Class Encumbrance Bonus movement speed would be 25. Additionally, since it’s
Miniature +0 encumbered by more than 20 pounds, it would have -3
Tiny +1 on Dexterity checks and saving throws.
Note: flying and swimming speeds are reduced
Small +4
three times as quickly (-3 for every 5 pounds of weight
Medium +16 a creature carries over its encumbrance).
Large +64
Giant +256 Lifting
A creature can lift weight up to their encumbrance
Enormous +1024 times 4 without needing to make a Strength check. For
Gargantuan +4096 anything weighing more than that, the creature may be
Brobdingnagian +16384 required to make a Strength or Athletics check at the
GM’s discretion.

OTHER INFORMATION | 51
Obscurity and Obscured Areas
There are 5 levels of obscurity.
Unobscured: Creatures in unobscured environments can see and act normally. Stealth checks are
extremely difficult or impossible while unobscured.
Lightly obscured: Creatures have -1 on checks, saving throws, and ranged attacks that rely on
vision in lightly obscured environments.
Moderately obscured: Creatures have -3 on checks, saving throws, and ranged attacks that rely on
vision in moderately obscured environments.
Heavily obscured: Creatures have -6 on checks, saving throws, and ranged attacks that rely on
vision in heavily obscured environments. Attempting to move quickly or sprint in a heavily obscured
environment may require a Luck or Dexterity saving throw to avoid falling prone (especially in
difficult terrain). Additionally, creatures who are heavily obscured have a +3 bonus to their Defense.
Fully obscured: Creatures have -9 on checks, saving throws, and ranged attacks that rely on
vision, or may automatically fail them at the GM’s discretion, in fully obscured environments.
Attempting to move quickly or sprint in a fully obscured environment is likely to require a Luck or
Dexterity saving throw to avoid falling prone (especially in difficult terrain). Additionally, creatures
who are fully obscured have a +6 bonus to their Defense.

Fields of Study
You may one or more academic fields of study in which you have received training. At the GM’s
discretion, you may gain bonuses to certain checks or saves that pertain to your chosen field(s) of study.
Generally, you can gain a +3 bonus to Intelligence checks in 1 field of study, +2 in one field and +1 in a
second field, or +1 in 3 different fields. However if you take the Specialist ability you must choose just
one primary field.
Armament Engineering____ Statistics____
Domains: Offense and Technology. Domains: Probability and Mathematics.
Summary: Armament Engineering is the study of Summary: Statistics is the study of both theoretical
weapons and how to design and develop effective and applied mathematical probabilities.
weapons and weapon systems.
Macrophysics____
Bioengineering____ Domains: Kinetics and Forces.
Domains: Organics and Technology. Summary: Macrophysics is the study of the physical
Summary: Bio-Engineering is the study of applying properties of objects large enough to be directly
biological principals to technological creations as observed as well as the effects of forces on those
well as the creation of artificial biological structures. objects.

Chemistry____ Sustainability____
Domains: Molecules and Thermodynamics. Domains: Enhancements and Restoration.
Summary: Chemistry is the study of chemicals and Summary: Sustainability is the study of how systems
substances, focusing on their elemental compositions. can be altered and maintained to increase efficiency
and reliability.
Microbiology____
Domains: Molecules and Organics. Custom____
Summary: Micro-Biology is the study of biological Domains: Two of your choice.
micro-organisms and microscopic structures. Summary: A description of the field, its purpose and
academic focus area.
Neurochemistry____
Domains: Cognition and Molecules.
Summary: Neurochemistry is the study of the
chemicals and compounds that are used by brains and
other cognitive structures to generate consciousness.

52 | OTHER INFORMATION
Riding a Mount
(For information on charging attacks check page 44)
• While riding a mount which you control, your movement speed is replaced with the mount’s
movement speed and you can sprint as a minor action.
• At times it may be necessary to make an Animal Handling or Reflex check to keep your mount
under control, particularly, if your mount is wounded.

Dual Wielding
If you are wielding a weapon in each hand, it does not increase your number of attacks, but you can
choose which weapon to use when you make an attack. The hand holding the unused weapon is referred
to as your off-hand. Some abilities or effects may change this, such as the Dual Wielder ability.

Small Size Class Items


Smaller creatures use smaller items. To account for this, if a character is of the Small size class,
items they purchase are also smaller, lighter, and cheaper. In general, items for a character of Small size
class are half as expensive and weigh half as much. In the case of melee weapons, their reach is also
reduced by 1/3 (rounded up) and their damage dice is reduced by 1 size.
For example, if a halfling buys a halfling-sized odachi, it would cost 3 gold and 5 electrum pieces
instead of 7 gold, have a reach of 7 feet instead of 10, weigh 2.5 pounds instead of 5, and deal 1D8
damage instead of 1D10.
At the GM’s discretion, Small creatures may have disadvantages imposed on them when they use
full-sized weapons, generally a -3 to attack.

Awareness and Targeting


Awareness generally works intuitively, but if you’re unsure in a situation, you can use this section as
a guide. There are three levels of awareness, which work as follows:
Unaware: You are considered unaware of a creature or object until you perceive it. Generally to
perceive something you will have seen or heard the creature or object in question. If something is
intentionally hidden or hiding, you may need to make an Investigation or Awareness check to
become aware of it.
If you are unaware of something, you cannot target it directly, though it can still be affected by
an area-of-effect SPELL if it is in the affected area. Additionally, if you are unaware of something, it
can make a surprise attack against you. For example, a trap you are unaware of, could fire a poisoned
bolt at you as a surprise attack, potentially making it unavoidable with EP. The same could be done
by a hidden assassin or other creature. For more information on surprise attacks, see page 46.
Abstractly Aware: You become abstractly aware of a creature or object when you know it’s
approximate location, but don’t know its exact location. When you are abstractly aware of
something, you can attempt to target it, but are disadvantaged to do so. Generally, when targeting
something you are only abstractly aware of, the creature or object in question counts as being
heavily or fully obscured. Additionally, if the creature or object in question moves without being
perceived, or you become somehow disoriented, then you may become unaware of it.
Aware: You are aware of something when you are able to perceive it directly and know where it
is relative to yourself. If you are aware of something you can target it. If you lose track of something
that you were aware of, you may become abstractly aware or unaware of it.
Finally, if you are attempting to target a point in space, these same general principals can be applied.
• If you are unaware of a point, such as a spot in a place you’ve never been, you can’t target it.
• If you are abstractly aware of a point, such as a spot in a room you were recently in, but can’t
currently see, you can attempt to target it, but may need to make a Comprehension or History check
to determine if you succeed. Alternatively, you may have other disadvantages imposed on you at the
GM’s discretion.
• If you are aware of a point, such as a spot you are currently looking at, you can generally target it
without issue.

OTHER INFORMATION | 53
_________LANGUAGES_________
There are many languages across the universe. The number of languages a character knows is
specified by their background, abilities, and sometimes their species.
Scientific languages are languages of math and science. Not all cultures have developed them.
Scientific languages generally have spoken and written elements. Although all scientific languages share
some characteristics, they are melded with and obfuscated by their languages of origin. A character can
attempt to use knowledge of other scientific languages to translate parts of a scientific language they do
not understand, though it is very difficult and failure can be disastrous as it can result in unpredictable
SPELL effects should they fail and try to cast the SPELL or activate an item using a faulty translation.
Scientific languages are also frequently accompanied by notes in the language’s non-scientific form;
these notes may provide insight into the purpose of the text. A creature who does not know any scientific
languages, but does know a language in which a scientific transcription is written may be able to
understand a portion of its purpose from these notes, but is unlikely to be able to put that knowledge to
use or activate effects as a result.
The number of languages a character knows is specified by their background, abilities, and
sometimes their species.

Common Languages

• Standard
The most common language among humans, which many other species and cultures have also
adopted due to the prevalence of humans. It has spoken, written, and scientific forms.

• Recon-6
The primary language of DWARFs, Recon6 was a language developed by the human military in
order to speak in code. When spoken Recon-6 is designed to sound like accented Standard to
passersby, though anyone listening closely would notice the bizarre conversational flow. The written
form of Recon-6 uses a complex encoding method and must be deciphered before being read. As the
language has gained widespread use among DWARF populations, certain encoding patterns have
become semi-standardized in a conversational context. Recon-6 has spoken, written, and scientific
forms. A creature must have an Intelligence of at least 1 to learn written Recon-6.

• Gubbish
Gubbish is the most common native language of the gubbum. It’s spoken form consists of many
deep rumbling sounds that are frequently impossible for humans to make naturally. It has spoken,
written, and scientific forms.

• Obalish
Obalish is the primary language of many human communities living on outskirt planets, farther
from centers of galactic governance. This language is also very popular among other species since it
places low emphasis on pronunciation, and as such, is more accessible for species with less human
like methods of auditory communication. Obalish has spoken, written, and scientific forms.

54 | OTHER INFORMATION
• Kullerexian
The primary language of the kulle. Kullerexian is a rough, bellowing language that is
communicated as much through gesticulations as through speech. It does have a written form,
though often much meaning is lost in its transcription and many native speakers never learn its
writing system. It has spoken and written forms.

• DTS
Digital Transmission Standard (DTS) is an efficient digital standard language for wireless
communication. It has no true spoken form, but is instead transmitted digitally directly from one
computer or robotic creature to another. This serves as its spoken form. Additionally, though DTS
does have a written form, it is extremely inefficient and laborious to use or translate. When a creature
communicates in DTS, any robotic creature they are communicating with is able to understand the
message in their mind assuming they also know DTS. If you know a creature knows DTS you can
generally speak to it in DTS using a computer or other electronic device even if you can't normally
use the language. It has telepathic/spoken, written, and scientific forms.

Exotic Languages

• Ambl-Gubbonic
Ambl-Gubbonic is a language native to the gubbum. Unlike Gubbish, Ambl-Gubbonic is a
primarily signed language, communicated through physical gestures, though there is also a widely
accepted spoken form. Some gubbum communities still prefer Ambl-Gubbonic over the more
standard Gubbish. Ambl-Gubbonic has spoken/signed, written, and scientific forms.

• Electro Phrenic
Electro Phrenic is a language of the mind. It has no spoken, written, or scientific forms. When a
creature communicates in Electro Phrenic, they are able to send thoughts directly into the mind of a
target creature with whom you share at least 1 language. Electro Phrenic is communicated by
forcibly adjusting the activation of the language centers of a creature’s brain to have thoughts emerge
spontaneously in their mind. This communication is one way and the creature cannot respond in
Electro Phrenic unless they also know the language. Additionally, Electro Phrenic cannot be learned.
A creature must use technology, SPELLs, or be naturally able to use this language in order to use it.

• Kaktovish
Kaktovish is a language developed by a bijou linguist with the goal of creating a language that
could express any concept, even literary ones, in a scientific framework while simultaneously being
highly efficient for conveying scientific and mathematical concepts. Kaktovish has gained some
niche use within devoted scientific communities for its unification of precision and flexibility, but is
rarely used outside academia. It has a spoken/scientific and written/scientific forms. All forms of
Kaktovish count as scientific. A creature must have an Intelligence of at least 4 to learn Kaktovish.

OTHER INFORMATION | 55
• Olfactish
Originally devised by an antherian scientist, Olfactish is a language communicated entirely
through scents. For a creature to understand Olfactish they must be able to smell or otherwise
analyze molecules and molecule concentration closely enough to comprehend the language.
Olfactish can be expressed as scents in the air (spoken) or scents attached to some object (written).
These forms serve as the language’s spoken and written components respectively. For a creature to
communicate in Olfactish they must either have the necessary chemicals to create the desired scents
with them or be able to produce them naturally or through some technology or SPELL. When a
creature speaks or writes in Olfactish, they can set a DC for the message. A creature must succeed on
an Awareness check with that DC to detect the message.

• Therianthropic
Therianthropic is a common language in antherian communities. It relies heavily on body
language and vocal inflections to convey its meanings, though its written form has found ways to
incorporate these attributes into the text. Interestingly, studies have found that animals are generally
more receptive to Therianthropic communication. A creature speaking Therianthropic gains a +3
bonus to Animal Handling checks. Though it has a scientific form, it is limited in scope and only
designed to deal with natural phenomena, such as the scientific domains of Nature or Energy. It has
spoken and written forms, as well as a limited scientific form.

• Trichosian
Trichosian is the most common language among the trichosa. It consists largely of breathy,
whispered tones, and integrates actions such as the sound of feet dragging or the tapping of fingers
into spoken/auditory form. It can also be communicated entirely through vibrations in the ground. Its
written and scientific forms are made up of intricate 3D symbols that are designed to reflect sound in
particular ways to make them easy to read using echolocation. Because of this, Trichosian’s written
form is rarely learned, except by trichosa, and is very difficult to effectively digitize. Trichsian has
spoken/auditory/vibrational, written, and scientific forms.

56 | OTHER INFORMATION
_________ECONOMICS AND EQUIPMENT_________
The economics of the universe is left up to the GM. Generally cost increases linearly with the size
and material value of an item and increases exponentially with its quality. For example, where a pistol
might cost 5 gold pieces, a rifle might cost 7 or 8 since it is larger and uses more material and time to
make. However, for a masterwork rifle it might cost 20 to 30 gold pieces if one is even available for
purchase and assuming the economics of the game make gold uncommon. Food and other supply costs
are generally measured in copper or silver pieces.
Pricing suggestions are listed next to the items below.
Though some campaigns may take place in universes where advanced technology is extremely
abundant, generally stores will only have low-level advanced tech and higher level items will have to be
acquired through adventuring or as rewards.
Additionally, throughout a campaign, the costs of items can vary between regions and over time. For
example, if a planet is largely barren and rocky, food costs may be inflated. However, if the planet is
subsequently terraformed, costs may lower significantly. A similar effect may occur regionally. Weapons,
for instance, could be significantly lower value on a highly militarized planet where weaponry is
abundant.
Though it may vary depending on the campaign and region, currency is typically valued as follows:
1 silver piece is equivalent to 10 copper, 1 electrum piece is equivalent to 10 silver, 1 gold piece is
equivalent to 10 electrum, and 1 platinum piece is equivalent to 10 gold pieces.
Every 50 coins weighs 1 pound.
Note for fully sci-fi settings: Values in this book are listed in copper, silver, electrum, gold, and
platinum pieces for the sake of compatibility with the Apotheosis fantasy rule set. If you are running a
game with fully science fiction setting, all currency can be replaced with a system of credits, where 1
copper is equivalent to 1 credit, 1 silver is equivalent to 10 credits, etc. When using a credit based
system you may or may not determine that credits have any physical representation. If not, simply
ignore rules or references to the weight of money/coins. If you are using a quasi-modern setting, it’s
recommended to either use silver pieces or electrum pieces as equivalent to around 1 US dollar.

Melee Weapons
Note on melee weapons
• There is a category of weapons which is not listed here called vehicle weapons. This category
includes any weapons which are built onto a vehicle (including spaceships) unless the weapon
description specifies otherwise. The vehicle weapons category counts as both a ranged and melee
weapon category. Generally, having expertise with the vehicle weapons category gives you expertise
with any non-SPELL attack you make using a vehicle.

Swords
• Machete (2 gold)
1D6 + half your Strength slashing damage. One-Handed. Weight: 2 lb. Reach: 5ft.
• Collapsible Shortsword (4 gold)
1D6 + half your Strength slashing damage. One-Handed. Weight: 2 lb. Reach: 5ft.
Collapsible: this weapon can be transformed into a compact state using a minor action. While in this
compact state you have +6 on attempts made to conceal this weapon.
• Rapier (3 gold)
1D6 + half your Strength piercing damage. One-Handed. Weight: 2 lb. Reach: 6ft.
• Katana (4 gold)
1D6 + half your Strength slashing damage. One-Handed. Weight: 3 lb. Reach: 5ft.
Versatile: add your entire Strength to damage if wielded with two hands.

ECONOMICS AND EQUIPTMENT | 57


• Sword-Gun (7 gold)
1D10 + your Strength slashing damage. Two-handed. Weight: 6 lb. Reach: 5ft.
Transform: this weapon can be transformed into a Gun-Sword as a minor action, see page 60.
• Chainsaw Sword (7 gold)
1D12 + your Strength slashing damage. Two-handed. Weight: 6 lb. Reach: 5ft.
Heavy: -3 on attack rolls unless your Strength is at least 3.

Knives Jessica Tomlin


• Push Dagger (1 gold)
1D4 + half your Strength slashing or piercing damage. One-Handed. Weight: �⁄� lb. Reach: 3ft.
Good Grip: +3 bonus against being disarmed.
• Throwing Knife (5 electrum)
1D4 slashing + half your Strength piercing damage. One-Handed. Weight: �⁄� lb. Reach: 3ft.
Thrown.
• Tactical Knife (5 electrum)
1D4 + half your Strength slashing or piercing damage. One-Handed. Weight: 1 lb. Reach: 3ft.
• Collapsible Knife (1 gold)
1D4 + half your Strength slashing or piercing damage. One-Handed. Weight: 1 lb. Reach: 3ft.
Collapsible: this weapon can be transformed into a compact state using a minor action. While in this
compact state you have +9 on attempts made to conceal this weapon.
• Tri-bladed Dagger (3 gold)
1D4 + half your Strength piercing damage. One-Handed. Weight: 1 lb. Reach: 3ft.
Killer: when a creature is wounded by this weapon, it has -3 on its death save.

Polearms
• Javelin (1 gold)
1D6 + half your Strength piercing damage. One-Handed. Weight: 2 lb. Reach: 6ft.
Thrown.
• Bo Staff (3 electrum)
1D6 + half your Strength bludgeoning damage. One-handed. Weight: 3 lb. Reach: 8ft.
Versatile: add your entire Strength to damage if wielded with two hands.
• Spear (3 gold)
1D8 + half your Strength piercing damage. One-handed. Weight: 4 lb. Reach: 8ft.
Thrown.
Versatile: add your entire Strength to damage if wielded with two hands.
• Glaive (5 gold)
1D10 + your Strength slashing damage. Two-handed. Weight: 6 lb. Reach: 10ft.

Axes
• Axe (2 gold)
1D6 + half your Strength slashing damage. One-handed. Weight: 2 lb. Reach: 4ft.
• Throwing Axe (1 gold)
1D6 + half your Strength slashing damage. One-handed. Weight: 2 lb. Reach: 3ft.
Thrown.
• Battleaxe (6 gold)
1D12 + your Strength slashing damage. Two-handed. Weight: 6 lb. Reach: 5ft.
Heavy: -3 on attack rolls unless your Strength is at least 4.
• Greataxe (7 gold)
2D6 + your Strength slashing damage. Two-handed. Weight: 8 lb. Reach: 6ft.
Heavy: -3 on attack rolls unless your Strength is at least 5.

58 | ECONOMICS AND EQUIPTMENT


Clubs
• Baton (5 electrum)
1D6 + half your Strength bludgeoning damage. One-handed. Weight: 5 lb. Reach: 5ft.
Versatile: add your entire Strength to damage if wielded with two hands.
• Collapsible Baton (1 gold)
1D6 + half your Strength bludgeoning damage. One-handed. Weight: 4 lb. Reach: 4ft.
Collapsible: this weapon can be transformed into a compact state using a minor action. While in this
compact state you have +6 on attempts made to conceal this weapon.
• Small Hammer (1 gold)
1D4 + half your Strength bludgeoning damage. One-handed. Weight: 2 lb. Reach: 3ft.
Thrown.
• Nunchaku (3 gold)
1D6 + half your Strength bludgeoning damage. One-handed. Weight: 3 lb.
Reach: 5ft.
Flexible: +1 bonus to melee attack rolls against creatures using shields or behind cover.
Difficult: if you don’t have expertise with this weapon, strikes made with it count as critically untrue
on the roll of a 1 or a 2.
• Sledge Hammer (7 gold)
1D10 + your Strength bludgeoning damage. Two-handed. Weight: 8 lb. Reach: 5ft.
Heavy: -3 on attack rolls unless your Strength is at least 3.

Other (melee)
• Rope Dart (3 gold)
1D6 + half your Dexterity piercing damage. Two-handed. Weight: 1 lb.
Reach: 10ft.
• Shuriken (5 silver)
1D4 + half your Strength piercing damage. One-handed. Weight: �⁄� lb. Reach: 3ft.
Spiky: non-thrown attacks made with this weapon also wound the wielder for 1 slashing damage.
Thrown.
• Chakram (3 gold)
1D6 + half your Strength slashing damage. One-handed. Weight: 2 lb. Reach: 3ft.
Thrown.
• Electric Net (4 gold)
0 damage. One-handed. Weight: 5 lb. Reach: 15ft.
Ensnaring: on a true strike, a creature of Small to Large size, targeted by a net, has their movement
speed halved until they use a major action to free themselves.
Taser: when a creature is ensnared by this weapon you can force them to make a DC 10 Constitution
saving throw. On a failed save, they have their movement reduced to 0 and are dazed for 1 round.
• Shield (4 gold)
Half your Strength (rounded up) bludgeoning damage. One-handed. Weight: 6 lb. Reach: 3ft.
Defensive: while wielding a shield you gain a +3 bonus to your Defense.
• Collapsible Shield (5 gold)
Half your Strength (rounded up) bludgeoning damage. One-handed. Weight: 4 lb. Reach: 3ft.
Defensive: while wielding a shield you gain a +2 bonus to your Defense.
Collapsible: this weapon can be transformed into a compact state using a minor action. While in this
compact state you have +6 on attempts made to conceal this weapon.

ECONOMICS AND EQUIPTMENT | 59


Ranged Weapons
Notes on ranged weapons
• Ranged weapon weights are listed without ammunition weights. Ammunition weights have to be
accounted for separately. In general, every 50 rounds of ammunition weighs 1 pound.
• There is a category of weapons which is not listed here called vehicle weapons. This category
includes any weapons which are built onto a vehicle (including spaceships) unless the weapon
description specifies otherwise. The vehicle weapons category counts as both a ranged and melee
weapon category. Generally, having expertise with the vehicle weapons category gives you expertise
with any non-SPELL attack you make using a vehicle.

Guns
• Pistol (4 gold)
1D10 piercing damage. One-handed. Weight: 2 lb. Ranged (80ft).
Fast: if you have expertise with this weapon, you can attack with it as a minor action.
Loading: takes 1 minor action to load before firing.
Repeating: you can make up to 6 attacks with this weapon before reloading.
• Silenced Pistol (5 gold)
1D10 piercing damage. One-handed. Weight: 3 lb. Ranged (80ft).
Fast: if you have expertise with this weapon, you can attack with it as a minor action.
Loading: takes 1 minor action to load before firing.
Repeating: you can make up to 6 attacks with this weapon before reloading.
Silent: surprise attacks made with this weapon increase your surprise attack DC by 3.
• Shotgun (7 gold)
2D8 piercing damage. Two-handed. Weight: 7 lb. Ranged (20ft).
Spread: this weapon does -2 damage for every 10 feet outside of range that a target is.
Loading: takes 1 major action to load before firing.
Repeating: you can make up to 2 attacks with this weapon before reloading.
• Bolt-Action Rifle (7 gold)
2D12 piercing damage. Two-handed. Weight: 6 lb. Ranged (260ft).
Loading: takes 1 major action to load before firing.
• Silenced Bolt-Action Rifle (8 gold)
2D12 piercing damage. Two-handed. Weight: 7 lb. Ranged (260ft).
Loading: takes 1 major action to load before firing.
Silent: surprise attacks made with this weapon increase your surprise attack DC by 3.
• Gun-Sword (7 gold)
1D12 piercing damage. Two-handed. Weight: 6 lb. Ranged (80ft).
Loading: takes 1 minor action to load before firing.
Transform: this weapon can be transformed into a Sword-Gun as a minor action, see page 58.
• Burst Rifle (8 gold)
3D4 piercing damage. Two-handed. Weight: 7 lb. Ranged (120ft).
Fast: if you have expertise with this weapon, you can attack with it as a minor action.
Loading: takes 1 major action to load before firing.
Repeating: you can make up to 4 attacks with this weapon before reloading.
• Minigun (15 gold)
3D6 piercing damage. Two-handed. Weight: 40 lb. Ranged (70ft).
Continuous Fire: after targeting a creature with an attack from this weapon you can attack them again
immediately before the beginning of their turn as a reaction, provided that you are still able to target
them.
Loading: takes 1 major action to load before firing.
Repeating: you can make up to 3 attacks with this weapon before reloading.
Special Ammunition: uses a 5 pound canister of ammunition to be reloaded.
Heavy: -3 on attack rolls unless your Strength is at least 6.

60 | ECONOMICS AND EQUIPTMENT


Other (Ranged)
• Sling (5 silver)
1D6 + half your Strength bludgeoning damage. One-handed. Weight: 1 lb. Ranged (100ft).
Loading: takes 1 minor action to load before firing.
Special Ammunition: uses rocks or other similar objects as ammunition.
• Magnetic Pulse Gun (6 gold)
One of the effects below takes place. One-handed. Weight: 6 lb. Ranged (50ft).
Disarming Pulse: on a true strike, the creature targeted by this attack has anything magnetic they are
holding or carrying weighing up to 20 pounds pulled out of their grasp and up to 20 feet toward you.
On a critically true strike, the item or items are pulled 50 feet instead.
Shoving Pulse: on a true strike, a target of Medium size class or less that is made of or attached to a
significant amount of magnetic material is forced to move 5 feet either toward or away from you. On
a critically true strike the target is instead moved 15 feet.
• Stun-Gun (1 silver)
1D4 electrical damage. Two-handed. Weight: 1.5 lb. Ranged (30ft).
Loading: takes 1 minor action to load before firing.
Taser: when a creature of Large size class or smaller is wounded by this weapon you can force them
to make a DC 15 Constitution saving throw. On a failed save, they have their movement reduced to 0
and are dazed for a number of rounds equal to half the damage they took rounded up.

Armor
Note on protective armor
Protective armor reduces the damage you take by padding and blocking much of the damage you
would otherwise take. This is applicable not only to damage that would wound you, but also allows
you to make better use of your EP by relying on your armor to allow you to block or redirect strikes
made against you. If your armor has the protective property, then once the damage total from a given
source has been determined, you can reduce it by the amount listed by your armor.
Dea
nS
Light Armor pen
cer
• Clothes (8 electrum)
Your Defense is increased by 0 while worn. Weight: 2 lb.
Unarmored: you count as unarmored even while wearing this.
• Carbonic Nanoweave Under-Armor (4 gold)
Your Defense is increased by 0 while worn. Weight: 5 lb.
Protective: while wearing this, damage against you is reduced
by 2.
Under-armor: this armor can be worn underneath other armor.
The protective properties of 2 sets of armor cannot stack; you
must choose only 1 set to gain the property from at a time.
• Exploration Suit (5 gold)
Your Defense is increased by 2 while worn. Weight: 10 lb.
Protective: while wearing this, damage against you is reduced by 2.
• Kinetic Redistribution Shielding (100 gold)
Your Defense is increased by 3 while worn. Weight: 10 lb.
Protective: while wearing this, damage against you is reduced by 2.

Medium Armor
While wearing medium armor, your Dexterity bonus to your Defense cannot be more than half your
Dexterity, even if you have abilities that allow you to add more than half your Dexterity.
• Patchwork Armor (5 gold)
Your Defense is increased by 4 while worn. Weight: 20 lb.
Protective: while wearing this, damage against you is reduced by 1.

ECONOMICS AND EQUIPTMENT | 61


• Tactical Combat Suit (10 gold)
Your Defense is increased by 7 while worn. Weight: 30 lb.
Cumbersome: -1 on Dexterity checks.
• Polyethylene Body Armor (12 gold)
Your Defense is increased by 5 while worn. Weight: 25 lb.
Cumbersome: -3 on Dexterity checks.
Protective: while wearing this, damage against you is reduced by 1.
• Tactical Plating (15 gold)
Your Defense is increased by 8 while worn. Weight: 30 lb.
Cumbersome: -3 on Dexterity checks.

Heavy Armor
While wearing heavy armor, you cannot add your Dexterity to your Defense. You must have a
Strength of at least 4 to use heavy armor. While wearing heavy armor, your movement speed is
reduced by 5ft.
• Heavy Patchwork Armor (10 gold)
Your Defense is increased by 6 while worn. Weight: 35 lb.
Cumbersome: -3 on Dexterity checks.
Protective: while wearing this, damage against you is reduced by 2.
• Metafiber Combat Suit (20 gold)
Your Defense is increased by 6 while worn. Weight: 35 lb.
Cumbersome: -3 on Dexterity checks.
Protective: while wearing this, damage against you is reduced by 2.
• Plated Exo Skeleton (30 gold)
Your Defense is increased by 9 while worn. Weight: 40 lb.
Cumbersome: -3 on Dexterity checks.
• Full Plated Exo Skeleton (40 gold)
Your Defense is increased by 10 while worn. Weight: 50 lb.
Cumbersome: -6 on Dexterity checks.
• Carbon Metaweave Exo Skeleton (100 gold)
Your Defense is increased by 12 while worn. Weight: 40 lb.
Cumbersome: -3 on Dexterity checks.

Other Equipment
General
• Ammunition (5 silver)
50 rounds of ammunition. Weight: 1 lb.
• Ammunition Canister (2 electrum)
A canister with 250 rounds of ammunition. Weight: 5 lb.
• Backpack (5 electrum)
A backpack can be used to store items without having them equipped. Weight: 2 lb (empty).
• Bedroll (2 gold)
Can be used to increase quality of rest and stay warm. Weight: 4 lb.
• Portable Computer (3 gold)
A portable computer which can run programs or interface with other computers. Weight: 1.5 lb.
• Steel Cable (3 gold)
A 10 foot length of steel cable. Weight: 5 lb.
• Crate (2 electrum)
Can be used to store things and can be locked with a padlock. Weight: 10 lb (empty).

62 | ECONOMICS AND EQUIPTMENT


• Cooking Pot (5 electrum)
A pot with a built-in heating element for cooking. Weight: 4 lb.
• Flask of Oil (2 silver)
A flask of flammable oil. Weight: 2 lb.
• Food Rations (6 copper)
Enough food rations for 1 day. Weight: 1.5 lb.
• Ladder (2 gold)
A 15 foot ladder. Weight: 15 lb.
• Handcuffs (1 gold)
A set of handcuffs that can be locked an unlocked with secure digital signal. Weight: 2 lb.
• Mirror (1 gold)
A small mirror in a metal frame. Weight: 1 lb.
• Padlock (1 gold)
Can be used to lock something shut. Weight: 1 lb.
• Bandolier (1 gold)
A bandolier for holding up to 50 rounds of ammo. Weight: 2 lb (full); 1 lb (empty).
• Rope (4 electrum)
A 50 foot length of rope. Can be cut through with 6 or more slashing damage. Weight: 5 lb.
• Rope (light) (1 gold)
A 50 foot length of fine rope. Can be cut through with 4 or more slashing damage. Weight: 3 lb.
• Sack (2 silver)
A sack which can be used to hold items. Weight: 1 lb.
• Tent (5 gold)
A tent to protect from weather while resting. Weight: 10 lb.
• Torch (1 silver)
A torch which can be lit to create a zone of light within 30 feet for up to an hour. Weight: 2 lb.
• Water Bottle (6 silver)
Can be used to store up to 1 day worth of water. Weight: 6 lb (full); 0.5 lb (empty).

Kits
• Climbing Kit (1 gold)
Can be used with an Athletics check to increase climbing speed and secure ones self to a climbable
surface. Weight: 5 lb.
• Disguise Kit (5 electrum)
Can be used with a Deception check to make someone appear as someone else. Weight: 5 lb.
• Fire Starting Kit (7 copper)
Can be used with a Survival check to attempt to start a fire, given flammable material. Weight: 1 lb.
• Gaming Set (8 copper)
A set of dice and cards. Weight: 2 lb.
• Hacking Kit (1 gold)
Can be used with either an Advanced Knowledge or Insight check (GM’s choice) to attempt to hack
into a computer system. Weight: 2 lb.
• Lock-picking Set (1 gold)
Can be used with a Comprehension check to attempt to pick a lock. Weight: 1 lb.
• Maintenance Kit (2 gold)
Can be used with a Comprehension check to attempt to repair vehicles, weapons, or other items.
Weight: 7 lb.
• Medical Kit (2 gold)
Can be used with a Medicine check to attempt to stop bleeding or heal 1D4 wound damage. The DC
of this Medicine check depends on the severity of the wounds and the GM’s discretion. A medical kit
can be used a total of 3 times before being used up and a character cannot be healed by a medical kit
more than once per completed rest. Weight: 5 lb.

ECONOMICS AND EQUIPTMENT | 63


Tools
• Crowbar (2 gold)
Can be used with an Athletics check to attempt to pry something open. Weight: 4 lb.
• Battering Ram (portable) (6 gold)
Can be used with an Athletics check to attempt to smash down a door. Weight: 18 lb.
• Grappling Hook (1 gold)
Can be used with an Athletics check to attempt to fasten a rope to an environmental element.
Weight: 1 lb.
• Shovel (2 gold)
Can be used to dig up to 1 cubic foot of dirt or lose earth with a major action. Weight: 3 lb.

Vehicles
Note on vehicles
Vehicles can be operated using the rules for riding a mount found on page 53. At the GM’s discretion
some vehicles may also require a Comprehension check to operate. Spaceships are listed separately,
see page 68. Note: depending on various factors such as character position, vehicle type, etc. a
character may be given cover, see page 42, while operating a vehicle.
ATV (small) (4 platinum) ATV (large) (8 platinum)
Death save bonus: +12 Death save bonus: +22
Defense: 13 + �⁄� (33%) of the Dexterity of Defense: 13 + �⁄� (33%) of the Dexterity of
the driver. the driver.

Size class: Medium. Size class: Large.


Weight: 550 lb. Weight: 1000 lb.
Movement speed: 120ft. Movement speed: 120ft.
Encumbrance weight: 300 lb. Encumbrance weight: 600 lb.
Crash: If this vehicle fails a death save while Crash: If this vehicle fails a death save while
being driven, the driver must make a Reflex being driven, the driver must make a Reflex
check with a DC equal to 10 + the total wounds check with a DC equal to 10 + the total wounds
of the ATV. The ATV then crashes and of the ATV. The ATV then crashes and
everything on it takes damage equal to 10% of everything on it takes damage equal to 5% of the
the speed the vehicle was moving when it speed the vehicle was moving when it crashed,
crashed, or half as much damage if the driver or half as much damage if the driver succeeded
succeeded on their Reflex check. on their Reflex check.

Jessica Tomlin

64 | ECONOMICS AND EQUIPTMENT


Motorcycle (4 platinum) Motorboat (5 platinum)
Death save bonus: +10 Death save bonus: +18
Defense: 13 + �⁄� (33%) of the Dexterity of Defense: 14
the driver.
Size class: Large.
Size class: Medium. Weight: 1000 lb.
Weight: 450 lb. Movement speed: 100ft (floating).
Movement speed: 120ft. Encumbrance weight: 500 lb.
Encumbrance weight: 250 lb. Crash: If this vehicle fails a death save while
Sprinter: When driving this vehicle a creature being driven, it will stop moving and begin to
can can move up to 3 times the vehicle’s sink.
movement speed instead of 2 when taking the
sprint action.
Crash: If this vehicle fails a death save while Yacht (small) (15 platinum)
being driven, the driver must make a Reflex
check with a DC equal to 10 + the total wounds
Death save bonus: +26
of the motorcycle. The motorcycle then crashes Defense: 16
and everything on it takes damage equal to 10%
of the speed the vehicle was moving when it
Size class: Giant.
crashed, or half as much damage if the driver
succeeded on their Reflex check. Weight: 8000 lb.
Movement speed: 75ft (floating).
Encumbrance weight: 3000 lb.
Crash: If this vehicle fails a death save while
Ultralight Aircraft (6 platinum) being driven, it will stop moving and begin to
Death save bonus: +8 sink.
Defense: 11 + �⁄� (33%) of the Dexterity of
the driver. Light Aircraft (14 platinum)
Death save bonus: +14
Size class: Giant.
Defense: 13 + �⁄� (33%) of the Dexterity of
Weight: 300 lb. the driver.
Movement speed: 40ft, 100ft (flying).
Encumbrance weight: 200 lb. Size class: Giant.
Crash: If this vehicle fails a death save while Weight: 1000 lb.
being driven, the driver must make a
Comprehension check with a DC equal to 10 + Movement speed: 50ft, 120ft (flying).
the total wounds of the aircraft. The aircraft then Encumbrance weight: 600 lb.
crashes. If the aircraft was flying at the time of Crash: If this vehicle fails a death save while
the crash, then the aircraft and all contents fall being driven, the driver can make a
and take damage appropriate to the distance Comprehension check with a DC equal to 10 +
fallen, see page 51. If the driver succeeded on the total wounds of the aircraft. The aircraft then
their Comprehension check, the damage from crashes. If the aircraft was flying at the time of
falling is halved. If the vehicle was not flying the crash, then the aircraft and all contents fall
when it failed its death save, it ceases to and take damage appropriate to the distance
function, but its cargo is not directly damaged. fallen, see page 51. If the driver succeeded on
their Comprehension check, the damage from
falling is halved. If the vehicle was not flying
when it failed its death save, it ceases to
function, but its cargo is not directly damaged.

ECONOMICS AND EQUIPTMENT | 65


Mech Suit (40 platinum) Combat Mech Suit (70 platinum)
Death save bonus: +25 Death save bonus: +30
Defense: 18 + �⁄� (33%) of the Dexterity of the Defense: 21 + �⁄� (33%) of the Dexterity of
driver. the driver.
Attacks Attacks
Bash: 2D8 bludgeoning damage. Reach: 5ft. Bash: 2D8 bludgeoning damage. Reach: 5ft.
Requires: a major action. Requires: a major action.
Shoot: 2D6 piercing damage. Range: 80ft.
Size class: Large. Requires: a minor action.
Weight: 4000 lb.
Movement speed: 35ft. Size class: Large.
Encumbrance weight: 600 lb. Weight: 4400 lb.
Crash: If this vehicle fails a death save while Movement speed: 45ft.
being driven, it will cease to function and the Encumbrance weight: 500 lb.
driver must make a Luck check. On a roll total of Crash: If this vehicle fails a death save while
less than 2, the damage causes an explosion being driven, it will cease to function and the
dealing the driver 1D6 force + 1D6 heat damage of driver must make a Luck check. On a roll total of
unavoidable damage. On a roll total of less than 7, less than 2, the damage causes an explosion
the mech along and its exit hatch stop functioning, dealing the driver 1D6 force + 1D6 heat damage
trapping the driver inside. On a roll total of 7 or of unavoidable damage. On a roll total of less
more, the mech stops functioning, but the driver is than 7, the mech along and its exit hatch stop
able to exit normally. functioning, trapping the driver inside. On a roll
total of 7 or more, the mech stops functioning,
but the driver is able to exit normally.
Defensive Mech Suit (70 platinum)
Death save bonus: +30
Defense: 22 + �⁄� (33%) of the Dexterity of the
driver.
Attacks
Bash: 2D6 bludgeoning damage. Reach: 5ft.
Requires: a major action.
Localized Taser: 1D6 electrical damage.
Reach: 5ft. Requires: a minor action.
On a true strike, the target must make a DC 12
Constitution saving throw if they are of Giant
size class or smaller. On a failed save, they
have their movement reduced to 0 and are
dazed for 1 round.

Size class: Large.


Weight: 4400 lb.
Movement speed: 45ft.
Encumbrance weight: 500 lb.
Crash: If this vehicle fails a death save while
being driven, it will cease to function and the
driver must make a Luck check. On a roll total of
less than 2, the damage causes an explosion
dealing the driver 1D6 force + 1D6 heat damage of
unavoidable damage. On a roll total of less than 7,
aga

the mech along and its exit hatch stop functioning,


erS

trapping the driver inside. On a roll total of 7 or


Pet

more, the mech stops functioning, but the driver is


able to exit normally.

66 | ECONOMICS AND EQUIPTMENT


Giant Mech Suit (120 platinum)
Death save bonus: +60
Defense: 22 + �⁄� (33%) of the Dexterity of the driver.
Attacks
Bash: 3D6 bludgeoning damage. Reach: 5ft. Requires: a major action.
Shoot: 3D6 piercing damage. Range: 80ft. Requires: a minor action.
Special actions
Arcing Taser: Once per 10 minutes, a major action can be used to make the mech electrify everything
around it. Creatures in the affected area must make a DC 15 Constitution saving throw. On a success,
they only take half damage. If they are of Enormous size class or smaller and fail, they have their
movement reduced to 0 and are dazed for 1 round. This attack deals 3D6 electrical damage and its
affected area is everything within a number of feet of the mech equal to the damage of this action.

Size class: Giant.


Weight: 8400 lb.
Movement speed: 50ft.
Encumbrance weight: 700 lb.
Crash: If this vehicle fails a death save while being driven, it will cease to function and the driver must
make a Luck check. On a roll total of less than 2, the damage causes an explosion dealing the driver 1D6
force + 1D6 heat damage of unavoidable damage. On a roll total of less than 7, the mech along and its exit
hatch stop functioning, trapping the driver inside. On a roll total of 7 or more, the mech stops functioning,
but the driver is able to exit normally.

ECONOMICS AND EQUIPTMENT | 67


_________SPACESHIPS_________
Introduction to Spaceships
There are uncounted variations of spaceships throughout the universe with a wide array of
characteristics. Some of the most common models can be found below, though even these are frequently
modified to tailor them to the preferences of their user.

Common Models

Proletariat (65 platinum)


A very small space-faring vehicle designed for commuting between systems. Features some light
defensive capabilities.
• EP: 50
• Death Save Bonus: +20
• Defense: 17
• Power: 1
• Weapons:
• Light Railgun:
1 attack per round. 3D10 piercing damage. Range: 50 miles.
• SPELLs:
• Blackout: Power Cost: 0. Time requirement: a major action. Single-target effect.
Range: Self. Duration: Special.
The ship shuts down its main engines while maintaining life support and some
acceleration abilities. All detectable systems are shut off. The ship can only be detected
through visual/analog means. However, the ship loses the ability to detect things through
any means except a crew member’s visuals or other analog means. A DC 20 Investigation
check is required to notice the ship in open space if the investigator is unaware of the
ship. If the investigator is abstractly aware of the ship, the DC is 10 instead. While this
SPELL is active, the ship’s acceleration is limited to 1 mpr. These effects last until this
SPELL is ended as a major action.
If a true strike is made against the ship in this state, the ship can still use EP, but it
requires twice as much EP as it would otherwise to evade or deflect the strike with
shields.
Centralized Command: This SPELL can be cast by the captain as though he were
the SPELL technician and does not require a separate SPELL technician to operate.
• Crew Positions: Captain/SPELL Technician, and Gunner.
• Acceleration:
15 mpr forward or backward, 10 mpr sideways, 10 mpr up or down.
Max of 100,000 mpr.
• Size Class: Large.
• Weight: 6,000 lb.
• Space Capacity: 160 cubic feet.
• Encumbrance Capacity: 320 lb.
• Warpdrive: 60 seconds to charge. Costs 1 Power.
• Warp Distance: up to 5 light years.
• Recharge: Takes 24 hours within a solar system to recharge with solar energy.

68 | SPACESHIPS
Lampyrid (200 platinum)
A relatively small transport ship designed for long journeys more than maneuverability or
proficiency in combat.
• EP: 80
• Death Save Bonus: +80
• Defense: 20
• Power: 2
• Weapons:
• None
• Crew Positions: Captain.
• Acceleration:
15 mpr forward or backward, 10 mpr sideways, 10 mpr up or down.
Max of 400,000 mpr.
• Size Class: Enormous.
• Weight: 100,000 lb.
• Space Capacity: 15,000 cubic feet.
• Encumbrance Capacity: 5,120 lb.
• Escape Pods: 1
Space Capacity: 160 cubic feet each.
Ejection Speed: 30,000 mpr.
Deceleration: 10,000 mpr deceleration.
• Warpdrive: 60 seconds to charge. Costs 2 Power.
• Warp Distance: up to 10 light years.
• Recharge: Takes 24 hours within a solar system to recharge with solar energy.

SPACESHIPS | 69
Striker (250 platinum)
A small lightweight ship designed for combat and maneuverability. These ships are not designed
for long-distance journeys and have very limited capacity and warp-drive capabilities by default.
• EP: 110
• Death Save Bonus: +40
• Defense: 22
• Power: 2
• Weapons:
• Railgun:
1 attack per round. 10D10 piercing damage. Range: 500 miles.
• SPELLs:
• Self Destruct: Power Cost: 0. Time requirement: a minor action. Single-target effect.
Range: Self.
The striker overloads its core and initiates a self destruct sequence. Unless the striker
fails a death save before the start of the SPELL Technician’s next turn, the striker will
explode dealing 10D10 damage to everything within 1 mile of it, and an additional 5D10
damage to everything within 100 feet of it.
Centralized Command: This SPELL can be cast by the captain as though he were the
SPELL technician and does not require a separate SPELL technician to operate.
• Crew Positions: Captain/SPELL Technician, and Gunner.
• Acceleration:
30 mpr in any direction.
Max of 300,000 mpr.
• Size Class: Giant.
• Weight: 14,000 lb.
• Space Capacity: 120 cubic feet.
• Encumbrance Capacity: 1,280 lb
• Warpdrive: 18 seconds to charge. Costs 1 Power.
• Warp Distance: up to 1 light year.
• Recharge: Takes 24 hours within a solar system
to recharge with solar energy.

70 | SPACESHIPS
Verve (280 platinum)
A small, sphere-like ship designed for efficient warping and burst acceleration.
• EP: 70
• Death Save Bonus: +40
• Defense: 20
• Power: 5
• Weapons:
• Plasma Scatter:
1 attack per round. 6D10 heat damage. Range: 1 mile.
• SPELLs:
• Warp Strike: Power Cost: 0. Time requirement: a major action. SPELL attack.
Range: 10 miles.
The ship creates a micro warp in space time and uses it to send a small projectile a
short distance into a target at warp speed. On a true strike, the target takes 3D12
bludgeoning damage.
• Tactical Warp: Power Cost: 1. Time requirement: 1 reaction. Single-target effect.
Range: Self.
The ship instantaneously warps up to 1 mile away, potentially out of the way of an
incoming attack.
• Forced Warp: Power Cost: 2. Time requirement: a major action. Single-target effect.
Range: 10 miles.
The ship attempts to warp space around a target with a size class up to one larger than
the ship. The target must make a DC 14 Dexterity saving throw or be forcibly moved up
to 10 miles to a location of the SPELL Technician’s choice.
• Crew Positions: Captain, SPELL Technician, and Gunner.
• Acceleration:
40 mpr in any direction.
Max of 100,000 mpr.
• Size Class: Giant.
• Weight: 16,000 lb.
• Space Capacity: 220 cubic feet.
• Encumbrance Capacity: 1,280 lb.
• Warpdrive: 18 seconds to charge.
Costs 1 Power.
• Warp Distance: up to 10
light years.
• Recharge: Takes 16
hours within a solar
system to recharge with
solar energy.

SPACESHIPS | 71
Sentinel (380 platinum)
A versatile ship designed to be competent for both long range combat and exploration.
• EP: 90
• Death Save Bonus: +80
• Defense: 22
• Power: 4
• Weapons:
• Lazer Cannon:
1 attack per 2 rounds. 4D12 heat damage. Range: 1200 miles.
Light Speed: surprise attacks made with this weapon increase your surprise attack DC by 6.
• Light Autocannon:
1 attack per round. 2D6 piercing damage. Range: 10 miles.
Fast: if you have expertise with vehicle weapons, you can attack with this as a minor action.
• SPELLs:
• Tractor Beam: Power Cost: 0. Time requirement: a major action. SPELL attack.
Range: 30 miles.
The ship targets an object or creature within range with a size class less than or equal
to that of the ship. On a true strike, the ship begins pulling the target toward the ship at a
speed of up to 20 mpr. If the target was already moving, this pull can be treated as forced
acceleration toward the ship.
• Crew Positions: Captain, 2 Gunners, and Spell Technician.
• Acceleration:
20 mpr in any direction.
Max of 400,000 mpr.
• Size Class: Enormous.
• Weight: 120,000 lb.
• Space Capacity: 8,000 cubic feet.
• Encumbrance Capacity: 5,120 lb.
• Escape Pods: 2
Space Capacity: 100 cubic feet each.
Ejection Speed: 30,000 mpr.
Deceleration: 10,000 mpr deceleration.
• Warpdrive: 30 seconds to charge. Costs 2 Power.
• Warp Distance: up to 10 light years.
• Recharge: Takes 24 hours within a solar system to recharge with solar energy.

72 | SPACESHIPS
Spartan (520 platinum)
A spaceship designed for brutality in combat. With a well-rounded build and large frame these
ships are a force to be reckoned with.
• EP: 200
• Death Save Bonus: +80
• Defense: 24
• Power: 6
• Weapons:
• Atomic Torque Cannon:
1 attack per 2 rounds. 10D20 bludgeoning damage. Range: 800 miles.
• Railgun:
1 attack per round. 10D10 piercing damage. Range: 500 miles.
• SPELLs:
• Weaponized Tractor Beam: Power Cost: 1. Time requirement: a major action. SPELL
attack. Range: 100 miles.
The ship targets an object or creature within range with a size class less than or equal
to that of the ship. On a true strike, the ships begins pulling the target toward the ship at a
speed of up to 50 mpr. If the target was already moving, this pull can be treated as forced
acceleration toward the ship.
• Magnetized Payload: Power Cost: 2. Time requirement: a major action. Spell attack.
Range: 50 miles.
The ship fires magnetized explosives toward a target within range. On a true strike the
target takes 8D10 force damage. If the target is magnetic, this attack has a +6 to its attack
modifier.
• Crew Positions: Captain, SPELL Technician, and 2 Gunners.
• Acceleration:
30 mpr forward or backward, 15 mpr in any other direction.
Max of 300,000 mpr.
• Size Class: Enormous.
• Weight: 200,000 lb.
• Space Capacity: 6,000 cubic feet.
• Encumbrance Capacity: 5,120 lb.
• Warpdrive: 24 seconds to charge. Costs 2 Power.
• Warp Distance: up to 10 light year.
• Recharge: Takes 32 hours within a solar system to recharge with solar energy.

SPACESHIPS | 73
Endurance (800 platinum)
A huge ship designed for long term deployment in potentially hostile areas. It’s equipped with a
variety of defensive and offensive measures.
• EP: 280
• Death Save Bonus: +160
• Defense: 24
• Power: 7
• Weapons:
• Light Atomic Torque Cannon:
1 attack per 2 rounds. 5D20 bludgeoning damage. Range: 500 miles.
• Light Atomic Torque Cannon:
1 attack per 2 rounds. 5D20 bludgeoning damage. Range: 500 miles.
• SPELLs:
• Ice: Power Cost: 1. Time requirement: a major action. Area-of-effect. Range: Self.
Duration: 10 minutes. Consumes material component: water.
The ship ejects a large quantity of water from it’s life support systems into the
vacuum of space. The water instantly boils and freezes in the vacuum, forming fine snow-
like powder that disperses around the ship, obscuring it. For the duration, a 1/2 mile
radius area around the ship in any direction is considered heavily obscured.
Note: this SPELL may not work if the ship is not in the vacuum of space.
Additionally, this SPELL consumed 500 pounds of water every time it is cast.
• Crush: Power Cost: 4. Time requirement: a major action. Spell attack. Range: 10 miles.
The ship attempts to bend the fabric of space-time around a target drastically
increasing its weight. On a true strike, the target takes 3D10 force damage, and it and
everything within 10 feet of it are dazed for 1 round and have their movement speed
halved as time warps around them.
• Crew Positions: Captain, SPELL Technician, 2 Gunners.
• Acceleration:
30 mpr forward or backward, 20 mpr in any other direction.
Max of 300,000 mpr.
• Size Class: Gargantuan.
• Weight: 680,000 lb.
• Space Capacity: 60,000 cubic feet.
• Encumbrance Capacity: 20,480 lb.
• Escape Pods: 4
Space Capacity: 160 cubic feet each.
Ejection Speed: 30,000 mpr.
Deceleration: 10,000 mpr deceleration.
• Warpdrive: 24 seconds to charge. Costs 2 Power.
• Warp Distance: up to 15 light year.
• Recharge: Takes 24 hours within a solar system to recharge with solar energy.

74 | SPACESHIPS
Gargan (3000 platinum)
A huge spaceship designed to deliver overwhelming force in combat. These ships are often used
as command ships for armadas.
• EP: 600
• Death Save Bonus: +640
• Defense: 24
• Power: 8
• Weapons:
• Atomic Torque Cannon:
1 attack per 2 rounds. 10D20 bludgeoning damage. Range: 800 miles.
• Railgun:
1 attack per round. 10D10 piercing damage. Range: 500 miles.
• Railgun:
1 attack per round. 10D10 piercing damage. Range: 500 miles.
• Light Atomic Torque Cannon:
1 attack per 2 rounds. 5D20 bludgeoning damage. Range: 500 miles.
• Light Atomic Torque Cannon:
1 attack per 2 rounds. 5D20 bludgeoning damage. Range: 500 miles.
• SPELLs:
• Weaponized Tractor Beam: Power Cost: 1. Time requirement: a major action. SPELL
attack. Range: 100 miles.
The ship targets an object or creature within range with a size class less than or equal
to that of the ship. On a true strike, the ships begins pulling the target toward the ship at a
speed of up to 50 mpr. If the target was already moving, this pull can be treated as forced
acceleration toward the ship
• Magnetized Payload: Power Cost: 2. Time requirement: a major action. Spell attack.
Range: 50 miles.
The ship fires magnetized explosives toward a target within range. On a true strike the
target takes 10D10 force damage. If the targeted is magnetic and does not have EP, this
attack has a +6 to its attack modifier.
• Gravity Well: Power Cost: 2. Time requirement: a major action. Area-of-effect.
Duration: 1 minute. Range: Self.
The ship creates a gravity well around itself. Everything within 2 miles of the ship is
pulled towards it with a gravitational force of up to 3g.
• Crew Positions: Captain, SPELL Technician, and 5 Gunners.
• Acceleration:
20 mpr forward or backward, 15 mpr in any other direction.
Max of 300,000 mpr.
• Size Class: Brobdingnagian x2.
• Weight: 200,000,000 lb.
• Space Capacity: 300,000 cubic feet.
• Encumbrance Capacity: 327,680 lb.
• Escape Pods: 6
Space Capacity: 640 cubic feet each.
Ejection Speed: 30,000 mpr.
Deceleration: 10,000 mpr deceleration.
• Warpdrive: 18 seconds to charge. Costs 3 Power.
• Warp Distance: up to 15 light year.
• Recharge: Takes 32 hours within a solar system to recharge with solar energy.

SPACESHIPS | 75
_________FLYING SPACESHIPS_________
Crew Positions on a Spaceships
Any creature can attempt to take on any crew position within a spaceship. However, if a creature is
unfamiliar with the ship or if the controls are not designed for their species, they may need to succeed on
a Comprehension or Advanced Knowledge check at the GM’s discretion to succeed. It takes a major
action to attempt to assume a crew position on a ship. Additionally, depending on the size and layout of
the ship, it may require a creature to expend movement (potentially over multiple turns) to reach a place
where they can assume a given crew position. Once a creature has assumed a crew position, they can use
actions on their turn to operate the ship.
The crew positions are as follows and provide the following control/abilities:
• Captain: Control of the ship’s acceleration using either their major action or movement each
round and controls the ships EP expenditure.
• Gunner: Control of one or more of the ship’s weapons generally using their major action to
attack.
• SPELL Technician: Control of the ship’s SPELLs, using the time requirement of the SPELL to
cast it and expending the ship’s Power when doing so.
If you don’t have a crew position on the ship there are still things you can do. For instance, if the
ship is damaged you may be able to repair it by going to the site of the damage and using a maintenance
kit to restore the damaged area/systems. Alternatively, you could eject a drone or yourself out of the
spaceship to assist in combat or attempt to infiltrate enemy spacecraft.

Flying a Spaceships
Spaceships all have an acceleration which is listed in miles per round (mpr). This determines how
quickly the ship can accelerate in a given direction. Additionally, all spaceships will have a listed
maximum for their speed. A ship cannot move more quickly than its maximum speed except through the
use of a warpdrive or similar technology.
For example, if a ship has a forward acceleration of 15 mpr and a backwards acceleration of 5 mpr
then in one round it can go from completely still to 15 mpr in the forward direction. If the ship then
wanted to slow down it would take it 3 rounds to come back to a complete stop since each round it
would only be able to accelerate 5 mpr backwards. Alternatively, if the ship was moving at 10 mpr
backwards and activated its forward thrusters at full power it would be moving at 5 mpr forwards after 1
round.
Additionally, unlike a creature, spaceships generally cannot take the Sprint action, though bursts of
speed or acceleration are possible through other means such as SPELLs or expending EP.
As the captain of a ship you can expend the ship’s EP to increase its acceleration. For every EP
expended in this way the ships acceleration is increased by 1 mpr in a direction of your choice.
However, a ship can only expend EP up to the largest of its acceleration vectors in this way.
For example, if a ship has a forward acceleration of 15 and an acceleration of 10 in all other
directions then it cannot expend more than 15 EP per turn to accelerate in any given direction.

Advanced Spaceship Maneuvers


When captaining a spaceship, there may be times when you encounter a situation which is difficult to
fly in, want to use some form of advanced maneuvering to escape an enemy, or otherwise do something
outside the realm of normal spaceship flying. In such situations the GM may require you to make one or
more checks to successfully pull off the maneuver. Generally advanced spaceship maneuvers can be
accomplished using Reflex, Comprehension, and/or Sleight of Hand checks. However, maneuvers could
also require other checks depending on the situation and the GM’s discretion.
For example, if you attempt to weave through an asteroid field before disappearing behind one of the
asteroids to hide, you may be required to make Stealth check, possibly in addition to another check
depending on how complex the maneuver is determined to be.

76 | SPACESHIPS
Combat in a Spaceship
Combat in a spaceship proceeds in a very similar manner to normal combat, with the exception that
generally each character will spend their turn controlling some aspect of the ship. On a creature’s turn,
they can choose to either use the abilities of their crew position (if they have one), attempt to change
crew positions, take normal actions within the ship, such as attacking an intruder or moving to a
different location, or operate some other equipment within the ship, such as ejecting something from the
ship, locking a door, or using a maintenance kit to attempt to repair something. Other kinds of actions
may also be possible depending on the spaceship being operated, the circumstances, and the GM’s
discretion.
EP: Spaceships, much like creatures, have two different energy reserves: EP and Power. EP is
generally used to generate a spaceship’s shields, but can also be diverted to the engines or thrusters to
give the ship a burst of acceleration which can either be used to evade enemy attacks or to give the ship
an acceleration boost. The use of EP is generally at the discretion of the Captain of the spaceship. Also
note that, unlike creatures, spaceships do not have an EP expenditure limit by default.
Power: Spaceship Power works generally the same as it does for creatures. The difference is that
spaceships generally cannot expend Power to cast SPELLs without the influence of a SPELL
Technician. When a spaceship expends Power to cast a SPELL, the SPELL Technician can be treated as
having cast the SPELL for the sake of applying modifiers, abilities, traits, etc. to the SPELL. For
example, if a SPELL Technician has the Telekinetic ability and has the ship cast Tractor Beam, they
could use their Telekinetic ability to increase the acceleration effect of the SPELL as though they had
cast it themselves.
Wounds: Spaceships can be wounded in the same manor as creatures. If a spaceship takes damage
that cannot be absorbed by its shields (EP) then it is wounded and must make a death save. If the ship
suffers a serious or crippling wound it may have some systems disabled or the functioning of some
systems may be impeded. For example, a crippling wound could cause the ship’s thrusters or one of its
weapons systems to fail. If a ship fails a death save, all of its systems fail and it may be completely
destroyed. For more information on death saves, see page 40. Additionally, note that the size class of a
spaceship (as well as upgrades) have an affect on the death save bonus of a ship. For more information,
see the Spaceship Size Class Bonuses Table on page 78.

Ejecting From a Spaceship


If a creature chooses to eject themselves from a spaceship, they maintain the momentum from the
ship in the direction it was moving when they ejected. Assuming the creature is ejected into a gravity
free environment, the creature will continue to move along its trajectory unless it’s acted upon by an
external force or has something such as a jetpack, see page 117, that it can use to change its trajectory.

Spaceships on Planets
In general, spaceships are designed to be able to fly in environments with up to 1.1g of gravity (1.1
times Earth’s gravity). For planets or celestial bodies exceeding that number, it is up to the GM’s
discretion to determine if a given spaceship will be able to fly. Even if a spaceship can fly in a given
environment it may still be significantly slowed down due to factors such as gravity and wind resistance
from the atmosphere (if the planet has one). Other factors, such as the temperature of the celestial body
may also interfere with a ship’s ability to land or fly on the planet.
Additionally, while in an atmosphere or being affected by gravity, the effective range of spaceship
guns may be significantly impeded. The exact extent to which this is true will depend on the
composition of the atmosphere, visibility, the strength of gravity, the gun being used, and the GM’s
discretion. Similarly, these environmental attributes may cause changes to the effects, range, duration,
etc. of SPELLs created by a spaceship.

SPACESHIPS | 77
Spaceships and Encumbrance Spaceship Size Class Bonuses Table
Spaceships’ encumbrance works very similarly Encumbrance Death Save
to creatures’ encumbrance. However, spaceships Size Class
Bonus Bonus
are able to carry far more before becoming Medium +80 +10
encumbered. For every 100 pounds of weight that
a spaceship is carrying over its Encumbrance Large +320 +20
Capacity, its acceleration is reduced by 1 mpr Giant +1280 +40
(minimum of 0). Additionally, spaceship Enormous +5120 +80
encumbrance capacity scales differently with size
class, increasing by 4 times per size class rather Gargantuan +20480 +160
than 2 times, see the Spaceship Size Class Bonuses Brobdingnagian +81920 +320
Table for more information.
… … …
Escape Pods
Some spaceships come equipped with escape pods. As a major action a creature can enter and eject
and escape pod from a ship (assuming they have proper clearance to do so or that the escape pods do not
check clearance before use). Unlike a spaceship, escape pods generally cannot change their trajectory. A
creature must choose the trajectory of the escape pod upon ejecting. The escape pod will then move in
that direction with an initial speed as determined by the Ejection Speed trait of the escape pod. Escape
pods use internal space-time warping technology so that the contents of the escape pod will not be
damaged by the sudden acceleration during ejection. Escape pods are equipped with decelerators
allowing a creature within a pod to decelerate the craft before landing. Escape pods are also designed to
protect the occupants from even extreme forces. Generally an occupant will not take any damage during
the use or landing of an escape pod. If damage is taken, the design and system of the escape pod will
give the creature resistance the damage in most cases.
Escape pods do not have any EP, but they do have a Defense of 30 and +25 to death saves by default.

Warpdrives
Most spaceships come equipped with warpdrives. Warpdrives can manipulate the fabric of space-
time, allowing a ship and its occupants to travel many light years instantaneously. Warpdrives should
only be activated while in the vacuum of space. Attempting to use a warpdrive while in an atmosphere
or while being affected by more than 0.1g of gravity can cause the warpdrive to malfunction at the GM’s
discretion. Additionally, a warpdrive may malfunction if a ship is exceeding its Encumbrance Capacity
by more than 50%. Such a malfunction could cause sections of the ship or its cargo to be destroyed or
left behind when warping.
When a warpdrive is activated it will take a certain amount of time to charge before the warp
actually takes place. Additionally, it will take a certain amount of Power. Both of these values will be
specified under the “Warpdrive” section of the spaceship.

Resources and Resource Management


By default, these rules are built around a game-play style that will have minimal resource
management for spaceships. While players will need to manage recharging and repairing damage to a
spaceship, they will not need to worry about fuel or ammo in regards to spaceships. If you would like to
add a level of realism to your game and use a higher degree of resource management for spaceships,
simply choose what resources you’d like to add into the game and set prices and availability for them in
the universe. These added resources can be anything from fuel for ships or warpdrives to ammo for guns
or added component requirements for certain SPELLs. Just keep in mind the effects that increased
resource scarcity and resource management will have on your game.

78 | SPACESHIPS
Cinematic Scale (Optional Rule)
If you want to create more cinematic spaceship battles you can reduce the range of spaceship
weaponry, SPELLs, and other abilities to force ships closer together and create more fast paced, higher
density battles.
Scales and ranges can be adjusted as needed for a given campaign setting and tone. A recommended
scale to create fast-paced and cinematic battles is as follows: For all ranged attacks or SPELLs, use a
minimum range of 100 feet. Then for every 50 miles of range the attack or SPELL would normally have,
add 50 feet to its range.
Additionally, with reduced ranges, you may want to reduce the acceleration of spaceships to keep it
from being too easy for a ship to escape an encounter by using superior acceleration. A good rule of
thumb for this can be to simply half the acceleration of all ships across the board. This will reduce the
differences in acceleration and allow ships to use tactical EP expenditure to better make up for
acceleration discrepancies.

Ship Configuration (Optional Rule)


If your campaign is going to spend a lot of time in spaceships and doing space battles, you may want
to consider using ship configuration rules. This could entail anything and everything from choosing the
precise layout of internal rooms/sections within spaceships to determining the exact placement of ship’s
guns and the kinds of impacts the gun placement will have on combat.
For example, your ship may have guns mounted on either side. If this were the case, and an enemy
ship were to the right of your ship, you would only be able to attack with the left mounted gun and not
the right mounted one unless you maneuvered such that both guns were able to face the enemy.
Alternatively, if your ship’s internal layout put equipment necessary for shield generation right next
to one of the main guns, and that gun was taken out, the ship’s shielding might be damaged as well.
The specifics of ship layout are determined by the GM and players based on how the players would
like to configure their ship and what kinds of configurations the GM will allow as well as the starting
configuration of the ship which is generally determined by the GM. If players want to reorganize or
reconfigure their ship they should generally be allowed to within reason, but large changes may require
spending time, money, or other recources.

Spaceship Sheet (recommendation)


Often it can be helpful to keep track of spaceship characteristics on a document. This is especially
true if your players have a larger spaceship, or a spaceship that has been modified from its default state.
It is recommended that you keep a sheet of paper, or several, similar to a character sheet to keep track of
your spaceship’s stats, such as EP, Power, Wounds, etc. This sheet can be tracked by the GM or by one
of the players (generally the player who’s character is in the Captain position).
How much and what information is tracked on the spaceship sheet is at the discretion of the GM and
players and will depend on several factors such as the complexity of the ship and if any additional
resources need to be tracked such as ammo or fuel. For more information about this, see Resources and
Resource Management on page 78.
Generally this information should be available to all players, but it can also be hidden to add an
element of uncertainty or realism to space travel. For example, if the GM is in charge of the spaceship
sheet they might require the crew to make a Comprehension or Advanced Knowledge check in order to
determine the severity of damage suffered by the ship (the ship’s current Wounds).
Note: A template spaceship sheet can be found in the back of this book, after the character sheet, or
downloaded online through the Apotheosis website.

SPACESHIPS | 79
_________MODIFYING SPACESHIPS_________
Spaceship Modification
Spaceships can be modified in a variety of ways, including altering the on-board weaponry, space
capacity, acceleration, etc. A list of ship upgrades can be found below. Many upgrades will have a
limited number of times they can be applied to a given ship. This limit will be specified by the Limit
property of each upgrade. Limits will either be an overall limit or a limit per size class of the ship above
Medium. For instance, if the upgrade says, “Up to 5 times size class” that means a Large ship can take
the upgrade 5 times, but a Giant ship would be able to take the upgrade 10 times. For ship upgrades
outside of what is possible using the upgrade system you will need to either find or create more
advanced technological components as specified by your GM.
When weapon and SPELL upgrades are added to a ship, the ship gains that weapon or SPELL in
addition to any weapons or SPELLs it already had. Often, used weapons or SPELL upgrades can be sold
at a reduced price by the players to potentially offset the cost of the newly added ones. Doing this
removes the weapon or SPELL from the ship.
Upgrades also have a “Weight” and “Space” associated with them. “Weight” from upgrades counts
against the ship’s Encumbrance and increases the weight of the ship, whereas “Space” counts against the
ship’s Space Capacity.

General Upgrades
• Add Escape Pod (1 platinum)
The ship has an escape pod added with a space capacity of 100 cubic feet. Its ejection speed is
30,000 mpr and its deceleration is 10,000 mpr. Weight: 3,000 lb. Space: 140 cubic feet.
• Upgrade Escape Pod (5 gold per escape pod)
An escape pod gains 1 of the following upgrades:
• Space capacity is increased by 60 cubic feet. Weight: 100 lb. Space: 20 cubic feet.
• Ejection speed is increased by 10,000 mpr. Weight: 100 lb. Space: 10 cubic feet.
• Deceleration is increased by 5,000 mpr. Weight: 50 lb. Space: 10 cubic feet.
• Upgrade Engines (3 gold)
The ship’s maximum speed is increased by 50,000. Weight: 10 lb. Space: 10 cubic feet.
Limit: Up to 10 times.
• Upgrade Hull (5 platinum)
The ship’s Defense increases by 1. Weight: 100 lb.
Limit: Up to +6 Defense.
• Upgrade Materials (1 platinum)
The ship’s Death Save Bonus increases by 5 lb. Weight: 50 lb.
Limit: Up to 2 times per size above Medium.
• Upgrade Power Reserves (6 platinum)
The ship’s Power increases by 1. Weight: 10 lb. Space: 50 cubic feet.
Limit: Up to 15 Power.
• Upgrade Thrusters (4 platinum)
The ship’s Acceleration increases by 5 in all directions. Weight: 50 lb.
Limit: Up to 100 mpr.
• Upgrade Thruster Torque (1 platinum)
The ship’s Encumbrance Capacity increases by 100 lb. Weight: 0 lb.
Limit: Up to 10 times per size above Medium.
• Upgrade Recharge (10 platinum)
The ship’s recharge speed is reduced by 8 hours. Weight: 50 lb.
Limit: Recharge cannot be reduced below 8 hours.

80 | SPACESHIPS
• Upgrade Shields (1 platinum)
The ship’s EP maximum increases by 5. Weight: 10 lb. Space: 10 cubic feet.
Limit: Up to 10 times per size above Medium.
• Upgrade Size (10 + 5 to the power of the number size classes the ship is above Medium platinum)
The ship’s size class is increased by 1, the ship’s Encumbrance Capacity and Death Save Bonus are
increased accordingly, see the Spaceship Size Class Bonuses Table on page 78, the ship’s Space
Capacity (excluding extra space from upgrades) is multiplied by 6, the ship’s current weight is
multiplied by 8, and the Power cost for the ship’s warp drive is increased by 1.
Limit: Up to 1 time per size.
• Upgrade Storage (1 platinum)
The ship’s Space Capacity is increased by 100 cubic feet. Weight: 100 lb.
Limit: Up to 5 times per size above Medium.
• Upgrade Warp Charge (5 platinum)
The ship’s warpdrive takes 6 seconds less to charge. Weight: 50 lb.
Limit: Warpdrive cannot take less than 6 seconds to charge.
• Upgrade Warp Distance (5 gold)
The ship’s warp distance is increased by 5 light years. Weight: 0 lb.
Limit: Warp distance cannot exceed 1000 light years.
• Upgrade Warp Efficiency (5 platinum)
The Power cost to warp the ship is reduced by 1. Weight: 0 lb.
Limit: Warping cannot cost less than 1 Power.

Weapon Upgrades
Light
• Light Autocannon (6 gold)
1 attack per round. 2D6 piercing damage. Range: 10 miles. Weight: 50 lb.
Fast: if you have expertise with vehicle weapons, you can attack with this as a minor action.
• Light Railgun (1 platinum)
1 attack per round. 3D10 piercing damage. Range: 50 miles. Weight: 70 lb.
• Light Atomic Torque Cannon (6 platinum)
1 attack per 2 rounds. 5D20 bludgeoning damage. Range: 500 miles. Weight: 300 lb.
Kinetic Discharge: when the ship with this weapon is wounded, you can use a reaction to make an
attack with this weapon that deals 1D8 force damage on a true strike.
Heavy
• Plasma Scatter (3 platinum)
1 attack per round. 6D10 heat damage. Range: 1 mile. Weight: 450 lb.
• Lazer Cannon (7 platinum)
1 attack per 2 rounds. 4D12 heat damage. Range: 1200 miles. Weight: 600 lb.
Light Speed: surprise attacks made with this weapon increase your surprise attack DC by 6.
• Railgun (7 platinum)
1 attack per round. 10D10 piercing damage. Range: 500 miles. Weight: 600 lb.
• Atomic Torque Cannon (10 platinum)
1 attack per 2 rounds. 10D20 bludgeoning damage. Range: 800 miles. Weight: 750 lb.
Kinetic Discharge: when the ship with this weapon is wounded, you can use a reaction to make an
attack with this weapon that deals 1D12 force damage on a true strike.

SPACESHIPS | 81
SPELL Upgrades
0-cost
Blackout (2 platinum)
Weight: 10 lb. Space: 15 cubic feet.
Type: Single-target effect. Time requirement: a major action.
Range: Self. Duration: Special.
Domains: Technology, Thanatology.
Components: N/A.
The ship shuts down its main engines while maintaining life support and some
acceleration abilities. All detectable systems are shut off. The ship can only be detected
through visual/analog means. However, the ship loses the ability to detect things through any
means except a crew member’s visuals or other analog means. A DC 20 Investigation check
is required to notice the ship in open space if the investigator is unaware of the ship. If the
investigator is abstractly aware of the ship, the DC is 10 instead. While this SPELL is active,
the ship’s acceleration is limited to 1 mpr. These effects last until this SPELL is ended as a
major action.
If a true strike is made against the ship in this state, the ship can still use EP, but it
requires twice as much EP as it would otherwise to evade or deflect the strike with shields.
Centralized Command: This SPELL can be cast by the captain as though he were the
SPELL technician and does not require a separate SPELL technician to operate.

Self Destruct (1 platinum)


Weight: 15 lb. Space: 15 cubic feet.
Type: Single-target effect. Time requirement: a minor action.
Range: Self. Duration: N/A.
Domains: Technology, Thanatology, Offense.
Components: N/A.
The ship overloads its core and initiates a self destruct sequence. Unless the ship fails a
death save before the start of the SPELL Technician’s next turn, the ship will explode dealing
10D20 damage to everything within 1 mile of it, and an additional 5D10 damage to
everything within 100 feet of it.
Centralized Command: This SPELL can be cast by the captain as though he were the
SPELL technician and does not require a separate SPELL technician to operate.

Tractor Beam (3 platinum)


Weight: 30 lb. Space: 60 cubic feet.
Type: SPELL attack. Time requirement: a major action.
Range: 30 miles. Duration: N/A.
Domains: Forces, Methodology, Kinetics.
Components: N/A.
The ship targets an object or creature within range with a size class less than or equal to
that of the ship. On a true strike, the ship begins pulling the target toward the ship at a speed
of up to 20 mpr. If the target was already moving, this pull can be treated as forced
acceleration toward the ship.

82 | SPACESHIPS
Warp Strike (4 platinum)
Weight: 10 lb. Space: 30 cubic feet.
Type: SPELL attack. Time requirement: a major action.
Range: 10 miles. Duration: N/A.
Domains: Mathematics, Offense, Dimensionality.
Components: Ship must have a warpdrive with a warp cost of 2 Power or less.
The ship creates a micro warp in space time and uses it to send a small projectile a short
distance into a target at warp speed. On a true strike, the target takes 3D12 bludgeoning
damage.

1-cost
Ice (1 platinum)
Weight: Special lb. Space: 60 cubic feet.
Type: Area-of-effect. Time requirement: a major action.
Range: Self. Duration: 10 minutes.
Domains: Nature, Molecules, Defense.
Components: Water [consumed by casting].
The ship ejects a large quantity of water from its life support systems into the vacuum of
space. The water instantly boils and freezes in the vacuum, forming fine snow-like powder
that disperses around the ship, obscuring it. For the duration, a 1/2 mile radius area around
the ship in any direction is considered heavily obscured.
Note: this SPELL may not work if the ship is not in the vacuum of space. Additionally, this
SPELL consumed 500 pounds of water every time it is cast.

Tactical Warp (7 platinum)


Weight: 40 lb. Space: 120 cubic feet.
Type: Single-target effect. Time requirement: a reaction.
Range: Self. Duration: N/A.
Domains: Mathematics, Defense, Dimensionality.
Components: Ship must have a warpdrive with a charge time of 18 seconds or less.
The ship instantaneously warps up to 1 mile away, potentially out of the way of an
incoming attack.

Weaponized Tractor Beam (6 platinum; 3 platinum if the ship already has the 0-cost spell Tractor Beam)
Weight: 50 lb. Space: 100 cubic feet.
Type: SPELL attack. Time requirement: a major action.
Range: 100 miles. Duration: N/A.
Domains: Forces, Methodology, Kinetics.
Components: Ship must have a warpdrive with a warp cost of 2 Power or less.
The ship targets an object or creature within range with a size class less than or equal to
that of the ship. On a true strike, the ship begins pulling the target toward the ship at a speed
of up to 50 mpr. If the target was already moving, this pull can be treated as forced
acceleration toward the ship.

SPACESHIPS | 83
2-cost
Forced Warp (10 platinum; 6 platinum if the ship already has the 0-cost spell Warp Strike)
Weight: 200 lb. Space: 360 cubic feet.
Type: Single-target effect. Time requirement: a major action.
Range: 10 miles. Duration: N/A.
Domains: Probability, Contaminants, Dimensionality.
Components: N/A.
The ship attempts to warp space around a target with a size class up to one larger than the
ship. The target must make a DC 14 Dexterity saving throw or be forcibly moved up to 10
miles to a location of the SPELL Technician’s choice.

Gravity Well (10 platinum)


Weight: 200 lb. Space: 360 cubic feet.
Type: Area-of-effect. Time requirement: a major action.
Range: Self. Duration: 1 minute.
Domains: Forces, Nature.
Components: N/A.
The ship creates a gravity well around itself. Everything within 2 miles of the ship is
pulled towards it with a gravitational force of up to 3g.

Magnetized Payload (5 platinum)


Weight: 100 lb. Space: 120 cubic feet.
Type: SPELL attack. Time requirement: a major action.
Range: 50 miles. Duration: N/A.
Domains: Technology, Methodology, Offense.
Components: N/A.
The ship fires magnetized explosives toward a target within range. On a true strike,
the target takes 8D10 force damage. If the target is magnetic, this attack has a +6 to its
attack modifier.

3-cost
Reinforce (10 platinum)
Weight: 100 lb. Space: 90 cubic feet.
Type: Single-target effect. Time requirement: a reaction.
Range: Self. Duration: 1 round.
Domains: Enhancements, Defense, Molecules.
Components: N/A.
Power is used to reinforce the molecular structure of the ship. Until the SPELL ends, the
ship gains resistance to all damage types.

Shield Barrier (7 platinum)


Weight: 200 lb. Space: 120 cubic feet.
Type: Single-target effect. Time requirement: a major action.
Range: Self. Duration: 1 round.
Domains: Enhancements, Defense, Kinetics.
Components: N/A.
The ship does a controlled overload of its shields, causing them to project outwards with
explosive force. The ship can expend up to 50 EP to deal force damage equal to the amount
of EP expended to everything within 50 feet of the ship. Additionally, while this SPELL is

84 | SPACESHIPS
active the ship is surrounded by a protective field created by its overloading shields. This
field can be treated as a solid barrier while it lasts. This field can absorb up to 75 damage
before failing. If the field fails or the spell’s duration elapses, the SPELL ends.

Thruster Overload (5 platinum)


Weight: 75 lb. Space: 90 cubic feet.
Type: Area-of-effect. Time requirement: a major action.
Range: 50 feet. Duration: 1 round.
Domains: Enhancements, Defense, Molecules.
Components: N/A.
The ship’s thrusters are overloaded, blasting beams of extreme heat out from them.
Anything within a 50 foot line from the thrusters takes 10D12 heat damage. Additionally, the
ship’s acceleration is increased by 50% in all directions for 1 round. If this SPELL is cast
more than once in 10 minutes, the ship takes 10 wound damage. If it suffers a serious or
crippling wound or fails a death save from this damage, the thrusters break and cease to
function until repaired.

4-cost
System Hack (10 platinum)
Weight: 250 lb. Space: 50 cubic feet.
Type: Single-target effect. Time requirement: a major action.
Range: 100 miles. Duration: Special.
Domains: Technology, Contaminants.
Components: N/A.
The ship attempts to hack the systems of another ship within range. Either the captain or
a SPELL technician on the targeted ship must make an Intelligence saving throw against a
DC of 1D20 + the Intelligence of the SPELL technician that activated this SPELL. On a
failed saving throw, the SPELL technician that activated this SPELL can assume a position
on the enemy ship as a Gunner, SPELL technician, or Captain as though they where
physically taking on that position on the enemy ship. Once per round, a creature on the
hacked ship can use a major action to attempt to regain control of the position by making an
Advanced Knowledge check against this SPELL’s DC. If the creature succeeds, the SPELL
ends.

5-cost
EMP Beam (15 platinum)
Weight: 300 lb. Space: 400 cubic feet.
Type: SPELL attack. Time requirement: a major action.
Range: 80 miles. Duration: Special.
Domains: Technology, Thanatology, Energy.
Components: N/A.
The ship fires an EMP beam toward a target spaceship or other electrical device or
vehicle within range. On a true strike, the target is subdued for 1D4+1 rounds.

SPACESHIPS | 85
_________S.P.E.L.L.S_________
Synthetic Phenomenon Effecting Literal Localities or SPELLs are the generalized category given to
all scientific effects that can be created by creatures or advanced technology. Generally a creature must
know at least 1 scientific language to be able to cast SPELLs. SPELLs usually require components to
cast. The most common components are Audible, Somatic, Material, and Concentration.
• A SPELL with Audible components requires the creation of noise to achieve the desired effect. If
the sound cannot be made for one reason or another, the SPELL may fail.
• A SPELL with Somatic components requires the caster to move in a particular way to achieve the
desired effect. If the caster is interrupted in their movement, such as by a creature whose melee range
they are in using a reaction to interrupt their casting, the SPELL may fail.
• A SPELL with Material components requires the caster to possess something to create the SPELL.
This may or may not be consumed when the SPELL is created, SPELLs will specify when a
component is consumed durring the spell’s casting.
For example, a SPELL might have a bit of clay as a Material component. In such a case, the
SPELL generally cannot be cast unless the caster has the component on their person.
• A SPELL with Concentration components requires its creator to maintain their attention on it.
SPELLs with Concentration components generally end if the creator breaks concentration. A
creature’s concentration is considered ended if they choose to end it, begin concentrating on another
SPELL with a Concentration component, or if they are wounded. Additionally, if a concentrating
creature expends EP to avoid damage they may be required to make a Constitution saving throw
with DC equal to the damage targeting them or lose Concentration. Other effects can also cause a
creature to lose Concentration at the GM’s discretion.

Note on SPELL Saves Note on Ending SPELLs


Some SPELLs don’t specify that a creature can Not all SPELLs can be ended at the will of
save against them. If a SPELL doesn’t specify a the caster. If a SPELL requires Concentration, it
save DC, a creature can generally still attempt to can be ended through the caster ending
save against it. To do so, the creature will make a Concentration on it, or if its description specifies
save of a type determined by the GM to either evade a way to end it, it can be ended. However, if a
or resist the SPELLs effects. The DC for this save SPELL does not meet these criteria it will
equals 1D20 + the casting creature’s Intelligence. persist regardless of the caster’s will until the
end of its duration or something else, such as the
Power Recycler ability, causes it to end.
Note on Subtle SPELLs
Casting a SPELL does not necessarily alert the
affected creature that they have had a SPELL cast SPELL Tech (optional Rule)
on them. If there are no obvious or major effects, a Depending on your campaign setting, you
creature may never discover that the SPELL was may want to flavor all or some SPELLs as the
cast at all. This is particularly true for SPELLs product of technology that has either been
which do not list Audible components and do not implanted in the caster or that the caster can use.
directly alert a creature that a SPELL has been cast. At the GM’s discretion, this may have some
For example, the 0-cost SPELL Minor Hex can repercussions around how SPELLs function, if
be cast from range and does not require Audible the SPELLs have a weight associated with the
components. A creature targeted by it may suffer its tech used to create them, if the tech requires
effects and reasonably think they are simply the knowledge of how to use it, etc.
result of bad luck or a personal blunder. Even a It’s advised that you ask your GM if their
creature who saw the SPELL being cast, unless they setting is using this rule and to what extent so
are well versed in science, may not know that it you can build your character and spell selection
targeted them or what the SPELL did at all. Final accordingly.
ruling on this subject is up to the GM.

86 | SPELLS
_________0-COST S.P.E.L.L.S_________
Academic Assistance technological, living, metal, or crystalline
Components: Audible (quiet), Concentration. substances. Once an object or portion of an
Domains: Probability, Methodology. object has been targeted by this SPELL the
object cannot be targeted by it again for 1
Type: Single-target effect.
minute.
Time requirement: a major action.
For example, you can touch water and turn
Range: 20ft. it into stone, but you could not change it into
Duration: up to 1 minute. iron.
You target a creature and imbue it with
temporary knowledge or skill. The targeted
creature gets +3 to its next attack roll, check, Bind
or saving throw made before the SPELL ends. Components: Audible, Somatic.
The SPELL ends once the creature uses its Domains: Kinetics, Molecules, Dimensionality.
benefit, the duration ends, or you lose Type: Area-of-effect.
concentration. Time requirement: a major action.
Range: 10ft.
Basic Teleportation Duration: 1 minute.
Components: Audible, Somatic. You alter the chemical composition of a
Domains: Dimensionality, Forces. surface within range, making it highly
Type: Single-target effect. adhesive. Until this SPELL ends, a 1 square
Time requirement: a major action. foot area on the surface will emit tiny, black
bubbles and anything that touches the affected
Range: 60ft.
area will be adhered to the surface. The
Duration: N/A. adhesion is strong enough to hold an amount
You create a fold around yourself in space- of weight equal to 4 times your encumbrance.
time allowing you to teleport yourself, and up To remove something from the surface, it
to 10 pounds of equipment that you’re requires a DC 13 Athletics check. When the
carrying to an unoccupied space that you can SPELL ends, anything adhered to the surface is
see within range. If the space you choose is no longer stuck.
occupied, the SPELL fails and you are dazed
for 1 round.
Bounce
If you are carrying more than 10 pounds of
equipment, all excess equipment falls to the Components: Somatic, Concentration.
ground in the space you teleported from. The Domains: Dimensionality, Kinetics.
equipment that you keep is determined by the Type: Area-of-effect.
GM, but the SPELL prioritizes advanced tech Time requirement: a major action.
which are bound to you and things which are Range: 20ft.
held in your hands. Duration: up to 1 minute.
A target creature or object within range,
Basic Chemical Recomposition that weighs 200 pounds or less, is surrounded
Components: Audible, Somatic. by a flexible, force redistributing casing. Until
Domains: Thermodynamics, Molecules. the SPELL ends, the target creature gains
resistance to bludgeoning damage.
Type: Single-target effect.
Additionally, if the creature is wounded by
Time requirement: a major action. bludgeoning damage, they are thrown back a
Range: Touch. number of feet equal to the amount of
Duration: N/A. bludgeoning damage targeting them. The
You manipulate the chemical makeup of an direction they are thrown is always directly
object, or portion of an object, weighing up to away from the source of the damage.
5 pounds into any other substance. This
change does not happen instantly. This SPELL
cannot be used to turn material from or into

SPELLS | 87
Chaos Strike Cold Beam
Components: Audible, Somatic. Components: Audible, Somatic.
Domains: Enhancements, Contaminants, Domains: Energy, Offense.
Probability. Type: SPELL attack.
Type: SPELL attack. Time requirement: a major action.
Time requirement: a major action. Range: 20ft.
Range: 50ft. Duration: N/A.
Duration: N/A. You make a SPELL attack roll as you
You create a quantum probability rift, rapidly reduce the temperature of a section of
which is probabilistically energy neutral. On a space in front of you. All creatures in a straight
true strike, roll 1D100. If your Luck is 1 or line from you, within range, are targeted by the
more, you can choose to add or subtract 2 SPELL attack. Each creature that you make a
times your Luck to the roll. Choose the true strike against takes 1D4 cold damage.
corresponding effect from the Chaos Strike
Table. On a critically true strike, the effect is
doubled. Electronic Transmission
Components: Somatic.
Chaos Strike Table Domains: Cognition, Technology.
D100 Type: Single-target effect.
Result
Total Time requirement: a minor action.
The creature is targeted by the grow Range: 120ft.
5 or
effect of the 2-cost SPELL Shrink/ Duration: 1 round (6 seconds).
less
Grow.
You point at a target who understands DTS.
Energy propels the creature and its Until the SPELL ends, you are able to
6-15 movement speed is doubled until the communicate with the target in DTS.
end of its next turn.
Energy fills the targeted creature, and Entanglement
16-40
it gains 2D6 temporary EP. Components: Audible, Somatic.
The creature gains a +3 bonus to its Domains: Kinetics, Forces, Methodology.
41-50 next saving throw, check, or attack Type: Multi-target effect.
roll. Time requirement: a major action.
The 1-cost SPELL Create Mist is cast Range: 50ft.
51-60
centered on the creature’s head. Duration: 1 minute.
The blast freezes the air around it, You target an object weighing up to 30
61-75 pounds within range. If you target an additional
dealing 1D8 cold damage.
object with this SPELL, the two objects
The blast forms a bolt of plasma, become entangled. Once two objects are
76-94
dealing 1D12 heat damage. entangled, any force applied to one object will
The creature is targeted by the shrink be applied to the other object, but in the
95 or opposite direction.
effect of the 2-cost SPELL Shrink/
more If you attempt to target a third object with
Grow.
this SPELL, the SPELLs effects will end on
one of the other targeted objects.
This spell will generally fail if you attempt
to target an advanced tech item, or other object
with very high complexity.
For example, if two 5 pound rocks were
entangled and one was moved 10 feet in the
north direction the other would move 10 feet in
the south direction.

88 | SPELLS
Force Bolt Minor Foresight
Components: Audible, Somatic. Components: Somatic, Concentration.
Domains: Offense, Technology, Contaminants. Domains: Probability, Cognition, Enhancements.
Type: SPELL attack. Type: Single-target effect.
Time requirement: a major action. Time requirement: a major action.
Range: 60ft. Range: Touch.
Duration: N/A. Duration: 1 round (6 seconds).
A blast of energy flies from you, smashing A target creature has their perception
into a target of your choice. You make a projected slightly into the future, giving them
SPELL attack roll against a target within an increased ability to predict events.
range. On a true strike, the target takes 1D6 Until this SPELL ends the target creature
force damage. gains +1 on Awareness checks and one of the
following effects of your choice:
Ignite • +3 to Defense.
Components: Audible, Somatic. • +3 to attack rolls.
Domains: Energy, Materialization. • +1 to Defense and +1 to attack rolls.
Type: Area-of-effect. • -1 on attack rolls, but they deal an
Time requirement: a major action. additional 1 unavoidable wound damage
Range: 20ft. on any true strike.
Duration: Special. Flexible Casting: This SPELL can be cast
You rapidly energize the molecules in an using more Power to bolster its effects. For
area within range, cause fire to ignite on every 1 Power over 0 that you spend to cast
inanimate objects and surfaces in a 5 foot this SPELL its duration increases by 1 round
radius of a point within range. The fire lasts for (6 seconds) and you gain a +1 to your Luck for
1 round without fuel, or longer if centered on the duration. You cannot expend more than 3
something flammable. The fire does 1D6 Power to cast this SPELL.
damage per round unless aided by an
accelerant. Minor Illusion
Components: Somatic, Concentration.
Light Domains: Materialization, Dimensionality.
Components: Audible, Somatic. Type: Single-target effect.
Domains: Enhancements, Methodology. Time requirement: a major action.
Type: Single-target effect. Range: 10ft.
Time requirement: a major action. Duration: Special.
Range: Touch. You manipulate the reflective and light
Duration: up to 1 hour. projection properties of a point on an object or
You cause an object to turn a small amount surface, allowing it to project an illusion up to
of its mass into photons. It begins glowing a Small size class. The illusion is static unless
with a bright light. A 10 foot radius around the you take actions to control it. The illusion
object is in bright light; 20 feet beyond that is cannot move more than 10 feet from the point
in dim light. A creature who is looking at the it is bound to. The actions of your illusion are
object when it begins glowing must make a 1 to 1 with your actions. For example, if your
DC 12 Constitution saving throw or be blinded illusion does something that would take you a
for 1 round. A creature who touches the major action, it consumes your major action to
affected object can choose to extinguish its have the illusion do it; same for minor or other
light before the end of the duration as a minor actions.
action if they are familiar with this SPELL. The illusion is created by bending light and
it is incorporeal. The illusion cannot create
bright light or non-visual sensory effects
unless specified otherwise by an ability or
effect. If a creature sees the illusion do

SPELLS | 89
something that defies the laws of nature, or Obscure
sees something pass through it, the creature Components: Somatic, Material (a bit of argon).
can make an Intelligence check against a DC Domains: Dimensionality, Technology,
set by the GM, depending on the severity of Contaminants.
the illusion’s revealing action. Additionally, if Type: Area-of-effect.
a creature sees you and your illusion
simultaneously, while you are controlling the Time requirement: a major action.
illusion, it can make a DC 8 Insight or Range: 30ft.
Intelligence check to understand that it is an Duration: 1 minute.
illusion. You target a point within range. The air
If the illusion is attacked, you can cause it within 10 feet of the point becomes hazy and
to evade, but doing so consumes your EP. The the area becomes slightly darkened as you
Defense of the illusion is equal to your cause a chemical reaction in the area, making
unarmored Defense while you are controlling molecules in the air form more opaque
it, or 1 if you are not controlling it. The compounds. When you cast this SPELL,
illusion can attack under your control. It uses everything within a 10 foot radius of a targeted
your modifiers and attributes when doing so, point increases its level of obscurity by 1.
but if it would wound a creature, the creature
instead takes no damage and realizes it is an Psychic Message
illusion. If a creature would wound the
illusion, its attack passes through harmlessly Components: Somatic.
and the creature realizes it is an illusion. Domains: Cognition, Forces.
The illusion lasts for 3 rounds, after which Type: Single-target effect.
it requires a major action to renew it for Time requirement: a minor action.
another 3 rounds. You don’t have to be within Range: 120ft.
range of the illusion to renew it. Duration: 1 round (6 seconds).
You point at a target creature with whom
Minor Telekinesis you share at least 1 spoken or written
Components: Somatic, Concentration. language. Until the SPELL ends, you are able
to speak with them in Electro Phrenic.
Domains: Kinetics, Cognition, Technology.
Type: Single-target effect.
Time requirement: a major action. Ventriloquism
Range: 40ft. Components: Somatic.
Duration: N/A. Domains: Dimensionality, Materialization, Nature.
You choose an object weighing up to 15 Type: Single-target effect.
pounds within range and cause invisible forces Time requirement: a minor action.
to act on it, moving it up to 20 feet in the Range: 40ft.
direction of your choice. Until you lose Duration: 1 round (6 seconds).
concentration or the object is acted on by a You choose a point within range and cause
force other than gravity, it will remain in the the particles around it to vibrate and emit a
position you moved it to. sound of your choice. The sound can be
This SPELL is generally not strong enough anything you are familiar with, but cannot be
to pull an object out of a creature’s grasp. louder than a sound you could create yourself.
If you recast this SPELL on your subsequent
turn, the sound can be continuous with the
previous casting. To replicate a particular
sound or voice it may be necessary for you to
make a Deception check.

90 | SPELLS
_________1-COST S.P.E.L.L.S_________
Area of Abnormal Force Until the SPELL ends, the creature's body
Components: Audible, Somatic, Concentration. is transparent, though it still keeps its corporeal
Domains: Kinetics, Contaminants, Mathematics. form. Any equipment the creature was carrying
remains visible, appearing to float as long as
Type: Area-of-effect.
they continue to wear or hold it.
Time requirement: a major action.
While invisible, creatures have a +6 bonus
Range: 40ft. to their Defense and can’t be targeted through
Duration: up to 1 minute. visual means alone. If a creature is visible, due
You target a point on a surface within to things they are carrying or other factors, this
range and add energy to the system which will bonus may be reduced or eliminated at the
repel anything that contacts it. Until this GM’s discretion.
SPELL ends, anything that contacts the If the affected creature makes any sudden
targeted surface within the affected area is movements, such as attacking, sprinting, or
pushed away from the surface with a force casting a SPELL with Somatic components,
equal to 2 times that of the force of the impact. the invisibility is disrupted and the creature’s
The affected area of this SPELL is a radius outline becomes visible for 1 round.
with a size of your choice up to a maximum of
10 feet centered on the targeted point.
For example, if this SPELL is cast on a Burst of Strength
wall and a creature impacts the wall at a speed Components: Audible, Somatic.
of 30, they would be pushed away from the Domains: Thermodynamics, Offense.
wall at a speed of 60. Additionally, any Type: Single-target effect.
bludgeoning damage associated with Time requirement: a reaction.
impacting the wall would be doubled. Range: 30ft.
If this SPELL is used on a weapon that Duration: up to 1 round.
deals bludgeoning damage, when the weapon
deals wound damage it deals an additional Until the SPELL ends, a target creature
1D6 bludgeoning wound damage and you can within range gains a +2 bonus to their Strength
attempt to Shove the target as a free action (see or Constitution.
page 46). However, when this happens, you
must make a Strength saving throw with a DC Create Lesser Droid
equal to the damage total of the attack to Components: Audible, Somatic, Material (2 gold
maintain your grip on the weapon, assuming it pieces worth of scrap electronics [consumed by
is a melee weapon. On a failed save, you are casting]).
disarmed (see page 46) and the weapon falls 7 Domains: Materialization, Mathematics.
feet behind you.
Type: Single-target effect.
Time requirement: 1 hour.
Basic Invisibility Range: 5ft.
Components: Somatic, Material (glass dust Duration: Special.
[consumed by casting]).
You create a robotic companion that you
Domains: Dimensionality, Defense. can interface with using a neural link. It has 9
Type: Single-target effect. EP and a 1 in all its attributes. It is of the Tiny
Time requirement: a major action. size class and can speak to you in DTS if you
Range: Touch. are within 30 feet of it. If it’s wounded, or if
Duration: 1 hour. you stray more than 300 feet away from it,
You cause glass dust to be precisely your connection to it may degrade causing it to
adhered to a creature’s body such that light take unpredictable behavior.
will refract around them from any angle, It will obey general commands, but may
though the illusion can be broken by swift not understand more complex tasks,
movements that cause the creature’s form to particularly if it’s newly created.
become visible. The robot remains with you until it is

SPELLS | 91
disassembled or dies. If it is disassembled or Data Hack
dies and you are able to salvage its memory Components: Somatic, Concentration.
storage, you must cast this SPELL again to re- Domains: Cognition, Methodology.
create it with its previous experience in tact.
Type: Single-target effect.
Otherwise, if the memory storage is destroyed
while your neural link is active, you are Time requirement: a major action.
psychically pained and take 1D10 psychic Range: 120ft.
damage. After the robot dies or is Duration: N/A.
disassembled your neural link to it is severed. You ask a robotic or partially robotic
Note: This neural link does not count creature or computer system within range a
against your ability to bond advanced tech. question in DTS. The target must succeed on a
Deception check with a DC equal to 1D20 +
half your Charisma + half your Intelligence.
Create Lubricant
On a failed save, the target is forced to
Components: Audible, Somatic. respond to your question truthfully, to the best
Domains: Molecules, Materialization, of its knowledge. If the target responds in this
Dimensionality. way, its response is in DTS or Electro Phrenic
Type: Area-of-effect. (your choice) and it is unaware that the
Time requirement: a major action. information was accessed.
Range: 20ft. On a successful save, if the target is a
Duration: 30 minutes. creature, it is immune to the effects of this
You cause the molecules around a point on SPELL until it completes a rest. It also
a surface you can see within range to becomes aware that you attempted to read its
reorganize their bonds into a volatile, low mind and knows your location relative to it.
friction substance. This substance resembles If the target is a computer system and
the material of the surface it’s on, but has a makes a successful save, it will report the
distinctive, reflective quality. If a creature attempted hack and will document your
attempts to move in the affected area of this location relative to itself, but does not gain any
spell, it must make a DC 13 Dexterity saving immunity to this SPELL.
throw to avoid falling prone or halve its
movement speed.
Detect Energy
The substance is also either highly
Components: Audible, Somatic, Concentration.
flammable or electrically conductive (choice
of the caster when the SPELL is cast). Domains: Cognition, Technology, Methodology.
This SPELL’s affected area is a circle with Type: Single-target effect.
a radius of up to 15 feet centered on the point Time requirement: a minor action.
this spell was cast. Range: Touch.
Duration: up to 1 hour.
Create Mist You grant a creature the ability to see
places with high energy concentrations. When
Components: Audible (quiet), Somatic.
something is a source of a lot of energy,
Domains: Nature, Materialization, Dimensionality. electrical or otherwise, and isn’t designed to be
Type: Area-of-effect. insulated against this kind of detection, it will
Time requirement: a major action. appear as highlighted by colorful auras to a
Range: 60ft. creature under the effects of this SPELL. The
Duration: 10 minutes. auras may also, at the GM’s discretion,
provide some small insights into the nature of
When you cast this SPELL, thick mist fills the energy’s purpose based on the types of
a 15 foot radius area of your choice. The area energy detected, its concentration, and where
becomes heavily obscured. For more it’s detected.
information on obscured areas check page 52.

92 | SPELLS
Empower Emotion to its damage centered on the point where the
Components: Somatic, Concentration. spell was triggered.
Domains: Cognition, Dimensionality, Probability. Flexible Casting: This SPELL can be cast
Type: Single-target effect. using more Power to bolster its effects. For
Time requirement: a major action. every 1 Power over 1 that you spend to cast
this SPELL, it deals an additional 1D8 force
Range: 30ft. damage and its trigger-able area can be up to 4
Duration: up to 10 minutes. square feet larger. You cannot expend more
A target creature within range must make a than 4 Power to cast this SPELL.
Charisma saving throw against a DC equal to
1D20 + your Intelligence. If it fails, whatever
feeling or emotions it's currently having are Enhanced Rest
multiplied and exaggerated so much that it is Components: Audible.
compelled to act on them. This SPELL does Domains: Cognition, Nature, Mathematics,
not allow you to change the target’s emotions, Restoration.
only inflame them. However, you may be able Type: Multi-target effect.
to use an Insight check to understand their Time requirement: 4 hours.
emotional state beforehand. Range: 10ft.
Duration: Special.
Energize You use a combination of specialized
Components: Audible, Somatic. chemicals, tones, and other factors to optimize
Domains: Organics, Restoration. the rate of rejuvenation of the mind and body
Type: Single-target effect. while resting.
Time requirement: a major action. You choose up to 2 creatures within range.
Range: 60ft. If the creatures choose to rest for the duration
of your casting this SPELL, they gain all the
Duration: N/A.
benefits of a complete rest and gain +4
A target creature within range has their temporary EP. If the SPELL is interrupted or
body filled with energy which urges them into you do not finish casting it for another reason,
action. The target creature regains 2D6 EP. the SPELL fails and has no effect. If a target
Flexible Casting: This SPELL can be cast creature ends their rest before the SPELL is
using more Power to bolster its effects. For finished casting, they are not affected by it.
every 1 Power over 1 that you spend to cast You can rest while casting this SPELL and
this SPELL, it restores an additional 1D6 EP. can target yourself with it.

Energy Mine Electrical Chakram


Components: Audible, Somatic, Concentration. Components: Audible, Somatic.
Domains: Methodology, Forces, Contaminants. Domains: Offense, Energy, Materialization.
Type: Area-of-effect. Type: Single-target effect.
Time requirement: a major action. Time requirement: a minor action.
Range: 50ft. Range: Self.
Duration: up to 5 minutes. Duration: up to 8 hours.
You fill a 4 square foot area on a surface You create a chakram made of electricity
you can see within range with unstable energy, in your hand. It acts as a normal chakram,
causing it to faintly glow and occasionally found on page 59, except it deals electrical
emit sparks. If any creature of Tiny size class damage instead of slashing damage.
or larger touches the area or if the area takes Additionally, if you throw the chakram and
damage, it will trigger an explosion. Creatures make an untrue strike, it dissipates and reforms
within the affected area must make a DC 15 in your hand by the start of your next turn. If
Reflex check. On a failure, they take 2D8 force you throw it and make a true strike, the
damage. On a success, they take half as much. chakram explodes, dealing an extra 1D6
This spell’s affected area is a radius equal electrical damage and ending the SPELL.

SPELLS | 93
Thrown attacks with the chakram count as Force Shielding
ranged SPELL attacks. Components: Audible.
Domains: Technology, Defense, Organics.
Float Type: Single-target effect.
Components: Audible, Somatic. Time requirement: a reaction.
Domains: Kinetics, Nature, Enhancements. Range: 30ft.
Type: Single-target effect. Duration: up to 1 round (6 seconds).
Time requirement: a major action. When you cast this SPELL, a small,
Range: Touch. translucent force field appears floating in the
Duration: up to 1 hour. air before a target creature within range. The
target creature gains a +2 bonus to its Defense
You touch an object and it begins to until the end of its next turn.
counter the force of gravity against it. A target
object, weighing up to 200 pounds now weighs Flexible Casting: This SPELL can be cast
0 pounds and can float in the air. This effect using more Power to bolster its effects. For
can also apply to multiple objects such as a every 1 Power over 1 that you spend to cast
crate full of electronics, so long as it does not this SPELL, it provides an additional +1 bonus
exceed the weight limit of the SPELL. If to the target creature’s Defense.
pushed in a direction, the object will continue
to move that way until stopped by other forces. Hastened Step
When the SPELL ends, the object regains its Components: Audible, Somatic.
original weight and stops floating. The SPELL
ends either at the end of its duration or when Domains: Forces, Thermodynamics, Methodology.
you choose to end it as a free action. Type: Single-target effect.
Flexible Casting: This SPELL can be cast Time requirement: a major action.
using more Power to bolster its effects. For Range: 30ft.
every 1 Power over 1 that you spend to cast Duration: 2 hours.
this SPELL, its weight limit increases by 200 A creature you can see gains +10 to their
and its duration increases by 1 hour. unencumbered movement speed for the
duration of the SPELL.
Force Plate Flexible Casting: This SPELL can be cast
Components: Audible, Somatic. using more Power to bolster its effects. For
every 1 Power over 1 that you spend to cast
Domains: Technology, Defense, Organics.
this SPELL, it affects 1 additional creature.
Type: Single-target effect.
Time requirement: a major action.
Range: Touch. Irradiate
Duration: 8 hours. Components: Somatic, Concentration.
Domains: Energy, Offense, Contaminants.
You touch an unarmored creature and their
body is surrounded by a thin energy barrier Type: Area-of-effect.
that offers them some protection. Until the Time requirement: a major action.
SPELL ends, the targeted creature gains a +2 Range: 50ft.
bonus to its Defense and the protective Duration: up to 1 minute.
property, which reduces incoming damage by You target a point on a surface or object
1. If a creature is already being affected by this within range and it begins emitting harmful
SPELL, it cannot be affected by it again. radiation. Until this SPELL ends, every
creature within 10 feet of the point must make
a Constitution saving throw with DC of 10. On
a failed save, creatures take 1D4 radiation
damage of automatic wound damage.
Flexible Casting: This SPELL can be cast
using more Power to bolster its effects. For
every 1 Power over 1 that you spend to cast

94 | SPELLS
this SPELL, its affected area increases by 5 Materialize Random Item
feet and its save DC is increased by half your Components: Audible, Somatic, Material (a small
Intelligence. You cannot expend more than 4 box or bag lined with metal).
Power to cast this SPELL. Domains: Materialization, Probability.
Type: Area-of-effect.
Jump Time requirement: a major action.
Components: Audible, Somatic. Range: 3ft.
Domains: Methodology, Forces. Duration: Special.
Type: Single-target effect. You open a small wormhole which pulls an
Time requirement: a major action. object or creature from somewhere else in
Range: 20ft. space-time through. It may disappear soon
Duration: 4 hours. after if a space time disruption is detected (as
it often is) or may remain indefinitely for
You target a creature within range, lighten reasons which still elude understanding.
their body, and increase their ability to propel
themselves through the air. Until the SPELL Roll a D20 and add your Luck modifier. A
ends, their horizontal and vertical jumping creature or object as determined by the GM
distances are doubled. This does not prevent and your roll total falls to the ground in front
them from taking damage as a result of falling. of you. It remains until destroyed or until the
end of its duration (as specified by the GM) at
Flexible Casting: This SPELL can be cast which time it will disappear.
using more Power to bolster its effects. For
every 1 Power over 1 that you spend to cast Note: A table and list of possible random
this SPELL, your horizontal and vertical items with corresponding durations and roll
jumping distances double again and the totals can be found on page 140 and can be
SPELL’s duration is halved. used at the GM’s discretion.
Flexible Casting: This SPELL can be cast
using more Power to bolster its effects. For
Probabilistic Manipulation every 1 Power over 1 that you spend to cast
Components: Audible, Somatic. this SPELL, it creates an additional random
Domains: Enhancements, Probability, item.
Methodology.
Type: Single-target effect. Minor Healing
Time requirement: a minor action. Components: Audible, Somatic, Concentration
Range: 20ft. (while casting).
Duration: 4 hour. Domains: Organics, Restoration, Mathematics.
There are subtle actions and changes that Type: Single-target effect.
can alter the probabilistic flow of your Time requirement: 30 minutes.
surroundings. Understanding what actions will Range: Touch.
lead to what outcomes is very difficult, but can
Duration: Special.
be calculated. You can use this SPELL to
calculate these outcomes to give a creature Over the course of half an hour, you use
advantages in achieving desired results. advanced tech and your own knowledge to
A target creature within range gains a +2 heal a wounded creature rapidly, healing their
bonus to their Luck until the SPELL ends. wounds and rejuvenating them. However, the
While a creature is under the effects of this process is painful. The target creature must
SPELL, they cannot be targeted by it again. succeed on a DC 10 Constitution saving throw
or fall unconscious for 1D4 hours due to the
Flexible Casting: This SPELL can be cast pain. By the end of the process, the target
using more Power to bolster its effects. For creature’s wounds heal by 1D4 and it regains
every 1 Power over 1 that you spend to cast 1D8 EP. This healing can cure even some
this SPELL, it provides an additional +1 to the serious wounds, though it's generally not
target creature’s Luck. powerful enough to fully heal crippling ones.

SPELLS | 95
Mind Infiltration Table Mind Infiltration
Number of Components: Audible, Somatic, Concentration.
Effect Domains: Cognition, Offense, Contaminants.
Failed Saves
Type: Single-target effect.
The creature has -3 on its next 2
1 attack rolls, saving throws, or Time requirement: a major action.
ability checks. Range: 30ft.
Duration: up to 8 rounds (48 seconds).
The creature has a sudden bout
of nausea and must succeeded You target a creature within range with a
2 psychological or technological virus. The
on a DC 12 Constitution saving
throw or be dazed for 1 round. creature must make an Intelligence saving
throw against a DC equal to 1D20 + your
The creature’s mind becomes Intelligence. On a failed save, they begin to
malleable and begins to submit lose track of reality and suffer the first effect
easily to your will. It has -3 on on the Mind Infiltration Table. Each turn until
3 the SPELL ends or the creature successfully
all saving throws made against
you or SPELLs you cast until saves, the creature will make an additional
this SPELL ends. Intelligence saving throw. On a failed save,
they gain an effect from the Mind Infiltration
The creature loses the ability to Table that corresponds to the number of failed
differentiate friend from foe. saves they have made against this SPELL.
You can designate up to 4 If the targeted creature rolls a 1 on its
4 creatures that you can see and saving throw, it automatically counts as 2
the affected creature treats them failures and the creature suffers the next two
as friends for 10 minutes, even effects listed on the table. After a creature
if the SPELL ends before then. succeeds on a saving throw against Mind
You gain partial control of the Infiltration they are immune to its effects for
creature. Every turn until this 24 hours.
SPELL ends, you can direct it Note: Each time the creature makes a
5
to use its major actions to do a saving throw, the DC must be re-rolled.
simple task of your choice that
does not cause it direct harm.
Translation
The creature's mind begins to Components: Audible, Somatic, Material (a
deteriorate under your power. It computer or other technological device).
loses 2 points of Intelligence Domains: Cognition, Methodology.
6 every turn until it saves to a
Type: Single-target effect.
minimum of 0. The creature
regains its previous Intelligence Time requirement: a major action.
after it completes a rest. Range: Touch.
Duration: 2 hours.
The creature spends 1 round in
a stupor. While in this state it You have your computer begin running a
7 complex language processing AI and
counts as subdued and cannot
take any actions or movement. streaming the output directly to a target
creature. The affected creature can understand
You gain absolute control over up to 3 non-scientific languages of their
the creature. For the next 24 choice. For the duration or until you or the
hours it will do exactly as you affected creature chooses to end the SPELL,
8 direct. The creature the computer will do its best to translate any
automatically fails saves made non-scientific writing or speech the creature
against you or SPELLs you perceives into a language they can understand.
cast. If a translation does not exist for a given
phrase or word it may go untranslated or be
mistranslated at the GM’s discretion.

96 | SPELLS
Telekinetic Railgun your will. Up to a cubic foot of stone forms
Components: Audible, Somatic. into the shape of your choice. While
Domains: Forces, Kinetics, Offense. transforming the stone, you can also cause it to
move up to 2 feet in a direction of your choice.
Type: SPELL attack.
Time requirement: a major action.
Range: 40ft. Thermal Sight
Duration: N/A. Components: Audible, Somatic.
You cause a magnetic object weighing up Domains: Energy, Methodology.
to 10 pounds within range to fly up to 80 feet Type: Single-target effect.
in the direction of your choice. If there is a Time requirement: a minor action.
creature or object in the object’s trajectory, you Range: Touch.
can make a spell attack against it. On a true Duration: 2 hours.
strike, the target takes 2D6 bludgeoning or
piercing damage. You give a creature the temporary ability
to see heat. Until the SPELL ends, the target
If the object targeted by this spell is being creature is able to see the heat radiating off of
worn or carried, the creature in possession of it everything within 60 feet of it. The hotter
may be able to make a Reflex check or something is, the brighter it will glow. The
Strength saving throw to keep the object from effects of this SPELL work even in complete
moving, provided that the creature weighs darkness. This SPELL has no effect on blind
more than 10 pounds. creatures.

Redirect Electricity Zone of Muting


Components: Audible, Somatic, Concentration. Components: Audible, Somatic, Concentration.
Domains: Energy, Molecules, Mathematics. Domains: Technology, Thanatology,
Type: Single-target effect. Dimensionality.
Time requirement: a major action. Type: Area-of-effect.
Range: Touch. Time requirement: a major action.
Duration: up to 30 minutes. Range: 50ft.
You strategically magnetize and alter the Duration: up to 5 minutes.
conductivity of portions of your body. As long A target mundane object of your choice
as this SPELL is active, you can alter the flow within range begins to vibrate chaotically and
of electricity within any object you touch heat up slightly. Until the SPELL ends, no
which is not well insulated against it. When sound can enter or be emitted from anything
you do this, you can make an Advanced within a 5 foot radius of the object. SPELLs
Knowledge or Comprehension check (GM’s which require Audible components fail if a
choice) to attempt to cause the electronics to creature attempts to cast them in the area, and
act in accordance with your will. all creatures within the affected area are
Additionally, while this SPELL is active, considered deaf.
you can use a reaction once per round to touch Flexible Casting: This SPELL can be cast
a target creature and give them resistance to using more Power to bolster its effects. For
electrical damage for 1 round. every 1 Power over 1 that you spend to cast
this SPELL, either its duration or its affected
Shape Stone area is doubled.
Components: Audible, Somatic.
Domains: Energy, Thermodynamics, Molecules.
Type: Single-target effect.
Time requirement: a major action.
Range: Touch.
Duration: N/A.
You touch something stone cause the
molecules to rearrange in accordance with

SPELLS | 97
_________2-COST S.P.E.L.L.S_________
Adhesive Climb Create Food and Drink
Components: Audible, Somatic. Components: Audible, Somatic.
Domains: Forces, Nature. Domains: Restoration, Mathematics,
Type: Single-target effect. Materialization.
Time requirement: a major action. Type: Single-target effect.
Range: 20ft. Time requirement: 10 minutes.
Duration: 4 hours. Range: 5ft.
A target creature’s hands and feet become Duration: Special.
adhesive. Until the SPELL ends, the target When you cast this SPELL, you cause
creature can stick to and move on any molecules to coalesce and rearrange into food
mundane surface which can be adhered to and water at a point of your choice within
though Van der Waals forces. range. Once the SPELL is cast, there's enough
Note: This does not change the direction of food and water for 1 Medium creature to eat
gravity, unless the target creature is in a low for 1 day. The food is warm and looks
gravity environment, or is moving using its extraordinary, but it's bland and tasteless.
hands and feet in tandem, it may struggle to Flexible Casting: This SPELL can be cast
move along vertical surfaces or while upside using more Power to bolster its effects. For
down. every 1 Power over 2 that you spend to cast
this SPELL, it can be used to create enough
rations for an additional Medium creature for 1
Cause Unrest day.
Components: Audible, Somatic.
Domains: Contaminants, Cognition.
Dazing Bolt
Type: Single-target effect.
Components: Audible, Somatic.
Time requirement: a major action.
Domains: Offense, Contaminants, Cognition.
Range: 50ft.
Type: SPELL attack.
Duration: Special.
Time requirement: a major action.
You target a creature you can see within Range: 30ft.
range and send nanites to disrupt their ability
to rest. They must make a Constitution saving Duration: up to 1 minute.
throw against a DC of 1D20 + your You make a ranged SPELL attack roll
Intelligence. On a failed save, they cannot against a creature within range. A bolt, being
regain EP by resting until they have the nanites trailed by a disorienting gas, shoots forth. On a
removed. true strike, the targeted creature takes 2D8
If the target notices the effects of this bludgeoning damage. Each creature within 5
SPELL, they can make a DC 14 Medicine or feet of the bolt’s trajectory must make a DC 14
Advanced Knowledge check to understand Constitution saving throw or be dazed for 1
what is wrong. If they succeed, they can make round.
1 attempt per day to make a saving throw
against the SPELL. On a successful save, they Electrical Conduit
are able to remove or destroy the nanites in Components: Somatic, Material (a length of
their body. tightly wound copper wire), Concentration.
Domains: Energy, Offense.
Type: SPELL attack.
Time requirement: a major action.
Range: 30ft.
Duration: up to 5 rounds (30 seconds).
Your body crackles and glows with
electrical energy, allowing you to attack
creatures within range with electrical strikes.

98 | SPELLS
Until the SPELL ends, you can use your minor this SPELL, it creates an additional beam that
actions to make ranged SPELL attacks. Each does half the damage of the main beam. Make
of these SPELL attacks deals 1D4 electrical separate attack rolls for each beam.
damage on a true strike.
Fourth Dimensional Mirco-Singularity
Explosive Propulsion Components: Somatic, Concentration, Material (a
Components: Audible, Somatic. very dense material such as osmium [consumed by
Domains: Technology, Kinetics, Forces. casting]).
Type: Single-target effect. Domains: Dimensionality, Mathematics.
Time requirement: a minor action. Type: Area-of-effect.
Range: Touch. Time requirement: a major action.
Duration: 1 round (6 seconds). Range: 30ft.
Duration: 1 minute.
You touch a creature or an object weighing
up to 250 lb and set off a violent propellant, An area 2 foot in diameter centered on a
causing it to be launched in the direction of target point within range begins to shimmer in
your choice. The target’s movement speed a strange way. Until this SPELL ends, time is
drops to 0 until the start of its next turn. All slowed in the area around the point. Any
creatures within 5 feet of the target must creature within 10 feet of the point has their
succeed a Dexterity saving throw against a DC movement speed halved and loses their major
of 12 or take 1D10 force damage. Over the action every other turn beginning on the first
duration of the SPELL, the target is moved up turn they are affected by this SPELL. If a
to 60 feet in the direction of your choice. creature comes within 1 foot of the targeted
point, they must make a DC 14 Reflex check
If something is obstructing the target from
or be dazed for 1D4 rounds.
reaching its destination, then the target and the
obstruction each take 3D6 bludgeoning
damage (avoidable with EP). Illusion
For example, if you use this feature to Components: Somatic, Concentration.
move yourself 40 feet in a given direction, but Domains: Materialization, Dimensionality.
after only 10 feet a soldier jumps into your Type: Single-target effect.
way, both you and the soldier take 3D6 Time requirement: a major action.
bludgeoning damage.
Range: 50ft.
Duration: up to 1 minute.
Force Blast You manipulate the reflective and light
Components: Audible, Somatic, Concentration. projection properties of a point on an object or
Domains: Offense, Technology. surface, allowing it to project an illusion up to
Type: SPELL attack. a Giant size class. The illusion is static, or
Time requirement: 2 major actions. loops through a predetermined set of actions,
Range: 40ft. unless you take actions to control it. The
illusion cannot move more than 30 feet from
Duration: 1 round. the point it is bound to. The illusion’s actions
You concentrate energy, creating a plasma- are 1 to 1 with your own. If it does something
like substance, then discharge it violently, that takes you a major action, it consumes your
creating a beam of energy. On the turn you major action to have the illusion do it, same
cast this SPELL, energy begins to accumulate for minor or other actions.
between your hands. On your next turn, you The illusion is unbound by the laws of
can choose to release the energy as a major nature and is incorporeal. The illusion cannot
action, causing it to blast toward a target of create non-visual sensory effects unless
your choice. Make a ranged SPELL attack roll specified otherwise by an ability or effect. If a
against the target. On a true strike, the target creature sees the illusion do something that
takes 4D8 force damage. defies the laws of nature, or sees something
Flexible Casting: This SPELL can be cast pass through it, the creature can make an
using more Power to bolster its effects. For Intelligence check against a DC set by the
every 2 Power over 2 that you spend to cast

SPELLS | 99
GM, depending on the severity of the illusion’s weighing up to 6 pounds, including weapons.
revealing action. Additionally, if a creature The object lasts as long as you’re conscious
sees you and your illusion simultaneously, and holding it in your hand. If you let go of the
while you are controlling the illusion, it can object or fall unconscious, it remains solid for
make a DC 12 Insight or Intelligence check to 30 seconds then disappears.
understand that it is an illusion. You can use a minor action to cause the
If the illusion is attacked, you can cause it object to change form into something else
to evade but doing so consumes your EP. The weighing 6 pounds or less.
Defense of the illusion is equal to your
unarmored Defense while you are controlling
it, or 1 if you are not controlling it. The Phase Shift
illusion can attack under your control, (it uses Components: Audible, Material (a bit of acid).
your modifiers when doing so), but if it would Domains: Dimensionality, Defense, Forces.
wound a creature, the creature instead takes no Type: Single-target effect.
damage and realizes it is an illusion. If a Time requirement: a minor action.
creature would wound the illusion, its attack Range: Touch.
passes through harmlessly and the creature
Duration: up to 1 round (6 seconds).
realizes it is an illusion.
You touch a creature and they, along with
Flexible Casting: This SPELL can be cast
an amount of equipment weighing up to 3
using more Power to bolster its effects. For
times their encumbrance, enter a higher
every 1 Power over 2 that you spend to cast
dimensional sub-space for up to 6 seconds.
this SPELL, its duration is increased by 5
During this time, they cannot be perceived by
minutes.
others, except through advanced technological
Improved SPELL: If you already knew means. While there, they have limited
Minor Illusion when you learned this SPELL, perception of the world, with everything
you can learn an additional Power cost 0 appearing as shadowy figments. They cannot
SPELL. Doing so doesn’t count against your interact directly with anything while in the
known SPELLs. sub-space. Additionally, they aren’t affected by
gravity or other forces. While this SPELL is
Imbued with Strength active, their movement is unimpeded and can
Components: Audible, Somatic.
be in any direction.
Domains: Enhancements, Thermodynamics, At any time while the SPELL is active,
Offense. they can choose to exit the sub-space, ending
Type: Single-target effect.
the SPELL. If they move while this SPELL is
active, they must roll 1D100 and add two
Time requirement: a major action. times their Luck. The resulting roll is the
Range: 30ft. percentage that their movement speed is
Duration: up to 1 minute. increased while in the subspace.
Until the SPELL ends, the target creature For example, if you enter the sub-space,
gains a +2 bonus to their Strength. roll a total of 50 and your movement speed is
30 feet, you can move up to 45 feet in the
direction of your choice.
Materialize Item
Components: Audible, Somatic. Flexible Casting: This SPELL can be cast
using more Power to bolster its effects. While
Domains: Molecules, Materialization,
Thermodynamics.
in the sub-space, a creature can expend 1
Power per round to stay in the subspace
Type: Single-target effect. instead of reappearing.
Time requirement: a major action.
Range: Self.
Duration: Special.
When you cast this SPELL, you cause
molecules to coalesce and rearrange into a
solid form in your hand. You can create a
simple object with which you are familiar,

100 | SPELLS
Protective Sphere Shock Wave
Components: Audible. Components: Audible, Material (a bit of copper).
Domains: Enhancements, Defense, Kinetics. Domains: Kinetics, Defense, Offense.
Type: Single-target effect. Type: Area-of-effect.
Time requirement: a reaction. Time requirement: a major action.
Range: Self. Range: Self.
Duration: 1 round (6 seconds). Duration: N/A.
A spherical force field explodes outward An explosion of force radiates out from
from you, knocking and pushing back you. Creatures within 10 feet of you must
everything around you. The sphere is make a Constitution saving throw against
transparent and has a diameter equal to your 1D20 + your Intelligence, or take 1D8 force
height + 3 inches. If you are holding or damage, be knocked prone, and be pushed
carrying anything that would exceed the back 10 feet. On a successful save, creatures
dimensions of this sphere the object is ejected take half as much damage (rounded up) and
up to 50 feet away as the sphere expands. You are pushed back 5 feet.
are free to move within the sphere, and the
sphere can move in reaction to forces acting
upon it. Very little, energy or otherwise, can Shocking Strike
penetrate the sphere, with the exception of Components: Audible, Somatic.
light. However, if it takes 50 damage or more, Domains: Energy, Offense.
it fails and disappears. You cannot cast Type: Single-target effect.
SPELLs targeting things outside the sphere Time requirement: a minor action.
while you are in it. Likewise, you cannot be Range: 20ft.
targeted by SPELLs originating from outside
Duration: 2 hours.
the sphere.
You charge a target melee weapon within
In the case of a sudden impact to the
range with electrical energy. The next true
sphere which causes it to move, potentially
strike made with that weapon before the end of
wounding you despite the existence of the
the SPELL’s duration deals an additional 2D4
sphere, the sphere will do its best to reduce the
electrical damage.
damage you receive. Treat circumstances like
this as though you had resistance to the
damage in question.
For example, if you were falling from a
great height, the sphere would do its best to
cushion your impact, though it would not
prevent the damage. Therefore, instead of the
full fall damage, you would only take half. For
more information on resistance, see page 41.
Flexible Casting: This SPELL can be cast
using more Power to bolster its effects. Either
when you cast this SPELL, or on your next
turn after it has been cast, you can renew and
enhance the sphere. For every 2 Power you
spend to do this, the sphere’s duration is
multiplied by 10, its radius increases by up to
5 feet, and it can take an additional 50 damage
before being destroyed.

SPELLS | 101
Shrink/Grow Telekinetic Attack
Components: Audible, Somatic, Material (liquid Components: Audible, Concentration.
nitrogen). Domains: Kinetics, Offense.
Domains: Thermodynamics, Nature. Type: Single-target effect.
Type: Single-target effect. Time requirement: a minor action.
Time requirement: a major action. Range: Within reach.
Range: Touch. Duration: up to 1 minute.
Duration: 30 minutes. You imbue your attacks with energy. This
You touch a creature or object within range SPELL ends after its duration has elapsed, you
and it undergoes one of the following effects: lose concentration, or once you’ve made a true
Shrink: The target is halved in size in all strike utilizing the SPELLs effects. Until the
dimensions and its weight is divided by 8, SPELL ends, your attacks gain the following
reducing its size class by 1. If it’s a effects:
creature, its Strength and Constitution are • You have +1 on melee attack rolls.
both reduced by 2. • Your attacks radiate telekinetic energy.
Grow: The target doubles in size in all On a true strike, they deal an additional
dimensions and its weight multiplies by 8, 2D6 force damage.
increasing its size class by 1. If it’s a • On a true strike, the target of the attack is
creature, its Strength and Constitution are knocked back 1D10 feet for every size
both increased by 2. class it is below Giant. Due to the force
A creature can attempt a Constitution wave surrounding the strike, even if the
savings throw to resist the effects of this target is not wounded by the attack, they
SPELL. The DC for the save is 1D20 + are pushed back in this way.
your Intelligence.
Notes: If the target is a creature, an amount
of its equipment up to its encumbrance
grows/shrinks with it. Additionally, if the
target is confined, such that it cannot
double/half in size, it grows/shrinks until
it fills the space it is in, then stops. This
is also true for a creature returning to
normal size at the end of the SPELL’s
effects.

102 | SPELLS
_________3-COST S.P.E.L.L.S_________
Advanced Entanglement Blind
Components: Audible, Somatic, Concentration. Components: Audible, Somatic, Material (a bit of
Domains: Kinetics, Forces, Technology. potassium and aluminum powder [consumed by
casting]).
Type: Multi-target effect.
Domains: Contaminants, Organics, Energy.
Time requirement: a major action.
Type: Area-of-effect.
Range: 50ft.
Time requirement: a major action.
Duration: 5 minutes.
Range: Touch.
You target up to 4 mundane objects
weighing up to 75 pounds each within range Duration: Special.
and they begin to faintly glow. All targeted You cause an explosion of brilliant light.
objects are now considered entangled. Once All creatures within 40 feet who can see the
the objects are entangled, any force applied to light must make an Intelligence saving throw
one object will also be applied to the other against a DC equal to 1D20 + your
objects and will push them in the same Intelligence or be blinded for 1D4 rounds.
direction. Light sensitive creatures are also dazed for 1
For example, if 4 rocks weighing 10 round on a failed save.
pounds each were entangled and one was Note: Each affected creature rolls 1D4
moved 10 feet straight upward, the others separately to determine duration of blinding.
would also move 10 feet straight upward.
Improved SPELL: If you already knew Cosmic Tear
Entanglement when you learned this SPELL Components: Audible, Somatic.
you can learn an additional Power cost 0 Domains: Thanatology, Offense, Molecules.
SPELL. Doing so doesn’t count against your
known SPELLs. Type: SPELL attack/Multi-target effect.
Time requirement: a major action.
Range: 40ft.
Alter Water Duration: N/A.
Components: Audible, Somatic.
Three large rips in space appear and move
Domains: Energy, Molecules. rapidly toward targets of your choice within
Type: Area-of-effect. range. As they move to strike your targets,
Time requirement: a major action. they leave a void resembling a tear. These tears
Range: Touch. re-knit themselves behind the rips as they
Duration: N/A. move. You make SPELL attack rolls against up
to 4 creatures you can see within range. On a
You touch water and it alters its material
true strike, a targeted creature takes 1D6
properties in accordance with your will. You
slashing damage. If a creature is wounded by
can control the state and shape of up to 15
this attack, they take an additional 1D4
cubic feet of water. While transforming the
radiation damage.
water you can also cause it to move up to 20
feet in a direction of your choice.
For example, you can cause all the Create Droid
moisture in the air in a room to turn to water Components: Audible, Somatic, Material (a vile of
and fall to the ground. Alternatively, you could nanites [consumed by casting]).
cause the water in a fountain to freeze into an Domains: Technology, Mathematics, Restoration.
ice sculpture. If you alter water or moisture in Type: Single-target effect.
the air into a shape, but do not turn it into ice, Time requirement: 2 major actions.
it will lose its shape and act normally,
Range: 25ft.
beginning at the start of the next round.
Duration: Special.
You send out nanites that take control of a
Medium or smaller group of electronics within
range. The nanites cause the electronics to

SPELLS | 103
become a droid under your control. It has the For example, if you change the direction of
attributes of either a Generic Droid or Dog gravity upwards, you would begin to fall
Droid found on page 122. Until this SPELL straight up relative to everything around you.
ends, the droid is loyal to you, and you can Note: if you are in a 0g environment this
communicate with and command it in DTS as SPELL pulls you in a direction of your choice
long as you are within 100 feet of it. Until this with 1g. In other contexts, this spell will
SPELL ends, your Power maximum is reduced simply alter the direction of the gravity in the
by 1. The SPELL ends if the droid dies or goes environment up to a maximum of 5g.
more than a mile away from you.
Note: At the GM’s discretion, the attributes
of the droid may differ from the Generic Droid Illusory Clone
or Dog Droid depending on the electronics that Components: Audible, Somatic, Concentration.
are targeted. Domains: Dimensionality, Materialization.
Type: Single-target effect.
Time requirement: a major action.
Range: Self.
Enfeeble
Duration: up to 1 hour.
Components: Audible (quiet), Somatic, Material
(a radio). An illusion of a clone is projected in to
Domains: Contaminants, Dimensionality. space next to you. You can use a major action
Type: Single-target effect.
to control it for a round. You can control its
actions and cause it to speak or make sounds
Time requirement: a major action. as you see fit. You can see and hear from the
Range: 100ft. clone’s perspective. However, while doing so,
Duration: Special. your body is deaf and blind. If you go a turn
A target creature within range must without giving it commands, it will spend that
succeed on a Constitution saving throw against time completely immobile. It inherits all your
a DC equal to1D20 + your Intelligence or have attributes while you are controlling it.
an attribute of your choice reduced by 2. This It does not need to act in accordance with
effect lasts until the creature completes a rest. the laws of nature. If it makes a true strike
A creature affected by this SPELL cannot against a creature, they can expend EP as they
be affected by it again until the effects of the would normally to avoid the attack; however,
previous casting end. if it would wound a creature, the creature takes
Flexible Casting: This SPELL can be cast no damage and understands that it is an
using more Power to bolster its effects. For illusion.
every 1 Power over 3 that you spend to cast If a creature notices the clone doing
this SPELL, its save DC increases by 1 and it something inexplicable, the creature can make
requires an additional completed rest to end its an Insight or Investigation check with a DC
effects. If this SPELL is cast using 5 or more the GM’s choice to realize that the clone is an
Power, its effects can only be reversed through illusion. If a creature can see both you and
the use of a medical procedure. your clone, they can make a DC 17 Insight or
Investigation check to realize the clone is an
illusion.
Gravitational Locality
The SPELL ends after its duration or once
Components: Audible, Somatic. you lose concentration. When the SPELL ends
Domains: Dimensionality, Forces. the clone disappears.
Type: Single-target effect.
Time requirement: a major action.
Range: Self.
Duration: 2 hours.
Until the SPELL ends, you can use a minor
action to change the direction of gravity acting
on you and things you’re carrying, up to your
encumbrance weight.

104 | SPELLS
Invisibility feet equal to the SPELL’s save DC around the
Components: Somatic, Material (glass dust targeted point.
[consumed by casting]). Note: If you have the Telekinetic ability,
Domains: Dimensionality, Defense. creatures wearing metal armor are also moved
Type: Single-target effect. up to 15 feet and knocked prone on a failed
Time requirement: a major action. save.
Range: Touch.
Duration: 1 hour. Paralyzing Grasp
You cause glass dust to be precisely Components: Audible, Somatic.
adhered to a creature’s body such that light Domains: Contaminants, Offense.
will refract around them from any angle, Type: Single-target effect.
though the illusion can be broken by swift Time requirement: a reaction.
movements that cause the creature’s form to Range: Touch.
become visible. Additionally, an amount of
equipment up to 2 times the creature's Duration: Special.
encumbrance weight turns invisible. When you successfully grapple a creature,
While invisible, creatures have a +6 bonus you can cast this SPELL targeting it. When
to their Defense and can’t be targeted through you cast this SPELL, the targeted creature
visual means alone. If a creature is visible, due must make a Constitution save against a DC
to things they are carrying or other factors, this equal to 1D20 + your Intelligence. On a failed
bonus may be reduced or eliminated at the save, the targeted creature’s body becomes
GM’s discretion. rigid as its muscles are paralyzed one by one,
starting with the portion of its body that your
If the affected creature makes any sudden hands are touching. The creature takes 1 round
movements, such as attacking, sprinting, or per size class it is larger than you to become
casting a SPELL with Somatic components, fully paralyzed. Once it is fully paralyzed, it
the invisibility is disrupted and the creature’s remains paralyzed for 1D4 rounds. While
outline becomes visible for 1 round. paralyzed, the creature cannot move and is
Improved SPELL: If you already knew considered subdued.
Basic Invisibility when you learned this
SPELL you can learn an additional Power cost
1 SPELL. Doing so doesn’t count against your Repulsion Wall
known SPELLs. Components: Audible, Somatic, Concentration.
Domains: Materialization, Defense.
Magnetic Burst Type: Area-of-effect.
Components: Audible, Somatic, Material (a Time requirement: a major action.
magnet). Range: 40ft.
Domains: Kinetics, Dimensionality. Duration: up to 10 minutes.
Type: Area-of-effect. You create an invisible force field 20 feet
Time requirement: a major action. long, 10 feet high, and 1 foot thick, centered
Range: 20ft. on a point within range. You can choose the
orientation of the wall when you cast this
Duration: N/A.
SPELL. If a creature collides with the wall, it
You create a magnetic burst centered on a must succeed on a DC 16 Strength saving
point within range. All creatures in the affected throw or take 1D6 force damage and be
area who are wielding something made of thrown 5 feet away from the wall. On a
metal must succeed on a Strength saving throw successful save, it takes 1D6 force damage and
against a DC equal to 1D20 + your is able to force its way through the wall. Doing
Intelligence. On a failed save, anything so also consumes half of the creature's
magnetic they are holding is ripped from their movement for the turn.
grasp and lands at a point of your choice
within range.
This SPELL’s affected area is a number of

SPELLS | 105
Restorative Burst cost 0 SPELL. Doing so doesn’t count against
Components: Audible, Somatic. your known SPELLs.
Domains: Organics, Restoration.
Type: Single-target effect. Transform Self
Time requirement: a major action. Components: Audible, Concentration.
Range: 15ft. Domains: Nature, Molecules, Thermodynamics.
Duration: N/A. Type: Single-target effect.
All creatures within range are filled with Time requirement: a major action.
energy, which urges their bodies into action. Range: Self.
All creatures within range, including you, Duration: up to 1 hour.
regain 2D6 EP.
You’ve learned to change your body in
unexpected ways, morphing it as needed.
Stabilize When you cast this SPELL, you can change
Components: Audible, Somatic. your body as you see fit, though you cannot
Domains: Organics, Restoration, use this to add or remove parts of your body or
Thermodynamics. change mass or weight. Until the SPELL ends,
Type: Single-target effect. you can use your minor action in each turn to
make 1 change to your physiology, such as
Time requirement: a reaction. making bone-spikes protrude from your hands
Range: 60ft. and feet to assist in climbing, or moving
Duration: N/A. muscle mass from your arms to your legs to
When a creature within range makes a temporarily increase your movement speed or
death saving throw, you can use your reaction jump height at the cost of reduced lifting and
to help their body resist the damage. The target attacking ability.
creature gains a bonus to their death save equal When making changes, you must be
to your Intelligence. If you have expertise in careful. Drastic changes which require you to
Medicine checks, they instead gain a bonus rearrange organs or other vital body parts will
equal to 1.5 times your Intelligence. require you to succeed on a Medicine check
with a DC determined by the GM. On a failed
Teleport check, you are wounded for an amount of
damage equal to the difference between your
Components: Audible, Somatic. Medicine check roll total and the check’s DC.
Domains: Dimensionality, Forces.
When the SPELL ends, you are left in
Type: Single-target effect. whatever form you had last. You revert back to
Time requirement: a minor action. your normal form over the course of a
Range: 200ft. completed rest. For example, if you transform
Duration: N/A. your arm into a whip made of flesh, then lose
You teleport yourself, and up to 100 concentration, your arm remains a flesh whip
pounds of equipment that you’re carrying to an until you complete a rest or your arm is
unoccupied space within range. If the space transformed back.
you choose is occupied, the SPELL fails and Note: If you have the Chemist ability you
you are dazed for 1 round. can also incorporate elements from the world
If you are carrying more than 100 pounds around you into your body. For example, you
of equipment, all excess equipment falls to the can pull stone from the ground to make the
ground in the space you teleported from. The skin of one of your arms stone, potentially
equipment that you keep is determined by the increasing your Defense at the cost of your
GM, but the SPELL prioritizes advanced tech ability to use that arm. Doing this can allow
items which are bound to you and things you to change your mass by changing the
which are held in your hands. elemental makeup of your body. Each time
you incorporate elements from around you into
Improved SPELL: If you already knew yourself, you must expend 1 Power.
Basic Teleportation when you learned this
SPELL, you can learn an additional Power

106 | SPELLS
True Sight Water Breathing
Components: Audible, Somatic, Material (a lens Components: Somatic.
or piece of glass). Domains: Defense, Nature, Energy.
Domains: Cognition, Technology, Enhancements. Type: Multi-target effect.
Type: Single-target effect. Time requirement: a major action.
Time requirement: a major action. Range: 15ft.
Range: 20ft. Duration: Special.
Duration: up to 4 hours. You can choose up to 12 creatures within
A target creature within range gains the range. Until the SPELL ends, all targeted
ability to see in a greater portion of the creatures can convert water into breathable air
electromagnetic and other spectra, allowing as it enters their mouths. This SPELL lasts for
them to see the movement of electricity as well 12 hours divided by the number of creatures it
as in infrared and some radio waves. Until the targets.
SPELL ends, the creature can see things which For example, if the SPELL is cast targeting
have been made invisible and can’t be tricked 6 creatures, each gains the ability to breathe
by most illusions. underwater for 2 hours. However, if it only
targets one creature, the SPELL lasts for 12
True Translation hours.
Components: Audible, Somatic.
Domains: Cognition, Methodology.
Type: Single-target effect.
Time requirement: a major action.
Range: Touch.
Duration: 2 hours.
You use your computer to run an advanced
real-time communication processing AI and
stream the output directly to a target creature.
For the duration, or until you or the affected
creature chooses to end the SPELL, the
affected creature can understand all languages
and can speak in Electro
Phrenic to creatures
within 50 feet. The
affected creature also gains insight in to
the communication of plants and animals and
can interpret such communications more
accurately. They also gain additional insight
into body language and slight emotional ques
in conversation. Until the SPELL ends, the
affected creature has +6 on Insight checks and
+3 on all other Charisma checks.
Improved SPELL: If you already knew
Translation when you learned this SPELL, you
can learn an additional Power cost 1 SPELL.
Doing so doesn’t count against your known
SPELLs.

SPELLS | 107
_________4-COST S.P.E.L.L.S_________
Accelerate Conflagrate
Components: Audible, Somatic. Components: Audible, Somatic, Material (a bit of
Domains: Forces, Thermodynamics. phosphorus [consumed by casting]).
Type: Single-target effect. Domains: Offense, Energy, Technology.
Time requirement: a major action. Type: Area-of-effect.
Range: 20ft. Time requirement: a major action.
Duration: 1 minute. Range: 60ft.
A target creature within range is filled with Duration: N/A.
energy and has their brain or other processing You choose a point you can see within
center overclocked, which speeds up their range and cause the molecules in the air to
reflexes and allows them to move more combust, causing an explosion and raining fire
quickly than is normally possible. While a in the surrounding area. All creatures within
creature is affected by this SPELL, they can the affected area must make a Dexterity saving
choose each turn to expend 5 EP to gain an throw against a DC equal to 1D20 + your
additional major action or 3 EP to gain an Intelligence. On a failed save, creatures take
additional minor action. Additionally, while a 6D6 heat damage, or half as much on a
creature is affected by this SPELL, they gain a successful save.
+2 bonus to their Dexterity. This SPELL’s affected area is equal to its
damage.
Blizzard Additionally, all flammable materials in the
Components: Audible, Somatic, Concentration. affected area burst into flame and remain on
fire until extinguished.
Domains: Offense, Energy, Thermodynamics.
Type: Area-of-effect.
Time requirement: a major action.
Range: 30ft.
Duration: up to 2 rounds (12 seconds).
The temperature drops around you,
freezing moisture in the air instantly. An
intense, cold wind rages around you,
extinguishing fires within range. Each round,
the following effects take place:
• All creatures within range have their vision
heavily obscured as the air freezes and blows
thick snow.
• All creatures within rage have movement
speed reduced by 10 feet as wind and ice make
movement difficult.
• All creatures within range, excluding you,
must make DC 15 Endurance checks or be
wounded for 1D4 cold damage.

108 | SPELLS
Create Portal amount. Additionally, anytime you gain EP,
Components: Audible, Somatic, Concentration. the targeted creature gains an equal amount.
Domains: Forces, Materialization. The SPELL ends if the target creature is
Type: Area-of-effect. ever further than the SPELL’s range from you.
Time requirement: a major action.
Range: 120ft. Mass Daze
Duration: up to 10 minutes. Components: Audible, Somatic.
You create a fold in space-time which links Domains: Cognition, Offense.
two spaces. You create two circular or oval Type: Area-of-effect.
shaped portals of a size of your choice, up to a Time requirement: a major action.
maximum radius of 6 feet in a given direction. Range: 100ft.
Both portals appear oriented to your choosing.
Duration: 1 round.
Anything that goes through one portal exits
through the other portal as though the two A point above your head glows brightly
spaces were connected. Momentum is then explodes with light and deafening sound.
preserved during this process. All creatures within range of the point must
The portal’s perimeter appears as a make a Constitution saving throw against a
purplish rift between its interior and the DC of 1D20 + your Intelligence. On a failed
exterior world. The portal’s interior shows save, a creature is blinded, deafened, and
wherever the other portal exits. Each portal is dazed for the duration. On a successful save,
one-sided and completely transparent from its the creature is only dazed for the duration.
backside. Flexible Casting: This SPELL can be cast
If something is still in the portal when the using more Power to bolster its effects. For
portal closes, it makes a Luck saving throw every 1 Power over 4 that you spend to cast
with a DC of 15. If it succeeds, it appears on this SPELL, its duration increases by 1 round.
the side of its choice. If it fails, it takes You cannot expend more than 6 Power to cast
slashing damage equal to 3 times the this SPELL.
difference between its roll total and the save
DC and appears on a side of its choice. This Regenerate
damage can be avoided using EP. Components: Audible, Somatic.
For example, if the creature or object is in Domains: Organics, Nature, Defense.
between the two portals when they close and Type: Single-target effect.
gets a 10 on its Luck saving throw, it would Time requirement: a reaction.
take 15 slashing damage as the portal closes
and would appear on the side of its choice. Range: 30ft.
Duration: N/A.
Until the SPELL ends, you can use a major
action and expend 1 Power to close a portal You send a swarm of nanites to rapidly
and have it reappear at a point of your choice heal a target creature within range. The target
within range. creature’s wounds are healed for 3D6 and they
regain 1D8 EP.
After casting this SPELL, you feel drained
Energy Bond and must succeed on a DC 16 Endurance
Components: Audible, Somatic, Concentration. check or be dazed for 1 round.
Domains: Organics, Thanatology, Probability.
Type: Single-target effect.
Time requirement: a major action.
Range: 30ft.
Duration: up to 10 minutes.
A thin line of blue light appears in the air
between you and a target creature within
range. Until the SPELL ends, anytime you lose
EP, the targeted creature loses an equal

SPELLS | 109
_________5-COST S.P.E.L.L.S_________
Cognitive Backup targeting or originating from within 15 feet of
Components: Audible, Somatic, Material (a the targeted object.
computer with sufficient storage). Advanced tech within the sphere functions
Domains: Organics, Thanatology, Cognition. as though it were mundane.
Type: Single-target effect.
Time requirement: a major action. Major Molecular Manipulation
Range: Touch. Components: Audible, Somatic, Concentration.
Duration: 1 day. Domains: Thermodynamics, Molecules.
You wire your computer into the body of a Type: Area-of-effect.
creature who died within the last 30 seconds Time requirement: a major action.
and make an exact backup of the creature’s
Range: 20ft.
cognitive state. After the backup is made, it
will store a copy of the creature’s mind Duration: Special.
indefinitely. When a body is available, the When you cast this SPELL, the air around
creature’s mind can be transferred into the new you appears to ripple momentarily. You are
body over the course of 24 hours. This new able to transform any mundane, inanimate
body can be a replica of the creature’s previous object in accordance with your will. You can
body, or another healthy body that has the control the shape of up to 15 cubic feet of
requisite components to hold a consciousness. anything within range and move it up to 20
If this SPELL is used to target a creature feet each turn. Alternatively, you can change
who died more than 30 seconds ago, or a an object into a different mundane, non-metal,
creature whose mind was damaged, the SPELL non-crystalline material.
may fail or the creature may experience long After casting this SPELL, you can expend
term or permanent adverse effects at the GM’s a major action and 2 Power on your next turn
discretion. to re-cast the SPELL.
Note: During the process of transferring For example, if you are exploring an alien
the consciousness, it may undergo some minor cave, you can erect a wall to block off a
corruptions, potentially altering aspects of the passageway and prevent a creature from
backed up creature’s personality. An following you. If, on your next turn, you
Intelligence, Constitution, or Charisma saving expend 2 Power to cast this SPELL again, you
throw may be appropriate for determining this could create another effect.
at the GM’s discretion.

EM Zone Time Warp


Components: Audible, Somatic, Material (a bit of Components: Audible, Somatic.
copper [consumed by casting]). Domains: Thermodynamics, Forces, Nature.
Domains: Technology, Defense. Type: Single-target effect.
Type: Single-target effect. Time requirement: a major action.
Time requirement: a major action. Range: Touch.
Range: 20ft. Duration: 2 rounds (12 seconds).
Duration: 1 minute. You cause the fabric of time to stretch
A target object within range begins to emit around a target creature. When you cast this
a pulse of electromagnetic radiation. Until the SPELL, time slows to a crawl around the
SPELL ends, SPELLs of Power cost 5 or less target. Until the SPELL ends, the target
that target or originate from anything within 15 creature’s movement speed and Dexterity are
feet of the object fail automatically. doubled and creatures cannot make
Additionally, things within the affected area opportunistic attacks against it. Additionally, it
are exempt from the effects of area-of-effect gets to take an extra turn. Its extra turn can be
SPELLs around them. SPELLs of Power cost used at any time before the SPELL ends.
6 or more have their effects halved when

110 | SPELLS
_________ADVANCED TECH_________
There are many advanced tech within the realms. As you explore and adventure you may find some.
Advanced tech can have a wide range of effects and strengths of enchantment. Some items even have
multiple enchantments placed upon them, though these are very rare.
Items with powerful effects may require a creature to bond or attune to them in order to use them
properly.
To attune to an item you must complete a long rest while in the presence of the item. You can be
attuned to any number advanced tech items, but, if you are attuned to multiple advanced technologies
with similar effects, you may encounter problems at the GM’s discretion. Attuning allows an item to
establish a neurological link with your mind allowing it to react to your thoughts. Generally, only one
creature can be attuned to an item at a time.
To un-attune from an item you generally need to spend 24 hours 1 mile or more from an item. At
the end of the 24 hours, the item is no longer attuned to you. Some items may require special procedures
to un-attune from them or may be more easily unattuned from as described by the item or GM.
To bond with a weapon, you must complete a process that embeds technology that links to the item
directly into your nervous system or otherwise computational system. The specifics of this process and
the technology to be embeded depend on the item and the GM’s discretion. Generally, the process will
take about 1 hour and should be performed by a medical professional or someone with expertise in
Medicine checks. Often, items that require bonding have some form of AI and can communicate with
their owner, once bonded, in Electro Phrenic or DTS. Bonding or unbonding an item can be dangerous
and can have serious, sometimes long-term effects. Once bonded to an item, you cannot bond another
item without unbonding from your currently bonded item.
Un-bonding from an item is generally an arduous process and can have serious consequences. The
process varies from item to item, but generally the more powerful the item, the more difficult it is to un-
bond. Less powerful items may only require only a simple surgery and have only minor repercussions,
such as difficulty resting for several days, or temporary a-typical neurological functioning, such as the
effects found on the Insanity and Trauma Table on page 141. Very powerful items, on the other hand,
may require you to go to great lengths to unbond from them and may leave you with permanent effects
or long-lasting wounds, particularly if the surgery to remove the device isn’t done with high precision.

Breaking Advanced Tech


Advanced tech is generally difficult to break, particularly more powerful items. Even +1 weapons
can often endure abuse that would easily break other weapons and only suffer minor bending or
chipping. However, if a piece of advanced tech is broken, it can often have disastrous consequences. In
particular, unstable or volatile items may cause an explosion and scattering shrapnel. The damage of the
explosion depends on the item and the technology within it. A good rule of thumb is that broken
common advanced tech deals up to 2D4 damage, and the radius of the affected area equals the damage
in feet. For every additional level of rarity, the potential damage done increases by one dice size, and the
quantity of dice doubles. The affected area always equals explosion’s damage.
For example, an uncommon item might deal as much as 4D6 damage and a rare advanced tech
breaking might deal 8D8 damage. If an uncommon advanced tech item broke and the damage roll total
was 14, then it would deal 14 damage to everything in a 14 foot radius.
The damage type depends on the GM’s discretion and the kind of item. Creatures may be able to
make a Reflex check before an item explodes to take only half damage. The DC for this check depends
on circumstances and the GM’s discretion. Creatures central to the explosion may also be unable to
avoid taking at least some damage depending on the circumstances and GM’s discretion.

Note on Advanced Tech


Advanced tech items are very frequently found with 2 or more enhancements on them. If a weapon
has multiple enhancements, such as being collapsible and electric, its rarity will generally be increased
by 1.

MAGIC ITEMS | 111


_________COMMON ADVANCED TECH AND PROPERTIES_________
Common advanced tech is easy enough to produce that it can often be purchased at stores or found
in the possession of guards or other intelligent creatures.
Gadgets Weapons

0-Cost Gadget Blaster


Weight: Varies. Weight: 5 lb.
Appearance: A small gadget of some sort. Appearance: A rifle-like gun able to fire blasts of
A 0-cost gadget has 1D10 + 2 charges of a energy.
given 0-cost SPELL held within it. These Blasters should be treated as though they
charges can be expended to cast the specified are part of the Guns category of ranged
SPELL without using Power, material weapons. Blasters are two-handed weapons
components, or having the ability to cast that do 2D8 heat damage and have a range of
SPELLs. 80ft. Blasters can fire up to 6 times before
Once the gadget runs out of charges, it needing to be recharged for at least 8 hours.
becomes mundane and cannot be used to cast Alternatively, a blaster can recharge as a minor
again unless its energy source is replaced. action if you expend 1 Power to recharge it.
However, energy sources for such gadgets can
frequently rival the price of the gadget itself. Collapsible Weapon
Weight: 3 lb.
Grappling Gun Most weapons can be altered to be
Weight: 7 lb. portable. A weapon with this property can be
Appearance: A gun with a grappling hook and a collapsed to �⁄� (20%) of its original size at its
spool of strong, thin cable. user’s command.
As a major action, you can make a ranged Generally, these weapons can be collapsed
attack roll against something within 30 feet as by a command word or by will of the wielder,
though you were using an item from the meaning that as soon as a creature picks up the
ranged Other category of weapons. weapon, they could potentially activate this
On a true strike, if the target has something property. If the weapon is command word
for the grappling hook to bind to, the hook will activated, this property may be trigger-able by
catch onto the target. nearby creatures, provided they know the
command word.
After the grappling hook is fired, you can
expend a minor action to pull the hook back
toward the gun. If the hook is caught on Electric Baton
something it will either be pulled towards the Weight: 5 lb.
gun or the gun will be pulled towards it (where Appearance: A baton with external electrical
the lighter side is pulled towards the heavier). nodes designed to stun.
The grappling gun can pull up to 400 Electric batons deal 1D6 + half your
pounds with a movement speed of 30. For Strength bludgeoning or electrical damage, can
weights exceeding 400 pounds, the movement be wielded with one hand, and have a reach of
speed will be reduced in accordance with the 5 feet. They also have the versatile property
rules for encumbrance found on page 51. such that you can add your entire Strength to
damage if you wield one with two hands.
Additionally, when a creature of Large size
class or smaller is wounded by this weapon
you can force them to make a Constitution
saving throw with a DC equal to the damage
total from your last attack. On a failed save,
Jessica Tomlin
they have their movement speed reduced to 0
and are dazed for 1 round.

112 | MAGIC ITEMS


Electric Rope Dart Force Nunchaku
Weight: 3 lb. Weight: Varies.
Appearance: A battery leading to a thick electrical Appearance: A set of nunchaku tiled with kinetic
cable with a knife attached to the end. converter nodes.
Electric rope darts deal 1D6 + half your Force weapons are weapons that use
Dexterity piercing or electrical damage, are impact detection and advanced force
wielded with two hands, and have a reach of projection technology to create a localized
10 feet. blast of force against whatever they impact.
Additionally, when a creature of Large size Force nunchaku deal 1D6 + half your
class or smaller is wounded by this weapon Strength force damage, can be wielded with
you can force them to make a Constitution one hand, and have a reach of 5 feet. They also
saving throw with a DC equal to the damage has the flexible property such that attacks made
total from your last attack. On a failed save, with them give you a +1 bonus to melee attack
they have their movement speed reduced to 0 rolls against creatures using shields or behind
and are dazed for 1 round. cover.
Additionally, on a critically true strike
Electric Staff using force nunchaku, it is as though you
Weight: 4 lb. attempted to shove the target creature, see
page 46. On successful shove, the target
Appearance: A staff with external electrical nodes
designed to stun.
creature is also knocked prone.
Electric staffs deal 1D6 + half your
Strength bludgeoning or electrical damage, can Grenade
be wielded with one hand, and have a reach of Weight: 1 lb.
8 feet. They also have the versatile property, Appearance: A cylindrical grenade with a red
such that you can add your entire Strength to casing.
damage if you wield one with two hands. As a minor action, a creature can pull a
Additionally, when a creature of Large size grenade’s pin. The grenade will not explode
class or smaller is wounded by this weapon, until its lever is also released; releasing the
you can force them to make a Constitution lever can be done as a free action.
saving throw with a DC equal to the damage Once the lever is released, it will take 1
total from your last attack. On a failed save, round (6 seconds) before the grenade
they have their movement speed reduced to 0 explodes. If it is thrown right before
and are dazed for 1 round. exploding, all creatures within the affected
area must make a DC 14 Dexterity saving
Force Hammer throw or take 3D8 slashing damage. On a
Weight: 8 lb. successful save, they take half as much
damage. The affected area is equal to the
Appearance: A large hammer with an integrated
kinetic converter.
damage.
Force weapons are weapons that use
impact detection and advanced force Incendiary Grenade
projection technology to create a localized Weight: 2 lb.
blast of force against whatever they impact. Appearance: A cylindrical grenade with a red
Force hammers deal 1D10 + your Strength casing.
force damage, are wielded with two hands, and When the grenade impacts something, it
have a reach of 5 feet. They also have the releases a fiery explosion. All creatures within
heavy property such that you have -3 on attack the affected area must make a DC 14 Dexterity
rolls with force hammers unless you have a saving throw or take 2D6 heat damage. On a
Strength of 3 or more. successful save, they take half as much
Additionally, on a critically true strike damage (rounded up). The affected area is
using a force hammer, it is as though you equal to the elixir’s damage.
attempted to shove the target creature, see
page 46. On successful shove, the target
creature is also knocked prone.

MAGIC ITEMS | 113


Masterwork Weapon Armor and Accessories
Weight: Varies.
Appearance: A beautiful version of the traditional Exoskeleton Legs of Speed
form of the weapon, one that can’t be considered
anything less than a work of art. Weight: 10 lb.
Masterwork weapons are not necessarily Appearance: The lower section of an exoskeleton
designed to help the wearer move more quickly.
the result of advanced technology, though
some overly enthusiastic or manipulative While wearing exoskeleton legs of speed, a
salesman might say otherwise. Frequently, creature’s unencumbered movement speed is
masterwork weapons are simply very well- increased by 10 feet.
made, high-end version of common weapons
generally made of superior materials. Magnetic Boots
Masterwork weapons have +1 bonus on Weight: 4 lb.
attack rolls and generally weigh 1-3 pounds Appearance: A pair of boots with metal nodes on
less than a traditional version of the weapon. the bottoms.
Additionally, these weapons have While using this item, you can stick to and
increased durability. Masterwork weapons do walk on magnetic surfaces, such as the exterior
not deal additional damage. of most spaceships. While using these boots to
move across a magnetic surface, your
Power-Channeling Weapon movement speed is reduced by 5.
Weight: Varies.
Appearance: A weapon with circuitry running Night Vision Goggles
running its length, and exposed sections of highly Weight: 1 lb.
conductive metal designed to channel SPELL Appearance: A set of night vision goggles.
effects.
While wearing these goggles in an area
Some weapons are created specifically to that is obscured due to darkness, you can see
channel SPELL effects. Weapons altered to be as though the level of obscurity was reduced
Power-channeling allow you to cast SPELLs by 1.
with a range of Touch targeting anything
within the reach of the weapon, provided you For example, a heavily obscured area
can touch the target with the weapon. would only count as moderately obscured,
assuming the obscurity was due to darkness.
Note: this item generally will not work if
Returning Weapon you already have night vision, either from a
Weight: Varies. species trait, SPELL, or other item.
Appearance: A weapon with a faintly glowing
gemstone set into its handle.
Requires attunement
Sealed Armor
Weight: Varies.
Any weapon can be altered to return,
though most commonly it is found on weapons Appearance: Varies.
with the thrown property. Returning weapons Armor with this property is air-tight and
generally require attunement. Once attuned to insulated. It allows the wearer to breathe even
a returning weapon, you can use a minor in a vacuum, such as while in space.
action to cause the weapon to be propelled At the GM’s discretion, there may be time
towards you and land in your hand, so long as limitations on how long you can breathe and
it isn’t more than 60 feet away. Its movement damage to the armor may cause it to lose this
speed is 60 while returning to you. property until it is repaired.
Variant Returning Weapons:
Some less common forms of returning
weapons may move more quickly and/or be
activated from greater range.

114 | MAGIC ITEMS


Other
Orb of Energy Absorbing
Attack Drone Weight: 3 lb.
Weight: 3 lb. Appearance: A large glass orb with iron bands
inscribed with runes.
Appearance: A drone built for combat.
By default the drone can either be turned Orbs of Energy Absorbing are devices
off and stored, or can be set to follow you, but designed to protect from SPELLs.
will not take any other actions. It takes a major When an area-of-effect SPELL would deal
action to take control of the drone. When you damage to you, you can use your reaction to
take control of the drone the actions of your say the activation word for your Orb of Energy
drone are 1 to 1 with your actions. Absorbing. Doing so reduces the SPELL’s
For example, if your drone does something damage by 2D6 and reduces its affected area
that would take you a major action, it by the same amount. Once an Orb of Energy
consumes your major action to have the drone Absorbing has been used in this way, it will
do it; same for minor or other actions. begin to beep. The beeping will continue to
Similarly for movement, while controlling the intensify for 1D6 + 1 rounds, after which, the
drone it consumes your movement to move the orb will explode, dealing 2D4 force damage to
drone. If your movement speed differs from everything within a number of feet of it equal
that of the drone, use the drone’s movement to its damage. After the orb explodes, it’s
speed as your maximum when moving the destroyed and you are unattuned from it.
drone, but not otherwise. Some orbs can be commanded to explode
Stats for the drone can be found on page immediately by a creature uttering their
120. activation word a second time. This variant of
the orb generally requires attunement and will
Autonomous Drones: only react to commands uttered by an attuned
Some drones may have autonomous creature. It is also generally less common and
modes. A drone in autonomous mode will have more expensive.
a list of preset actions it can be commanded to
take. For example, guarding an area or doing a
surveillance mission before returning to you. Pheromonal Perfume
In such instances, the drone will act exactly in Weight: 0.25 lb.
accordance with its programming; it cannot Appearance: A small, ornate vial of perfume.
interpret or make discerning decisions. A given vial of this perfume gives you +3
If you know at least one scientific on Charisma checks when interacting with a
language, almost any drone can be given new given species of creature. A newly bought vial
autonomous commands, given some time and of pheromonal perfume will generally have
a successful Advanced Knowledge check. enough contents for 5 uses before being used
up.
Energy Drink Note that generally, for a given perfume
vial, your Charisma bonus will only apply
Weight: 0.5 lb.
when interacting with one species type.
Appearance: A can full of a blueish-green liquid.
When you drink the contents, your body
feels instantly awakened from the combination Stim Pack
of sugar, caffeine, and a special chemical Weight: 0.25 lb.
compound, C17H21NO4. When you drink it, Appearance: A syringe of a blueish-green liquid.
your level of exhaustion is reduced by 1 and When you inject the contents, your body
you gain 1D6 + 2 temporary EP that lasts for 1 feels rapidly rejuvenated and you regain 2D4 +
hour. You can only gain this bonus if you do 2 EP.
not already have temporary EP.
If you consume more than 2 of these
within 24 hours, you must make a death save
with a DC equal to 2 + the number of energy
drinks you consumed. On a failure, you suffer
a heart attack.

MAGIC ITEMS | 115


________UNCOMMON ADVANCED TECH AND PROPERTIES________
Uncommon advanced tech is generally not easy to produce. It can sometimes be purchased at stores,
but generally will need to be sought out specifically or be found in the possession of a high-ranking,
intelligent creature.
Gadgets Chaos Grenade
1-Cost Gadget Weight: 1.5 lb.
Weight: Varies. Appearance: A handheld micro-quantum
probability drive, set to overload at the pull of a
Appearance: A small gadget of some sort. pin.
A 1-cost gadget has 1D10 + 2 charges of a When the grenade is activated and impacts
given 1-cost SPELL held within it. These something, it warps reality around itself. All
charges can be expended to cast the specified creatures within 15 feet of the point the
SPELL without using Power, material grenade impacted may make a DC 14 Luck
components, or having the ability to cast check. On a failure, a true strike is made
SPELLs. against them from the 0-cost SPELL Chaos
Once the gadget runs out of charges, it Strike. The effects of chaos strike
becomes mundane and cannot be used to cast are determined
again unless its energy source is replaced. separately for each
However, energy sources for such gadgets can affected creature.
frequently rival the price of the gadget itself.
Grenade Launcher
0-Cost Recharging Gadget Weight: 5 lb.
Weight: Varies. Appearance: A device designed to launch
Appearance: A small gadget of some sort. grenades great distances.
Requires attunement You can use this item to make a ranged
A 0-cost recharging gadget has 1D4+1 attack roll as though you had made an attack
charges of a given 0-cost SPELL held within with the Other category of ranged weapons.
it. These charges can be expended to cast the This item as a range of 80 feet and has the
specified SPELL without using Power, loading property such that it requires a minor
material components, or having the ability to action to load before every attack. Every attack
cast SPELLs. with this weapon uses a grenade as
After completing a rest, while attuned to ammunition. After being launched, the grenade
this item, it regains 1 charge. If you have a will act as it would normally wherever it lands.
Power maximum greater than 0, it regains 2 The particular effects of the grenade will
charges instead. depend on the grenade being used.
Additionally, if a true strike is made with this
weapon against a creature, it has -3 on checks
and saves made to resist the effects of the
Weapons grenade, provided that the grenade goes off
this round. Additionally, on a true strike, the
target creature takes 1D8 bludgeoning damage.
+1 Weapon
Weight: Varies.
Plasma Blade
A +1 weapon is enhanced using advanced Weight: 3 lb.
materials and technology to be more deadly.
Appearance: A hand-held device that, when
+1 weapons are generally also masterwork. turned on, creates a blade made of plasma.
On a true strike, a +1 weapon deals an Plasma blades can be devastating melee
additional 1 damage. weapons in the hands of a knowledgeable user.
While turned off, they appear as inconspicuous
cylinders. While turned on, they create and
sustain a long blade-like beam of plasma and
energy that glows, reducing the level of

116 | MAGIC ITEMS


obscurity due to darkness by 1 within a 5 foot Psionic Ship Link
radius. The blade is hot enough to cut though Weight: 3 lb.
most materials given enough time. Appearance: A helmet with an antena and internal
Plasma blades are generally considered circitry.
swords and can be wielded with one hand. Requires attunement
They have a reach of 6 feet and deal 2D8 heat While wearing and attuned to this item and
damage on a true strike. Note that, you do not captaining a spaceship, you can spend 1
add your Strength to the damage for true minute attuning the helmet to the spaceship.
strikes with a plasma blade. After this is done, you are able to captain the
When wielding a plasma blade, you have ship from anywhere on-board the ship,
+1 to attack because it’s hard to block attacks including while manning another station.
from plasma blades. Keeping mind that all actions still take the
same amount of time while using this item,
including actions taken for the captain
position.
Armor and Accessories If you take the helmet off, or if you or the
helmet leave the spaceship, the helmet
+1 Armor becomes unattuned from the spaceship and has
Weight: Varies. to be reattuned to the ship before it can be used
to control it again.
Appearance: A finely crafted set of armor using
high-end materials and advanced force
redistribution technology. SPELL Technician Combat Suit
+1 armor increases the wearer’s Defense Weight: 5 lb.
by 1 more than the mundane version of the Appearance: A finely crafted, light combat suit
same armor, and the armor gains a protective with external circuitry and sharp geometry.
property for a damage reduction of 1. If the While attuned to and wearing this item,
armor already had the protective property, its SPELLs you cast in the Offense domain deal
damage reduction increases by 1. +1 damage. Additionally, this item has
For example, a +1 meta-corded flightsuit incorporated armor. While wearing this item,
would increase a creature’s Defense by 8, you gain all the benefits of wearing carbonic
instead of 7, and reduce incoming damage by nanoweave underarmor, see page 61.
1 instead of 0.

Jetpack
Weight: 50 lb. Other
Appearance: A jetpack... Pretty much exactly
what you think it would look like. Concentrated Stim Pack
While wearing a jetpack you can use your Weight: 0.25 lb.
major action to move up to 40 feet in the Appearance: A syringe of a blueish-green liquid.
direction of your choice, including upwards. If When you inject the contents, your body
you use your major action to move using the feels rapidly rejuvenated and you regain 2D6 +
jetpack, you can use your minor action to 4 EP.
move up to an additional 40 feet.
Jetpacks have an encumbrance weight of Additionally, after using a concentrated
250 lbs. The movement speed of a jetpack is stim pack, you will heal +1 additional wound
reduced by 1 for every 5 pounds of weight it damage during after your next completed rest,
carries over its encumbrance weight. this effect is applied only once even if multiple
concentrated stim packs are used prior to
If you are using a jetpack in a 0 gravity completing a rest.
environment, its movement speed is 3 mpr, it
can be used as a minor action rather than as a
major action, and its movement speed is
reduced by 1 for every 10 pounds it carries
over its encumbrance weight.

MAGIC ITEMS | 117


________RARE ADVANCED TECH AND PROPERTIES________
Rare advanced tech is not easy to produce. It can almost never be purchased in stores. It almost
always must either be custom commissioned or found in the process of adventuring.
Gadgets Hard Light Blade
Weight: 3 lb.
2 or 3-Cost Gadget Appearance: A hand-held device that, when
turned on, creates a blade made of quantumly
Weight: 1 lb. slowed light.
Appearance: A small gadget of some sort. Hard light blades can be devastating melee
A 2 or 3-cost gadget has 1D10 + 2 charges weapons in the hands of a knowledgeable user.
of a given 2 or 3-cost SPELL held within it. While turned off, they appear as inconspicuous
These charges can be expended to cast the cylinders. While turned on, they create and
specified SPELL without using Power, sustain a long blade-like beam of hard light,
material components, or having the ability to also know as solid light, reducing the level of
cast SPELLs. obscurity due to darkness by 1 within a 5 foot
Once the gadget runs out of charges, it radius. The blade can cut though most
becomes mundane and cannot be used to cast materials with ease.
again unless its energy source is replaced. Hard light blades generally come in the
However, energy sources for such gadgets can form of swords and can be wielded with one
frequently rival the price of the gadget itself. hand, though other variations also exist. They
have a reach of 6 feet and deal 1D10 + your
1 or 2-Cost Recharging Gadget Strength heat damage if wielded with two
Weight: 3 lb.
hands or 1D10 + half your Strength heat
damage if wielded with one hand.
Appearance: A small gadget of some sort.
You have +1 on attack rolls with hard light
Requires attunement
blades.
A 1 or 2-cost recharging gadget has 1D4+1
charges of a given 1 or 2-cost SPELL held
within it. These charges can be expended to
cast the specified SPELL without using Power, Armor and Accessories
material components, or having the ability to
cast SPELLs. After completing a rest, while
attuned to this item, it regains 1 charge. If you +2 Armor
have a Power maximum greater than 0, it Weight: Varies.
regains 2 charges instead. Appearance: A finely crafted set of armor using
high-end materials and advanced force
redistribution technology.
+2 armor increases the wearer’s Defense
Weapons by 2 more than the mundane version of the
same armor, and the armor gains a protective
+2 Weapon property for a damage reduction of 2. If the
armor already had the protective property, its
Weight: Varies.
damage reduction increases by 2.
A +2 weapon is enhanced using advanced For example, a +1 meta-corded flightsuit
materials and technology to be more deadly. would increase a creature’s Defense by 9,
+2 weapons are generally also masterwork. instead of 7, and reduce incoming damage by
On a true strike, a +2 weapon deals an 2 instead of 0.
additional 2 damage.

118 | MAGIC ITEMS


Antimatter Lattice Generator drawn from the deck. When a card is drawn, it
Weight: 5 lb. is placed in a separate pile. Players cannot
Appearance: A silver disk-shaped object. look at what cards they have remaining in their
Requires attunement deck, but they can look at the cards they have
already drawn. Cards can only be drawn to
Once per completed rest, you can activate replace D20 rolls. When the last card is drawn
the antimatter lattice generator while holding it or when the player chooses to do so, the deck
over a target surface. When activated, it will is given to the GM who will re-shuffle it. The
create a thin, transparent film that will cover player will then treat D20 rolls normally until
up to 4 square feet of the target surface and their character completes a rest, at which point
will remain on the surface for up to 2 hours the re-shuffled deck is returned to the player
before decomposing. During this time, if and the cards must be used again.
anything impacts the film, such as a creature
stepping on it, antimatter atoms suspended
within the film will contact the surrounding Orb of Protection
matter and annihilate, causing an explosion. Weight: 2 lb.
Creatures within the affected area must make a Appearance: A metal orb with glowing blue lights
DC 15 Dexterity saving throw or take 3D6 and a large button on its exterior.
force damage. Additionally, all creatures in the Requires attunement
affected area take 4D6 radiation damage. Once per completed rest, you can activate
The affected area for this effect is equal to the orb of protection as a reaction. When
the total damage (force damage + radiation activated, the orb glows bright blue. While
damage). active, the orb absorbs energy from the area
and gives all creatures within 30 feet of it
resistance to all damage types. The orb
remains active for 1 minute or until you use a
Other minor action to deactivate it.

Bag of Shrinking Gravity Grenade


Weight: 2 lb. Weight: 1 lb.
Appearance: A finely decorated backpack or sack. Appearance: An advanced grenade that glows
When the bag is closed, everything within white when the pin is pulled.
it is targeted by the shrink effect of the 2-cost When the grenade explodes, it releases a
SPELL Shrink/Grow. This can target creatures low frequency sound. Make a DC 12 Luck
and items. This effect persists on the contents check. On a success, you can choose one of
of the bag until the contents are removed. the following effects. On a failure, the effect is
Additionally, the effect ends if the bag is left chosen by the GM. The effect is centered on
open for 1 minute. the point where the grenade explodes.
• The direction of gravity flips in a 20 foot
Clairvoyance Unit radius. Everything within the affected area will
Weight: 0 lb. now fall upward until it reaches the edge of the
Appearance: An advanced circuit board which can affected area, at which point it will float,
be installed phyically or psychically linked to. suspended in the air.
Requires attunement • The pull of gravity triples. Everything within
While attuned to a clairvoyance unit, you a 20 foot radius has its weight tripled.
gain occasional insights into the future as the Creatures must add 2 times their weight to
unit works to compute elements of the future. their encumbrance and the weight of anything
they are carrying is tripled.
For the GM: When a character attunes to
a clairvoyance unit, give that character’s
player a shuffled deck of cards numbered 1
through 20. Any time the character’s player
would roll a D20, they must instead draw from
the top of the deck of cards. The D20 roll is
equal to the number of whatever card was

MAGIC ITEMS | 119


_________CREATURES_________
Note on Large Groups and Enemy EP
When GMing for a larger group of players, it can be beneficial to scale up EP for enemies. The
reason for this is simple: as group size increases their damage per round increases, but an individual
player remains just as easily wounded or killed. In large groups, say 5 or more players, they can easily
deal massive damage in a single round. This allows them to take down large enemies quickly which can
push a GM to increase the challenge rating of enemies used, leading to a party of characters fighting
enemies who can kill them in only a couple hits. If you increase the EP of enemies, their damage output
will remain balanced per attack. This will create longer, more intense battles as players are forced to
expend more resources to defeat the creatures. Only do this sparingly though, as you don’t want battles
to feel hopeless or drawn out. Using more lower challenge enemies can achieve a similar
effect.

Giant or Larger Creatures


Creatures who are of the size class Giant or larger may not
be able to realistically evade damage from player
characters who are likely of Medium or small size
class. However, their increased size makes the attacks
of Medium creatures relatively ineffective. For these reasons
and for the purposes of combat against Giant or larger creatures, it
is recommended that true strikes are counted as wounding the
creature and that the creatures current EP is
added as a bonus to their death saves.
More broadly this rule should be applied
any time an attacking creature is 2 or more size
classes smaller than the creature being attacked. However,
it can be applied at the GM’s discretion.

_________CHALLENGE 0_________
Cat Small Autonomous Attack Drone
EP: 6 EP: 9
Defense: 15 Defense: 13 (metal plating)
Attributes Attributes
Str: -2 Dex: 5 Con: 0 Int: -3 Cha: 2 Str: 0 Dex: 2 Con: 1 Int: -2 Cha: -2
Attacks (1 per turn) Attacks (2 per turn)
Scratch: +5 to attack. 1D4 (2) slashing Shoot: +3 to attack. 1D10 (5) piercing damage.
damage. Reach: 1ft. Range: 80ft.

Size class: Small or Tiny. Size class: Tiny.


Movement speed: 40ft. Movement speed: 40ft (flying).
Alignment: Unaligned. Alignment: Unaligned.
Note: Attacks made by this should be treated as
though they were made by a creature of Medium
size.

120 | CREATURES
Dog Coopum
EP: 11 EP: 12
Defense: 11 Defense: 9
Attributes Attributes
Str: 2 Dex: 1 Con: 1 Int: -3 Cha: 2 Str: 3 Dex: -2 Con: 2 Int: -2 Cha: -2
Attacks (1 per turn) Attacks (1 per turn)
Bite: +3 to attack. 1D4 + 2 (4) piercing Bite: +1 to attack. 1D4 + 3 (5) piercing
damage. Reach: 2ft. damage. Reach: 2ft.

Size class: Medium or Small. Size class: Small or Medium.


Movement speed: 40ft. Movement speed: 25ft.
Alignment: Unaligned. Alignment: Unaligned.
Description: Coopum are a form of
genetically modified creature which resemble
Small Monkey dehydrated slugs. They were created to be able
EP: 8 to consume and breakdown almost any
material including plastics and some soft
Defense: 15 metals. They are generally between 2.5 and 5
Attributes feet long.
Str: -1 Dex: 5 Con: 0 Int: -1 Cha: 1
Attacks (1 per turn)
Bite: +5 to attack. 1D4 + 3 (5) piercing Kooski
damage. Reach: 1ft. EP: 11
Defense: 12
Size class: Small. Attributes
Movement speed: 30ft, 30ft (climbing). Str: 0 Dex: 3 Con: 1 Int: -2 Cha: 2
Alignment: Unaligned. Attacks (1 per turn)
Bash: +0 to attack. 1D4 (2) bludgeoning
damage. Reach: 1ft.
Venke Hatchling
EP: 15 Size class: Medium.
Defense: 12 Movement speed: 45ft.
Attributes Alignment: Unaligned.
Description: Kooski resemble balls of
Str: 2 Dex: 3 Con: 1 Int: -4 Cha: -1 multicolored fur with 6 long legs and a tail-like
Attacks (1 per turn) appendage which is anatomically
Claw: +3 to attack. 1D4 + 3 (5) piercing indistinguishable from their legs. They are
damage. If a creature is wounded they must generally friendly creatures and can be easily
succeed on a DC 12 Constitution saving domesticated. They tend to be slightly larger
throw or take 1D10 (5) poison damage. than the average dog.
Reach: 3ft.

Size class: Small.


Movement speed: 25ft, 20ft (swimming).
Alignment: Unaligned.
Description: Venke are quadrupedal creatures
with long bodies and a single tentacle-like
appendage which ends in a venomous hook. They
are normally around 2 to 3 feet long.

CREATURES | 121
_________CHALLENGE 1_________
Generic Droid Generic Human Rifleman
EP: 13 EP: 14
Defense: 13 (natural armor) Defense: 12
Attributes (damage reduction: 2)
Str: 3 Dex: 1 Con: 1 Int: 3 Cha: 0 Attributes
Attacks (1 per turn) Str: 2 Dex: 2 Con: 2 Int: 1 Cha: 1
Punch: +2 to attack 1 bludgeoning damage. Attacks (1 per turn)
Reach: 3ft. Rifle: +3 to attack. 3D4 (7) piercing
Power: 3 damage. Range: 120ft.
SPELLs Knife: +2 to attack 1D4 + 1 (3)
Force Bolt: Power Cost: 0. SPELL attack. +4 to attack. piercing damage. Reach: 3ft.
1D6 (3) force damage. Range: 60ft.
Create Lubricant: Power Cost: 1. Area-of-effect. Size class: Medium.
Area: 15ft radius. DC: 13 Dexterity save. Range: 20ft. Movement speed: 30ft.
Effect: fall prone. For more info, see page 92.
Equipment: Burst rifle, tactical knife,
flightsuit, 6 silver pieces.
Size class: Medium. Languages: Standard.
Movement speed: 30ft. Alignment: Varies.
Languages: Standard, and DTS.
Resistance: This creature has resistance to slashing damage.
Vulnerability: This creature has vulnerability to electrical Generic Human Battle-Caster
damage. EP: 9
Immunity: This creature has immunity to poison damage. Defense: 12
Alignment: Varies. (damage reduction: 2)
Attributes
Str: 1 Dex: 1 Con: 1 Int: 3 Cha: 2
Dog Droid Attacks (1 per turn)
Knife: +1 to attack 1D4 + 1 (3)
EP: 17 piercing damage. Reach: 3ft.
Defense: 13 (natural armor) Power: 3
Attributes SPELLs
Str: 4 Dex: 2 Con: 1 Int: -1 Cha: 1 Force Bolt: Power Cost: 0. SPELL
Attacks (1 per turn) attack. +4 to attack. 1D6 (3) force
Bite: +6 to attack. 1D6 + 2 (5) piercing damage. Range: 60ft.
damage. Reach: 1ft. Energy Mine: Power Cost: 1. Area-
of-effect. DC: 15 Reflex check.
Range: 50ft. Effect: Creatures within
Size class: Medium. affected area take 2D8 force damage
Movement speed: 40ft. or half damage on a successful save.
Languages: DTS. The affected area is equal to the
Resistance: This creature has resistance to slashing damage.
damage.
Vulnerability: This creature has vulnerability to Size class: Medium.
electrical damage. Movement speed: 30ft.
Immunity: This creature has immunity to poison Equipment: Tactical knife, flightsuit, 6
damage. silver pieces.
Alignment: Varies. Languages: Standard, (Generally 1 other
language).

122 | CREATURES
Juvenile Cloob Medium Autonomous Attack Drone
EP: 27 EP: 22
Defense: 11 Defense: 14 (metal plating)
Attributes Attributes
Str: 5 Dex: 2 Con: 3 Int: -3 Cha: 0 Str: 3 Dex: 3 Con: 2 Int: -2 Cha: -2
Attacks (2 per turn) Attacks (3 per turn)
Bash: +8 to attack. 1D6 + 3 (6) bludgeoning Shoot: +5 to attack. 1D10 (5) piercing damage.
damage. Reach: 5ft. Range: 80ft.

Size class: Large. Size class: Medium.


Movement speed: 30ft. Movement speed: 40ft (flying).
Alignment: Unaligned. Alignment: Unaligned.
Description: Cloob are large, hulking creatures
from the kulle home-world. They are gray in
coloration and grind up their prey with their
great strength to partially digest them externally Horse
before ingesting them. They are generally EP: 26
solitary. Cloob continually grow throughout their Defense: 12
lives, frequently dying when their size causes
their body to stop functioning. Juvenile cloob Attributes
normally stand between 9 and 14 feet tall. Str: 5 Dex: 3 Con: 2 Int: -3 Cha: -1
Attacks (1 per turn)
Kick: +5 to attack. 1D6 + 3 (6) bludgeoning
Generic Human Guard damage. Reach: 4ft.
EP: 14
Defense: 16 Size class: Large.
Movement speed: 40ft.
(damage reduction: 1)
Alignment: Unaligned.
Attributes
Sprinter: When this creature uses the sprint
Str: 2 Dex: 2 Con: 2 Int: 1 Cha: 1 action, it moves 3 times it’s movement speed
Attacks (1 per turn) instead of 2.
Pistol: +3 to attack. 1D10 (5) piercing
damage. Range: 80ft.
Knife: +2 to attack 1D4 + 1 (3) piercing
damage. Reach: 3ft.

Size class: Medium.


Movement speed: 30ft.
Equipment: Tactical knife, polyethylene body
armor, 6 silver pieces.
Languages: Standard.
Alignment: Varies.

Dean Spencer

CREATURES | 123
Acidic Ooze
EP: 15
Defense: 7
Attributes
Str: 5 Dex: -5 Con: 1 Int: 2 Cha: -5
Attacks (1 per turn)
Engulf: +5 to attack. 1D4 + 3 (5) bludgeoning damage. Reach: 1ft. On a true strike, the ooze attempts to
simultaneously grapple the targeted creature. If a creature is grappled by this attack, it is wounded for
1D4 acid damage each round until the grapple ends.
Special actions
Dissolve: Over time, objects within the ooze are dissolved by the acid. If an object is engulfed by the
ooze (including an object carried by a creature the ooze is grappling) it may be dissolved or corroded.
Paper is dissolved after 1 round of exposure to the oozes. Leather and similar materials are dissolved
after 2 rounds. Metal takes at least 1 minute to dissolve.

Size class: Medium or Large.


Movement speed: 15ft.
Languages: (sometimes Lithic).
Alignment: Unaligned.
Resistances: Resistance to slashing, piercing, and bludgeoning damage.
Description: Oozes are slow-moving, gelatinous creatures composed of an acidic substance.
GM note: Oozes should generally not be described as evading attacks, instead, they are difficult to kill
because of their gelatinous nature. Instead of evading, add the ooze’s EP to their death saves.

Slak Kulle
EP: 26 EP: 18
Defense: 12 Defense: 11 (14 with shield)
Attributes Attributes
Str: 5 Dex: 3 Con: 2 Int: -2 Cha: -3 Str: 3 Dex: 2 Con: 2 Int: -1 Cha: 0
Special actions Attacks (1 per turn)
Engulf: The slak attempts to grapple a Pistol: +2 to attack. 1D10 (5) piercing damage.
creature. If grappled, the creature takes Range: 80ft.
1D6 piercing damage. The slak then Tactical Knife: +5 to attack. 1D4 + 2 (4)
attempts to fly away. slashing damage. Reach: 3ft.

Size class: Large. Size class: Medium.


Movement speed: 5ft, 35ft (flying). Movement speed: 30ft.
Alignment: Unaligned. Equipment: Pistol, 12 bullets, tactical knife,
Description: Slaks are creatures which clothes, and 5 copper pieces.
resemble large sheets of dried leather covered Languages: Kullerexian, (sometimes Standard).
in spikes and fangs.
Alignment: Varies, generally evil.
Other: +3 to saving throws against intimidation.

124 | CREATURES
Milsh Worm Giwk
EP: 11 EP: 21
Defense: 9 Defense: 14
Attributes Attributes
Str: 3 Dex: -2 Con: 1 Int: 0 Cha: -2 Str: 4 Dex: 4 Con: 1 Int: -2 Cha: 0
Attacks (1 per turn) Attacks (2 per turn)
Bite: +5 to attack. 2 piercing damage. Reach: 1ft. Claw: +6 to attack. 1D6 + 2 (5) slashing
Special actions damage. Reach: 3ft.
Acid Spit: Once per minute, a milsh worm can Bite: +6 to attack. 1D6 + 4 (7) piercing
spit acid up to 15 feet toward a target. The attack is damage. Reach: 3ft.
+5 to hit and does 2D4 (4) acid damage on a true
strike. Additionally, if a creature is wounded by Size class: Large.
this attack, they must make a DC 14 Constitution
saving throw or have the wound become infested Movement speed: 25ft, 40ft (flying).
with milsh worm larvae which will grow inside Alignment: Unaligned.
their body dealing 1 slashing wound damage per Description: Giwk are a large, predatory,
day until they are removed by a Medicine check flying species originating from the home
with a DC of 16. planet of the kulle. They share some
passing resemblance to bats, but with scale-
Size class: Tiny. like skin covering their torso.
Movement speed: 20ft.
Alignment: Unaligned.
Description: Milsh worms are grub-like creatures that
generally live in highly acidic environments and
reproduce by infecting prey with their larvae. Fully
grown milsh worms are generally between 1 and 1.2
feet in length.
GM note: Milsh worms are designed to be fought in
groups or as part of larger encounters and generally
won’t fair well in single combat against players.

Krip
EP: 18
Defense: 10
Attributes
Str: 4 Dex: 0 Con: 2 Int: -2 Cha: -2
Attacks (0 per turn)

Special actions
Explode: If the krip comes within 15 feet of a creature, it explodes filling the air with spores and toxins.
Everything within 20 feet must make a DC 16 Dexterity or Constitution saving throw. On a failed save,
they are wounded for 1D6 poison damage per day until healed. A creature can be healed by spending 30
minutes, consuming 1 use of a medical kit, and succeeding on DC 15 Medicine check.

Size class: Tiny or Small.


Movement speed: 35ft.
Alignment: Unaligned.
Description: Krip are a fungus-like creature that, once mature, spend their brief lives trying to find a warm-
bodied creature to infect with their spores. Once found, the krip will move towards it as quickly as possible
and then explode, filling the air with spores and toxins. If a creature is infected by these spores and dies, 2 to
6 new krip will eventually emerge from their corpse after feeding on their body.

CREATURES | 125
_________CHALLENGE 2_________
Advanced Attack Droid Assassin
EP: 24 EP: 19
Defense: 16 (natural armor) Defense: 17
Attributes (damage reduction: 2)
Str: 4 Dex: 3 Con: 2 Int: 4 Cha: 0 Attributes
Attacks (1 per turn) Str: 2 Dex: 5 Con: 1 Int: 3 Cha: 0
Stab: +6 to attack 1D6 + 2 (5) slashing Attacks (1 per turn)
damage. Reach: 3ft. Tri-bladed Dagger (poisoned): +8 to
Shoot: +6 to attack. 1D10 (5) piercing damage. attack. 1D4 + 2 (4) piercing damage.
Range: 80ft. Reach: 3ft. If a creature is wounded by this
weapon, they must succeed on a DC 14
Power: 3 Constitution save or take an additional 1D8
SPELLs (4) poison damage with a -3 penalty to their
Force Bolt: Power Cost: 0. SPELL attack. +4 death save.
to attack. 1D6 (3) force damage. Range: 60ft. Silenced Pistol: +8 to attack. 1D10 (5)
Shocking Strike: Power Cost: 2. Single Target piercing damage. Range: 80ft. Surprise
Time requirement: minor action. Effect: The attacks made with this weapon have their save
next true strike made by this creature using a DC increased by 3.
melee weapon deals an additional 2D4
electrical damage. Size class: Medium.
Movement speed: 35ft.
Size class: Medium. Equipment: Tri-bladed dagger, silenced pistol,
Movement speed: 30ft. 12 bullets, vial of poison, carbonic nanoweave
Languages: Standard, and DTS. underarmor, 2 gold pieces, note with description
of the assassin’s target.
Resistance: This creature has resistance to slashing
damage. Languages: Standard, and one other language.
Vulnerability: This creature has vulnerability to Alignment: Generally true or chaotic evil.
electrical damage. Other: Expertise in Stealth checks.
Immunity: This creature has immunity to poison
damage. Sniper
Alignment: Varies.
EP: 24
Defense: 14
(damage reduction: 2)
Attributes
Str: 3 Dex: 4 Con: 2 Int: 2 Cha: 1
Attacks (1 per turn)
Bolt-Action Rifle: +6 to attack. 2D12 (12)
piercing damage. Range: 260ft. Note: takes
a major action to load before firing.
Knife: +3 to attack 1D4 + 2 (4) piercing
damage. Reach: 3ft.

Size class: Medium.


Movement speed: 30ft.
Equipment: Tactical knife, flightsuit, 1 electrum
er
penc

piece.
nS

Languages: Standard.
Dea

Alignment: Varies.

126 | CREATURES
Kroofa Kulle Warrior
EP: 40 EP: 38
Defense: 15 Defense: 16
Attributes (damage reduction: 1)
Str: 5 Dex: 5 Con: 4 Int: -2 Cha: -2 Attributes
Attacks (2 per turn) Str: 5 Dex: 4 Con: 4 Int: -1 Cha: 0
Bite: +5 to hit. 1D6 + 6 (9) piercing damage. Attacks (1 per turn)
Reach: 3ft. If a creature is wounded by this Throwing Axe: +8 to attack. 1D6 + 3 (6)
attack, it must succeed on a DC 12 slashing damage. Reach: 4ft.
Constitution save or take an additional 1D6
(3) poison damage. Pistol: +4 to attack. 1D10 (5) piercing damage.
Range: 80ft.
Claw: +8 to attack. 1D6 + 3 (6) slashing
damage. Reach: 4ft.
Size class: Medium.
Size class: Large. Movement speed: 30ft.
Movement speed: 35ft, 40ft (swimming). Equipment: Pistol, 12 bullets, throwing axe,
patchwork armor, 2 silver pieces.
Alignment: Unaligned.
Languages: Kullerexian.
Blind: Kroofa automatically fail checks and
saving throws that rely purely on vision and Alignment: Varies, generally evil.
have -3 on checks and saving throws that rely Other: +3 to saving throws against intimidation.
largely on vision.
Description: Large muscular and lean
predatory creatures which are completely blind
and hunt based on smell and vibrations. They Generic Cyborg
are built to hunt in the water and have webbed
feet and large mouths resembling a worm’s EP: 32
mouth, with layers of sharp teeth and no Defense: 11
clearly defined jaw . Attributes
Str: 4 Dex: 2 Con: 4 Int: 3 Cha: 1
Attacks (1 per turn)
Well Trained Guard Collapsible Shortsword: +6 to attack 1D6 +
EP: 33 3 (6) slashing damage. Reach: 5ft.
Defense: 17 Power: 2
(damage reduction: 1) SPELLs
Attributes Force Bolt: Power Cost: 0. SPELL attack.
+3 to attack. 1D6 (3) force damage.
Str: 5 Dex: 4 Con: 3 Int: 1 Cha: 1 Range: 60ft.
Attacks (1 per turn) Hastened Step: Power Cost: 1. Single-target
Pistol: +6 to attack. 1D10 (5) piercing effect. This creature increases its movement
damage. Range: 80ft. speed by 10. Duration: 2 hours.
Knife: +8 to attack 1D4 + 3 (5) piercing
damage. Reach: 3ft. Size class: Medium.
Movement speed: 30ft.
Size class: Medium. Equipment: Collapsible shortsword, clothes.
Movement speed: 30ft. Languages: Standard, (sometimes DTS).
Equipment: Pistol, tactical knife, polyethylene Alignment: Varies.
body armor, 1 electrum piece.
Languages: Standard.
Alignment: Varies.

CREATURES | 127
_________CHALLENGE 3_________
Cloob
EP: 58
Defense: 15 (thick skin)
Attributes
Str: 9 Dex: 5 Con: 6 Int: -3 Cha: 1
Attacks (2 per turn)
Bash: +14 to attack. 1D8 + 5 (9) bludgeoning damage. Reach: 10ft.

Size class: Large or Giant.


Movement speed: 40ft.
Alignment: Unaligned.
Description: Cloob are large, hulking creatures from the kulle home-world. They are gray in coloration and
grind up their prey with their great strength to partially digest them externally before ingesting them. They
are generally solitary. Cloob continually grow throughout their lives, frequently dying when their size
causes their body to stop functioning. Adult cloob can be anywhere from 14 to 24 feet in height.

Cavsecti
EP: 25
Defense: 17 (carapace)
Attributes
Str: 6 Dex: 4 Con: 1 Int: -1 Cha: 0
Attacks (2 per turn)
Claw: +9 to attack. 1D6 + 3 (6) slashing damage.
Reach: 10ft.
Bite: +9 to attack. 1D8 + 6 (10) piercing damage.
Reach: 5ft.
Special actions
Pheromonal Release: If wounded or endangered and alone, the cavsecti releases a burst of
pheromones around itself. These pheromones alert other cavsecti within half a mile that there is danger
at the cavsecti’s current location. Any creature within 10ft of the cavsecti must make a DC 20 Dexterity
saving throw to avoid being coated with the pheromones.
If a creature is marked by the pheromones, they will draw cavsecti within ½ a mile to their location for 3
days or until they are able to spend 1 hour thoroughly washing themselves.
A cavsecti can only use this ability once per completed rest.

Size class: Medium or Large.


Movement speed: 40ft.
Alignment: Unaligned.
Blind: Cavsecti are blind, but have incredible ability to track creatures by scent, sound, and the vibrations of
their footsteps.
Description: Cavsecti are insectoid creatures which resemble massive termites. They are generally found in
large colonies or hives deep in the extensive cave systems of their homeworld, though they have been spread
to many other planets because of their use in bloodsport.

128 | CREATURES
Guard Commander Kulle Commander
EP: 54 EP: 52 (damage reduction: 1)
Defense: 21 Defense: 16
Attributes Attributes
Str: 6 Dex: 5 Con: 6 Int: 1 Cha: 3 Str: 6 Dex: 5 Con: 6 Int: 0 Cha: 2
Attacks (2 per turn) Attacks (2 per turn)
Burst Rifle: +8 to attack. 3D4 (8) piercing Burst Rifle: +8 to attack. 3D4 (8)
damage. Range: 120ft. piercing damage. Range: 120ft.
Knife: +9 to attack 1D4 + 3 (5) piercing Throwing Axe: +9 to attack. 1D6 + 3
damage. Reach: 3ft. (6) slashing damage. Reach: 4ft.

Size class: Medium. Size class: Medium.


Movement speed: 30ft. Movement speed: 30ft.
Equipment: Burst rifle, tactical knife, tactical Equipment: Burst rifle, throwing axe,
plating armor, 3 gold and 2 silver pieces. patchwork armor, 5 gold pieces.
Languages: Standard, and one other language. Other: +2 to saving throws against
Alignment: Varies, generally lawful. intimidation. Expertise in intimidation.
Languages: Kullerexian, Standard.
Alignment: Varies, generally evil.

Military Cyborg
EP: 41 Bounty Hunter
Defense: 17 EP: 49
(Damage reduction: 1) Defense: 16 (18 with shield)
Attributes (Damage reduction: 2)
Str: 5 Dex: 3 Con: 5 Int: 5 Cha: 2 Attributes
Attacks (2 per turn) Str: 6 Dex: 6 Con: 5 Int: 3 Cha: 3
Collapsible Shortsword: +8 to attack 1D6 + Attacks (2 per turn)
3 (6) slashing damage. Reach: 5ft.
Electric staff: +9 to attack. 1D6 + 3 (+6 if
Pistol: +5 to attack. 1D10 (5) piercing wielded 2 handed) (6 or 9) bludgeoning or
damage. Range: 80ft. electrical damage. Reach: 6ft. For more info,
Power: 3 see page 113.
SPELLs Silenced pistol: +9 to attack. 1D10 (5)
Hastened Step: Power Cost: 1. Single-target piercing damage. Range: 80ft. Surprise
effect. This creature increases its movement attacks made with this weapon increase your
speed by 10. Duration: 2 hours. surprise attack DC by 3
Force Blast: Power Cost: 2. SPELL attack.
+3 to attack. 4D8 (16) force damage. Range: Size class: Medium.
40ft. (Note: It takes 2 turns to cast this Movement speed: 25ft.
SPELL)
Equipment: Electric staff, collapsible shield,
silenced pistol, 24 bullets, a pack full of supplies,
Size class: Medium. metafiber combat suit, 7 gold and 20 silver pieces.
Movement speed: 30ft. Languages: Standard, and one other language.
Equipment: Collapsible shortsword, pistol, Alignment: Varies, generally evil.
polyethylene body armor. Note: Bounty hunters frequently have a spaceship
Languages: Standard, (sometimes DTS). or other vehicle, though not always. For more info
Alignment: Varies. on spaceships, see page 68. For other vehicles,
see page 64.

CREATURES | 129
_________CHALLENGE 4_________
Autonomous Battle Mech Sinztar
EP: 90 EP: 66
Defense: 22 (armor plating) Defense: 17 (thick skin)
Attributes (Damage reduction: 2)
Str: 10 Dex: 5 Con: 12 Int: 5 Cha: 0 Attributes
Attacks (2 per turn) Str: 7 Dex: 6 Con: 8 Int: -1 Cha: -2
Unarmed strike: +15 to attack. 5 Attacks (2 per turn)
bludgeoning damage. Reach: 15ft. Bite: +7 to attack. 1D6 + 7 (10) slashing
Blaster: +8 to attack. 2D10 (10) heat damage. damage and if wounded the target must
Range: 120ft. succeed on a DC 15 Constitution saving throw
Power: 6 or be paralyzed. Reach: 3ft.
SPELLs Claw: +11 to attack. 1D6 + 4 (7) slashing
damage. Reach: 6ft.
Force Blast: Power Cost: 2. SPELL attack.
+5 to attack. 4D8 (16) force damage. Range:
40ft. (Note: It takes 2 turns to cast this Size class: Large.
SPELL) Movement speed: 35ft.
Magnetic Burst: Power Cost: 3. Area-of- Regeneration: this creature has +5 on death saves
effect. All creatures within 15 feet must and can regenerate 3 wound damage per turn.
make a DC 15 Strength saving throw. On a Weakness: sinztar cannot regenerate wounds from
failed save, anything magnetic they are heat damage.
holding is ripped from their grasp and pulled
into the hand of the battle mech. Languages: Leviathinian and sometimes Orcish.
Alignment: Chaotic evil.
Size class: Giant. Paralysis: A creature paralyzed by a sinztar can
use its turn to make a Constitution saving throw
Movement speed: 50ft. against the paralysis DC. On a successful save they
Languages: Standard, and DTS. are no longer paralyzed. While paralyzed the
Resistance: This creature has resistance to creature is subdued.
slashing damage. Description: Sinztar are large creatures with thick,
Vulnerability: This creature has vulnerability to leathery, dry skin that is dark grey or black in
electrical damage. coloration. These creatures eat constantly and their
Immunity: This creature has immunity to poison astonishing metabolic rate allows their bodies to
damage. heal incredibly quickly.
Alignment: Varies.

130 | CREATURES
Cavsecti Queen RGX6 Unit
EP: 53 EP: 32
Defense: 19 (thick carapace) Defense: 18 (24 while transformed)
Attributes Attributes
Str: 8 Dex: 6 Con: 5 Int: 0 Cha: 0 Str: 7 Dex: 6 Con: 5 Int: 5 Cha: 2
Attacks (3 per turn) Attacks (3 per turn)
Claw: +12 to attack. 1D6 + 4 (7) slashing Crush: +7 to attack. 7 bludgeoning damage.
damage. Reach: 10ft. Reach: 3ft.
Bite: +12 to attack. 1D8 + 8 (12) Shoot: +11 to attack. 2D8 (8) piercing damage.
piercing damage. Reach: 5ft. Range: 80ft.
Special actions Power: 5
Pheromonal Release: If endangered, the SPELLs
cavsecti queen releases a burst of Conflagrate: Power Cost: 4. Area-of-effect.
pheromones around herself. These An explosion is set off, centered on a target
pheromones alert other cavsecti within a point within range. All creatures in the affected
mile that there is danger at the queen’s area must make a DC 15 Dexterity saving
current location. Any creature within 15ft throw or take 6D6 (18) heat damage. If a
of the cavsecti must make a DC 20 creature saves, it takes half damage (9). This
Dexterity saving throw to avoid being SPELL’s affected area is equal to its damage
coated with the pheromones. (18). Range: 60ft.
If a creature is marked by the pheromones, Special actions
they will draw cavsecti within ½ a mile to
their location for 3 days or until they are Transform: As a minor action, the RGX6 can
able to spend 1 hour thoroughly washing transform into its fully spherical form,
themselves. increasing its movement speed by 15 and
A cavsecti queen can use this ability up to defense by 6, but causing it to become unable
3 times per completed rest. to make ranged attacks or cast SPELLs.

Size class: Large or Giant. Size class: Large.


Movement speed: 30ft. Movement speed: 35ft (50ft while transformed).
Alignment: Unaligned. Languages: Standard, and DTS.
Blind: Cavsecti are blind, but have incredible Resistance: This creature has resistance to slashing
ability to track creatures by scent, sound, and damage.
the vibrations of their footsteps through stone. Vulnerability: This creature has vulnerability to
Description: Cavsecti are insectoid creatures electrical damage.
which resemble massive termites. They are Immunity: This creature has immunity to poison
generally found in large colonies or hives deep damage.
in the extensive cave systems of their Alignment: Varies.
homeworld, though they have been spread to Description: The RGX6 was a short-lived military
many other planets as from being used in project with the goal of creating the ultimate
bloodsport. The cavsecti queen is the leader of autonomous combat unit. The units are spherical
the hive. If she is killed, the hive will descend and with armaments that unfold to attack targets. In
into chaos and begin searching for a new the aftermath of the project, most of the units were
queen. The queen is always protected by a destroyed, but a few still roam the galaxy.
group of cavsecti.

CREATURES | 131
_________CHALLENGE 5_________
Advanced Battle Mech Sinztar Elite
EP: 96 EP: 75
Defense: 22 (armor plating) Defense: 19 (thick skin)
Attributes (Damage reduction: 2)
Str: 12 Dex: 6 Con: 12 Int: 6 Cha: 1 Attributes
Attacks (3 per turn) Str: 8 Dex: 7 Con: 9 Int: 1 Cha: 1
Unarmed strike: +18 to attack. 6 Attacks (2 per turn)
bludgeoning damage. Reach: 15ft.
Bite: +8 to attack. 1D6 + 8 (11) slashing
Blaster: +9 to attack. 2D8 (8) heat damage. damage and if wounded the target must
Range: 120ft. succeed on a DC 16 Constitution saving throw
Power: 6 or be paralyzed. Reach: 3ft.
SPELLs Claw: +12 to attack. 1D6 + 4 (7) slashing
Force Blast: Power Cost: 2. SPELL attack. damage. Reach: 6ft.
+6 to attack. 4D8 (16) force damage. Range:
40ft. (Note: It takes 2 turns to cast this Size class: Large.
SPELL) Movement speed: 40ft.
Magnetic Burst: Power Cost: 3. Area-of- Regeneration: this creature has +5 on death saves
effect. All creatures within 15 feet must and can regenerate 3 wound damage per turn.
make a DC 16 Strength saving throw. On a
failed save, anything magnetic they are Weakness: sinztar cannot regenerate wounds from
holding is ripped from their grasp and pulled heat damage.
into the hand of the battle mech. Languages: Leviathinian and sometimes
Kullerexian.
Size class: Giant. Alignment: Chaotic evil.
Movement speed: 50ft. Paralysis: a creature paralyzed by a sinztar can use
its turn to make a Constitution saving throw
Languages: Standard, and DTS. against the paralysis DC. On a successful save they
Resistance: This creature has resistance to are no longer paralyzed. While paralyzed the
slashing damage. creature is subdued.
Vulnerability: This creature has vulnerability to Description: sinztar are large creatures with thick,
electrical damage. leathery, dry skin that is dark grey or black in
Immunity: This creature has immunity to poison coloration. These creatures eat constantly and their
damage. astonishing metabolic rate allows their bodies to
Alignment: Varies. heal incredibly quickly.

132 | CREATURES
_________GM NOTES AND TIPS_________
Describing Defense vs EP
The distinction between Defense and EP can be somewhat confusing at first. However, during the
game, it is essential that you make a clear distinction between them. When a player makes a true strike,
you want it to feel satisfying, even if a creature uses EP to avoid being wounded. In order to create this
satisfaction for players, you will have to employ a lot of spontaneous creativity to describe the situation.
Generally, when a player makes an untrue strike, tell the player they are unable to find a good opening in
the target’s defenses. On the other hand, if a player makes a true strike and the creature uses EP to avoid
being wounded, the creature should be described as going to great lengths to avoid the strike and
potentially putting themselves at a disadvantage because of it. For examples of what these descriptions
might sound like, read the sections below:
Untrue Strike Against Dexterity
When player is attacking a creature with a Dexterity-based Defense this could say something like,
“You attempt to strike, but the creature dances effortlessly out of the way,” or “Your attack is parried by
the creature.”
Untrue Strike Against Armor
When a player makes an untrue strike against a heavily armored creature, such as one in full plate, or
wielding a shield, describe an untrue strike something like this, “Your attack glances harmlessly off their
armor,” or “The creature raises their shield and blocks your attack easily.”
True Strike Against EP
When a player makes a true strike against a creature who uses EP to avoid being wounded, you may
want to describe the creature “leaping backwards and narrowly avoiding the strike,” or “barely raising
their sword in time to parry and staggering under the force of the strike.” If the creature has to expend a
lot of EP to avoid the damage, you might make them move away enough that they provoke an
opportunistic attack from another player, or something else that causes the creature some detriment.
Notes on Big Creatures
The rules and recommendations described above work well when players are fighting creatures with
sizes comparable to their own. However, when players are fighting against something larger, such as a
battle mech, these descriptions wouldn’t make much sense. Frequently large creatures have increased
Defense thanks to their “thick skin” or other protective factors. When a player makes an untrue strike
against a very large creature, you may choose to describe the attack hitting, but not making it through
the creature’s skin, or otherwise not causing serious damage. Under this system, the difference between a
true strike and an untrue strike against a giant creature is essentially whether or not the attack was good
enough to draw blood/cause serious damage. Since they make such large targets, big creatures will often
be unable to realistically avoid wounds from small creatures, just as a person would be unable to dodge
a bee-sting. Additionally, their increased size makes much of the damage they take inconsequential.
When two creatures are fighting and there is a substantial size class difference (2 or more is a good rule
of thumb), it’s advised that you add the larger creature’s EP to their roll total for death saves, but don’t
allow them to use EP to avoid wounds. So instead of a cavsecti queen using EP to jump backwards and
avoid a strike, the cavsecti queen allows the wound to occur, but shrugs it off as minor. It’s only through
the accumulation of these minor wounds that the players are able to finally defeat the massive creature.

Delegating Descriptions
When possible, encourage players to describe things in the game. Doing this not only keeps players
more engaged, but also alleviates some of the burdens of GMing, allowing your mind to momentarily
relax. It’s best not to give players descriptive power over the environment or NPCs, but the more control
you give them over their characters, the more they will engage with your narrative.
Specifically, when a player attacks, encourage them to describe, or even act out, how they envision
the attack. This can increase immersion, particularly if the attack is going to wound an enemy.
Additionally, when a player uses EP to avoid damage, it’s advised that you ask them describe what their
character does to avoid the damage.

GM NOTES AND TIPS | 133


Describing EP in a Satisfying Way
Describing EP can be difficult and many GMs struggle to make their depictions of EP usage exciting
and satisfying while still describing what amounts to a missed attack. In addition to the advice
previously listed in this section, here is some advice for making EP usage satisfying and exciting for
players.
Describe EP in Detail and Don’ t be Afraid to Impose Consequences for Using it on Enemies.
When a creature, player character or otherwise, misses an attack due to the Defense of their target,
make your descriptions brief and focus on the miss being the fault of the attacker. In contrast, when a
true strike is made, but a creature uses EP to avoid being hit, describe the creature being forced to go
to great lengths to avoid the attack. Don’t be afraid to give a creature, particularly an NPC or enemy,
a temporary disadvantage of some sort as a consequence for them expending EP to avoid an attack.
For example, if a creature uses EP to throw itself out of the way of an incoming arrow, they may be
forced to begin their next turn prone. It can even be a good idea to give enemy creatures a harsher EP
expenditure limit than the one imposed on players. That way, even when a creature dodges with EP,
they might receive minor wounds if the attack is particularly good. For example, if a player character
makes 2 attacks against a bounty hunter, you might describe it as follows:
If the player character’s first attack is an untrue strike, say something like “your attack comes
in at a bad angle and glances harmlessly off the bounty hunter’s armor.” If the player
character’s second attack is a true strike you may want to say something like, “before the
bounty hunter is able to retaliate, you recover and attack again. This time you swing straight
for the bounty hunter’s head. In his shock, the bounty hunter doesn’t manage to bring his
sword up in time to fully block your attack and your sword catches him in the shoulder.”
Notice that description is much longer and more detailed when the bounty hunter is forced to use EP.
This is because you want true strikes to feel satisfying and exciting for your players. The trick to
making combat exciting in this way is to give the player the feeling of success when they force a
creature to use EP. Additionally, as done in the example, don’t be afraid to impose minor
consequences on an enemy, such as a small amount of wound damage, to add excitement to the
combat. This can be especially useful if a creature is running out of EP since it can signal to the
players that the creature is beginning to slow down and that victory is in sight. In the context of the
game, the actual damage or consequences you inflict on enemies in situations like this may be very
minor. In the example above, the bounty hunter might only have taken 2 wound damage to his
shoulder which is unlikely to affect the combat at all. But it gives players the feeling of success. This
is especially important in situations where the players’ characters might be running low on EP or
resources. Players notice every time they lose EP and it serves to increase the tension of the
situation. If you don’t indicate to the players about the consequences of their actions, and the lengths
the enemies are having to go to survive, the players may assume that they are hopelessly losing and
don’t stand a chance. This can cause them to be frustrated and detract from the fun of the game.

Action Economy
The way you manage the action economy of creatures can have a big effect on the game. There are
many ways to use the action economy to change the dynamic of a battle. Generally, it’s best to divide the
enemy attacks among all the players, focusing extra attacks on the characters with builds that are based
around having higher EP and/or Defense. This is the most advantageous situation for the players and
will create combat encounters that are generally fun and will allow all players to stay involved
throughout the combat.
If you want to play combat such that it’s more difficult for players, you can have enemies target one
player character at a time. This combat method can be very vicious, particularly if the enemies don’t
relent until the targeted character is severely wounded or dead. This combat method is generally not
advised because the targeted player will quickly be put into a state where they aren’t able to
meaningfully contribute to combat and can’t afford to take risks. This makes the combat, and potentially
the rest of the game session, very difficult for players who have been targeted and much easier for those
who haven’t. If you let your players know that you will be running combat in this way, it can be done
well, but it’s more difficult than simply making enemies spread out their attacks among the party
members.

134 | GM NOTES AND TIPS


Setting DCs General DC Table
Setting the DC for a given check or saving throw will DC Difficulty
often require quick, on-the-spot thinking, especially since
DC can be affected by a wide array of factors. In general, 5 or less Very easy
you can think of DC as indicated by the General DC Table.
10 or less Easy
15 or less Moderately difficult
Finding Treasure
Frequently as a group adventures through the galaxy they 20 or less Difficult
will stumble upon treasure. Whether it’s the warehouse of a
gang of interstellar pirates or the treasure on an abandoned 25 or less Very difficult
spaceship, there will be times when you need to come up 30 or less Extremely hard
with some exciting loot for your party to take. Coming up
with your own unique items and treasure is always great, but 35 or less Nearly super-human
can be time consuming. For those times when you just want
to distribute some treasure without the hassle, here are some 40 or more Essentially impossible
tables for random loot generation. For the sake of easy
distribution, you can get the Luck of each character and
make a separate roll for each of them to determine what they find. Each character’s roll total will equal
1D100 + 2 times the character’s Luck.
The tables of loot are in ascending order of rarity and general value.
Common Treasure Table Uncommon Treasure Table Rare Treasure Table
Roll Roll Roll
Treasure Treasure Treasure
Total Total Total
A common An uncommon 10 or A rare hacked
5 or less 10 or less
hacked item. hacked item. less item.
4D6 copper 4D10 copper Jewelry worth
6 - 10 11 - 15 11-14 5D10 silver
pieces. pieces.
pieces.
A mundane
11 - 20 weapon or piece A common An uncommon,
of armor. advanced weapon 15 - 20 advanced weapon
16 - 25
or mundane set of or set of armor.
Supplies worth armor.
21 - 35
3D6 silver pieces. 21 - 35 5D12 silver pieces.
26 - 35 4D8 silver pieces.
3D8 electrum
36 - 50 36 - 50 4D6 gold pieces. 5D12 electrum
pieces. 36 - 50
pieces.
A gem worth 2D8 A gem worth 4D8
51 - 70 51 - 70
gold pieces. gold pieces. A gem worth 6D10
51 - 70
gold pieces.
1D6 platinum 2D8 platinum
71 - 85 71 - 85
pieces. pieces. 5D12 platinum
71 - 80
An uncommon pieces.
A common 86 - 99
86 - 99 advanced tech advanced tech item. A rare advanced
90 - 99
item. tech item.
100 or A rare advanced
An uncommon more tech item. A legendary
100 or 100 or
advanced tech advanced tech
more more
item. item.

GM NOTES AND TIPS | 135


Random Advanced Tech
Now that your party has some loot, it’s time to uncover some of its secrets. The tables that follow are
for generating random advanced tech items. Roll 1D100 and use the roll to determine the properties of
the item from the tables. The tables are ordered by ascending rarity of the items.
Each advanced tech will either have 1 property of its rarity or two properties of 1 rarity lower.
Common Properties Table
Roll Total Property

15 or less The item is 1D4 grenades + 1 incendiary grenade.

16 - 25 While attuned to this item, you have resistance to poison damage.

26 - 35 The item is power-channeling.


36 - 45 While attuned to this item, you have expertise in 1 check of the GM’s choice

46 - 60 While using this item, your movement speed is increased by 10.


61 - 75 The item is collapsible.
76 - 85 The item is returning.
While attuned to this item, you can cast a 0-cost SPELL of the GM’s choice once
86 - 94
per completed rest.
95 or more 2 properties from above.

Uncommon Properties Table


Roll Total Property
15 or less While bound to this item, your Power maximum is increased by 2.
While attuned to this item, you gain resistance to a damage type of the GM’s
16 - 25
choice.
26 - 35 If the item is a weapon, it’s a plasma blade. Otherwise re-roll.
The item can cast a 0-cost SPELL of the GM’s choice 1D4 times per day without
36 - 45
expending Power or components.
46 - 60 The item is +1.
61 - 75 The item is +1 and masterwork.
The item can cast a 1-cost SPELL of the GM’s choice once per day without
76 - 85
expending Power or components.
While attuned to and wearing/wielding this item, you gain +1 to checks for an
86 - 94
attribute of the GM’s choice.
95 or more 2 properties from above.

136 | GM NOTES AND TIPS


Rare Properties Table
Roll Total Property
15 or less While bound to this item, your Power maximum is increased by 4.
While attuned to this item, you gain resistance to two damage types of the GM’s
16 - 25
choice.
26 - 35 This item has two common properties and one uncommon property.
The item can cast a 1-cost SPELL of the GM’s choice 1D4 times per day without
36 - 45
expending Power or components.
46 - 60 The item is +2.
The item can cast a 2-cost SPELL of the GM’s choice once per day without
61 - 75
expending Power or components.
The item can cast a 2-cost SPELL of the GM’s choice 1D4 times per day without
76 - 85
expending Power or components.
While bound to this item, you gain +2 to one attribute and +1 to another attribute
86 - 94
of the GM’s choice.
95 or more 2 properties from above.

Random Hacked Items


Occasionally your party might happen upon a hacked item. Hacked items are frequently
ostentatious, designed to attract a victim. The tables that follow are for generating random hacked items.
Roll 1D100 and use the roll to determine the properties of the item from the tables. The tables are
ordered by ascending rarity of the items. Often, it will not be obvious that an item is hacked and hacked
items frequently have beneficial, properties in addition to their hacks to incentivise creatures to use
them.
Each hacked item will either have 1 hack of its rarity or 2 hacks of 1 rarity lower. Additionally, a
hacked item will generally have a beneficial property of the same rarity or less.
For example, an uncommon hacked item will either have 1 uncommon hack or 2 common hacks. It
may also have a beneficial common or uncommon property.
Common Hacks Table
Roll Total Property (curse)
Once you attune to this item, you cannot become un-attuned from it except
15 or less through laborious means (such as a deep system diagnostic cleanse). If you
abandon it, it teleports to you once you go 30 feet or more from it.
This item has a property from the Common Properties Table and a hack
16 - 25
from the Uncommon Hacks Table.
26 - 35 While within 3 feet of this item, your Luck is reduced by 3.
36 - 45 While carrying the item, your movement speed is reduced by 5.
While within 3 feet of this item, an attribute of the GM’s choice is reduced
46 - 60
by 2.
Every time you make a Stealth check with this item on your person, the item
61 - 75
releases a screaming sound, clearly audible within 200 feet.
While attuned to this item, you have -3 on attack rolls made with anything
76 - 85
except this item.
The first time you attempt to use this item, it disappears (teleports to a
86 - 94
random location).
95 or more 2 properties from above.

GM NOTES AND TIPS | 137


Uncommon Hacks Table
Roll Total Property (curse)
Once you attune to this item, you cannot become un-attuned from it except
15 or less through laborious means (such as a deep system diagnostic cleanse). If you
abandon it, it teleports to you once you go 30 feet or more from it.
While attuned to this item, you you feel sickly and have -3 on Constitution
16 - 25
saving throws (including death saves).
26 - 35 While within 3 feet of this item, your Luck is reduced by 5.
While you are within 15 feet of this item, you require 50% more time to
36 - 45
complete a rest.
While within 3 feet of this item, an attribute of the GM’s choice is reduced
46 - 60
by 3.
Any money within 5 feet of this item is teleported away to an unknown
location once it’s not being directly observed. (If you are using a credit
61 - 75
system, then anytime a creature attempts to access an account within range of
this item, some amount of their money is mysteriously missing).
While attuned to this item, you have -6 on attack rolls made with anything
76 - 85
except this item.
While attuned to this item, it nullifies the effects of all other advanced tech
86 - 94
you attempt to use with a rarity equal to or less than this item.
95 or more 2 properties from above.

Rare Hacks Table


Roll Total Property (curse)
2 properties from the Uncommon Hacks Table and 1 from the Common
15 or less
Hacks Table.
While attuned to this item, you feel sickly and have -6 on Constitution
16 - 25
saving throws (including death saves).
26 - 35 While within 10 feet of this item, your Luck is reduced by 8.
While you are attuned to this item, you cannot complete a rest unless you
36 - 45 have killed at least 1 person that day. You cannot un-attune from this item
except through medical intervention.
While within 3 feet this item, two attributes of the GM’s choice are reduced
46 - 60
by 2.
While attuned to this item, you must make DC 14 Intelligence saving throw
once per completed rest or become insane in a manor of the GM’s choice
61 - 75
until you un-attune from this item. While under the effects of this insanity,
you become obsessed with this item and will do anything to protect it.
While attuned to this item, you cannot benefit from having expertise. If you
76 - 85
have expertise in something you must act as though you don’t.
While attuned to this item, it nullifies the effects of all other advanced tech
you attempt to use with a rarity equal to or less than this item. Additionally, if
86 - 94
you attempt to cast a SPELL while attuned to this item, you must succeed on
a DC 10 Luck check or the SPELL fails.
95 or more 2 properties from above.

138 | GM NOTES AND TIPS


_________CREATING CREATURES AND NPCS_________
Often, before a game, you will want to create a special encounter for your players. Whether it’s the
leader of a cult or an incomprehensible abomination of tentacles from deep space, you will need to know
how to make the battle challenging without it being impossible. In this section we will outline the
process for creating a creature and how to balance it against your players. Later in this section, we’ll
cover creating interesting and memorable NPCs for your players to interact with.

Determining a Challenge Classification


A challenge 1 creature is generally going to have an attribute total of about 10 (an average of 2 in
each attribute). Challenge 1 creatures should be roughly equivalent to a newly created player character,
or a character who has done some adventuring, but is still relatively new. Creatures less powerful than a
newly created character are categorized as challenge 0. For every challenge classification above 1 that
the creature is, add 5 to their attribute total (1 to their attribute average).
For example, a challenge 2 creature would have an attribute total of about 15 and a challenge 3
creature would have an attribute total of around 20. Next, if your players would fight this creature by
itself, consider adding a few points to its attribute total (+20% or so). For creatures who will fight a party
of players by themselves, it’s good to increase their Constitution to keep the battle from being too short
or anti-climactic.
Now determine any special abilities your creature has, such as damage resistances, special actions,
or passive abilities such as regeneration. For each special ability the creature has, reduce one of their
attributes by 1 or more (depending on the power of the ability). For example, sinztar are challenge 4
monsters, but have an attribute total of only 18. This is because sinztar have the ability to paralyze
player characters, and regenerate up to 3 wound damage per round. Both these factors make sinztar more
dangerous and difficult to kill in combat so their attributes are reduced to reflect that. This reasoning can
also apply to things like equipment. If a creature has particularly good armor or an advanced tech item,
you may consider reducing their attributes to keep them balanced against your players’ characters.
Finally, when determining your creature’s number of attacks per turn, consider the size of your
players’ party and if your creature will be faced alone or along side other creatures. If the players have 4
or more characters in the party and your creature will fight them alone, the creature should have at least
2 attacks or the ability to target multiple player characters with a single action.
A note on attribute balancing
Though challenge classifications can be generally defined around their attribute totals, it’s unwise to
put too much or too little into any attribute, especially Constitution. If a creature has an unbalanced
attribute distribution, they can be very annoying for players to deal with. For example, a creature with
too much Constitution, but very little Strength or other attributes could take a very long time for players
to defeat while simultaneously not posing a significant threat to them. This could make the combat feel
boring and low-stakes for players, which is the last thing you want.

Making Good NPCs


Making convincing and interesting NPCs can be daunting. A good rule of thumb can be to give each
NPC 2 memorable physical traits and 1 memorable character trait. For example, if they’re big, hairy, and
timid, they are easy for players to remember and will feel special and distinct from other NPCs.
When your characters interact with the NPCs, it can also help with immersion if you roleplay the
NPC conversations. For example, instead of just letting your players say something to the affect of ,“I
try to convince him to give me the gun,” ask them to roleplay the interaction by asking them, “What do
you say to convince him to give you the gun?” Instead of simply letting the players roll a Persuasion
check to convince the NPC in question, you can change the DC of the check based on what the character
actually says. If they say something that the NPC would find persuasive, reward them by reducing the
DC of the check. If they say something that NPC would dislike, do the opposite.
There are many more ways to increase immersion through the quality of your NPCs and your players
interactions with them, but if you follow these tips you should be off to a good start.

GM NOTES AND TIPS | 139


_________MATERIALIZE RANDOM ITEM_________
Random Item Table Items marked with a star have additional
Roll Item Duration properties as listed below:
<1 *An attack drone Until it dies An attack drone
A medium autonomous attack drone
1 *A live grenade 1 round appears and starts trying to kill everything
2 *A juvenile cloob Until it dies around it. Stats for the drone can be found
on page 123.
3 *Grease 1 minute A live grenade
The rotting corpse of A live grenade falls to the ground and
4 No limit
a small animal explodes. All creatures within the affected
*A foul smelling, area must make a DC 14 Dexterity saving
5 1 hour throw or take 3D6 slashing damage. On a
opaque gas
successful save, they take half as much
6 A spider Until it dies damage. The affected area is equal to the
7 A gong No limit damage.
A juvenile cloob
A partially burned
8 No limit An angry juvenile cloob appears, see page
pair of pants
123 for the creature’s attributes.
A cat with no
9 Until it dies Grease
alignment
Casts the 1-cost SPELL Create Lubricant
10 *A notebook No limit centered on the closest surface to you.
An outdated A foul smelling, opaque gas
11 No limit
computer
20 cubic feet of a foul smelling, gas fill the
12 A cape No limit area. Areas in the gas have their level of
obscurity increased by 1.
13 50 foot rope 24 hours
A notebook
14 Handcuffs 18 hours This notebook may contain text specified
*An attack drone that by the GM.
15 1 hour
will fight for you An attack drone that will fight for you
A jerrycan of A small autonomous attack drone that will
16 No limit attack anything that attacks you. Stats for
gasoline
the attack drone can be found on page 120.
17 10 gold pieces 10 minutes
A motorcycle
18 A medical kit 24 hours Motorcycle stats can be found on page 65.
19 A lock-picking set 24 hours 2 gravity grenades
For more informaiton on gravity
A +1 pistol with 6 grenades see page 119.
20 12 hours
bullets
A mech suit
21 *A motorcycle 2 hours Stats for the mech suit can be found on
page 66.
22 *2 gravity grenades 12 hours
23 *A mech suit 10 minutes
An item of your
>23 choice from the Varies
Random Item Table

140 | GM NOTES AND TIPS


_________CHARACTER EFFECTS CHEAT-SHEET_________
Subdued
A creature is considered subdued if they cannot attack, cast SPELLs, or move voluntarily. When a
creature is subdued, they cannot add their Dexterity to their Defense and cannot use EP to prevent being
wounded. For more information, check page 38.

Surrounded
When attacking a creature who is surrounded, Insanity and Trauma Table
attacking creatures have a +3 bonus on attack rolls. Roll
Effect
For more information, check page 38. Total
Re-roll on this table twice and
5 or less
Prone take both results.
When a creature is knocked prone, they must use The only time you feel okay
a minor action or half their movement to return to a 5 - 10 or in control is when you’re
standing position. While prone, creatures have -3 on killing something.
attack rolls and Dexterity saving throws, and You have vivid hallucinations
Defense. For more information, check page 38. and often can’t tell the
11 - 20
difference between what’s real
Blind or Deaf and what’s not.
For blind creatures, everywhere around them You have an imaginary friend
counts as fully obscured, giving them -6 on melee who tells you people are
attack rolls and -9 on ranged attack rolls. Unless a 20 - 30 conspiring against you. The
blind creature has something to compensate for the imaginary friend is the only
blindness, such as enhanced hearing, it becomes one you can trust.
unaware or abstractly aware of its surroundings. Some days you find yourself
If a deaf creature is attacked from behind, it can completely apathetic to
count as a surprise attack even if the deaf creature 31 - 40
everything around you, even
was abstractly aware of the attacking creature’s your own survival.
presence. You tend to massively over-
41 - 50
estimate your own abilities.
Dazed You get horrifying flashbacks.
When a creature is dazed, they are unable to take When surprised or scared you
major actions and have -3 on Intelligence saves and 51 - 60 must roll a DC 15 Constitution
checks. For more information, check page 38. saving throw or be dazed for
1D4 rounds.
Restrained You only feel okay when
Creatures can be restrained by a variety of effects 61 - 75 you’re drunk or otherwise
and to various severity, but generally if a creature is heavily inebriated.
restrained, they cannot move voluntarily. You tend to lash-out and over
76 - 85 react to even slight
inconveniences.
Insanity and Trauma
If a creature is severely psychologically You suffer from narcissism and
traumatized, subject to certain effects, or fails a self aggrandizement. You think
86 - 95
death save against psychic damage, they may you are the absolute best in
become insane. The duration of these effects can every way, at every thing.
vary widely and can even be permanent. Rolling You can’t take things seriously.
1D100 and adding a character’s Constitution can be 96 or The more people are distressed
used with the Inanity and Trauma Table to more about something, the more you
determine the effects of a character going insane or find humor in it.
being traumatized.

GM NOTES AND TIPS | 141


_________CREATING DYNAMIC ENVIRONMENTS_________
Environments are one of the most frequently undervalued aspects of game-play in tabletop role-
playing games. Detailed and dynamic environments are important for descriptions and downtime where
they increase player immersion, but are also vital to combat encounters. For small, random encounters it
can be fine to give players a relatively generic area to do combat in. However, if you want a combat to
be exciting or memorable, you need to put it in a memorable setting that the players can interact with in
a meaningful way. When designing such an encounter, try to put at least 2 interactable objects in the area
and/or add areas for creatures to take cover or change their elevation relative to the rest of the battle.
These environmental elements don’t need to work in the favor of the players. Sometimes giving the
enemies an environmental advantage can turn an otherwise easy combat into an exciting and intense
encounter.
For example, if the players’ characters are walking across the expanse of a desert planet when a
small group of kulle charge over a hill to ambush them, the combat is likely to be easy as the players
have obvious options. They can charge in and fight the kulle head on, or run away, or hit the kulle with
ranged attacks, attempting to pick some off before they have the chance to attack. By contrast, if the
players’ characters are walking along the bottom of a ravine when a small group of kulle ambush them
from above, the encounter is much more engaging because it instantly gives the players a set of
problems to solve. They can’t simply charge at the kulle. They have to find a way up first. They are
much more limited in their options to retreat, especially if the kulle choose to knock down some rocks to
block their path. Also, the kulle have the advantage in ranged combat since they are more easily able to
take cover over the edge of the ravine. All of this adds urgency to the combat and makes the players
need to expend resources that they otherwise might not. For instance, a SPELL user in the group might
use Power to teleport the group’s fighter to the top of the ravine or create a Repulsion Wall to block
incoming projectiles. Alternatively, the fighter character might choose to risk climbing the wall to attack
the kulle while the sniper character provides cover fire with their rifle.
You can see how creating more detailed and interactable environments makes combat more
interesting and encourages players to take risks and experiment. If you imagine the same ravine ambush
described above, but with the addition of a few interactable objects it could make the combat even more
exciting. Perhaps some of the kulle are on an overhanging ledge and the players are able to knock it
down, causing the kulle to tumble into the ravine. These kinds of details allow players to gain strategic
advantages and make combats much more memorable. Even simply adding vehicles as a form of
interactable object, such as if the kulle in the first example were riding ATVs can make a combat much
more interesting and exciting.
Here’s a list of some interactable objects that you might consider adding to a scenario:
Interior objects:
• A computer system that controls aspects of the environment such as life support or local gravity.
• A large table that can be overturned to create cover.
• A light switch.
• A large cage which holds a wild animal.
• A scientist’s work equipment with various, potentially dangerous chemicals.
Exterior objects:
• A large piece of industrial construction equipment that can be manually controlled.
• A large object that is made relatively light in a low gravity environment.
• The remains of an old, abandoned spaceship.
• A car, ATV, or other vehicle.
• A steep, cliff-like incline.
• A canister holding a dangerous or explosive substance.
Outer space objects:
• An asteroid field or the broken remnants of a destroyed moon.
• A wormhole or star-gate that links to an unknown location.
• A space station, abandoned or otherwise.

142 | GM NOTES AND TIPS


_________SOME FINAL NOTES_________
The Rule of 3
This is not a hard rule, but rather a generalization to make it easier to keep track of rules on the fly.
The rules of Apotheosis have been written with an eye towards keeping the game moving quickly and
making rules which are easy to remember. Generally, whenever an effect gives a numerical bonus or
detriment to a creature it will be either 1 or an increment of 3. For example, the levels of obscurity give -
1, -3, -6, and -9 on checks and saving throws as the level of obscurity increases. Similarly, when
surrounding a creature, attacking creatures have +3 on attack rolls. The rule of 3 will not always be true
throughout the rules, particularly regarding effects that the players will be in charge of managing for
themselves, such as character Defense or attack modifiers. However, in general, and for the sake of
quick referencing and on the spot thinking, numerical bonuses and disadvantages are applied as follows:
+ or - 1: A minor change or effect.
+ or - 3: A notable change or effect.
+ or - 6: A serious change or effect.
+ or - 9: An extreme change or effect.

Crafting
At times players may want to create something new: a SPELL, a spaceship, a mundane item or a
piece of advanced tech. Under these circumstances it’s up to you to decide how difficult such a project
will be, if it’s possible at all. Generally, if your players are all interested in doing something, it’s best to
try and find some way to accommodate them and let their interests guide the direction of the game when
possible. In that kind of situation, here are some guidelines and things to consider:
• Do your players know how to create the thing in question? Often you may determine this through
an Intelligence check of some sort, the DC of the check will generally increase with the complexity
of whatever is being crafted.
• If your players don’t know how to create the item they may need to spend some money in
exchange for someone teaching them. Alternatively they may need to go on some adventure to seek
out the information.
• Do your players have the resources required to create the thing in question? This can take many
forms. If your players are trying to create an advanced tech item they will likely need difficult to
acquire materials that are required in the item’s creation process, such as a quantum fluctuater or a
micro-computer able to be installed in the item. If your players are trying to build a house or base of
some sort, they will likely need to hire workers or construction droids to build it, which could be
very expensive. Additionally, they will need to attain the materials required for the build. This too
could be accomplished through questing and adventure. For example, a banker might be willing to
give the player characters a more favorable loan in exchange for them ensuring that another client
makes his payments to the bank.
• Finally, consider the ramifications of what the players are crafting. If they are attempting to make
something too powerful, it’s ok to say no, or to lower their expectations to what they could
realistically accomplish. Additionally, keep in mind that if the players create something like a
fortress, it may change the scope of your game since the players are likely to be more inclined to stay
relatively near their base. You could fix this by giving them the means to make transport easier or by
giving them a more tempting option. For example, maybe the space-station they want to build is too
expensive for them, but there is a decommissioned spaceship for sale at a more reasonable price.

Group Checks and Saves


Often, there will be times that the entire party is prompted to make a check or saving throw of some
sort. For instance, while traveling you might require the players to make a Luck check to determine
where they arrive when their warp-drive malfunctions. There are may ways to handle such a situation,
but it’s recommended to do as follows. Have all the players roll for the check in question, then look only
at the highest and lowest roll totals. Add the two roll totals and compare that sum to 2 times the DC of
the check. If the sum exceeds 2 times the check DC then it’s a success, otherwise it’s a failure.

GM NOTES AND TIPS | 143


_________COMBINING SCI-FI AND FANTASY_________
Hybrid Sci-Fi and Fantasy Settings
Apotheosis is designed to allow players to merge sci-fi and fantasy settings together seamlessly. You
can also mix and match elements from the fantasy and sci-fi editions of the game to create custom
settings, such as modern or steam-punk settings, with little effort. Both the fantasy and sci-fi editions of
Apotheosis work on the same core mechanics for combat, character creation, progression, etc. Listed
below you can find a few tips and suggestions for creating various types of hybrid sci-fi and fantasy
settings. More specifics on the kinds of changes you might want to make and the kinds of re-flavoring
you might consider for hybrid settings can be found on page 145.
Full Hybrid:
If you want to create a full sci-fi and fantasy hybrid setting, the easiest approach is to simply merge
all the rules for both books and let players use both. In a full hybrid setting, a fantasy spell caster can
learn a sci-fi SPELL using their magic and a cyborg could have enhancements allowing them to cast a
fantasy spell re-flavored with a sci-fi explanation.
Weighted Hybrid:
If you want to create a world that uses all the rules from the sci-fi and fantasy editions, but adheres to
only one of the aesthetics you might create a weighted hybrid world. In a weighted hybrid world, the
features of one edition are re-flavored to the other edition’s setting, but rules from both books are
considered valid in the world. For example, spaceships could be re-flavored as air-ships for a fantasy
setting (probably with an appropriate speed adjustment). Alternatively, fantasy troll might be re-flavored
to be an alien species or result of an experiment gone wrong in a sci-fi setting.
Precise Hybrid:
If you want to create a very specific world that is not really sci-fi or fantasy you might take specific
elements of both editions and use them to make a setting that is not traditionally sci-fi or fantasy. This
can work particularly well for modern or dystopian settings. For example, in a zombie apocalypse
setting you might take the undead creatures from the fantasy edition and take the guns from the sci-fi
edition. For armor, you might pick and choose some from each edition. Additionally, you’d be unlikely
to have spaceships in the setting, but might still use vehicles such as the ATVs and boats.
Worlds Divided Hybrid:
If you are running a game in which fantasy characters time-travel to the future, or dimension jump,
or a story where sci-fi characters somehow arrive in a fantasy world, you might want to keep a
separation between the rules for sci-fi and fantasy while still using both rule sets. For example, your
fantasy characters might only be able to use the fantasy abilities and a fantasy character who has
expertise in crossbows may or may not have expertise with guns as a result. Perhaps you make magic
cease to function or work differently while the characters are in the sci-fi world. Alternatively, if your
sci-fi characters travel to a fantasy world, they may have trouble re-charging items or finding power
sources for their equipment.
Other Hybrids:
The above hybrid types are suggestions/categories to assist in thinking about the world you want to
create, but they are by no means a complete list of options. Apotheosis aims to empower GMs and
players to create any kind of story they want. If you have an idea for a world that doesn’t fit neatly into
one of these categories, go for it! Mix and match and re-flavor the material in these books as much as
necessary to make the rules work for your game. You may also want to homebrew elements to expand
the game. For example, if you just want to add simple muskets to your fantasy game, you might take the
guns in this book and simply increase how often they need to be reloaded or add a property that makes
them better reflect the way you want them to function in your setting!

144 | GM NOTES AND TIPS


Interchangeable Terminology (optional rule)
Here are a few of the terms you may want to treat as interchangeable to more closely link between
the sci-fi and fantasy settings for Apotheosis, keep in mind, you can make all, none, some subset of
these, or a completely different set of terms interchangeable to suit your particular campaign and setting:
Advanced tech ↔ Magic item Guns ↔ Crossbows
Power ↔ Mana Gods/deities ↔ Fields of study
Scientific language ↔ Runic language Arcane knowledge ↔ Advanced knowledge
There are more examples of these term translations throughout the book, but they should be generally
self-evident and translating between books is designed to be an easy process.
Domain Translations:
If you want to make the magic domains in the Apotheosis fantasy setting interchangeable with the
scientific domains of this book, here are the recommended translations:
Alteration ↔ Thermodynamics Fate ↔ Probability Ritual ↔ Mathematics
Arcana ↔ Technology Guidance ↔ Methodology Telekinesis ↔ Kinetics
Blessings ↔ Enhancements Life ↔ Organics Travel ↔ Forces
Conjuration ↔ Materialization Mind ↔ Cognition Transmutation ↔ Molecules
Curses ↔ Contaminants Nature ↔ Nature Trickery ↔ Dimensionality
Death ↔ Thanatology Protection ↔ Defense War ↔ Offense
Elements ↔ Energy Restoration ↔ Restoration

Transferable Expertise (Optional Rule)


Transferable:
If you want the characters in your game to have their abilities be more applicable between settings,
you might consider using this optional rule. Particularly if your game setting treats magic and
technology as interchangeable, this rule will make character competence transferable between magic and
science. If you use transferable expertise, then some checks and skills that a character has in a fantasy
setting will also work equivalently in a sci-fi setting or vice versa. This can be used across the board, or
for only certain areas as needed for your game setting.
For example, you might make expertise in Advanced Knowledge checks also give a creature
expertise in Arcane Knowledge checks. The in-universe explanation for this can vary depending on the
setting. Perhaps in your world technology is powered by magic and they are thus interchangeable.
Alternatively, it might just be that anything that can be done with technology can be replicated with
magic and thus if a character tries to hack a computer with an Advanced Knowledge check, they might
instead be able to use magic to bend the computer to their will with an Arcane Knowledge check.
Non-transferable:
On the other hand, if you want magic and science to have greater separation than the default rules
imply you might use non-transferable expertise. Under this system, having expertise in, for instance,
Comprehension checks from the fantasy setting might not give a character expertise in sci-fi
Comprehension checks. If you use non-transferable expertise it is advised that you make a distinction
when calling for a check between “fantasy checks” and “sci-fi checks.” Using non-transferable expertise
is generally only advised if the player characters originated in one setting (for instance fantasy) and
where transported into the other setting. You may also give the characters opportunities to transfer their
expertise as they become familiar with the new setting, but this is at your discretion as the GM.

Re-Flavoring
Mixing sci-fi and fantasy will frequently require re-flavoring some of the material in question. Re-
flavoring is the process of changing the narrative components of a creature, object, or mechanic to yield
a desired impression or story outcome, without significantly altering how it functions. For example, if
you wanted to use the vo-neu species (see page 15) in a fantasy setting you could alter their appearance
and change the explanation for their existence so that they are a form of magical constructs that were
originally made by a powerful, long dead wizard. This would allow the vo-neu to function in the same
way while also making them fit into a fantasy setting more easily.

GM NOTES AND TIPS | 145


How to Play a Roleplaying Game
Roleplaying games are a form of collaborative storytelling. The story is created through teamwork
between the game master (GM) and the players. The GM creates and describes the environment and the
players create characters which they control. The player characters (PCs) interact with the environment
created by the GM. The GM’s environment will generally include, places, people, creatures, and puzzles
which the PCs will interact with under the direction of the players. Generally, each player will control
their own PC. As the PCs move through and interact with the world created by the GM, the story of the
game unfolds.
Roleplaying is, in essence, a form of improvisational acting. An example of the interaction between
the GM-created universe and the PCs could be as follows. The GM tells the players that their characters
have arrived in a city. The players choose to go and talk to a store clerk. As the players interact with the
clerk, they roleplay as their PCs, saying what their characters do as though they were the characters. As
the players roleplay their side of the interaction, the GM will respond by roleplaying as the clerk and
responding to the PCs. If a PC attempts to do something with an uncertain outcome, the GM could
require them to make a check. For example, if the PC tries to haggle with the clerk over the price of an
item, the GM might ask that character’s player to make a Persuasion check. If the player fails the check,
the clerk would refuse to lower the price. If they succeed, the clerk would agree to lower the price. For
more information on checks, see page 47.
The rest of a roleplaying game proceeds in a similar fashion. The players state what their PCs do. If
the action is non-trivial, they may be required to make a roll to determine the outcome. Then the GM
describes how to PC’s actions, success or failure, influence the environment and creatures. The rules
have more details and guidelines on how this is done, but most actions in the game will follow this
formula.

_________OPTIONAL RULES AND HOMEBREWING_________


Homebrewing
Apotheosis is designed to be a modular game, easily expanded and modified. If this book doesn’t
contain something that you wish was included, add it! Have an idea for a character, but can’t make them
with the SPELLs and abilities included in this book? Write up a brief description of the new content you
want to make and ask your GM to approve it. If they like it, and think it’s balanced, it can easily be
integrated into the game’s mechanics! Generally, when homebrewing like this, try to use a piece of
existing content as a reference for the wording and to help keep your content balanced with the rest of
the game.

species Attribute Maximums (Optional Rule)


If you want to increase the effect a creature’s species has on their character’s build and attributes,
you can implement this rule: Instead of every character having an attribute maximum of 10, each
character’s attribute maximums are determined by their species. Specifically, each species has attribute
maximums equal to their initial attributes + 9.
For example, an kulle starts with a 3 in Strength, but a -1 in Intelligence. Using this rule, a kulle’s
maximum Strength would be 12 and their maximum Intelligence would be 8. This same principle would
apply to all other attributes as well.

Altering EP Expenditure Limits (Optional Rule)


If you want to increase the realism of the game, you may want to implement some form of alternate
EP expenditure limit. Normally, the EP expenditure limit of a creature is equal to 20 + the creature’s
Dexterity. This limit is high so that it’s unlikely to come into play until characters are powerful enough
that they can receive some wound damage without it having the potential to kill them outright. This
keeps the game from feeling too brutal or unfair. However, if you want to run a more brutal game, you
can alter the EP expenditure limit in a variety of ways. Here are a few examples:
• If you want creatures to be less capable of reacting to attacks from behind them, you could say that

146 | GM NOTES AND TIPS


a creature’s EP expenditure limit is halved against attacks originating from behind them or from a
source they can’t see.
• If you want to make the game more difficult for newer characters, you could make EP expenditure
limits equal to 10 + a creature’s Strength + their Dexterity. This makes the limit lower in the early
game, but with the same potential maximum, so it isn’t overly brutal for more experienced
characters.
• If you want to make combat more deadly, you can make a creature’s EP expenditure limit apply
across the entire round. So instead of it being the creature’s limit for a single action or evasion, it’s
their limit for each round of combat.

Pushed Beyond Limits (Optional Rule)


If you want PCs to have a new way of regaining EP, you may want to implement this rule. Under this
rule, a PC can push themselves beyond the point of exhaustion to gain a temporary boost. Once per
completed rest, a PC can choose to gain a level of exhaustion to push themselves beyond their limits.
When they choose to do this, they do not lose 5 EP as they normally would from gaining a level of
exhaustion. Instead, they regain 2D10 EP. If a PC does this, their next rest must be twice as long as usual
to count as a completed rest.

Meta Rewards (Optional Rule)


At times during the game you may want to reward one of your players for a reason outside of the
confines of the rules. Perhaps they came up with a clever idea that went awry due to bad rolls, or they
did a particularly good job of roleplaying and portraying their character. In situations such as these you
can give a PC a boon. Boons can be expended to either add a +1 bonus to a roll or increase a character’s
Luck by 1 for 1 minute. A character can use multiple boons simultaneously, but cannot have more than 3
boons at a time. The distribution of boons is at the discretion of the GM. However, it’s advised that you
let players know how they can earn boons and you should be consistent with your boon distribution, not
showing favoritism toward any one player.

Absolute Obscurity (Optional Rule)


If you’re running a horror-centric game, a game where light
management plays a major role, or just want to add a little more
realism into the game, you may consider adding absolute obscurity.
When an area is absolutely obscured, it counts as being fully
obscured even for creatures with night-vision. The explanation for
this is that absolute obscurity is a complete absence of light, and that
night-vision still requires some light, even if it’s a very small amount.

Accessible Hacking (Optional Rule)


By default, the only way to hack a computer system or robotic creature is
through the use of SPELLs or a hacking kit. However, if you are running a
more hacking-centered game you may consider allowing players to attempt
to hack systems using Charisma checks against computers/robots that they
are able to interface with, similarly to how they would influence biological
creatures. For example, a player might use a computer to send a signal in
DTS to attempt to temporarily disable a droid using a Deception or
Persuasion check.
If you do implement this rule into your game, it is advised that hacking
in this way is generally given a high DC and has consequences,
such as alerting security, if a player fails.

Jessica Tom
lin

GM NOTES AND TIPS | 147


_________THANK YOU_________

Thank you for buying and supporting Apotheosis! We want to continue to expand and improve the
game so be sure to follow us on our social media and keep an eye out for updates!
Let the adventure begin!
Character Name
Species_________________________________ Alignment________________________________

Progress

Training
ATTRIBUTES EP Maximum Defense Score Power Maximum EXPERTISE
Strength
Dexterity
Constitution
Intelligence
Charisma
LANGUAGES Encumbrance Weight Movement Speed
Current EP Current Power

Temporary EP Current Wounds Power Expenditure Limit

EXHAUSTION
HUNGER/THIRST BACKSTORY

EQUIPMENT Weight

Background:

CHARACTERISTICS
Age: Innate and Species Traits
Height:

MONEY AMMUNITION Total Weight


Carried
Weight:
Eyes:
Platinum Pieces________ Arrows________
Skin:
Gold Pieces____________ Bolts__________
Hair:
Electrum Pieces_________ Darts___________
Other:
Silver Pieces____________ Other___________
Copper Pieces___________
ABILITIES EXPERTISE
STRENGTH CHECKS
Athletics
Grappling

DEXTERITY CHECKS
Acrobatics
Reflex
Stealth

CONSTITUTION CHECKS
Awareness
Endurance
Survival

INTELLIGENCE CHECKS
Advanced Knowledge

Comprehension
History
Investigation
Medicine
Nature
Religion
CHARISMA CHECKS
Animal Handling
Deception
Distraction
Insight
Intimidation
Persuasion
Sleight of Hand
SPELLS
0-COST 3-COST

1-COST 4-COST

2-COST 5-COST
Spaceship Name Model__________________________________

Current Size Class_______________________

Current Weigth__________________________

EP Maximum Defense Score Power Maximum EQUIPMENT AND UPGRADES Weight Space

Encumbrance Weight Death Save Bonus Space Capacity

Acceleration Up/Down Acceleration Left/Right Acceleration Forward/Back

Current EP Current Power

Temporary EP Current Wounds

CREW POSITIONS
Total Weight Total Space
Carried Used

WARP DRIVE INFO

WEAPONS

OTHER
SPELLS
0-COST 3-COST

1-COST 4-COST

2-COST 5-COST

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