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Apotheosis SciFi
Apotheosis SciFi
SCI-FI EDITION
THE ADVENTURE BEGINS HERE!
Credits
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FIRST EDITION
www.apotheosisrpg.com
D.W.A.R.F. 4 Attacking 39
Gubbum 6 Wounds 40
Kulle 8 Cover 42
Trichosa 14 Hiding 44
BACKGROUND 17 Charging 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
Falling 51 Warpdrives 78
Crafting 143
Homebrewing 146
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.
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.
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
• 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.
• 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.
Strength 1
Dexterity 2
Constitution 2
t
Ar
Intelligence 1 a gle
3
dy
La
Charisma -1
• 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.
• 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.
Strength 1
• 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.
• 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.
Strength 3
Dexterity 1
Constitution 2
Intelligence -1
Firartisy
Charisma 0
• 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.
• 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.
Strength 0
Dexterity 1
sy
rti
Constitution 1
ra
Fi
Intelligence 0
Charisma 0
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.
• 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.
• 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
• 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.
• 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.
• 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.
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.
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.
• 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.
• 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.
Strength 1
Dexterity 0
Constitution 2
Intelligence 2
Charisma 0
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.
• 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:
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
Jessica Tomlin
Common Models
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
_________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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Jessica Tom
lin
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
EXHAUSTION
HUNGER/THIRST BACKSTORY
EQUIPMENT Weight
Background:
CHARACTERISTICS
Age: Innate and Species Traits
Height:
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 Weigth__________________________
EP Maximum Defense Score Power Maximum EQUIPMENT AND UPGRADES Weight Space
CREW POSITIONS
Total Weight Total Space
Carried Used
WEAPONS
OTHER
SPELLS
0-COST 3-COST
1-COST 4-COST
2-COST 5-COST