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Rulebook

Jon Landers (Order #6347804)


FLUXBORN
a role-playing game of boundless fantasy and imagination.

A Cycpops! creation

Creator & Illustrator


Marko Laine

Writer
Lassi Ahti

Editor
Sari Manninen

Art Director
Heikka Valja

ISBN 978-952-93-4316-4

Jon Landers (Order #6347804)


CONTENTS
Introduction 3
Chapter One:The World of Dreams 4
The Fluxborn 8
Flux 14
Chapter Two: Everthere 20
Albion 20
Olympia 25
Elysium and the Jade Isles 26
Old Irkalla 28
Factions 30
Chapter Three: Mechanics 33
Character Creation 36
Experience 38
Attributes 40
Skills 42
Boons 43
Guts 46
Action 47
Health 49
Equipment 53
Stunts 60
Chapter Four: Bestiary 77
Dreamers 80
Animals 81
Nightmare creatures 83
Dream beings 88
Jon Landers (Order #6347804)
INTRODUCTION
3

Once there was a hare named Lucky. This hare was not like the ones you or I
would imagine, the furry little things that live in holes in the ground and chew
on carrots. Granted, she was quite little and a little bit furry, but she didn’t live
in a hole, nor did she particularly like carrots. She didn’t exist in the fleeting
moments that ordinary jackrabbits seem to exist in. The moments wherein
those peculiar, almost magical creatures only appear in reality for a few sec-
onds, until they realise they have been spotted, and promptly disappear into
planes unknown. In fact, she existed in a world much stranger than the one
we know.

No, Lucky was a proper hare. In the world of dreams, hares are essential. They
exist as a manifestation of cosmic energies, of which there are exactly two.
Dreams, in all their complexity, are really quite simple when it comes down
to it; they are created by simple people after all. Wild and Logic are the recog-
nised names of these two forces of dream, and sometimes this Flux of oppos-
ing energies coalesces within a newborn. Their influence shapes a babe who
dreams lucidly into a creature that is not quite human, but not quite made out
of the stuff of dreaming either. And so, these fortunate or unfortunate children
are born in a different world as Fluxborn. Exceptional individuals, for better
or worse, within the world of dreams.

This marriage of two opposite forces does not always result in a curious hare,
however. Fluxborn come in many different flavours, none of them exactly
alike. There are the boogeymen, formed out of the combined fears of human-
ity, and alongside them the heroic, glamorous fulfillments of hopes and am-
bitions. Frogkin are born, encompassing greed and the need to be accepted,
and still some Fluxborn come into being as one of the sic, bringing balance
between the two forces. They all exist in a state where the world itself is their
plaything, standing above ordinary dreamers. Sometimes they are feared,
sometimes they are loved, and sometimes they are completely ignored. The
world of dreams is anything but predictable.

The reader can shape the world in whatever image they may like, for the possi-
bilities are far too vast for a single mind to comprehend. Some things, though,
are constant. This book provides the rules necessary to run a roleplaying game
set within one world of dreams and impossibilities.

Chapter One details a default interpretation of the world, as well as the dif-
ferent Fluxborn that live within it.

Chapter Two delves more deeply into the continent of Everthere; A land of
adventure, wonders and horrors.

Chapter Three describes the rules and mechanics of the game, and also
includes guidelines for character creation and a vast array of reality-defying
Stunts for the Fluxborn and other dream beings to use.

Chapter Four is reserved for the bestiary, detailing different creatures and
adversaries, with readily available statistics and some tools to help you create
your own.

Jon Landers (Order #6347804)


CHAPTER ONE
4

THE WORLD OF DREAMS


Wherein the nature of dreaming, the Flux and the Fluxborn is
discussed.

As we sleep, our minds wander into a world of surrealism and imagination. A


world that is often much like ours, but at the same time distant from the rules
of nature and those of man. It is a place of amazement and wonder, of ecstatic
adventures and terrible horrors. And in this fantastic world of unlimited pos-
sibilities, we are born as the dreamers.

Dreamers live their lives as anyone in our world would, not knowing that their
existence is linked so deeply into our dreaming consciousnesses. They enjoy
or suffer their lives, working, travelling and mingling with others, forming
friendships or waging wars. Eventually, they grow old and die. This means that
the person sleeping has woken up, and that particular part of the dream has
ended. Dream-world does not end, however, for it is kept intact by the collec-
tive consciousness of all dreamers. Life goes on.

The world of dreams is constantly shifting, an ever-changing wonderland of


massive cities, evergreen forests, picturesque towns, floating mountains and
waterfalls that run up instead of down. The nature is wild and untamed. Hues
of green, red, yellow and blue colour the trees and form beautiful forests. Vast
jungles, stormy seas and purple-sanded deserts cover the world, allowing
all sorts of wildlife to prosper. Dreamers have built towns and cities that
dot the vast landscape. Trading with other cities is often a way to prosperity,
whereas some towns are content with farming and fishing only for their own
townsfolk. But as the sun sets, nightmares creep from their lairs to prey upon
the dreamers, hunting the weak and living their own wretched lives. This is
why most dreamers know to stay indoors during nighttime. Of course, greed
and other vices have also snuck into the dream, and thus nightmares are not
the only dangers around. Many dreamers are more than capable of taking
another’s life for personal gain.

The world of dreams may be surreal and weird, but it does have its own rules.
It is the duality of chaos and order that clashes there, causing the world to
shake. Wild is the name of the chaotic, surreal and impossible aspect. It is raw
energy, Stuff of imagination and disorder, a random force of creativity that
follows no laws. Logic, on the other hand, is much like our own rules of na-
ture. Things follow a pattern and for every action there is a reaction. Logic is a
preserving, protecting and balancing force, a creator of rules. The world hangs
in a careful balance of these two forces that rush through the dreams. The Flux
of Logic and Wild.

Upon falling asleep, some of us dream so intensely that our dream-self is born
not as a normal dreamer, but a Fluxborn. A special being of dreams that is
somehow more in tune with the flow of the two energies. Their very bodies are
warped by the world itself into something else, something that can harness the
powers of Wild and Logic.

Jon Landers (Order #6347804)


The rest of the dreamers know of this. They know the Fluxborn are different. 5
Some find them revolting, scary and see them as signs of danger. Others find
potential, great omens or joy in them. They are not a rare sight, but there is a
slight feeling of ”us and them” between the dreamers and the Fluxborn. Their
appearance and powers do, after all, make them undeniably different.

Just like the dreamers, the Fluxborn are individuals at heart. Some curse the
day they were born and some find their affinity for the energies of Wild and
Logic to be a blessing. Whatever the case may be, the world listens to them
and reacts to their actions. Even so, many strive for nothing more than to
fade to the background. But try as they might, one thing is clear: even if the
Fluxborn live their lives as normally as possible, integrating themselves into
the society of dreamers, they have the means to shape and change the world.

The world of Fluxborn is presented as a medieval fantasy setting. The world of


dreams is, in a sense, a parallel universe that is kept together by the dreams of
sleeping human beings. Every time one of us falls asleep, a new Fluxborn or a
dreamer is born into that world, sharing the generation with those who dream
at the same time. The lifetime of a dreamer, from birth to deathbed, is actually
only one single dream, and time runs decidedly differently in this world from
the way it does in ours. If it indeed runs at all. When the sleeper wakes up, the
dreamer dies.

Upon the next night, a generation has changed. New dreamers are born and
start their lives in that surreal world.

The world of dreams is truly dependent on sleepers, and if every single human
on Earth would be awake exactly at the same time, the world of dreams would
shatter and end, never to exist again.

The last rays of the sun shone over the tiled roofs of a seaside village. It
was not a large town by any stretch of the imagination, although when
it comes down to it, stretches of imagination are exactly the stuff that
built it in the first place. Let’s just say that it was a small town because
we expect there to be small, picturesque towns located on the coasts
of great, raging seas. The villagers themselves, woefully unaware, or
uncaring, of this fact, just called it Home. There is a need for a small,
quiet town like Home in humanity’s collective dreams, and this one fit
the bill quite perfectly. On this particular afternoon, its tall buildings,
coloured or discoloured in shades of every hue imaginable in the light
of day, now all seemed to possess a warm, orange glow when illumi-
nated by a setting sun. The dreamer folk of the town scurried across
unevenly paved streets, eager to finish their daily work and return to
their homes or their favourite pubs, while dreams of seagulls, some
of them wearing faces of men, filled the air with their peculiar songs.

On the edge of the town, in a towering mansion at the top of a hill,


a refreshing breeze caressed a man’s face as he brushed aside a silken
curtain and stepped outside onto a balcony. We’ll call him Ikaros, be-

Jon Landers (Order #6347804)


6 cause that is what he called himself. Ikaros walked right over to the
edge, glancing but briefly at a rather poorly made marble sculpture of
a naked woman awkwardly situated beside the doorway, and crossed
his arms atop the balcony’s wooden railing. He surveyed the quaint
town stretching out down the hill, and smiled. At the very edge of the
village, wild waves crashed against the harbour, boats and ships of all
shapes and sizes swaying in tune with the rhythm of the wind. It was a
peaceful moment, and for Ikaros, those were more precious than gold.

This mansion at the top of the hill had been a home for him and his
companions for a few days now, but it certainly didn’t feel like one.
It was an uncomfortable place for Ikaros, this house of the wealthy
and powerful, wherein poorly treated servants catered to their mas-
ters’ every decadent whim and everything was shrouded in draconian
etiquette. Ikaros took a deep breath and swept his hair back, closing
his eyes to let the smells and sounds of the village overtake him for the
last time. He imagined he was still a child, standing at the prow of his
father’s ship, the smell of cooked meat floating in the air, the rowdy
chatter of jolly crewmen filling his ears. Only there was no smell of
food, nor any voices. Just the wind. But still, it was nice to pretend.

The sound of slow footsteps behind him put a stop to Ikaros’ moment of
peace. He turned around, finding himself face to face with Lancaster,
the town’s merchant prince and the master of this house. The wealthy
man was dressed in flowing garments of fur and silk, dyed yellow and
purple, and a plain bronze crown teetered on his bald head lopsidedly.
If his station would allow him to dress even more ostentatiously, Ikaros
thought, Lancaster would surely do so. Sadly for the poor old man
though, proper social order was carefully enforced in towns so close to
the capital, and though wealthy as he was, the merchant prince was
far below an actual prince, or even a duke.

Lancaster’s unfortunate daughter, Millie, was not far behind him as


usual. Ikaros spared a concerned thought for the poor girl, but he
wasn’t here to upset anyone or anything; business would come first.
He smiled a tired smile at the prince, and performed a poor imitation
of a proper bow. This caused a hint of irritation to appear on Lancas-
ter’s puffy face, but it soon disappeared. Ikaros was not in the habit of
concerning himself with proper manners any more than he absolutely
had to, and more often than not his amiable demeanour was enough
to make up for his lack in tact. And even when it wasn’t, his massive
size and silver eyes, marking him as one of the heroic, generally did
the trick.

‘So. You’re leaving, then’, said Lancaster, remaining as stone-faced as


ever as he waddled across the balcony. This was a statement, not a
question. Something told Ikaros that the merchant prince wouldn’t
particularly miss him. There was no doubt that Lancaster had been
generously involved in the extortion racket that Ikaros and his com-
panions had put a stop to during their short stay in the town. Not
that Lancaster would ever admit it. The invitation he had offered to
Ikaros and his merry troupe was no doubt a diplomatic effort to avoid
further conflict.

Jon Landers (Order #6347804)


‘Aye. I reckon we’ll be gone before sunrise. Thanks for the hospitality, 7
yeah?’

Lancaster’s response was naught but an annoyed “harrumph”. It was


music to Ikaros’ ears. It must’ve been hell for the prince to suffer the
crudely-mannered Fluxborn and his ragtag crew staying in his man-
sion even for a few days. Any pleasantries from this pompous man
would be nothing short of a miracle.

‘Anyway’, Ikaros continued after an awkward pause and an ill-advised


staring contest, ‘it’s been a pleasure doin’ business. We’ve got all the
goods we need, and I’m sure we’ve provided more than enough gold for
the trouble. We won’t be a nuisance to you and yours no more.’

Lancaster managed a twisted smile and gave Ikaros a stiff nod. He


grabbed the lapels of his fur coat in a stately manner and tried to ap-
pear as cordial as he could.

‘Off to sea once more, then?’

‘Nah, we’ve had enough of the old blue for now. We’re going inland
next, by the northern trail. Fresh adventures and all that guff ’.

Lancaster nodded once more, obviously eager to be rid of the boister-


ous oaf. He just wanted to get the formal goodbyes out of the way.

‘Very good. Off you go, then, and good luck in your future... endeav-
ours. I’d have a word with my daughter, in private please. And there
are yet more representatives of the ungrateful citizenship to deal with
later. This town doesn’t run itself, you know’. He stopped for a second,
and visibly forced the next words out of his mouth. ‘I hope to see you
again soon, mister Ikaros’.

Ikaros laughed heartily, his thunderous voice booming across the town.

‘Oh, yeah. You too, my prince. Laters, then’.

Ikaros strolled back inside without shaking any hands. Just as he had
pulled back the curtain, another voice called out to him from the ter-
race.

‘Bye, mister Ikaros. I really do hope you’ll come back.’

The red silk drapes fluttered in the wind, revealing only the silhou-
ette of the merchant prince’s daughter. Even her shadow looked afraid.
Ikaros paused for a moment.

‘Goodbye to you as well, lass. I reckon we will indeed come back. I


reckon we will.’

Ikaros turned his back once more, knowing that he had made a promise.

Jon Landers (Order #6347804)


8
THE FLUXBORN
Even though our combined imagination could theoretically spawn beings of
any shape and size, the Fluxborn are shaped not by the dreams of humans,
but the currents of Wild and Logic that flow through the world of dreams.
Ordinary dreamers tend to look exactly like humans, but the mien of the
Fluxborn is combined with magical and strange appearances.

At their core, the Fluxborn are effectively just like dreamers. They bleed if they
are stabbed, they must eat, drink and sleep and they can catch a cold. They can
form families with dreamers, give birth and die of old age. But what makes
them different, in addition to their appearance, is the fact that they can sense
and make use of the Leylines that exist on the surface of the world. The energy
that is stored within these places of power can be harvested and then be used
to perform miraculous Stunts or even powerful magic. This power grants the
Fluxborn a tool that makes them something more than just a dreamer.

Despite these differences, Fluxborn are a relatively common sight. Even small
towns usually have at least one or two Fluxborn, living within the dreamer
society. Most of these strange individuals bend towards extremes, either be-
coming great heroes or notorious villains.

The first step of creating a Fluxborn character is choosing one of the following
types, and then selecting one of three inherited abilities for that particular
type. This variation in itself allows the group to create a party of unique and
interesting characters.

Jon Landers (Order #6347804)


Boogeyman 9

Not all Fluxborn are considered


a blessing to a community of
dreamers. Giving birth to a
boogeyman can be a traumat-
ic and horrible situation
to any mother. The mo-
ment such a creature is
born, the parents feel a
chill emanating from the
child, its grey skin cold to
the touch. Over the course
of childhood, four horns
grow from the head of the
Fluxborn, and while normal
dreamers develop a nor-
mal human physique,
the frame of a boogey-
man twists and warps
into a lanky, tall figure, often cov-
ered in fur. Fingers end in black
claws and shark-like teeth sprout
from grey gums. They truly are
nightmarish beings to behold.

There is nothing inherently wrong or evil Their inherited ability is Nightmarish.


in them, but thanks to their social stigma Choose one of the following effects:
most boogeymen develop feelings of mal-
ice and bitterness towards the society of Aura
dreamers and other Fluxborn. They find The boogeyman is surrounded by a chaot-
solace in the company of other misfits and ic aura that distorts the vision of those who
dream beings, plotting and scheming to get stare straight at the Fluxborn. Aiming skill-
revenge on those who cast them aside. Some based attacks towards the boogeyman suffer
stare at a mirror and upon seeing their mon- a -2 penalty.
strous visage, identify themselves as a mon-
ster and start to act like one. Predatory urges Cruelty
come easily for these lost souls. Seeing another being wounded just adds
to the thrill of battle. Upon striking a visi-
Some Boogeymen decide to fight in order to bly wounded being, the boogeyman deals 1
change the stereotype, actively helping their more damage with each attack.
respective communities, trying their hardest
to gain acceptance. They are often quite lib- Touch
eral in their way of thinking, understanding The touch of the boogeyman spreads cor-
that a book should not be judged by its cover. rosion and dread. If the boogeyman presses
his palm against anything for one full turn, it
Health: 12 + STR + WILL leaves a black handprint that remains there
for half a minute. Another turn causes the
Speed: 5 + FIN handprint to bubble and steam. Third turn,
and each turn after it, causes armour-ig-
Modifiers: +1 TRICK noring, mystical damage for a total of STR
points. This destroys objects as well as living
beings. A glove can prevent this effect.

Jon Landers (Order #6347804)


10
Hare
The first telltale sign of a hare is that a new- dreamers consider hares to be beings of the
born lacks normal human ears. The ears Wild exclusively, and in some cases that
of a hare pop up from the top of the head, might be an accurate assumption. In truth,
much like those of their namesake. As they though, the only thing that unites all hares
age, the ears keep growing but their bodies is their uncanny ability to survive the many
stay rather short, adding to their childlike perils of the world, not their affinity for ei-
appearance. A hare is an embodiment of ther Wild or Logic.
excitement, coupled with a short attention
span and a vivid imagination. They are of- These Fluxborn often have a desire to learn
ten curious to a fault, prone to stick their and discover, to find answers and knowl-
noses into the business of others and get- edge. This is why they make great guides
ting into all sorts of trouble. and companions for any group travelling
the wilderness.
Hares have adventure build in them. Their
very souls crave for travelling, and thus Health: 10 + STR + WILL
most find it difficult to settle down or form
a family of their own. Most Speed: 7 + FIN

Modifiers: +1 WILL

Their inherited ability is Lucky. Choose


one of the following effects:

Den
Wilderness is a dangerous place. When
making any test to build a temporary shel-
ter or resist the elements, the hare adds a +2
bonus.

Heart
The hare is not easily shaken. There’s close
to nothing that causes the Fluxborn to shiv-
er in terror. Any rolls related to bravery or
resisting fear gain a +4 bonus.

Paw
Luck is something all hares are known for.
Some hares are luckier than others, though.
Once per game session the Player of the
hare can change result of one die to any oth-
er number.

Jon Landers (Order #6347804)


Heroic 11

Out of all the Fluxborn, the heroic resemble Their inherited ability is Infuse. Choose
regular dreamers the most. They look just one of the following effects:
like anybody else up until their early teens.
It is at that point when they start to develop Others
their amazing traits, and it becomes obvi- The shining aura of the heroic is so impres-
ous that a heroic has been born. Their eyes sive that she gains +1 to any social roll to-
acquire a golden or silvery glow, their hair wards dreamers. The heroic can also give
grows longer and thicker and their muscles any amount of stored Wild or Logic energy
start to ripple with power. A heroic can be to another Fluxborn.
slim or even obese, but they always have
an aura of physical superiority about them. Power
The very appearance of a heroic turns The heroic can summon great strength af-
amazed gazes towards their face. ter a brief concentration. By spending one
Action, the heroic can add +2 to one STR-
This inspiring aura doesn’t always reflect the roll made in the following turn (this applies
ideals of the heroic, though. Many heroics only to feats of strength, not damage rolls).
use their powers to destroy and cause pain
and suffering, their undeniable strength in Vessel
comparison to ordinary dreamers causing As beings of great potential, the heroic can
them to look at the world and think of it as store a total number of 12 energy.
a toy to play with.

Luckily, equally as many


heroics hear the call
for justice and feel they
should use their powers to
help and to build. A heroic
helping a dreamer com-
munity with their strug-
gles is truly doing a great
deed, and such a kind
and helpful Fluxborn
can easily feel accepted
within society. Whatever
the motivation of a hero-
ic may be, they truly are
born for great things.

Health: 14 + STR +
WILL

Speed: 4 + FIN

Modifiers: +1 STR

Jon Landers (Order #6347804)


12
Frogkin
Sometimes a child is born oddly coloured skilled in the arts of combat as well. Their
and clammy to unwitting parents, often long tongue can sometimes even be used to
to their disgust. After the ïnitial shock has wield a weapon, granting amazing reach to
cleared, they realise a frogkin has been born. an attack.
Considered the strangest of the Fluxborn,
these small creatures are ingenious crea- Health: 10 + STR + WILL
tors, sharp in mind and tongue. As a frog-
kin child grows, he loses more and more of Speed: 4 + FIN
his humanlike features, developing into a
literal frog or toad. A frogkin’s skin can be Modifiers: +1 CHA, +1 INT
green, brown or even bright red, much like
the tropical frogs deep within the jungles, Their inherited ability is Tongue. Choose
and their mouths are wide enough to house one of the following effects:
the long tongue that they all possess. While
they suffer from an awkward, slimy skin as Grappler
teens, an adult frogkin has a skin just as dry The tongue of the frogkin is strong enough
as those of regular dreamers. Their appear- to be used like an arm. It is treated just
ance is still unsettling to some, though, and like a normal limb, except that its reach is
this prejudice often forces them to become somewhere around 3 metres. It can be used
adept at social skills. for climbing, grappling or even writing, for
example.
Many frogkin become artists or merchants,
their sharp minds perfect for developing Leech
creative strategies and new, innovative Eating is just one of the joys of this world.
ways to deal with everyday problems. Some Some frogkin, however, can actually heal
choose to entertain, as their physique offers themselves by devouring food. Once per
fun and interesting ways to spice up nor- day, the frogkin can eat a large meal to heal
mal performances. Frogkin tongue-ball- one point of Health.
juggling is a venerated art in itself. They
like the sound of laughter, Taster
the smell and taste of The frogkin
has impres-
sive palate.
When tast-
good ing food
food and or drink,
the company the Fluxborn
of friends. can determine if it is
edible or drinkable,
Some might think or whether or not it
that the frogkin, possesses deadly poi-
being so small, sons or other hazards.
are only armed The tongue can also be
with their intelli- used to track while in wil-
gence. These dream- derness, giving +1 bonus to
ers couldn’t be more survival rolls in such situations.
wrong. The body of a
frogkin is very capable
of becoming

Jon Landers (Order #6347804)


Sic 13

The name of these peculiar


Fluxborn comes from the latin ad-
verb “sic erat scriptum”, meaning
“thus was it written”. They are born
with a blue hue in their fingers and
toes, and as years pass, glowing blue
lines start to snake all over their
bodies, forming a pattern resem-
bling a circuit board. They lack
eyebrows and their faces are usu-
ally unblinkingly serious, alien-
ating them from other children.
Their lack of expression does
not mean that they cannot feel
emotion, but still they strug-
gle to form relationships with
dreamers as their body lan-
guage is so very different.
To them, communication
is not a learned skill, but
inherited from the two
universal forces, Wild and
Logic. It is widely known that
only a sic can fully under-
stand another sic.

The mindset of a sic is af-


fected by this omnipresent
frustration. Some start to emphasise
their social skills to an annoying degree, Their inherited ability is Seek. Choose one
never shutting up and trying to force peo- of the following effects:
ple to understand their views. On the other
hand, they can become judgemental and Chance
close-minded, thinking that they under- The aura of the sic is strong enough to cause
stand everything better than anyone else. chance and randomness to distort. Once
per day, the Player of the sic can force any-
Even with these flaws, the sic know the Flux one (even herself) nearby to re-roll one test.
better than anyone. They are tied closer to If the roll is contested, both parties re-roll
the duality of the world, constantly trying their dice. The effect of the second roll is
to keep it in balance. Some feel it is their final.
duty to repair broken things, balance out
differences and help those struggling in Flux
chaos. The sic can sense just how much energy
is stored on any Leyline or Fluxborn, and
Health: 12 + STR + WILL what affinity that energy is.

Speed: 5 + FIN Form


Building and repairing is something most
Modifiers: +1 INT sic enjoy to do. The sic gains +4 to any roll
involving repairs or building.

Jon Landers (Order #6347804)


14
FLUX
The twin energies, Wild and Logic, constantly flow through the landscape of
the world of dreams. Existing within and without this land, they are the vital
powers that shape the world. To sustain itself, the world needs these energies
to remain in a careful balance. If either energy affects the world more than the
other, dreams begin to suffer and shatter, endangering the lives of dreamers.

Deep under the currents of these forces of Wild and Logic lies an insidious
power known as Nightmare. A power that sometimes manages to slide its ten-
drils all the way up to the surface world, reminding the dreamers that other
forces of nature and beyond also exist.

Wild
“The chief enemy of creativity is good sense”
-Pablo Picasso

The energy known as the Wild is just what the name suggests. It is the wild
power of imagination and fantasy, of chaos and surreality. It is impulsive, un-
predictable, nonsensical and dangerous. Nothing can command it, but some
are able to borrow its strength, thus spreading the influence of the Wild further
and further. The Wild wants nothing more than freedom. Freedom from rules,
laws and rationality, and freedom from the notion of mercy as well. Nothing is
constant, and nobody is safe.

Most think that the Wild is not present in cities and towns, the man-made
rules and laws of a dreamer settlement being proof enough. The Fluxborn,
however, know better. The Wild certainly has its place in the cityscape, de-
liberately warping and changing the dreamer-built surroundings with such
subtlety that only a trained eye can perceive it. Wild is the reason roads get
bumpy and why even uniformly manufactured red bricks end up consisting of
different hues. No one thing is exactly like another.

Nobody can deny, though, that the Wild thrives in nature. Its influence colours
forests in a psychedelic coat of mismatched hues, and leads roads away from
their destinations. It makes waves crash against one another, and forces rivers
to run uphill. It is a spiteful force, motivated by a desperate need to disrupt all
order.

This surreal energy is responsible for many horrors and disasters, but it is also
the creator of wonderful things, responsible for such marvels as upside-down
mountains, fish that sprout wings and the mythical wilderbeasts; amalgama-
tions of living ideas. More than anything else, the Wild makes the world of
dreams truly a world of dreams.

Fluxborn who tap into the power of the Wild can perform reality-warping
Stunts that defy explanation. It allows one to create something out of nothing,
and to summon destructive strength that should not be.

Jon Landers (Order #6347804)


Wild winds 15

Sometimes the energies of the Wild combine with currents of air into a vol-
atile cocktail, and form a devastating natural disaster known as Wild winds.
The roaring of such a storm can be heard from far away, and it is a cause
for panic wherever it appears. At first, anyone nearby can feel the tinge of
crackling electricity in the air. And then, suddenly, the merciless wind hits. A
colourful burst of laughter and pummeling hues spiral through the area and
warp reality. During the Wild winds, everything changes. The exact nature
of the storm is never precisely the same, but common effects include things
turning inside-out, gravity disappearing for a while, stone turning into water
or wildlife growing and growing at an incredible pace, covering entire towns
with vegetation.

Luckily, the Wild winds are just as brief as they are surprising, often disap-
pearing the moment after the damage is done, leaving chaos and confusion in
their wake.

Logic
“Contrariwise, if it was so, it might be; and if it were so, it
would be; but as it isn’t, it ain’t. That’s logic”.
-Lewis Carroll

Logic is the unflinching force of preservation, order, law and reason. It simply
exists, whether we can comprehend it or not. Without Logic, the universe it-
self would not be as we know it, as Logic governs the rules that all living things
must follow, at least to some extent. Air is breathable, tools work like they
should and things can be measured, calculated and analysed with regularity.
Knowledge would be impossible without Logic, as the energy of Wild would
warp everything too quickly for anyone to follow. Logic helps the world go round,
day after day, year after year. It protects the order of life, grants names, categorises
and builds.

The preserving, protective nature of Logic is reassuring to many. Without this cos-
mic order, normal life would end as soon as it started or be transformed into some-
thing else. With it, dreamers can go to sleep knowing that the sun will most likely
come back up when the night is done. The other side of the coin, however, is that
Logic is also a power of subjugation and control. It is a white sheet of paper with a
list of rules to follow and boxes to check out, and those living outside the rules have
no place in the world. Things must be smooth, neurotically preserved in order and
fixed to a predetermined reality. Precision and planning are Logic’s tools.

The rational energy of Logic is responsible for the force of gravity and the fact that
an autumn always follows a summer. It makes it possible for rain to fall down from
the clouds, giving sustenance to the people.

Fluxborn who tap into the power of Logic receive clarity and understanding. This
subconscious comprehension allows them to temporarily manipulate established
laws of the Universe to their advantage, enabling them to cheat reality itself and to
perform extraordinary feats.

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16
Blank storm
A storm might be the wrong name for this correcting, Logic-infused haz-
ard. The Blank storm is actually a white wall of smoke and dust, resem-
bling a thick sandstorm. It creeps slowly and steadily in a straight line,
enveloping everything it touches in its white embrace.

And then, things go wrong. The blank storm exists only to suck out the
colour of everything it touches. Trees, buildings, plants and living beings
are all left pale white as the storm moves on. This immaculate whiteness
is unsettling to most people, even more so after learning that the colour
returns only to things linked to Wild. Thus wildlife, nature, wild-aligned
Fluxborn and most surroundings slowly, over the course of exactly a week,
gain their colour back, but ordinary dreamers are forever left white. This
lack of colour affects the mind as well, sapping the willpower of those
cursed by it.

Hiding from the blank storm might be possible if the Players manage to
perform well in a survival skill check. Victims of the storm are considered
to have their Willpower attribute lowered by one as long as the whiteness
remains. For dreamers, this curse lasts for a lifetime.

Leylines
The energies of Wild and Logic sometimes cross their paths, forming little
places of power called Leylines. They are invisible to normal dreamers, but
certain creatures of dream, as well as all Fluxborn, can sense and see these
magnificent phenomena.

Leylines look like a crack in the fabric of reality, a fissure that constantly
sprouts colourful energy, resembling the beauty of the aurora borealis. These
places appear and disappear all over the world and are the source of power
for many Fluxborn. Most often Leylines appear in places that hold special
meanings to dreamers, or in places of beauty or terror such as old battle-
fields, hidden caverns behind waterfalls, temples or old ruins, etc.

A Fluxborn standing within touching range of a Leyline may suck energy


out of it and store it within his body. The total amount of energy that can be
siphoned for a Fluxborn is 8, divided between Wild and Logic in any way
they please (for example a character might have stored 3 Wild and 5 Logic
energy).

Unless the Game Master wishes otherwise, randomise the number of energy
points within the Leyline by adding the results of three six-sided dice for
Wild and three dice for Logic. This means that a Leyline might be sucked
dry of Wild energy but still store a hefty amount of Logic. Leylines should be
rather common, as many creatures and Fluxborn are eager to harness their
power.

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17

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18
Affinity
As mentioned before, a Fluxborn can store a total number of 8 points of
energy within themselves. Each time a Stunt is used, the Player of the char-
acter should move a paper clip placed along the meter in the top of the
Character sheet one point towards either Wild or Logic, depending on
what type of energy was spent. Once the meter reaches 10 on either side,
siphoning energy of the opposite type from a Leyline becomes harder - for
every two points drawn, the character only gets one point of energy. This
change in affinity comes with a Boon, though, as the maximum Guts value
of the character becomes 3 instead of 2 as long as the affinity is 10 or over.

Once the meter reaches 15, the character can no longer collect the oppo-
site energy from a Leyline. This might seem like a curse, but it comes with
benefits. Collecting energy of the preferred affinity is easier, turning one
point gathered into two.

Balancing the affinity meter can be a difficult and tedious chore for a
Fluxborn, but something to keep in mind. Of course, some choose to go
full on to either side.

The Nightmare
Under the highly saturated and life-filled crust of the world lies a realm of
different dreams. The Nightmare is a place of horror and madness, of terri-
ble beings and disgusting visions. It is a plane where negativity, humiliation,
violence and despair reign. No dreamer has successfully returned from the
Nightmare after entering. As a result, discovering areas where the Nightmare
has spread upon the world is of high concern, causing dreamers to either evac-
uate further away from the source, or to organise some sort of a militia to deal
with the threat. It is known that Nightmare-beings lurk and sneak around all
over the world during nighttime, but the sickly, slowly spreading taint of these
corrupted areas is a completely different thing.

Dreamers tend to believe that the Nightmare belongs to the world, is an ir-
removable part of it, and has its own role. It is a predator; something more
dangerous than the wilderness, a force to remind dreamers that somewhere
out there lurks something that even the greatest hunter should be afraid of.
Naturally, no one wishes that the number of these horrors would increase. The
Nightmare has its place, the common saying goes, and that place should be
somewhere far away.

There is a possibility that the Nightmare is something more otherworld-


ly. Fluxborn that have successfully entered the dark, tunnel-like world of
Nightmare report that no Leylines appear there and that the energy stored
within their bodies seemed to slowly drain out. As such, it can be assumed that
the two energies of Wild and Logic that keep the world of dreams together do
not affect the Nightmare.

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19

No one knows if Nightmare is ruled by one or more powerful beings, but some
mad dreamers consort with creatures known only as the Barons of Night, hop-
ing to fulfill their fantasies in exchange for servitude. More often than not, the
story doesn’t end well for the madmen. The Nightmare does not need servants
in the dreamer world, and giving is not a concept it is familiar with.

The Nightmare is also the reason why most of the dreaming world is covered
in ocean. The fears of mortals gather in the deep, and no fear is greater than
the fear of being lost, forgotten and helpless. The fear of the unknown, the un-
imaginable, the undefeatable. All these things are embodied in the endless sea.
Islands and continents are nothing but secluded havens amidst all this roaring
terror, and within their hearts, all dreamers know that one day all will return
to the sea.

Jon Landers (Order #6347804)


CHAPTER TWO
20

EVERTHERE
Wherein we take a look at the land at the centre of all dreaming,
and the many strange places and peoples it contains.

The world of dreams is vast and mostly unchartable, but in the middle of it all
exists a continent by the name of Everthere. More dreamers and Fluxborn live
here than anywhere else, and though Everthere too is susceptible to cataclys-
mic upheavals and reality-shattering storms, its geography remains mostly in-
tact. Everthere is divided into four greater lands, each with their own wonders,
peculiarities and dangers. First we will focus on the land known as Albion, the
seat of power and the promised land of adventure.

ALBION

Situated on the western coast and stretching all the way to the center of the
greater continent, Albion is a land of many islands, rolling hills, lush forests
and rainy days. The coastal area, largely bordered by the Bulwark mountains,
is sparsely vegetated and home to small fishing villages and quaint water mills,
with countless rivers flowing across the plains, some of them wide enough to
separate the area into different islands. Most of the mainland, however is locat-
ed in a massive valley, filled with misty swamps, faerytale woods and mirrored
lakes. There are a few large towns within Albion, but all pale in comparison to
Eden, the capital city of the continent of Everthere itself.

The people of Albion are a friendly folk, and they are renowned for their leg-
endary fishing and seafaring traditions. Though it is the largest of the four
lands of Everthere, Albion is not the most populated one. Its untamed wilds
are especially attractive for Fluxborn travellers, looking for adventure.

Due to the influx of settlers from other lands, Albionian culture is largely met-
ropolitan. Dreamers of Olympian or Elysian descent have brought their cus-
toms, traditions and cuisine into the towns and villages of Albion. Even some
Jade Islanders and Irkallans have made homes in Albion, although most of
them are seen as rare curiosities, and are yet to integrate themselves fully into
the population.

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21

The High Sea, the Bulwark and the Downward


The tumultuous body of water called the High Sea that lies to the west of the
Albion is, as the name implies, higher than one would assume the water
level to normally rise. Disregarding the rules of nature entirely, the High
Sea is shaped like an ascending spiral, though nobody has yet been able to
sail all the way to the top. Whatever resides there, if anything, is a mystery,
and reaching the summit of the ocean is the dream of any ambitious sailor.
The High Sea is kept in check by the Bulwark, a range of tall and jagged
mountains that mark the western edge of the continent. On particularly
stormy days, waves can splash against the mountains high enough to be
observed from the mainland, and were the Bulwark to fall, the entirety of
Everthere would be mercilessly flooded. As such, the mountains are rein-
forced by dreamer-made walls of iron, constructed in ages past. There is
one gap in the mountain range from which the waters of the High Sea flow
down freely and fiercely, and the river it creates is commonly called the
Downward. The sea is ill-suited for sailing, but the legendary Fishermen of
Stowton-By-The-Downward brave it regularly, bringing back exotic (and
delicious) beasts from beyond the waves. The High Sea is home to many
strange and dangerous creatures, including the fabled leviathans.

Eden
The seat of power in Everthere resides at the crossing of four rivers in
the middle of Albion; Graceflow, Upward, Downward and the Great Vein.
Built on inhospitable swampland, it has stood for untold years, each gen-
eration building and building on top of the sinking houses of those that
came before. Eden is constantly being claimed by the hungry swamp, that
is true. But it is the people who raise it up again, constructing monuments
to honour the efforts of those who came before, keeping the spirit of the
city alive generation after generation.

The so-called Overcity that can be seen from ground level today is but
a fraction of the incredible vastness of this ancient place, with older dis-
tricts sinking below the ground just as quickly as they are forgotten, the
lower levels edging closer to the realm of Nightmare each night. Eden is a
place of constant change. Many lives begin each day, and just as many end.
Deals are made, fates are sealed, nothing stands still. Eden is a bustling
metropolis, each citizen trying to make something of themselves in the
barely ordered chaos. It is truly a melting pot, Wild and Logic existing in
carefully maintained balance, neither gaining the upper hand, and none
of the ordinary dreamers paying much attention to either force. For the
Fluxborn, it is a place to recuperate from travels beyond the known world,
to share stories and, most importantly, to enjoy the fruits of their adven-
tures. Anything one can imagine can be bought in Eden, and in the black
markets below ground, some things are sold that go beyond imagination
itself. Or so they claim.

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22 Ruling over it all are a pair of Fluxborn. Aeneas and Orpheus, the two
kings. Both of them Sic. Aeneas is passionate, unpredictable and wild.
Impudent, yet kind. Quick to anger, easy to please. Orpheus is cold, cal-
culating and logical. Harsh, but just. Patient, yet merciless. Together they
hold sway over the entirety of Eden, and they have done so for a very long
time indeed. The two monarchs and their governors live in the Unsinking
Palace, located in the middle of the city and at the crossing of the four
rivers. Some might claim their rule is absolute, but the wise are aware that
more than anything, Eden is a place of change.

For centuries, doomsayers have proclaimed that the city is destined to sink
below the swamp and be forever forgotten. And for centuries, the people
of the city and the offspring of those citizens have fought against these
prophecies, constructing greater and greater structures to testify their be-
lief in Eden. But despite their best efforts, everything drowns one day,
eventually serving as refuge for only those who operate in shadows.

As to be expected, most of the city’s streets are not paved in stone, but serve
as waterways. There is nothing more telling of the status and position of
a citizen than their canal glider. Prosperous people travel in ostentatious
boats, filled with servants and fitted with gilded ornaments, while the less
fortunate have to resort to humble rafts made with only practicality in
mind. In any case, the greatest pride of a Eden citizen is the figurehead of
their glider, each one crafted with the utmost care to reflect the profession
and personality of the owner.

Eden is home to many guilds and academies, ranging from the practi-
cal to the mystical and downright bizarre. Esteemed buildings like the
Watchmakers’ Guild and the University of Twin Energies are important
landmarks, and the fruits of their labour are seen throughout the city in
the form of awe-inspiring clock towers and magical constructs. More hum-
ble organisations like the various trade unions, such as the Carpenters’ and
the Blacksmiths’ keep the city running on a day-to-day-basis.

Stowton-By-The-Downward
Like the name implies, the town of Stowton was built around the Downward
river. It serves as the most important producer of food for the capital city
and is located on the coast of the High Sea. Stowton-By-The-Downward
takes full advantage of the flood of fish flowing downward from the sea
along the river, and the fishermen of Stowton are traditionally renowned
throughout the realm, their skills deservingly legendary. The town is not
a large one, and could be described as quaint were it not for the imposing
fish processing facility that is considered essential for the survival of the
capital city. Small cottages along serpentine roads dot the grassy hills de-
scending ever downward towards the lower mainland, and the colourful
leaves of the Frail-limb trees shake in the never-ending wind unceasingly.

Stowton-By-The Downward is famous for its harvest festival, during which


the fish flow down the river, freshly dead and in great numbers, ready for
cooking. The harvest festival is a sacred tradition to the people of Stowton,

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and the day after the end of the harvest is the only government-approved 23
holiday for the town. This may have something to do with the fact that it is
strongly believed that the more the townspeople drink during the final day
of the festival, the more plentiful the next year’s harvest will be.

The fishermen of Stowtown have no captains on their ships, but whether he


likes it or not, first mate Ahab of the great ship High-Ho is considered to be
the mayor of the town. He is no Fluxborn, but yet it is said that he possesses
the strength of ten men, able to haul in a leviathan all by himself. When he
is not out at sea, Ahab listens to the concerns of the townsfolk in the town
hall, built inside the broken hull of the first ship to brave the High Sea in
recorded history, the Homesick Mary.

The Bay of Mists


Residing at the southern end of the Bulwark mountains, the Bay of Mists
is a forbidding place. The neighbouring villages would rather not speak of
it and let it be forgotten, and adventurers who ask too many questions are
likely to be politely turned away.

The Bay of Mists used to serve as the busiest port in all of Albion and
the headquarters of the navy of Eden. Some decades ago, however, it suf-
fered a devastating pirate raid by the infamous captain Blackbrand and
his crew. The ensuing battle consumed the whole town, burning it down
to a charred shambles, leaving barely anyone alive. Pirates and royal navy
soldiers both died in their hundreds that day, including the leaders of both
factions. Blackbrand, however, wasn’t done with his greed. The captain and
his Skeleton Crew and their flagship, the Tarred Queen have made the Bay
of Mists their home. Aided by some forbidden magics, their ships travel
upside down in the clouds, striking unseen at unprotected towns around
the western coast and making no sound but the chattering of their skeletal
teeth. They always return to the Bay of Mists with the spoils of their raids,
and at night the nearby towns shiver in fear as the sound of cheerful mu-
sic carries over the hills from the haunted bay. Few dare to set foot in the
Skeleton Crew’s headquarters, and even fewer return. It is said, though, that
the treasure they have amassed must be one of the greatest in the world.

Lost Wood
To the east of Eden, there lies a forest, shrouded in mist. Lost Wood is
haunted and unwelcoming, filled with misleading paths that seem to ap-
pear randomly, easily fooling unwary travellers. Frail growths of moss hang
from the branches of countless trees, like so many tatters of a rotting wed-
ding dress. Nachtkrapps make their homes in the hollow trunks of ancient
oaks, cawing ceaselessly into the night, hungry for carrion.

Lost Wood is the first obstacle for an adventurer heading out to the greater
world from Eden, if they cannot afford a boat ride across the safer Upward
or Great Vein rivers than run across the forest. The Grand Eastern Road

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24

stretches out from the capital, dividing into two trails at the very center of
the forest. The northern trail leads directly to the Olympian city of Nidaros
in the north, while the southern road heads towards the Elysian city state
of Argus. However, following the road is more easily said than done, for
the forest has warped it into a deceitful entity. It seems almost as if Lost
Wood itself actively tries to keep intruders out. As such, the services of
skilled cartographers are almost essential for trade caravans that brave the
forest.

There are rumours of old settlements within the forest, long since claimed
by the encroaching nature. These lost places are said to be filled with rich-
es, but only a fool would set out off the beaten path to try and find one of
them.

Tortuga
Also known as Smugglers’ Den, Tortuga is an infamous town, located with-
in a petrified turtle-leviathan’s back. It is anchored on the northern coast
of Albion, and serves as a safe haven for thieves, smugglers, pirates and
other misfits. It welcomes all visitors, but individuals who are discovered
to be working for authorities of the law are dealt with swiftly and merci-
lessly. Those without the strength, smarts or powerful allies to make it in
the town are quickly eaten up and spat out, stripped of their belongings
and their pride.

Despite its dangers, Tortuga can be a lucrative place for those with ques-
tionable goods to unload, although a fair deal is a mostly unheard of phe-
nomenon in the town. If one has the coin to spare and the common sense
to realise when he’s being swindled, Tortuga has much to offer. The selec-
tion of rare and illegal items that can be found for sale there rivals even
the reputation of the fabled black markets of Eden, without the risk of city
guard raids.

The town is ruled, or at least kept somewhat under control, by a powerful


man by the name of Porthos the Red. A pirate captain turned businessman,
he possesses considerable political clout due to his many connections. He
is known as the richest man in the world, and there are individuals even in
the highest circles of the capital city’s government who will gladly accept
tribute from him in exchange for protection from the law.

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OLYMPIA 25

The northern area of Everthere is called Olympia. Home to lonely mountain


peaks, forests of impossibly high pines and leagues of inhospitable tundra, it is
a harsh place to live. Nonetheless, dreamers have conquered this unforgiving
land and made it their own, building great cities of wood to ward off the cold.
The Olympians are masterful carpenters, some of these cities resembling a
single, elaborately carved giant house. The weather is unpredictable, the sun-
rises random. Sometimes nights seem to go on forever, the dance of the aurora
borealis providing the only light in the dark.

The climate of Olympia is just as fickle, and the weather doesn’t necessarily
get colder the further north one travels, but instead follows mystical currents,
creating pockets of freezing cold or relative warmth in the most unexpected
of places. Vast fields of ice dot the land, perpetually shining with the glow of
azure-hued pockets of liquid fire raging beneath the frozen surface. The roots
of the great pines stretch far beneath the surface, some of them reaching all the
way down to Nightmare itself, colouring the trees purple and black. In the fur-
thest reaches of the north, massive glaciers glide across the Sea of Lost Souls,
housing cities of white-feathered nachtkrapps, their nests built within the ice.
Massive icebergs raise their heads from beneath the waves, and sometimes, it
is said, down from the clouds.

The people of Olympia are a hardened folk, standing tall and imposing. They
are family-oriented and fiercely protective, riding great bears into battle
against invading tribes of ogres, giants or worse.

The Great House


Built in between two lonely mountains, Baba Yaga and Domovoi, the Great
House is the largest city within Olympia. As its name suggests, the Great
House is a single, enormous building, housing thousands of dreamers. The
city is surrounded by an endless forest of blue pine trees, providing the citizens
with firewood and building materials. The very best of the famed Olympian
carpenters hail from the Great House, and their handiwork is apparent in the
city’s architecture. The Great House is a marvel of craftsmanship, with won-
drous wood carvings and colourful paintwork decorating its every corner.
Sacred oils, blessed and prepared by the church of the Allfather, have been
spread across every surface of the city, shielding it from fire and rot.

Despite all this, the city is far from perfect. A merciless hierarchy exists within
the Great House, chiefly perpetrated by the matriarch Olga and her extended

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26 family. Olga has lived for an unnaturally long time, and her age has made her
as cold as the highest peaks of Olympia, and just as distant from the people.
The better folk, as they demand to be referred as, reside in the lowest and old-
est parts of the Great House, while the lower classes are forced to live in the
newer, less refined levels closer to the top. The city is constantly growing, and
the highest districts, constructed with less and less care and refinement, house
the poor and sick. Zipline elevators have been built to serve as access points
from the new districts to the ground, as commoners are forbidden from enter-
ing the lower levels of the Great House.

Skyberg
There are rumours of a mythical mountain in the clouds. It moves erratically,
appearing in random places. It emerges without warning and tears the sky
apart, piercing the clouds like an iceberg from the ocean, the vast majority of
the mountain remaining invisible. Impossibly long ropes and ladders descend
downwards wherever it appears, bringing with them raiders from the sky.
Dreamers, ogres and stranger creatures still, the inhabitants of Skyberg share
a strange brotherhood. They attack towns and villages, stealing what supplies
they can, only to return to the clouds with their bounty. No outsider has ever
reached Skyberg, and its true nature remains one of the great mysteries of
Everthere.

ELYSIUM AND THE JADE ISLES

Located in the southernmost part of Everthere, the lands known as Elysium


and the Jade Isles have been engaged in bitter conflict for as long as anyone
can remember. Elysium, a temperate region of legendary harvest seasons and
walled city-states, is considered a land of higher learning and advancement of
the sciences, famous for its philosophers and inventors. The most famous of
these city-states are Argus, the city of trade, situated at the border of Elysium
and Albion, and Heraclia, home to the College of Warfare.

The Elysian region is flat and fertile, consisting mostly of golden plains. In
rural areas, forests of cypress trees spread across the land, and majestic rock
formations, resembling the faces of dreamers, decorate the sides of mountains.

The craggy archipelago that extends across the Sea of Sapphires, to the south
is collectively referred to as the Jade Isles, a place of colourful jungles and

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wind-blasted islands of jade-green, symmetrical rock. Making these isles their 27
home is a collection of tribal societies, united under the leadership of the Jade
Queen, a fearsome warlord. These tribes are fiercely independent, and repre-
sent a constant threat to the dreamers of Elysium, who would fancy themselves
as too civilised a people to take the so-called barbarian threat too seriously.

The Ruins of Yomi


The Jade Isles weren’t always disorganised and scattered. There once was a
palace-city by the name of Yomi, the seat of a powerful emperor. In those days,
there was only one Jade Island. It was the pride of the world, home to brilliant
thinkers and visionary artists. But it wouldn’t last.

One fateful day, a cataclysmic disaster befell the island, its cause unclear.
Perhaps the hubris of the proud citizens drove them to some unspeakable ex-
periment, gone terribly wrong. Perhaps it was the wrath of the heavens that
did it, or simply a natural disaster caused by either Wild or Logic. Whatever
the cause may have been, the cataclysm shattered the Jade Island into a thou-
sand pieces, and sunk the palace. It has remained abandoned ever since, a
cursed tomb rarely approached by anyone.

The ruins of Yomi are a dangerous place to visit. Most of the palace-city is
submerged, and the parts above water level have been overtaken by nature. It
is said that the the lost souls of the ancient inhabitants still wander the streets,
and the tribes living in the neighbouring isles stay well away from the cursed
palace.

The palace can only be accessed by boat, and the waters around it are dark
and muddy, filled with hungry beasts. Even predatory lizards and fish, how-
ever, avoid the ruins proper, and the area itself can seem almost peaceful at
first glance. The longer one stays, however, the more obvious it becomes that
there is something wrong about the place. There is an air of unease and dread
everywhere, and the splashing of water against ancient stone is the only sound
one can hear.

The areas of the palace-city that remain above the water have more or less
been picked clean by ambitious adventurers, and there is little treasure to be
found there. Few, however, have ever dared to descend deeper into the watery
halls of Yomi, and there is no telling what prizes or threats await down below.
Some means of breathing underwater is practically necessary when exploring
these dark corridors, although curiously there are pockets of dry areas here
and there. It may be the remnants of some forgotten magics that protect these
rooms from the water, or the cataclysm may have left concentrations of pow-
erful energies scattered about the place, warping reality itself and blocking the
flow of water.

The greatest dream of any ambitious treasure hunter, the emperor’s throne
room, is yet to be discovered. Survivors of expeditions into the depths of Yomi
have reported seeing living statues of stone that patrol the lower levels, slowly
walking across the flooded halls, ready to intercept any intruders.

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28
OLD IRKALLA

Much of the eastern portion of Everthere is covered in desert. The sand in


this wasteland, called Old Irkalla, is of a strange lilac colour, and most of the
vegetation consists of large cacti, often shaped like dreamers. It is said that a
dreamer who gets lost in the desert and dies of thirst is reborn as a cactus in
the place where they fell.

Old Irkalla was once the seat of power in Everthere, but now, only ruins re-
main. Remnants of vast cities of stone litter the landscape, reduced to un-
dignified rubble. Statues of ancient kings and queens stand in forlorn plazas,
their noble features swept away by the unrelenting sands. Mythical oases that
change their location on a whim are the only means of survival for an ill-pre-
pared traveller, though even the best maps available cannot reliably predict
their locations. The Wild reigns in these lands.

Old Irkalla is the least populated of all the lands, and the dreamers who do
live there often gather in nomadic groups, rarely staying in one place for long.
They make excellent traders and are renowned for their hospitality, as well as
their swordsmanship. Most people who call Old Irkalla home today are de-
scendants of refugees from the Jade Isles, but the traditions they brought with
them have been warped by their new home, generation by generation. The
Irkallans are a people of their own, with unique customs and traditions.

The Irkallan lifestyle is shaped by the concepts of honour and respect, for one
cannot hope to survive in such a harsh environment on their own. Travellers
and adventurers often struggle with communication with the locals, as proper
social conduct is expected of everyone, whether they know the rules or not.

Sometimes, an individual is banished from a nomadic tribe because of their


crimes. The desert is less forgiving than any prison, and few survive for long.
Those who do, though, are called striders. They are lonely wanderers, forced
to become stronger and stronger by the unforgiving desert and the many bi-
zarre creatures that live there. Those who survive long enough become leg-
ends. Many of the greatest warriors of the Evertherian continent claim to have
been taught by such a strider, although more often than not, it is nothing but
an empty boast.

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Winding Stairs 29

There is a lost city, somewhere out in the wind-blasted, lilac-hued deserts of


Old Irkalla. One can hear its name mentioned in hushed whispers by seasoned
adventurers in back-alley taverns, or occasionally referred to in faded pages
of lost library books around the known world. Winding Stairs, it is called, or
the Impossible City. Few who see it ever find their way back to tell the tale.
The city is ancient beyond compare, and whoever built it has long since been
forgotten. Yet it still stands, a monolithic structure in the middle of untold
leagues of wasteland. And they say it moves.

To understand the architecture of Impossible City is to understand mad-


ness itself, and as a result any who stay for a long enough time become mad
themselves. It was originally built as a testament to the engineering genius of
whatever strange culture once dominated those lands, but their sun set a long
time ago. Giant, intricate mechanisms bring the lost metropolis alive.The huge
flights of stairs that circle the city move from place to place, up and down,
sideways and back again. The very buildings themselves remain in almost
constant motion, following some long-forgotten algorithm. It can be assumed
that the city was designed this way to make transit between different places
easier, but that is no longer the case. Slowly but surely, over the course of his-
tory, the increasingly violent Wild winds that mysteriously gather around the
city started warping the infallible logic of the architecture, and Winding Stairs
began to twist and fold in dangerously unpredictable ways. Streets that once
had clear destinations now lead to dead ends or to places much too far away
compared to the length of the journey. Stairways that seem to lead up might
take one down a floor or several, and a traveller might even find himself walk-
ing upside down, or see their own self at the other end of a flight.

Winding stairs is constructed in many layers in a round shape, each one nar-
rower than the last and culminating in a tall, crumbling tower at the top.
Whatever colour it once might have had has long since been swept away by
the vicious sandstorms of the desert, or discoloured in every shade of psyche-
delia by the Wild. Most of the city is built from the same kind of rough stone,
with elaborate reliefs still visible in places where the sand hasn’t reached, or
where the Wild hasn’t warped them beyond recognition. Oddly enough, some
dreamers still call Winding Stairs home, though life in the Impossible City has
driven most of them quite mad. Some claim to be descendants of the people
who built the city, while others came for treasure and adventure, only to find
themselves hopelessly lost and unable to find a way out. A few even insist they
were born from the mechanical heart of Winding Stairs itself. There’s even
talk of someone living at the very top, in the grand spire, who fancies himself
a king.

Unsurprisingly enough, there’s little if any organisation to be found in the city,


and every day is a struggle for survival. The heart of the machine pumps out
water from some hidden underground lake which is still yet to dry up, and a
few functional wells remain inside the walls, but every day there seems to be a
drop less. Food can be grown atop the old water terraces, but crops fail more
often than not. As such, amidst the residents, there is little room for brotherly
love. Anyone courageous enough to enter the Impossible City will be hard-
pressed to find a warm welcome. And at night, something more terrible than
desperate madmen prowls the shifting streets.

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30
The Ocean at the
Center of the World
Never referred to by any other name, the Ocean at the Center of the World is
not really an ocean. It is a large, isolated lake at the center of Everthere. At its
center lies a raging whirlpool that drags anything and everything into its maw,
never satisfied. Setting sail in those waters is a fool’s errand, for there is noth-
ing to find there but death. Rumors persist though, of a hidden world on the
other side of the whirlpool. A world of promise and new beginnings. Nobody
who has ventured across the waves to find this place has ever returned, but
that does nothing to quell the myth. The Ocean lies at the border of three lands
of Everthere, and in towns neighbouring the coast, it is a common ritual to
send the dead on a final journey with hopes that they will find a new life at the
other end of the whirlpool.

FACTIONS
The Free Ones
The world is chaotic, random and wild. The Free Ones embrace these ideals
and dedicate their lives to the purpose of bringing the world closer to the
Wild. These dreamers would cast down the influence of Logic entirely, and
usher in an era of untamed imagination, madness and lawlessness. They revel
in anarchy and live to tear down the barriers of so-called civilisation. The Wild
has no patterns, and neither do the Free Ones. Living in the moment is their
ethos, and stagnation means death to them. Unbridled creativity, ecstatic en-
joyment, unlimited excess. These are the virtues of the Free Ones. As long as
they feel like it, anyway.

The cult of the Free Ones has many cells throughout the world, and their ex-
istence is anything but a secret. Their excessive revels and parties are famous
throughout the land, and everyone willing to embrace the Wild is invited. As
to be expected, the Free Ones pose a danger to the established order of what-
ever town or city they might reside in, and as such are always hunted. Society’s
fear of these rowdy individuals is rarely unfounded, as they have been known
to commit terrible crimes in order to bring the world closer to their ideal. The
Free Ones, however, do not care, and they will stop at nothing in their quest
for a perfect world, free from the shackles of Logic.

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The White Council 31

The world needs to be in order. Without authority and strong direction, it is


lost. This is the mission of the White Council, an elite group of selected indi-
viduals. They are secretive, omnipresent and mercilessly effective. The White
Council rules from the shadows, slowly and steadily steering the world to-
wards a perfect future. They pledge their allegiance to the the forces of Logic,
and act accordingly. Everything must be mandated, and there is no room for
randomness. The White Council has representatives everywhere, and some
conspiracy theorists would even claim that they hold sway over every admin-
istrative organisation in the world.

The ministers of the White Council believe that their way is the only way. The
world is much too unpredictable for their tastes, and everything that is be-
yond their salvation must be eradicated. The Wild complicates things, and the
ministers have no time for complications. Utopia can only be achieved when
everything that exists in the world is understood and controlled. In addition
to being a hidden and powerful political force, the White Council seeks to
understand the secrets of the Universe. Some of the greatest scientists in the
world serve the council, and their expertise is used to conduct experiments on
unpredictable wilderbeasts, as well as the powerful Agents of Logic, trapped
in symmetrical cells.

The Tendrils of Righteous Spite


Nightmare doesn’t operate by brute force. It seeps out of the cracks in the
earth, seeking to corrupt those who have nothing to lose. Many dreamers
succumb to its influence, and learn to live in darkness. These lost souls form
covens of cultists, banding together in groups of madmen and psychopaths.
Nightmare speaks to them when they dream, whispering esoteric orders to
their sleeping ears, promising them magnificent gifts for their loyalty and ser-
vitude. Nightmare is an envious force, doomed to exist in darkness and shad-
ow beneath the crust of the dreaming world. It hungers and it yearns, and it
uses gullible mortals to further its goals.

The Tendrils of Righteous Spite are a scattered order of dreamers, sworn


to serve Nightmare. They believe, by their own accord or by the influence
of darker forces, that Nightmare is an essential part of the world, and that
it should not be fought, but embraced. From abandoned buildings far from
the light of civilisation, forgotten tunnels deep within the earth, and secluded
summits of forlorn mountains, one word is chanted by hundreds of zealous
dreamers every single night: Deliverance.

Nightmare is a misunderstood force. The world exists in uncontrolled chaos.


Wild and Logic might be two sides of a coin, but in the end, it is still the
same coin. And it is rusted and decaying. Nightmare is the true harbinger
of balance, and the world should accept this fact. The Tendrils spread fear
across the world, finding joy in the terrorisation of dreamers. They are one,
dressing in robes of black, purple and blue, wearing skulls of animals on their
heads to more resemble the fabled nightmare steeds. They do not seek to kill,

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32 but liberation cannot happen if those of small minds resist it. The Tendrils
have been known to take over entire villages and towns, preparing dreamer
settlements for invasion from below. They have a mission, and they aren’t
planning to stop before true balance has been restored.

Smaller Factions

The Sisterhood of Oneiros


A sect that follows the teachings of Oneiros, a legendary Fluxborn hero whom
the sisterhood considers to have been an incarnation of the Creator. They are
a peaceful organisation, their abbeys welcoming any weary traveller with open
arms as long as they adhere to the sisterhood’s strict rules of purity and proper
etiquette. They eagerly await the coming of the next Oneiros.

Disciples of the Black bird


Often mistaken for just another division of the Tendrils, the Disciples of the
Black bird are in truth something else entirely. Gatherings of disciples seem
to pop up autonomously, unaware of each other, in small towns all around
the world of dreams. The dreams of these unfortunate individuals are invaded
by images of black, fluttering wings and ceaseless cawing, chanting a spiteful
mantra that corrupts the very core of those too weak to resist. These dreamers
go insane, consumed by an unrelenting hatred for all dreamerkind, including
themselves. Curiously, these concentrations of unwitting disciples are never
far from a large settlement of nacthkrapps.

The Abandoned
Sometimes a child in our world infuses much of their entire being into an in-
animate object. These toys usually manifest in the world of dreams as fleeting
images, and do not possess a will of their own, but sometimes this changes.
When a child with the potential to be born as one of the Fluxborn dies in their
sleep, an extension of their self may live on in a toy. These strange, tragic crea-
tures are born into the world of dreams as the Abandoned. Usually resembling
a stuffed animal with black buttons for eyes and stitches all over, or a mechan-
ical toy with a single, unnerving expression, they are treated as outcasts. Not
quite dreamer, not quite Fluxborn, they can only find company amongst one
another. The Abandoned gather in peculiar communities and treat outsiders
with mistrust, just like most outsiders tend to treat them.

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CHAPTER THREE
33

MECHANICS
Wherein we delve into the rules that make the world of dreams tick.

Fluxborn uses a rather simple system to simulate situations where the differ-
ence between success and failure is important. When a character needs to over-
come a challenge, an attribute score is paired with a skill score, and then one or
two six-sided dice are rolled, depending on the character’s skill rank (one die
for Untrained and two for Trained or greater). You then add the score of your
attribute and possible bonuses from the skill or other effects. Add everything
together and check if it is the same or over the DIFF set by the Game Master.

If the result is lower than the difficulty, the character fails in whatever is attempt-
ed. In some situations the Game Master might rule that no retry is possible.

Sometimes a check is made without any skill, but to test only an attribute. In
these situations, throw two dice and add the attribute stat as a bonus to the
result. Effectively, it is just like throwing a Trained skill test. For example, re-
sisting fear or intimidation might call for a Willpower check.

If you only have one die, due to rolling an Untrained skill check, you get to roll
a second die and add the result to your total if you score a 6. If you score a 1 on
your first die, however, you must roll a Drama die.

Drama die
The world of dreams is weird and chaotic, thus anything can happen. When
your character fails, there is a chance of failing miserably - something goes
catastrophically wrong.

When rolling two dice and scoring snake-eyes, or when rolling 1 on one die,
you must roll a Drama die. If the result of this die is 1, your failure is of epic
proportions. The effect is determined together with the Game Master but
should cause more harm than just failing in whatever you attempted.

Critical success
When you throw two dice and score a double 6, you succeed automatically at
what you were attempting. Thus, any character with at least Trained rank in a
skill can succeed in amazing feats if they are lucky enough.

Helping
It is usually beneficial to use teamwork, for example lifting an iron portcullis
together or trying to persuade a bouncer to let you into an prestigious inn
with combined charm. In such a case, decide a primary actor and one or more
helpers. The helpers make the same skill-test, but with one DIFF-degree lower,
that the primary actor is trying, and each one who succeeds grants a +2 bonus
to the skill test made by the primary actor.

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34 Contested roll
Sometimes you will need to check if you are better at something than someone
else. This might be the case when you try to hide from someone that is actively
searching for you, for example. There is no DIFF in this roll, but instead you
roll against the other, and whoever scores higher, wins. In a case of tie, the
defender wins. The defender is usually the one who already has the upper
hand, such as a person who doesn’t want to yield a discount in a contested
haggling competition. The group should decide together who the defending
actor might be in any given situation.

Continuous roll
From time to time an action takes a long time to perform, such as navigating
through a thick jungle, reading a book or searching for an item in a vast junk-
yard.

The Game Master decides a DIFF for the task, how long it takes to make one
roll and then a Target Number (TN). This number is generally considered to
be equal to the DIFF, though this can be increased or decreased when the task
at hand is particularly easy or challenging.

The Player then makes a skill


check and calculates how
many points she scored
over the DIFF. Those are
then subtracted from the
TN. A new roll can be
made against the same
DIFF and more time pass-
es. When the TN
reaches 0 or be-
low, the
task is
complete.

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35

Difficulties
Easy DIFF = 4
Simple, easy tasks with next to no possibilities of failing.
Breaking a rotten door, tying a knot.

Average DIFF = 6
Normal, easy tasks that require some thought to perform.
Striking a reasonable deal, building a proper campfire.

Challenging DIFF = 8
Slightly difficult tasks that can take effort to accomplish.
Climbing a tree, picking an easy lock.

Hard DIFF =10


Very difficult feats that might not succeed at all.
Breaking a strong door, tracking a wilderbeast.

Insane DIFF = 12
Tasks that only those with specialisation can achieve.
Finding a hidden door, steering a ship through a storm.

Epic DIFF = 14
Amazingly hard, nearly impossible tasks.
Riding on a nightmare, hiding when someone is staring at you.

Impossible DIFF = 16
Things that normally cannot even be attempted.
Picking a magical lock with normal lockpicks, running on water,
intimidating an agent of Logic.

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36
CHARACTER CREATION
When creating a new Fluxborn character, the Player should follow these easy
step-by-step instructions. The character formed this way is a rather inexpe-
rienced individual, but strong enough to give that little edge over normal
dreamers.

Step 1
Choose a Fluxborn type and mark down the chosen inherited ability. Decide
a name for your character and other flavour such as age, appearance and per-
sonality traits. (Starting from page 8)

Step 2
Spend a total of 9 points on attributes. Remember that all attributes start at 0
(and it is possible to leave some of them at 0 as well) and the maximum value
is 3. Each Fluxborn type also affects one or more attributes, so calculate that
before spending any points. (p.40)

Step 3
Spend 10 points to skills. Each rank costs one point, and must be purchased
in order (From Untrained to Trained. From Trained to +One. From +One to
+Two). After a total of five skills are in the Trained rank, the cost to purchase
more skills from Untrained to Trained costs two points instead of one. The
prices of further rank-purchases (to +One and to +Two) are unaffected by this
increase. (p.42)

Step 4
Spend 4 points to Boons. One rank costs one point. Most Boons have two
ranks available. (p.43)

Step 5
Mark down the Coin value (which is 3 unless the character has the Rich Boon)
and purchase starting equipment. Then determine the character’s speed, maxi-
mum Health (see the Fluxborn types for their natural speed and Health statis-
tics) and Initiative (FIN + INT). Mark down the character’s Guts value, which
unless otherwise stated, is always two.

Step 6
Choose one of the following: three lvl1 Stunts or one lvl1- and one lvl2 Stunt.
It is often useful to write down the details of these Stunts on the back of the
character sheet as notes, to avoid intense rulebook-checking. (p.62)

Step 7
Choose more defining traits for your character. Decide the history, possible
family relations, situation in life and such. These additional details really help
to flesh out an interesting character.

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Example of 37

Character Creation
Alex is tasked with creating a character for an upcoming Fluxborn campaign.
He has decided that he wants to play a character who is physically strong and
socially gifted, but rather blunt, recklessly ambitious and simple-minded. Alex
decides that this character will be one of the heroic, and chooses Infuse Others
as his inherited ability in order to represent the easy-going and likeable nature
that he has in mind for this character. He names the character Ikaros, after the
Greek legend of a boy who disregarded his father’s advice and flew too close
to the sun on wings of wax, causing him to fall into the sea and die. The heroic
often have names that correspond to myth and folklore; they are formed out
of dreams of grandeur and fame after all.

Next, Alex determines Ikaros’ defining attributes. He has nine points to dis-
tribute among the qualities of Strength, Finesse, Intelligence, Willpower,
Charisma and Trickery. Ikaros should be a formidable combatant, so Alex
allocates two points to both Strength and Finesse. Because Ikaros is one of the
heroic, he receives an additional free point to Strength, raising it up to three.
Alex is left with five points, two of which he spends on Charisma, to repre-
sent Ikaros’ likeable personality. The remaining three he distributes among
Willpower and Intelligence, with scores of two and one respectively. Ikaros’
Trickery attribute remains at zero, but Alex figures that this is a character who
deals with problems either by honesty or brute force and has no need for sub-
terfuge.

Now Alex has ten points to spend on various skills. He first chooses the skills
that Ikaros should at least have a Trained rank in: Meleé, Hand-to-Hand,
Persuade, Mingle and Athletics. He has raised five skills to Trained, which
means that any other Untrained skills that he wishes to increase will cost
two points instead of one. He opts to upgrade Ikaros’ Meleé skill to +1, and
spends the remaining four to raise the character’s Notice and Empathy skills
to Trained.

It is then time to flesh out the character some more in the form of Boons,
which represent special things that have shaped Ikaros’ past. Alex has four
points to spend, and he first decides to take the Tough Boon and immediately
upgrades it to the second rank. This raises Ikaros’ Health by four points, mak-
ing him a veritable tank of a man. He uses one of the remaining two points to
buy the Resistant Boon in order to improve Ikaros’ hardy nature even more,
and spends the last point for Smooth, emphasising the character’s way with
words.

With attributes, skills and Boons decided, Alex can now mark down the sec-
ondary statistics of the character. Ikaros’ Health is a respectable 23 (a heroic’s
base Health is 14, with an additional five from Ikaros’ Strength and Will at-
tributes, and another four from the upgraded Tough Boon). His Speed is six
(a heroic’s base four + Ikaros’ Finesse of two), and his Initiative is three (a
Finesse of two + an Intelligence of one). Ikaros’ Guts value is two, as with any
new character.

Alex then writes down the character’s Coin value on the Character sheet. This

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38 is automatically three, since he didn’t decide to take the Rich Boon. He can
now choose to purchase equipment for Ikaros with this modest amount of dis-
posable money. Alex decides that Ikaros’ weapon of choice should be a large
hammer, one which he originally used as a tool, but has since served the char-
acter well in the business of cracking skulls. A warhammer’s Damage and Coin
value is listed as three, but Alex instead chooses to pay two coins for a damage
value of two. The hammer is worn down, and wasn’t made for combat in the
first place. Instead, Alex adds the Big quality to the weapon for one additional
Coin, increasing its damage by one but decreasing the wielder’s Initiative by
one as well. The Game Master points out that a basic warhammer with a dam-
age of three and a Coins cost of three would be just as damaging, without the
loss of Initiative. Ignoring this observation, Alex still goes with his version of
the weapon. He claims that it has more personality, because impractically huge
hammers are awesome. Good on you, Alex.

Because Alex has bought a weapon with a Coins cost of three, which equals
Ikaros’ total value of Coins, this value goes down by one. He chooses not
to purchase anything else, Ikaros doesn’t need armour. Alex chooses to add
things like various maps, regular clothes, a hammock and a teapot to his in-
ventory, but these things aren’t very costly, and as such do not affect his Coins
value. This leaves it at two, enabling him to afford ordinary goods and services
without worrying about money too much.

Now, it’s time to choose a number of spectacular Stunts for the character.
Ikaros is a fighter, so Alex wants to give him abilities that will help the charac-
ter in combat. He has the option to get either three level one Stunts, or a single
level one Stunt and a level two Stunt. Alex studies the list and chooses Ravage,
a level two Wild Stunt. This enables Ikaros to deal a devastating blow, adding
1d6 worth of damage to an attack, while also damaging Ikaros for one point
of damage when it’s used. Since Ravage is a level two Stunt, there’s only room
for one additional level one Stunt. Alex goes for Hastening, a level one Logic
Stunt. This enables Ikaros to move and react more quickly, and even run on
walls and water.

With the mechanical aspects of character creation now complete, Alex only
has to flesh out the character some more with details about Ikaros’ past, ap-
pearance, personality etc. The Game Master reviews this information and
makes sure that it makes sense within the confines of the game she is planning
to run, and with that, Ikaros is ready to enter the world.

EXPERIENCE
The World of Dreams can be a dangerous place. During their adventures,
characters should grow stronger and learn new skills and Stunts in order to
overcome new challenges. This advancement is handled via the use of experi-
ence points, which are awarded after each game session.

As a rule, each character gains one point of experience at the end of a session.
Two points or more can also be awarded at the Game Master’s discretion, in
special circumstances; for example, in the case of a particularly long or impor-
tant game session. Generally, experience points should only be spent at the be-

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ginning of a session before actual play begins, and when increasing attributes 39
or skills, the Player should be able to provide a reasonable explanation as to
why his or her character has improved in that particular area. Experience can
also be awarded “in between” game sessions to represent the passage of time
in game, when necessary.

New character’s generally start with no experience points, but this doesn’t al-
ways have to be the case. Seasoned adventurers may be awarded some experi-
ence before the game begins, if the Game Master so wishes. These points can
be spent after the regular character creation process has been completed.

Keep in mind that in order to advance a statistic from nil to the highest possi-
ble value, all ranks in between must be bought. A character cannot, for exam-
ple raise a skill from Untrained to +2 for just 4 experience points. The Trained
and +1 ranks must be achieved first.

Experience Costs
Skills Stunts
To Trained Level One Stunt
3 points 2 points

To +One Level Two Stunt


2 points 5 points

To +Two Level Three Stunt


4 points 8 points

Attributes
Next rank times 3 points.
Raising an attribute from rank 0 to rank 1 costs 3 points of experience.

Seasoned Boon
4 points

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40
ATTRIBUTES
Fluxborn has six main attributes that help to answer questions like “is my
character a smart guy?” or “is my character able to lift 200 kilograms?”.

These attributes help to flesh out the character from a roleplaying perspective
and they are instrumental when making skill tests. Keep in mind that raising
attributes is very expensive, so when making a character, plan well. Each type
of Fluxborn also receives a bonus to one or more attributes, in addition to the
points gained in character creation.

Each attribute is rated from 0 to 3 points. A score of 1 is the average. 0 means


the character is quite inept, but can still operate somewhat normally. The max-
imum score for an attribute is 3 (for Fluxborn), but some effects might still
raise the value above that temporarily. A new character gains 9 points to dis-
tribute to the six attributes.

Finesse Intelligence
Finesse measures the dexterity, nimbleness The Intelligence attribute determines the
and reflexes of the character. The higher the quickness of one’s mind. It represents the
attribute, the faster and more agile the char- memory capacity, knowledge and wits of
acter is. A person with Finesse of 0 might be the character. An Intelligence score of 0
rather clumsy, or he might have stiff joints. might mean that the character is slightly
A Finesse of 3 means the character has the slow, or perhaps uneducated. A score of 3
pinpoint dexterity of a surgeon or the aim is reserved only for the greatest thinkers;
of a master sharpshooter. world-renowned scientists and philoso-
phers.

Strength Willpower
This attribute is linked with physical pow- Willpower is the measurement of men-
er and stamina. The bigger the Strength, tal fortitude, resistance and bravery. The
the more the character can lift and jump. higher the score, the higher the character’s
Physical attacks also benefit greatly from self esteem and force of will. Willpower is
Strength and even Health is affected. High used mostly to resist mental attacks and to
Strength doesn’t always mean the character control one’s behaviour in social situations.
is bulky or large. He might instead be full of A character with a Willpower score of 0
firm, sinewy muscles. will succumb to demands easily and run
away from danger, while a strong-willed
Fluxborn can face any foe without flinch-
ing and control themselves in an exemplary
fashion in any situation.

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41

Charisma Trickery
This attribute measures the charm and Trickery is reserved for the sneakier side
the power of a character’s personality. The of social situations. It affects the skills of
higher the attribute, the easier it is for a seduction, lying, striking good deals and
Fluxborn to make friends, mingle in par- hiding emotions. Trickery comes in handy
ties, reassure and inspire. A Charisma when a character wishes to manipulate an-
score of 0 indicates bluntness, a lack of other or has some sort of hidden agenda.
empathy and general social awkward- A high score in Trickery doesn’t necessarily
ness. A character who has a Charisma of mean that the character is a total bastard,
3, on the other hand, is a person who can but it does help in gaining the upper hand
charm anyone and force their will on any- in any negotiation.
body easily.

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42
SKILLS
Skills are various abilities and know-hows the character has learnt through
experience. They are always used in conjunction with one of the six attributes,
and as such are never tested on their own. For any character, each skill is rated
as Untrained (U), Trained (T), +One (1) or +Two (2). Untrained means that
you do not get any bonuses when checking for that skill, and the Game Master
might rule that some skills, like specialised versions of Craft, are even unusa-
ble if the rank isn’t at least Trained. The Trained rank indicates a basic level of
training in that skill.

When making a trained level skill-test, you get to throw two dice instead of
one. The +One means that you get +1 bonus to the result of the test, and +Two
means a bonus of two points.

Thus, a character that has one skill at +Two and an Attribute score of 3 gets to
throw two dice and add 5 to the result, which is the natural, unbuffed maxi-
mum.

When creating a new character, you get 10 points to distribute among the
twenty skills. One point equals one level of rank in that skill. After 5 skills are
at least Trained, the cost to upgrade one skill from Untrained to Trained is two
points instead of one.

Aiming Hand-to-Hand
The skill of accuracy, archery and throwing. The skill of brawling or martial arts.

Athletics Intimidation
The physical skills of acrobatics, swimming, The skill of striking fear, whether it be by
jumping, running, etc. words or force.

Craft Magic
The skill of creating art, fixing, building The knowledge of magic, mystical energies,
or even farming. Craft needs to be taken the occult and eldritch monstrosities. Often
separately for each area of expertise. used to activate Stunts.

Crime Medicine
Skills related to the wrong side of law such The art of first aid, medical knowledge, sur-
as burglary and pickpocketing. gery, etc.

Education Meleé
Knowledge of the sciences and the world. The skill of close combat weaponry.
Generally acquired in schools.

Mingling
Empathy The skill of proper etiquette, performance
A social skill of reading emotions, detecting in social situations and seduction.
lies, understanding and calming others.

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Notice Ride 43
The skill of searching, investigating, alert- The skill of tending and riding various
ness, the five senses, etc. trained animals.

Perform Stealth
Skills related to the performing arts, such as The skill of staying out of sight. Sneaking,
playing instruments or dancing. hiding, etc.

Persuasion Subterfuge
Social skill of striking deals, persuading The skill of misdirection, lying and deceiv-
and convincing. ing.

Politics Survival
The knowledge of how society works. Laws, The skill of making campfires, building a
bureaucracy, titles, etc. shelter, hunting and tracking.

BOONS
In addition to attributes and skills, there is one more step designed to add
variation and uniqueness to a Fluxborn character. Boons are merits and abil-
ities learnt and acquired through the course of life. They represent things like
wealth, innate traits, useful relationships and sometimes special items. Some
qualities balance out weaknesses, and some fuel the strengths of a character
even further.

When creating a new character, the Player can spend a total of four rank
points into Boons. Any given Boon can be chosen only once, but most can
be upgraded further by using additional rank points. Keep in mind that these
bonuses are bought within the confines of character creation only, and cannot
be raised with experience points.

Friend Logic Item


The character has a close and helpful ally. One item in the possession of the charac-
This Boon can be taken any number of ter has the Logic quality. This Boon can be
times, once per each ally. taken any number of times, once per each
item.

Healer
The character heals one extra point of Memory
Health per day. This Boon doesn’t have a The character gains +2 bonus on memo-
second rank. ry related rolls. The bonus is +4 at second
rank.

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44 Power nap Sharp Eye
The character must sleep only 5 hours a The character gains +1 bonus on sight re-
night to be fully rested. The amount needed lated Notice skill checks. The bonus is +2 at
drops to 3 at second rank. second rank.

Quick Smooth
The character gains +1 speed. The bonus is The character gains +1 bonus to all Mingle
+2 at second rank. skill checks. This bonus is +2 at second
rank.

Resistant
The character takes one less point of ele- Tough
mental damage. This Boon doesn’t have a The character gains 2 extra Health. This bo-
second rank. nus is raised to 4 at second rank.

Rich Wild Item


The character gains 4 Coins at the start of One item in the possession of the charac-
the game. The Coins score is further in- ter has the Wild quality. This Boon can be
creased to 5 at second rank. taken any number of times, once per each
item.

Seasoned Boons
These Boons cannot be acquired when creating a character, but instead repre-
sent the experience and general hardiness a character has acquired during his
or her adventures during the course of the game. Each Boon can be purchased
with experience once a character has fulfilled the necessary requirements.
There is only one rank in each Seasoned Boon.

Adventurer Battlemage
Requirements Requirements
Must have spent Guts to both save the char- The character must have used spell-like
acter from dying and to change the value Stunts in combat so many times that a total
of rolled dice. The character also must have of five or more snake-eyes has been rolled
been on the road for at least a year of in- in activation.
game time. Description
Description After puchasing this Boon, snake-eyes are
The character has the maximum Guts in- considered to be critical successes when us-
creased by one point (thus with affinity over ing spell-like Stunts.
10 and this Boon, the total Guts can be 4).

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Centered Immunity 45
Requirements Requirements
Must have affinity no more than 2 on Wild- Sickness and toxins are difficult to deal with.
or Logic side for a total of four game ses- The character must have been subjected to
sions. This also means that the character illness (flu, fever, etc.) and/or poison a total
must believe or develop a belief in the true of five times or more during the course of
balance of the twin energies. play.
Description Description
As long as the character’s affinity is below After gaining this Boon, all rolls to resist
3, the maximum amount of energy stored toxins and sickness is made with a bonus
within the Fluxborn is raised by two points of +4.
(so a total of 10 for most Fluxborn and 14
for Heroics with Infuse Vessel inherited
ability). Inspiring
Requirements
After being on the road for a long time, the
Contact character must have inspired, lifted stress
Requirements or otherwise given hope to the rest of the
Gaining this social advantage, the character group at least once.
must have made a good friend of a power- Description
ful character run by the Game Master. This The character can give a point of his or her
is slightly different from the Friend Boon own Guts to any other character nearby.
in the sense that the ally gained must be This must manifest in roleplay, such as an
influential or otherwise powerful, perhaps inspiring speech or a high-five at the right
holding vast knowledge or other resourc- moment.
es. This Boon can be taken multiple times,
each time for a different contact.
Description Iron Wall
The character gains +2 to any social skill Requirements:
checks made with the person. The character must have been down to 0
Health at least two times during the course
of any number of game sessions..
Fluxbody Description
Requirements The maximum Health of the character is in-
The character must have drifted in the af- creased by 3 points.
finity scale to 20 on either side. After gain-
ing this Boon, though, the affinity is free to
change. Master of Arms
Description Requirements
Upon sleeping, the Player can choose to After years of training and intense fighting,
deal damage to the character in exchange the character has developed into a master of
for energy. Treat this damage as unprevent- arms. The Meleé skill must be at rank +Two
able and the energy gained is treated just and the character must be in possession of
like drained from a Leyline. You can ex- a weapon. This weapon must be one of the
change two points of Health for one point starting equipments of the character (but it
of either energy (except, of course, the is possible almost all of it has been reforged
character’s affinity is 15 or more on either or altered during the course of play).
side and thus can’t siphon opposing energy Description
normally). The character gains +1 bonus to attack rolls to
hit with that particular weapon, and can use
it to partially parry ranged attacks, penalising
the rolls to hit with Aiming skill by -2.

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46 True Partner Unlocked Potential
Requirements Requirements
The character must have formed a true and One chosen attribute must be at 3 and used
close relationship (friend or otherwise) very often by the character. Unlocked po-
with another character. Even if they might tential can be bought only the exact mo-
argue and fight, they are deeply connected. ment the character scores double 6’s on a
A form of love is not a wrong term to use check using that attribute. This Boon, like
here. most, can be taken only once, so it is a good
Description idea to choose wisely.
When rolling for Initiative, the Player of the Description
character can choose to change the value of The maximum value of that attribute chang-
his score by one, as long as it is towards the es to 4, thus making it possible to raise the
direction of the Initiative score of the other attribute with experience above the normal
character. cap.

GUTS
Guts is the force that separates the Player characters from just any Fluxborn or
dreamer. They are the protagonists, after all, and possess the ability and force
of will to survive great dangers and perform impossible feats. These characters
truly are hardy adventurers and adepts at pushing that one extra metre when
the situation so calls.

The Player characters are not necessarily the only ones to possess a Guts score,
however, and some key non-Player characters such as long-term adversaries,
or amazingly skilled experts, can also have some Guts in them. Generally,
however, Guts is reserved for characters important to the story.

Each starting character has a maximum Guts of 2, and regains a point of spent
Guts at the start of a new game session. Another way to gain Guts is by ful-
filling quests and objectives important to the story. In these cases the Game
Master can grant a point of Guts to the character.

Spending Guts
You can spend a point of Guts in two situations: When struck by a blow that
would lower the Health of the character to 0 or less, or just after rolling the
dice on any skill check.

If the point is spent when struck by that killing blow, instantly change the
Health of the character to 1 instead of 0, leaving the character alive, even if
battered, bruised and bleeding. If the Player of the character wishes, the deadly
strike might cause the character to move a metre or two away from the attack-
er.

If you spend Guts just after a skill check, you can change the values of one or
two dice by two points in total, up or down. You could, for example, change
those rolled double 5’s into a critical success or upon rolling a 4 and a 6, use
both points to raise the 4 into another 6. As the actual value of the dice is
changed, using Guts can even prevent critical failures and Drama die.

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ACTION 47

During the course of the game, the Players should encounter multiple scenes
wherein dramatic action happens. These situations are usually filled with so
much tension, that it would be too chaotic to just let everyone scream at the
same time how their are characters reacting.

Thus, to make things simple, those scenes are divided in turns. Each turn lasts
about 5 seconds in total, and all the actions take place within that small time
frame.

Step 1: Decide the turn order


Each participant in the scene rolls for Initiative. Roll a die and add the Initiative
score listed in the character sheet. Mark down all the Initiatives. The one with
the highest number goes first and then just move down the list until each par-
ticipant has acted.

If two Initiatives are the same, it just means both actions happen at the same
time during that turn, thus making it possible that two opponents kill each
other at the same time. In case of a battle, it might be a good idea to decide (or
randomise by rolling dice) which party, the Player characters or their adver-
saries, acts out first in the same Initiative. This does not change the value of
their Initiative, but might have strategic advantages.

Step 2: Perform actions!


Then it’s time to act. As stated before, everyone in a scene makes their actions
when their time comes.

You get one Action and one Move per turn. Actions are attacks, readied de-
fences, searching, picking locks and all sort of processes that need concen-
tration to perform. Moves are moving the amount listed in character sheet,
jumping, drawing a weapon, standing up, climbing etc. A Move can basically
be anything that involves changing your physical position in any dramatic sit-
uation. You can always use your Action as another Move, thus moving a total
of two times the listed value in the character sheet or standing up and drawing
a weapon in the same turn. You can’t use your Move as an Action, though,
unless some special effect states otherwise.

Step 3: New turn


After all the actions have been made, a new turn can begin. In a battle it is
important to roll for Initiative again at the start of each turn, as the combo
mechanic of Fluxborn is designed to create epic moments and emphasises the
role of the Initiative order.

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48
Attacking
Attacks are made with a normal skill-test, using either Meleé, Hand-to-Hand
or Aiming. In case of a close combat attack, the defender can either dodge (by
using Athletics), parry (by using Meleé) or block (by using Hand-to-Hand).
This makes it a contested roll. If the attacker wins, the blow lands on the target.

Attacking with a ranged weapon, be it throwing or shooting, is a roll against a


set DIFF that is determined by the range of the weapon and how far away the
target is.

Short range = Average DIFF

Medium range = Challenging DIFF

Long range = Hard DIFF

Medium range is always two times longer than Short range, and Long range is
two times longer than Medium. Thus, a weapon with Short range of 4 metres
has a Medium range of 8 metres and a Long range of 16.

Snake-eyes and exceptional successes


When, in a close combat situation, both the attacker and defender roll dou-
ble-6’s, they both succeed, in a way. The defender stays out of harm, but the
attacker is fueled by the clash of weapons. The Player can instantly restore one
point of either Wild or Logic energy to the character.

If both the attacker and defender roll snake-eyes, only the attacker needs to
roll a Drama die.

Damage
Next, it’s time to calculate how strong the attack was and how much damage
the defender took. Roll one die and add the STR of the attacker (only when
in close combat). Then add the Damage of the weapon used and subtract the
defender’s Armour Value.

This is the total amount of damage that is subtracted from the Health of the
defender.

Close combat: 1D6 + STR + Damage - Armour Value

Ranged combat: 1D6 + Damage - Armour Value

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Special attacks 49

Sometimes a character does not wish to deal lethal damage, but instead
wants to knock the target down or grab a hold of the defender. In these
situations, do not roll for damage, but instead decide with the Game
Master what the effect might be.

For example, Initiating a grapple might force the two combatants to use
STR + Hand-to-Hand in their subsequent turns, as they wrestle for vic-
tory.

HEALTH
Every creature in the world has its own Health value. It represents how
much damage and physical stress one can take before dropping dead.
Each type of Fluxborn has its own number of Health listed in their de-
scriptions. Temporary effects on either STR- or WILL-attribute do not
affect the Health total of the character.

Once Health drops to zero, the character is dying. Unless successful first
aid is performed within the number of turns equal to the STR + WILL
of the dying character, it’s time to shred the character sheet.

Keep in mind that even if we know the characters are just manifesta-
tions of dreaming humans, the world is very much real to them. Dying
means that the life of one being has ended.

Healing
A character heals two points of Health per day, unless resting, when
the healing is increased to five points. During resting, the character can
not participate in any stressful or harsh physical action - effectively just
taking it easy.

First aid
Using first aid on any wounded character can save lives. It represents
tying up wounds, using bandages and performing as good a medical
operation as possible within the dramatic scene.

First aid is handled as a continuous roll, FIN + Medical. The task DIFF
is usually Challenging, but some conditions might either lower or raise
it. The TN of this roll is the amount of damage taken within the scene. If
the extended check is successful, the character is stabilised and does not
bleed anymore. This also means that a dying character can start to heal
normally and isn’t going to die in a few turns.

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50
Example of play
A group of three Fluxborn are making their way through a wintery forest;
Mortimer, a boogeyman, Lucky, a hare, and Ikaros, a heroic. They have been
following the tracks of a large creature for a while. A nearby town has put a
bounty on the head of an ogre by the name of Gnasher, and the group is in
pursuit of this infamous killer.

As they get nearer to the monster’s supposed location, the Game Master calls
for a Notice check of challenging difficulty. Ikaros’ notice skill is Trained,
while Mortimer and Lucky both have a +1 level of training in this particular
skill. In this instance, the wit of the characters is tested, so they must use their
Intelligence attribute with the skill. Mortimer has an intelligence score of 3,
Lucky and Ikaros having scores of 1 and 2 respectively.

Mortimer rolls two dice, resulting in scores of 3 and 5. He adds his Intelligence
(3) and his Notice skill (+1) to the roll, resulting in a final score of 12. The
score is well beyond the “challenging” difficulty set by the Game Master, which
is 8. Lucky also succeeds, while Ikaros rolls 1 and 2. His Intelligence score of 2
is not enough to make the roll successful, and because his Notice skill is only
Trained, he receives no additional bonuses. This means that he has failed, and
while Mortimer and Lucky have both spotted the fairly obvious trap in front
of them, Ikaros walks right into it. A noose tightens around his ankle, and
yanks him up to the trees while setting off a discordant symphony of various
warning chimes.

Mortimer and Lucky can only watch as Ikaros is dangling upside down from
a tree branch, cursing profusely and waving his arms around. They can hear
rumbling from somewhere deeper inside the forest, and quickly realise they
must act before it is too late. Lucky scans the area, trying to find some sort of
flaw in the trap in order to lower Ikaros down safely. She tries to use her brain
to accomplish this task, and employs her Survival skill in order to dismantle
the trap. The Game Master decrees that this task takes more than a few seconds
to accomplish, so it is treated as a continuous roll. In this instance, one roll
represents a single minute of work, with an Average level of difficulty (DIFF
6) due to the shoddy craftsmanship of the trap. The Game Master decides that
the Target Number to succeed in the task is equal to the Difficulty rating, with
no additional modifiers. Because Lucky’s Survival skill is +2, she will roll two
dice and adds 2 as an additional modifier of to the result. She’s trying to figure
out how the trap works in order to dismantle it and bring Ikaros down safely,
so in this instance she must use her Intelligence attribute in conjunction with
the skill. Lucky’s Intelligence is 1, which adds an additional +1 to the dice roll.
She rolls two dice, which come up as 4 and 3. With the additional bonuses
from her Survival skill and her Intelligence, the final result is brought up to 10.
Lucky has scored four points above the Difficulty of 6, which is then reduced
from the Target Number (also 6). The TN is now 2, and thus calls for another
minute of work. The next Survival roll by Lucky only needs to exceed the dif-
ficulty of 6 by two or more in order to finish the task.

While Lucky is trying to dismantle the trap, Mortimer hears the earth-shaking
footsteps advancing closer and closer. He decides that there is no time to wait
for Lucky, and draws a throwing dagger. Mortimer takes aim, and attempts

Jon Landers (Order #6347804)


to simply cut the rope. The Game Master determines that this roll should be 51
treated as Insane DIFF (TN 12), since the throw needs to be absolutely perfect.
Mortimer concentrates, and lets the dagger fly. His aiming skill is +1, and his
Finesse attribute is two. He rolls two dice, which come up as six and one. With
the additional modifiers from Mortimer’s Aiming skill and Finesse, the final
result is 10. The target number of 12 remains two points away, so it looks like
Mortimer has just missed the mark. However, he decides to use one point of
Guts, and is now able to modify any result of the dice by two in total. He opts
to change the result of the die that ended up as a one, raising it to a three in-
stead. This brings the final score up to 12, just enough to succeed in the task.
The throwing dagger cuts the rope, and Ikaros falls, plummeting down from
above. The Game Master decides that Ikaros should take 1d6 worth of damage
from the fall, unmodified by armour. Ikaros rolls a five, and as such takes five
points of damage, landing on his head. Mortimer smiles mischievously, know-
ing that the heroic can take it.

Ikaros barely has enough time to get on his feet and call Mortimer a number
of unpleasant names, when the ogre Gnasher crashes through ancient trees to
intercept the party. He is a hulking brute, with a crude suit of armour made
out of the bones of dreamers, and a cruel-looking wooden club with metallic
studs. The monster’s intentions are anything but peaceful, and so it is time to
roll for Initiative. The Game Master rolls for the ogre, scoring a two. Gnasher’s
Initiative modifier is also a two, resulting in a final score of four. Ikaros rolls a
one, continuing his streak of bad luck. He has a modifier of four, which brings
the score up to five, with an additional -1 modifier from his weapon bringing
it down to four, equal with the ogre. Mortimer rolls a three, with a modifier
of five, which brings his Initiative up to eight. Lucky, in accordance with her
namesake, rolls a six, and she has an Initiative modifier of four. This results
in a final score of ten. Her weapon of choice, like Ikaros’, has the Big quality,
which reduces her Initiative by one, but Lucky still goes first. Out of the three
Fluxborn, she’s the furthest away from the ogre. The Game Master decrees
that Gnasher is seven metres away from her, while Ikaros and Mortimer are
both five metres away from the beast. Lucky readies her trusty slingshot, and
loads a wicked stone. She wants to buy some time for the other two to collect
themselves, and chooses to use a Stunt in conjunction with the attack in order
to get the ogre’s attention. She uses Splintershot, a level two Wild Stunt, which
enables her to roll three times, while reducing the damage of each successful
hit by one. The ogre is within short range, and so the difficulty for this roll is
Average (TN 6). Lucky pulls back the string of her massive slingshot, steadily
placing its shaft on the ground, and takes aim. She releases the string, and the
stone goes flying, shattering into multiple, lethal shards fueled by energies of
the Wild. Lucky’s Aiming skill is +1, so she rolls two dice, scoring four and two.
Adding the +1 from her Aiming skill and her Finesse of two, the final result is
nine, which exceeds the TN of six. She then performs two additional Aiming
rolls, due to the effects of the Stunt, both of them hitting the mark. Lucky now
rolls for damage three times. These three damage dice come up as four, six and
one. The Big quality of her weapon would add one additional point to these
values, but the Splintershot Stunt negates this. Gnasher is equipped with bone
armour, with an AV of two. This reduces the damage from each attack by two
points, resulting in a total of six damage. The ogre is bombarded with sharp
splinters of shattered stone, and he roars in pain. Gnasher is far from being
finished, however. Lucky must now reduce two points of Wild energy from
her reserve, and move her affinity one point toward Wild.

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52 Next, it is Mortimer’s turn. He steps between the ogre and Ikaros, the latter
still recovering from his unfortunate fall. Mortimer draws his wicked rapier
and lunges at the beast before Gnasher has time to react. Mortimer has a meleé
skill of +1, and like Lucky, his Finesse is two. He rolls two dice, scoring two
threes. With the modifiers from his Meleé skill and his Finesse, the final score
is nine. In response, Gnasher attempts to parry the attack with his club, also
using his Meleé skill and his Finesse attribute. The Game Master rolls a five
and a two. With Gnasher’s Meleé skill of +2 and his Finesse attribute of one,
the final score is ten. Gnasher successfully avoids Mortimer’s attack, effortless-
ly blocking the thin blade.

Gnasher and Ikaros act simultaneously, but it is the Player’s prerogative to de-
cide who rolls first. With Mortimer and Gnasher locked in a dangerous duel,
Ikaros senses an opportunity. He grabs his warhammer and runs toward the
ogre, his battlecry leaving no room for subtlety. Ikaros’ Movement score is six,
and as stated by the Game Master, Gnasher remains five metres away from
him. This distance is more than enough for Ikaros, and he leaps high up into
the air, channeling his rage into the crude weapon. He chooses to use Ravage,
another level two Wild Stunt, and rolls to hit. His luck finally turns around,
and Ikaros rolls a double six. This is an automatic success, and Gnasher can
only counter it by rolling a double six himself. He fails in doing this, and
Ikaros’ blow strikes true. In addition, the automatic success allows Ikaros to
refund one point of energy used by the Stunt in question. Ikaros replenishes a
point of Wild, effectively making the Ravage Stunt only cost a single point of
that energy. His affinity still moves one point toward Wild, though. The Stunt
allows Ikaros two roll two dice for damage instead of one, resulting in a three
and a four. His Strength attribute of three and the hammer’s damage of three
adds an additional six to the roll, resulting in a total damage of 13. Gnasher’s
Armour rating of two reduces this to 11, but the blow is still crushingly ef-
fective. Splinters of bone fly off violently as Ikaros’ hammer crashes into the
ogre’s chest with devastating force, pulverising vital organs. Gnasher coughs
up blood, trying his best to stay on his feet. The Stunt leaves Ikaros exhausted
as well, and the unpredictable energies of Wild cause him to suffer one point
of unpreventable damage.

Gnasher sees Ikaros coming. He strikes at the exact moment that the heroic
does, and he is angry. Mortimer tries to back away silently as Ikaros stares at
the ogre with unblinking eyes. Gnasher raises his club high, desperate to assert
his dominance, and strikes at Ikaros at the same moment when he is hit in the
chest with the heroic’s hammer. The Game Master rolls two dice, resulting in
a five and a three. Gnasher’s Finesse is one, which brings the final score up to
nine. Ikaros tries to dodge, using his Athletics skill, which is Trained, and his
Finesse attribute. Ikaros fails spectacularly, still reeling from his bone-crush-
ing attack, and rolls snake-eyes. He must now roll a Drama Die to determine
whether this is a dramatic failure with additional consequences, but safely
avoids it by rolling a three. Nevertheless, Gnasher’s club comes down on him
mercilessly. The Game Master rolls a damage die and scores a four. The ogre’s
club has a damage rating of three, and the beast’s Strength attribute is four. The
total damage dealt is 11, and Ikaros wears no armour. He is sent flying by the
devastating blow. He’s still alive, but just barely.

Everyone has now acted out their turn. It’s time to roll for Initiative once more,
and continue the battle.

Jon Landers (Order #6347804)


EQUIPMENT 53

Buying and selling


In Fluxborn, material wealth is represented by a value called Coins, which is
rated from 0 to 10. Each point in this value represents a rough sum of money
or tradeable goods your character possesses. To keep it simple, and to prevent
bothersome adding and subtracting of individual items, this value is usually
rather static. You can safely buy anything that has a cost lower than your Coins
value. This means that with a Coins value of 1, a person can easily eat and
drink daily, without having to worry too much about finances. When you de-
cide to buy something of the same value as your Coins, you subtract one point
from the value, thus spending a large sum of your money.

Please keep in mind that the system can be rather easily abused, and the
Game Master should keep an eye out for Players who, for example, first buy
everything they can of a lower value and only then buy the one expensive
thing. Common sense is recommended, and when buying large amounts of
individual items, the Coins value should drop at a reasonable point, when the
combined value of items bought would equal that of a single, more expensive
item.

The character can also lose Coins when they are robbed or lose money by
gambling excessively. This should make it more rewarding when work does
pay off, and the character earns some riches, adding one or more points to the
Coin value.

Selling items can sometimes merit a point of Coins if the Game Master sees
it fit. Otherwise it should just affect the game from a roleplaying perspective.

A starting character has a Coin value of three to purchase equipment, weap-


ons and armour.

Tool set
coins 3, durability 3 Stormlantern
coins 1, durability 5
Fine china
coins 2, durability 1

Blanket Waterskin
coins 1, durability 1 coins 1, durability 2

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54 Below are some examples on common coin values:

1 Coins
Backpack, Tent, Torches, A chair, A night at an inn,
Normal everyday services.

2 Coins
Grand meal, A night at a fancy inn, A rented steed,
armour repairs, etc.

3 Coins
Pocket sundial, A caravan ride, Occult books, Monthly
apartment rent.

6 Coins
A horse, Private bodyguard, Golden watch, A wagon,
Custom tailored clothing

9 Coins
Large house, Royal clothing, A small piece of land, etc.

Object durability
Sometimes things break and need to be repaired. Inanimate objects have a
value called Durability in place of Health. When this Durability is reduced to
0, the object is unusable until repaired.

When an object is hit, roll for damage normally, and then subtract the damage
from the Durability. If a blow is strong enough to push durability to -5 or less,
the object is beyond repair.

Game Master should decide on the amount of Durability the object has, but
below you can find some examples.

Durability 1
Glass window, a blanket, hourglass.

Durability 5
Bone dagger, thick rope, wood log.

Durability 15 Storybook
Steel sword, wooden door, small shield. coins 1, durability 5,

Durability 20
Wooden full plate, two-handed axe, marble
statue.
Irkallan spellblade
coins 6, durability 15,
Durability 30 damage 2, occult, parrying
Reinforced door, small cart, steel scale-
mail.

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55

Irkallan shortbow
coins 3, durability 10,
damage 1, ranged x 2

Olympian hatchet
coins 5, durability 10,
damage 2, masterwork

Lumbering broadsword
coins 6, durability 20,
damage 4, big, knockback

Weapons
Weapons in Fluxborn are handled in a rather vague manner, to allow as much
freedom of design and characteristics as possible, letting a group of adventures
equip themselves in a wide variety of interesting, fun and cool armaments.
The weapons are categorised by damage and qualities, and the building rules
for a weapon follow two easy steps. You choose the damage type of the weapon
and then choose optional qualities to personalise the weapon. Some qualities
are meant to be more common than others, whereas magical qualities should
not be found on items bought from normal stores or blacksmiths. When buy-
ing weapons, the qualities also add to the cost of the weapon.

Damage Coins
1 1
Knives, Hatchets, Staffs, Clubs, Short bows,
Brass knuckles, Sickles, Whips, etc.

2 2
Swords, Spears, Longbows, Axes, Picks,
Flails, Morningstars, etc.

3 3
Two-handed swords and axes,
Warhammers, Crossbows, Polearms, etc.

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Qualities
Choosing one or more qualities can give important and interesting details to
any given weapon, differentiating two weapons of the same damage type and
allowing for greater variation. Each quality listed here only has the basic in-
formation written to them, but Game Masters and Players alike can add more
detail to the qualities or even invent some of their own.

It might be a good idea to let some weapons gain some qualities more than
once, for example a punching dagger might have more than one instance of
Piercing quality or a truly long spear might have Reach x 2.

Big (+1 coins) Parrying (+2 coins)


Adds +1 to the weapon’s damage but penal- The weapon grants +1 bonus to
ises the Initiative by 2 point. All weapons Meleé rolls to parry an attack.
become two-handed with this quality.
Piercing (+1 coins)
Fast (+1 coins) The weapon ignores 1 point of ar-
Using this weapon grants +1 bonus mour.
to Initiative.
Ranged (+1 coins)
Flexible (+1 coins) The weapon uses ammunition and
The weapon cannot be parried or can be used from a distance. The
blocked, but only dodged against. short range is around 10 metres.
Weapon damage is 1 lower and the
weapon cannot be used to parry. Reach (+1 coins)
The weapon can be used from a short
Knockback (+2 coins) distance, around 3 metres.
Every successful attack that causes
at least one point of damage pushes Throwable (+0 coins)
the target back one metre. The weapon can be thrown as an
attack, with short range of the at-
Logic (+3 coins) tacker’s STR x 2 metres.
Logic-resonance magical quality. The
weapon deals 2 points of extra physi- Wild (+3 coins)
cal damage to targets with affinity to- Wild-resonance magical quali-
wards Wild (for example a Fluxborn ty. The weapon deals 2 points of
with affinity meter at 10 or more extra physical damage to targets
towards Wild side). with affinity towards Logic (for
example a Fluxborn with affinity
Masterwork (+3 coins) meter at 10 or more towards Logic
The weapon is superb craftsmanship, side).
granting +1 bonus to hit with attacks.

Occult (+2 coins)


Magical quality that draws the pow-
er of the two energies. When using a
Spell-type Stunt (§) and wielding the Bannerspear
coins 6, durability 15, damage 2, wild, reach
weapon, it grants +1 bonus that Stunts
activation check.

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57

Olympian armour
coins 3, durability 15,
AV 3, SP 1, wood, padded

Elysian shield
coins 4, durability 15,
AV 2, SP 0, wood, spiked, shield

Armour
Basically, armour follows exactly the same rules as weapons; they are
categorised by their Armour Value (AV), and are equipped with quali-
ties that add more rules and details to the armour in question.

Armour also slows down those wearing it. Subtract the Speed Penalty
value of the armour from the Speed of the character.

AV Coins Speed Penalty


1 1 0
Bucklers, Thick clothing, Harness-type armours, etc.

2 1 1
Light armours, Small shields, etc.

3 2 2
Scale armours, Large shields, Chain-linked armours.

4 3 4
Half-plates, Splint armours, Layered armours.

5 4 5
Full plates, Juggernaut armours, etc.

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Qualities
The qualities of armours follow exactly the same rules as the rules concerning
weapon qualities with one exception: any given armour can have only one
material-type quality.

Bone (+1 coins) Shield (+1 coins)


Material. Bone armour is light, reducing The protective gear is handheld. Its AV is
Speed Penalty by 1 point. The AV of the ar- 1 lower but grants a +2 bonus to Meleé
mour is one lower as well, though, except checks to parry.
against mystical damage.

Spiked (+2 coins)


Leather (+0 coins) In some situations (such as when hit by
Material. Leather armour negates all possi- bare fists or in a wrestle), the armour deals
ble penalties that the armour could impose 1 point of armour ignoring damage on the
on sneaking or moving silently checks. attacker that hit the wearer.

Logic (+3 coins) Stopper (+3 coins)


Logic-magical quality. The armour halves Magical quality that negates any sort of
(rounded down) all Logic type mystical knockback on the wearer.
damage before it is subtracted from Health
(but after the AV has been subtracted from
the damage). Thick (+1 coins)
The armour negates 1 point of Armour
Piercing weapon quality.
Metal (+1 coins)
Material. Metal armour has its durability
doubled, but the speed penalty is increased Wild (+3 coins)
by one. Metal armour also has AV 1 higher Wild-resonance magical quality. The ar-
against physical damage. mour halves (rounded down) all Wild type
mystical damage before it is subtracted
from Health (but after the AV has been sub-
Padded (+1 coins) tracted from the damage).
Resistance towards elements. The armour
grants +1 bonus on any survival checks
made to resist elements and harsh weather. Wood (+0 coins)
Material. Wooden armour reduces the
Speed Penalty by 1 point, but every time
the wearer takes damage from a fire source,
the AV is reduced by 1 and durability by 2,
effectively destroying the armour.

Zweihänder
coins 4, durability 20,
damage 3, piercing

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Magical items
There are many mystical and magical items scattered in the world of
dreams. These items are touched by the twin energies, filled with qual-
ities unique and powerful. There are no proper rules to create magi-
cal items and equipment (except for the Wild, Logic and Occult item
qualities), but the Game Master is encouraged to invent new, powerful
qualities that are infused with the item in question. Most common qual-
ities on those items are just Wild or Logic, though,
as a number of these items are forged from one of
the two.

Not all magical items are weapons or armour. A


normal rope with Wild quality might spring up
every time it is unrolled, the tip of the rope sus-
pended in the air through the energy of Wild.
An hourglass with Logic quality, on the other
hand, might always measure an exact amount
of time despite how ever it is shaken or dis-
turbed after turning it over.

Watcher’s fullplate
coins 8, durability 40,
AV 5, SP 5, metal, Logic

Sample magical weapon

Blade of the Barbed Gate


A beautiful longsword, first found deep within the Lost Woods, is now located
somewhere within the capital city of Albion. Its thin blade is green and slen-
der, a beautiful forest-gate engraved into the fuller. The edge of the sword is
jagged from place to place, small barbs pushing out of the blade. These barbs
seem to change place all the time, appearing and disappearing without warn-
ing, pushing out of the edge like cruel sawblades. With every swing, a green
trail of Wild energy is left behind.

Damage: 2 Durability: 15

Qualities: Wild, Piercing, Toxic (every damaging attack forces a STR-


attribute skill check vs. Challenging DIFF. Failing causes 2 points of unpre-
ventable damage), Ethereal (every attack or Stunt used towards the weapon
itself causes it to phase out of this world momentarily, preventing it from harm
or other effects).

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60
STUNTS
Stunts are special techniques used by the Fluxborn and some dream-like crea-
tures. They are fueled by the immense and amazing power of Wild and Logic,
making reality-warping and supernatural feats possible. Stunts are sometimes
feared by dreamers, as they understand the power behind them, but cannot
utilise these techniques themselves. Stunts are something strange and power-
ful, with possibilities of both creation and destruction.

Every time a Fluxborn uses a Stunt, stored energy is released and rushes out,
fueling the feat and usually manifesting in a magical fashion. It is a wonderful
experience for most Fluxborn, as they feel their link to the world grow strong-
er momentarily. It makes most feel like they belong, that the forces of nature
are one with them.

There are as many Stunts as there are Fluxborn, but a few have found a univer-
sal place among those that hone their skills. These Stunts help and aid in many
areas of life, making a kind-hearted Fluxborn really the perfect friend to have
around. Also, keep in mind that most Stunts can be used outside of combat,
making the ones that first seem like attacks actually useful tools as well.

If a Player wishes to perform a Stunt that uses a contested roll between the
Stunt user and a target (such as Stunts with Attack roll as activation check),
but does not wish to actually deal damage or choose a target, the Game Master
should allow the Player to roll against an Average DIFF. These situations might
happen if a character uses a Stunt to boast, to move around or to add flavour
to roleplay. Possible examples might be using Rush-Stunt to dash over a gap,
Falling Meteor to jump up to a ledge or activating Crushing blow only to strike
at a tree in anger.

Each character can perform only one Stunt per turn, unless otherwise stated.

When using a Stunt and rolling a double-6 on the activation roll, one point of
used energy is refunded after the Stunt is performed. This energy is gained in
addition even if the Stunt is an attack and both the defender and attacker roll
a double-6 (thus meriting two points of energy that can be different types).

Spells
Some Stunts are more magical than others, and are considered as spells. These
Stunts deal mystical damage, and cause a bonus or penalty to some statistics or
alter the scene greatly in some other metaphysical way. A large bulk of Stunts,
however, are considered physical techniques, fueled by the energies to make
impossible possible and do not count as spells.

Some effects only affect spell-like Stunts, making it important to be able to


differentiate between physical stunts and spells. If a Stunt is considered a spell,
there is a symbol § next to the name.

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Combo 61

Sometimes a group of Fluxborn are so in tune with each other that they can
perform powerful combos, combining their Stunts and taking down threats
far bigger than they normally could. Every time in a dramatic scene two or
more characters end up with the same Initiative number, they can activate
their Stunts as one, performing a combo. The rules of a combo are simple
enough:

Step 1 – Choose a target


The characters point, yell or otherwise make sure they all have the same target.

Step 2 – Choose the combo order


Next, the Players decide in what order the Stunts are played out, who goes first
and with what Stunt.

Step 3 – Act it out!


When all is set, the combo is played out, each Player activating their Stunts in
order and normally with one exception: every Stunt that is eligible to a com-
bo has a special effect that affects every NEXT Stunt performed at the target.
These bonuses might be towards hitting the target, causing more damage or
improving existing effects. This makes the final Stunt of a combo immensely
powerful, as it benefits from all the Stunts performed before it, successful or
not.

Combo and the two energies


If, at any point of a combo, there are two of either Wild or Logic type Stunts
one after another, the energies of the combo are out of balance. This means
that ALL Stunts in that combo are a bit out of focus, slightly more prone to
shatter and fail. When this happens, every Stunt performed in that combo
chain suffer a Critical failure automatically on a Snake-eye roll, without rolling
the Drama die.

A combo that alternates between Wild and Logic is perfectly balanced and
follows normal rules for Critical failure.

For example, a four-Fluxborn combo with Wild-, Logic-, Wild- and Wild-type
Stunts in that order would be out of balance. If the combo would end after the
second Wild-Stunt, it would not suffer the effects of unbalanced combo.

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62
List of Stunts
The Stunts are listed in order of level. First level 1 Wild and Logic Stunts, then
level 2, followed by level 3.

An example of a listed Stunt and its details:

The name of the Stunt


Time: Does the Stunt take an Action, a Move or if it can be used instantly, even
on an opponent’s turn.
Roll: Which skill check is needed to activate the Stunt and what attributes
and skills the target can use to defend.
Flux: The affinity of the Stunt (and how much energy it takes to use).
Description: Detailed description of the effects.
Combo: How the Stunt performs in a combo.

Level One Stunts


Level 1 Wild
Blastwave inside. If the Stunt succeeds, it causes 2D6
Time: Action + STR + possible weapon damage to the
Roll: Attack roll Durability of the target (which must be an
Flux: Wild (1) inanimate object). This Stunt is treated as
Description: Infusing the weapon with a contested roll only when trying to strike
Wild energy, the character slashes at the anything held by another person.
air and a wave of shining force blasts in a Combo: -
straight line. The target of the attack can
be as far as 10 metres, and cannot parry
or block the attack, leaving dodging as the Crystal Caltrops §
only option. The attack is considered to Time: Action
deal mystical damage instead of physical. Roll: INT + Magic vs. FIN + Athletics skill
Combo: The next Stunts in this combo check.
have their ranges increased by 5 metres. Flux: Wild (2)
Attack-Stunts create equal waves of energy Description: The Wild gathers nearby
and offensive spells reach further. The tar-particles of water or ice and forms sharp
get can defend normally against these at- spikes out of them, striking up from the
tacks, though. ground in surprising angles. Each char-
acter within 2 metre radius of the Initial
Bunker Buster target (any location within 5 metres) must
Time: Action also roll to avoid the effects of this Stunt,
Roll: STR + Magic vs. FIN + Athletics skill each rolling against the same result of the
check, or Challenging DIFF* Stunt user. Those who fail suffer 1D6 + INT
Flux: Wild (2) mystical ice damage and have their Speed
Description: With a roar, the character reduced by 1 for the scene (This reduction
charges towards a target, smashing it with to Speed can happen only once in a scene).
shattering Wild energies. These energies Combo: Every successful Stunt against the
gather within nonliving objects and items, same target deal an additional +1 point of
before exploding and bursting them from mystical ice damage.

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Dreamer Shape § cause additional shocking and frightening 63
Time: Action visions, causing the fear-induced penalty to
Roll: INT + Magic vs. Hard DIFF grow by 1 point per additional successful
Flux: Wild (2) Stunt.
Description: The character assumes a
shape of a dreamer, turning effectively into Hypnotism §
a normal being, unlinked to the energies of Time: Action
Wild and Logic. Appearance of the shape Roll: CHA + Magic vs. WILL-attribute
can vary, but it must resemble someone close skill check.
enough to the character. This means that the Flux: Wild (1)
Stunt fails if the character tries to assume Description: The character needs an eye
the shape of someone she’s only heard of. contact to perform this Stunt. The target
The Stunt doesn’t actually change the voice feels sluggish, calm and starts to actually
of the character, but conveys bonuses to dis- doze off. The Wild energies turn the for-
guise attempts and other similar checks. The merly alert target into a half-asleep yawn-
shape is rather imperfect in other ways as er, that possibly imposes penalties to at
well, and can be revealed as fake upon very least Notice checks. The effect lasts for one
close scrutinising. The shape lasts for one scene, or until the target feels threatened
scene or until the character wishes to end it. in which case the Stunt instantly ends.
Combo: - Combo: -

Falling Meteor Impossible Throw


Time: Action and Move Time: Action
Roll: STR + Athletics vs. FIN + Athletics Roll: Ranged attack roll
skill check. Flux: Wild (1)
Flux: Wild (1) Description: The character rears the hand
Description: The character jumps holding any one object, be it two-handed
higher than normally possible, and upon axe or a cartwheel. The energies of Wild
reaching the zenith, her body is powered gather around the object, allowing the char-
with destructive energy. The fall is fast acter to throw the object at earth splitting
and brutal, landing next to the target and force, slamming at the desired target while
erupting with a massive blast of glass-shat- leaving a trail of coloured smoke. The short
tering force. If the Stunt is successful, the range of the throw is STR x 10 metres and
target takes 1D6 + STR + WILL physi- the damage is normal weapon damage.
cal damage and is knocked into the air. The Stunt users STR affects the damage as
Combo: Further Stunts in the combo gain well, though, unlike in normal ranged at-
+1 bonus to damage as they hit the airborne tacks. Most objects that are not meant to
target. be used as weapons have a damage of 1
or 2, depending on the mass of the object.
Fright Hex § Combo: Next Stunts on the combo chain
Time: Action gain +1 damage.
Roll: WILL + Magic vs. WILL-attribute
skill check. Phantom Sounds §
Flux: Wild (1) Time: Action
Description: One target within touch Roll: TRICK + Perform vs. Challenging
range is afflicted with a horrifying fear. The DIFF
effect of the Stunt is actually a mental shock, a Flux: Wild (1-2*)
jump-scare of sorts that leaves the target shiv- Description: Fighting the rules of Logic,
ering in cold sweat. The target feels shaky and the character can create any sound imagina-
scared for 1D6 turns and any actions taken ble emanating from any nearby place, with-
NOT to flee or defend suffer a penalty of -1. in 20 metres. This sound might be of march-
Combo: Further Stunts against the target ing feet, an animal or even a person whose

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64 voice the character knows. This sound lasts emitting a high-pitched screech. Triple the
as long as the character concentrates on it effective range of the weapon for this Stunt.
fully, or if the Stunt user wishes to spend Combo: Stunts performed after Snipe gain
two points of Wild energy instead of one. In an increased range and area. The range of
that case, the sound lasts for one full scene. each Stunt is increased by 10 metres, and if
Combo: - they affect an area, the radius is increased
by an additional 2 metres.
Rush
Time: Action Volcano §
Roll: Attack roll Time: Action
Flux: Wild (2) Roll: INT + Magic vs. FIN-attribute skill
Description: The character concentrates check
for a split second and then jolts forward Flux: Wild (1)
10 metres in a straight line, accompanied Description: Any target within 10 metres
with a loud bang and streams of coloured sees a fissure burst open in close proximity.
energy. Those standing in the line feel the A hot wave of multi-coloured fiery energy
character blast through them like a charg- shoots out of the crack, blasting the target
ing rhino, suffering an attack roll from the with 1D6 + WILL mystical fire damage.
Stunt user. These attacks suffer a -1 penalty This damage is increased by 2 if the Stunt
to hit. Those who are damaged by the attack user gains a double-6 on the activation roll.
must instantly make a FIN + Athletics roll Combo: The fire leaves an aura of sparks
(Challenging DIFF) or be knocked down to around the target. If any further Stunt ac-
the ground. If the character hits anything tivation rolls score a double-6, the target
solid and immovable while rushing she in- bursts into flames, dealing 1D6 fire damage
stantly takes 2D6 points of physical damage. instantly, and 1D6 fire damage each turn
Combo: The following Stunts are fueled until put out.
with blind power, suffering a -1 to the acti-
vation roll but gaining +1 to the effect, be it Wild Jump
damage or a modifier. Time: Move
Roll: STR + Athletics vs. Average DIFF
Shattershield § Flux: Wild (1)
Time: Instant Description: Energy gathers at the
Roll: FIN + Magic vs. Challenging DIFF legs of the character, and upon jump-
Flux: Wild (1) ing, the rules of gravity break, allowing
Description: This Stunt can be used the Stunt user to almost fly through air.
instantly when the character is hit with The character can jump up a total of 6
a close combat attack. If successful, the metres or triple that distance in length.
character manages to summon Wild en- Combo: -
ergies to strike against the attacker, reduc-
ing the damage and causing harm to the Wild Strikes
attacker’s weapon. The physical damage Time: Action
of the attack is reduced by two and the Roll: Attack roll
weapon’s Durability is lowered by four. Flux: Wild (1)
Combo: - Description: The character temporari-
ly embraces the mindset of Wild, entering a
Snipe frenzy of superspeed strikes. The character at-
Time: Action tacks two times against the same target, roll-
Roll: Ranged attack roll ing to hit with each attack. The weapon dam-
Flux: Wild (1) age is lowered by one point for successful hits
Description: Upon firing or throwing and both attacks suffer a -1 to hit as well.
a projectile, the character infuses it with Combo: All the following Stunts are per-
sizzling energy. A blink of an eye later the formed with surprising speed, penalising the
projectile launches forward like a firework, rolls to dodge, parry or block them with -1.

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Level 1 Logic 65

Crushing Blow Electrostatic Discharge §


Time: Action Time: Action
Roll: Attack roll Roll: INT + Magic vs. Challenging DIFF.
Flux: Logic (1) Flux: Logic (2)
Description: Kinetic energy forms in Description: Logic energies line up to
the weapon or fist of the character, en- form the perfect conditions for a thun-
veloping it in bright light. As the attack is derstorm. This brief change in the air
made, all of the stored energy is released causes a bolt of lightning to strike down
as well, resulting in an explosion of im- on the target. The target takes 2D6 mys-
pressive intensity. If the attack (made with tical electric damage, crackling with stat-
a penalty of -2) hits, it deals +2 damage. ic. The range of this spell is 15 metres.
Combo: Other Stunts in the combo chain Combo: After this Stunt, the target is loaded
gain +1 damage, resulting in heavier blows with electricity. Each successful Stunt after
than normal. this one shocks any other living target near-
by with a 1D6 mystical electric damage, cho-
Dispel § sen by the Stunt user. If the character can’t
Time: Action or Instant* choose a target, the discharge hits the caster.
Roll: INT + Magic vs. Hard DIFF
Flux: Logic (2-3*) Erase Tracks §
Description: The preserving powers of Time: Action
Logic negate any magical effect within 10 Roll: INT + Stealth vs. Challenging DIFF.
metres, stopping it and causing it to dissi- Flux: Logic (1)
pate. Any magical effects affecting one tar- Description: The character is surrounded
get within range end instantly, the magic with Logic energy, erasing the disruptions
simply ceasing to exist. the character causes in the fabric of reality.
The spell can be used instantly by spend- The energies dampen the volume of sounds
ing three energy instead of two, to pre- the character causes, removes footprints and
vent the activation of a Stunt. This way, other physical, trackable marks and directs
roll to use Dispel before the activation light slightly away from the character. This
of the other Stunt. If Dispel is success- Stunt lasts for a scene and grants a passive +2
ful, the target spends the energy for the bonus to Stealth checks, in addition to eras-
Stunt but does not even roll for activation. ing all possible footprints and tracks.
Combo: - Combo: -

Drain Hex § Gravitational Adjustment §


Time: Action Time: Action
Roll: WILL + Medicine vs. STR-attribute Roll: INT + Magic vs. Average DIFF.
skill check. Flux: Logic (1)
Flux: Logic (1) Description: Logic energies adjust the
Description: Black mist gathers, draining strength of gravity affecting the caster. This
and siphoning the very life of any living tar- means that the character either is pulled
get within 15 metres. The target takes 1D6 heavier towards the ground or that she
+ INT mystical damage, before the mist, can float through the air like a feather. If
consisting of Logic energy, rushes into the the character wishes to become lighter, it
caster of this spell. If the spell did at least might negate any damage from falling great
one point of damage, the caster is healed heights. Strengthening the pull can have
by one point. If, by a chance, the activation other, innovative uses. It might reduce the
roll scored double 6’s, the Health regained power of knockback effects, or negate them
is as many points as the Stunt dealt damage. entirely. The effects of the Stunt last for one
Combo: Each Stunt after this one replen- scene or until the character wishes to end it.
ishes the Health of those in the combo. Combo: -
Every successful Stunt heals the user by one
point (not the user of Drain, though).
Jon Landers (Order #6347804)
66 Hastening § the target with the combined power of her
Time: Action weapon and the gathered soundwaves, caus-
Roll: CHA + Magic vs. Challenging DIFF ing the air to ripple. Upon a successful at-
Flux: Logic (1) tack, the target takes 1 mystical damage that
Description: The target of this spell cannot be prevented by normal armour in
feels faster, more alert and in tune with addition to the normal damage of the attack.
the flows of time. Logic energies swirl Combo: Each following Stunt causes the
and spur the target’s movements, increas- target to emit rippling sound waves, deaf-
ing the Initiative and speed by 2 for 1D6 ening the target and imposing a cumulat-
turns. A character under the effect of Has- ing penalty of -1 to defend against further
tening can run up walls and even on top Stunts, thus benefitting greatly for longer
of water. This spell can be used on objects combo chains. Every Stunt causes the pen-
and items as well, greatly speeding the ef- alty to grow by one point.
fect of time on them. This way it is pos-
sible to ripen a fruit in just a few turns.
Combo: - Shadowport
Time: Move
Mindshield § Roll: TRICK + Stealth vs. Challenging DIFF.
Time: Action Flux: Logic (1)
Roll: CHA + Magic vs. Average DIFF Description: The character bends space,
Flux: Logic (1) momentarily appearing behind a target no
Description: The character infuses the further than 5 metres away, allowing an easy
target with strength of will and resolve, attack before moving back. If the character
granting a bonus of +1 to the WILL at- decides to attack physically, the target suffers
tribute for the duration of the scene. The -4 to any defense roll only against that attack.
target feels invigorated, her self esteem The character instantly warps back, ending
high and more resistant to persuasion. the move in the same spot where it started.
Combo: - Combo: Even without attacking the target,
this Stunt helps to confuse the enemy. The
Pinpoint Strike next Stunts in the combo gain an additional
Time: Action +1 bonus to activation as the target is fig-
Roll: Attack roll uring out where the next threat is coming
Flux: Logic (1) from.
Description: Suddenly, the aim of the
character is increased immensely, the Slow Hex §
weapon striking its target with precise ac- Time: Action
curacy. The bright Logic energy guides the Roll: WILL + Magic vs. STR-attribute skill
weapon through the defense of the target, check.
giving a +2 bonus to the attack roll. Dam- Flux: Logic (1)
age, on the other hand, is lowered by 1. Description: Any target within 20 metres
Combo: The following Stunts benefit from is afflicted with the slowing effects of time
this increase in aim, gaining +2 bonus to itself. This change causes the target to move
activation but penalising the effect of the in a different time itself, lowering the Ini-
Stunt by 1, be it damage or modifiers. tiative and speed by 1 point for 1D6 turns.
The effect cannot reduce the target’s Initi-
Reverberating Strike ative or speed to 0 or any negative value.
Time: Action Combo: Each Stunt after the Hex causes
Roll: Attack roll the curse to tighten its grip on the target,
Flux: Logic (1) penalising the Initiative and speed with 1
Description: The attack of the character point further.
gathers in all the surrounding sounds, leav-
ing a moment of pure silence before blasting

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Stop and the character. For the duration of the 67
Time: Instant or Action* scene, the character can send mental mes-
Roll: FIN + Notice vs. Challenging DIFF sages straight into the minds of those cho-
or INT + Notice vs. Challenging DIFF.* sen targets. To make this Logic link go both
Flux: Logic (1) ways, the character can spend 2 energy in-
Description: By quickly pointing at an stead of one. This kind of activation allows
arrow, thrown dagger or other projectile true mental discussions and conversations.
flying towards him or a friend within 10 Combo: -
metres, Logic energy jolts out and stops
the attack, leaving the projectile hanging in Temporal Shield §
the air. The target is unaffected by time for Time: Action
a while, before it just drops to the ground Roll: INT + Magic vs. Average DIFF.
harmlessly. Flux: Logic (1)
*This spell can be used to stop the ef- Description: The character creates a
fects of time on other inanimate objects shield of pure energy around herself. This
as well, as an Action. The spell affects the Logic energy protects and blocks harm-
object for one full scene, preventing time ful magic, soaking up points of mystical
from spoiling it. Ice does not melt, clocks damage up to the user’s Willpower attrib-
do not tick and torch does not burn out ute score before shattering. The shield
on its own. It can be picked up and ma- lasts one scene or until it cannot sustain
nipulated though. The objects cannot be any more. The Logic forces creating this
part of any dramatic scene, thus a weap- protective barrier give extra protection
on held by a bandit is an illegal target. against Wild magic. When the shield is
Combo: - active, the character gains +1 bonus to
resist any Wild type spells (remember
Telepathy § that not all Stunts are considered spells).
Time: Action Combo: -
Roll: INT + Mingle vs. Challenging DIFF.
Flux: Logic (1-2*)
Description: After activating this Stunt, a
link is formed between a handful of targets

Level Two Stunts


Level 2 Wild
Animate § The effect of the Stunt lasts until the sun
Time: Action sets or rises the next time.
Roll: INT + Magic vs. Hard DIFF. Combo: -
Flux: Wild (2)
Description: The character infuses a Anyshape §
nearby object with Wild energy that grants Time: Action
it a life of its own. The object wakes up and Roll: INT + Magic vs. Hard DIFF.
becomes a sentient being with attributes Flux: Wild (2)
based on its size and type. The Game Mas- Description: The character lets the Wild
ter should decide what kind of personality energies warp and change her body, trans-
and traits the object has and if it’s able to forming into any mundane animal. The
move. Usually, though, the object is friend- character retains all other attributes ex-
ly towards the one that granted it life. cept FIN and STR, which are changed ac-

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68 cordingly to those of the animal in ques- Crackling Shockwave §
tion. This Stunt also allows the character Time: Action
to communicate with other creatures the Roll: INT + Magic vs. Challenging DIFF.
chosen animal type. The effect lasts for Flux: Wild (2)
one scene, until the character wishes to Description: The character releases a
end the Stunt or if the character takes 4 burst of Wild electricity, shocking and zap-
or more damage from any single source. ping anyone and anything within 10 me-
Combo: - tre cone. The bright wave of energy pulses
through the ground and air, striking from
Call the Weather § target to target, dealing 1D6 + WILL mys-
Time: Action tical electric damage to anyone within the
Roll: CHA + Survival vs. Challenging DIFF. area.
Flux: Wild (2-3*) Combo: The electricity stays around for a
Description: By steadily releasing Wild while, causing static in the air. If any of the
energy into the surroundings, the charac- next Stunts roll a double-6 on the activa-
ter alters the weather in immediate vicini- tion roll, this static zaps the target with 1D6
ty. The weather changes instantly after the mystical electric damage.
Stunt is activated, staying around for the
remainder of the scene. The character can Creation §
call upon rain, blizzards, storms or hail, for Time: Action
example, but cannot produce supernatural Roll: WILL + Magic vs. Hard DIFF
weather phenomena. Flux: Wild (2)
The activation is handled as an extended Description: The character can create
check, and the TN is 10. If the character a small item out from thin air, the ener-
spends 3 energy instead of 2, the TN drops gy of Wild letting it exist in the world for
to 4. The weather affects an area of 100 me- a limited amount of time. The item can be
tres, and can be summoned indoors as well. a weapon or some other object or tool, but
Combo: - must be small enough to be held in one
hand easily. This object is fully corporeal,
Claybody with Durability and all, but disappears in
Time: Action 1D6 turns after the character lets go of it.
Roll: STR + Magic vs. Challenging DIFF. Combo: -
Flux: Wild (2)
Description: The power of Wild is that of Fissure Wall §
metamorphosis and change, and this Stunt Time: Action and Move
lets the character shape her own body in al- Roll: INT + Craft vs. Challenging DIFF.
most any way possible. The body becomes Flux: Wild (2)
moldable like clay, able to squeeze through Description: Drawing a line on any sur-
tiny gaps or stretch across great distances. face with a length total of SPEED x metres,
This Stunt allows the character to double the character then concentrates, infusing
her height or the length of any limb. Clay- the line with power. The area cracks open
body can also be used to change the shape as flames erupt, forming a wall of roaring
of the character’s face or body structure, fire. Gathering courage to step through
helping to disguise as someone else. This the wall requires a successful WILL at-
kind of manipulation might require a craft tribute check with a Challenging DIFF.
roll to pull off. Even then, those going through suffer
The changes are not permanent. They last 1D6+INT+WILL mystical fire damage.
the scene or until the character wishes to Combo: -
end the effect.
Combo: -

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Force Bolts § Ravage 69
Time: Action Time: Action
Roll: CHA + Magic vs. STR-attribute skill Roll: Attack roll
check. Flux: Wild (2)
Flux: Wild (2) Description: Mayhem is what powers
Description: The character uses her force this Stunt. The character summons vio-
of personality to form floating balls of crack- lent forces to aid in a brutal attack, rending
ling energy that shoot towards the target. the target to leave a deep, bloody wound,
Upon impact, they explode in loud bangs, splattering gore all over. The attack is cru-
knocking the target back and dealing dam- el and effective, but ALWAYS deals one
age. The Stunt deals 1D6 + CHA mystical point of unpreventable Health damage
damage and knocks the target back 1 metre to the Stunt user as well, even when un-
per damage dealt (before AV is calculated). successful. Upon hitting, though, the at-
Combo: Next successful Stunts at the tar- tack deals an extra 1D6 points of damage.
get summon more balls of energy, effective- This Stunt only works on living beings.
ly doubling the effect of this Stunt once per Combo: As a part of combo, Ravage adds
combo. +2 physical damage to the next Stunts, as
the target bleeds more from his wounds.
Glitch Hopping The problem is that violent Wild energies
Time: Action damage those participating in the combo
Roll: TRICK + Stealth vs. Challenging as well, dealing 1 point of unpreventable
DIFF. Health damage to each following Stunt user.
Flux: Wild (2) Combo: -
Description: The character surrounds
herself with a stream of Wild. This energy Snowfall §
tries to teleport the character out of harm’s Time: Action
way for a total of 3 times during the same Roll: INT + Magic vs. FIN-attribute skill
scene, granting a +4 bonus to defense rolls check.
against attacks and increasing the difficul- Flux: Wild (2)
ty to hit with ranged attacks by one degree. Description: The air around any target
Combo: - within 10 metres cools down and chills
suddenly. A moment later, a huge pillar of
Imaginary Shelter § ice materialises above and crashes down,
Time: 5 minutes* leaving a trail of blue energy. The pillar
Roll: INT + Survival vs. Hard DIFF. deals a 1D6+WILL mystical ice damage and
Flux: Wild (3) slows the target’s next Initiative by 2 points.
Description: The creative energies of Combo: The Wild changes the properties
Wild swirl and congregate on a target lo- of every next Stunt. Weapons grow colder
cation, forming a protective shelter to rest and instead of fire, the Stunt users sum-
or hide in. This shelter takes the form of a mon cold air. All the damage the character
large, invisible tent that easily houses up to would suffer during this combo is consid-
four characters. Rain, wind, cold and other ered to be mystical ice damage instead of
natural hazards do not bother those within anything else.
the tent, but greater disasters such as Wild
winds still pose a danger. Thanks to the in- Splintershot
visible and impossible nature of the tent, it Time: Action
is highly difficult to track or ambush those Roll: Ranged attack roll
hiding inside. Treat any difficulties to detect Flux: Wild (2)
the tent or the people inside it as two de- Description: The projectile shot or
grees higher. thrown by the character suddenly explodes,
The activation is handled as an extended disintegrating into small, sharp splinters.
check, and the TN is 5. This shelter lasts un- These splinters gather the Wild energy used
til the sun rises the next time. in the Stunt and shoot forward in a shred-
Combo: -

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70 ding cone, almost never missing. The dam- Move to flee from the presence of the Stunt
age of the attacks is lowered by 1 points, user. If moving away is not possible (thanks
but the character can try to hit three times, to a dead end or the like), the victims
damaging with each successful attack. This suffer 2 more points of terrible damage.
Stunt is considered to be an area of effect at- Combo: -
tack, when dealing with things like swarms
and such. Volatile Whip
Combo: The next Stunts deal an extra +1 Time: Action
mystical damage as the lingering Wild en- Roll: Attack roll
ergy drives the shards deeper. Flux: Wild (1)
Description: The character attacks from
Terrorscream a short distance away, but to the target’s
Time: Action surprise, suddenly a whip of pure chaot-
Roll: CHA + Intimidation vs. WILL-at- ic energy bursts from the striking hand or
tribute skill checks. weapon, whiplashing through the air with a
Flux: Wild (3) loud screech and finally exploding into mist
Description: The character screams out, and air. The attack gains the reach weap-
the air itself shaking and rippling with cha- on-quality and hits anything in a straight
otic energies. It seems as if an area of 15 line within the range. The damage of the
metres directly in front of the character attack is considered to be fully mystical in-
momentarily becomes darker, and those stead of physical.
within must each roll to resist this Stunt. Combo: The blast of the whip disorients the
Those who fail suffer 2 points of unpre- target, penalising the defence rolls against
ventable damage and must use their next further Stunts within the combo by -1.

Level 2 Logic
Command target, curving to strike what ever lies be-
Time: Action hind it. Thus, all damage from the attack
Roll: CHA + Persuasion vs. WILL-attrib- hits anything standing directly behind the
ute skill check. character, be it a tree or another person.
Flux: Logic (3) Combo: -
Description: Logic energy fuels a
one-sentence command barked by the char- Magnetism §
acter. This order must be swift and simple, Time: Action
spoken in loud and clear tone. The target ofRoll: WILL + Magic vs. Challenging DIFF
this Stunt feels compulsion to obey, acting or STR + Meleé skill check*.
before thinking and using his next action toFlux: Logic (1)
Description: By extending her hand, the
fulfill the order as properly as possible. This
character forms a powerful magnetic link
Stunt fails instantly if the order puts the tar-
get clearly in mortal danger, such as order-between one target within 10 metres and
ing a person to stab himself or to jump intoherself. If the target is made out of metal
a pit of spikes. or other substance with magnetic proper-
Combo: - ties, it flies through the air straight into the
opened hand of the Stunt user. The object
Logic Gate § must be small enough to be easily grasped
Time: Instant by the character.
Roll: INT + Magic vs. Hard DIFF This Stunt can also be used to disarm a tar-
Flux: Logic (2) get, thus stealing a weapon (or other held
Description: The character can acti- object). In this scenario, the activation roll
vate this Stunt reflexively when he is hit is a contested skill check.
with any physical attack. The damage of Combo: -
the attack is redirected around the initial

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Mirror Strike Sanctuary § 71
Time: Action Time: Action and Move
Roll: Attack roll Roll: INT + Magic vs. Challenging DIFF
Flux: Logic (3) Flux: Logic (2)
Description: The character dashes for- Description: An area with a radius of
ward, ready to strike at the target. Logic 30 metres is sanctioned for the remain-
energies gather, calculating possibilities der of the scene. Any attempts to activate
of different attack routes and techniques, Stunts suffer horrible penalties, as Log-
multiplying the actual strikes momen- ic energies try to stop any supernatural
tarily and allowing all the different phan- activity within this protective, preserv-
tom attacks to coexist. As long as the tar- ing bubble. Every roll to use a Stunt suf-
get manages to block, parry or dodge, the fers a -4 penalty on the activation roll.
character rolls for attack again until a to- Combo: -
tal of five are made or a hit is scored. The
damage of the hit suffers a penalty of -1, Seek the Answer §
due to the character having to concentrate Time: Action
on multiple movements simultaneously. Roll: WILL + Intimidation vs. WILL-at-
Combo: If the combo is balanced (alternat- tribute skill check.
ing between Logic and Wild energies), the Flux: Logic (2)
next Stunts won’t have to roll for Drama die Description: The character asks a ques-
if they score Snake-eyes. tion, urging the target to answer truthfully.
Logic energies start to flow silently near-
Opening the Locks by, as if carefully listening what the answer
Time: Action might be. If the target lies, the Logic forces
Roll: INT + Magic vs. Challenging DIFF. strike in, punishing for the crime of mis-
Flux: Logic (3) leading and confusing. When answering to
Description: The character attunes the the question uttered at the activation of this
target of this spell with the flow of Logic, Stunt, the target must answer the truth or
allowing all the locks that restrain the target suffer 1D6 mystical damage, delivered by
to open. For the full scene, the target gains Logic energy. Of course, the interrogator
+1 to all attributes. This change is bewil- who learns that the target lies might not be
dering and empowering, usually granting a too pleased either.
wonderful sensation of belonging and pur- Combo: -
pose.
Combo: - Sensory Hex §
Time: Action
Retribution § Roll: INT + Magic vs. INT + Notice skill
Time: Instant check.
Roll: CHA + Magic vs. FIN + Athletics Flux: Logic (2)
skill check. Description: The target of this Stunt is in-
Flux: Logic (3) stantly stripped of one of these four senses:
Description: Upon receiving damage taste, hearing, smell or touch. The only way
from an assault, the target calls upon Logic to strip someone of their sense of sight is
energies to strike back at the target - an eye by rolling a double-6 on the activation roll,
for an eye. The energy answers this venge- thus being able to manipulate the Logic en-
ful summon and redirects the damage from ergies in a finer manner. Normally, though,
the assault back to the attacker. This Stunt the flow of Logic only wishes to block any
can be activated as a response to any suc- of the more minor senses, considering sight
cessful attack against the character. Calcu- to be of too high importance for any living
late the damage to the Stunt user normally being. The Hex lasts until the scene is over
(applying armour and other protections) or the character wishes to end it.
but if the Stunt succeeds, the damage is in-
flicted to the attacker as well.
Combo: -

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72
Sunder Tactical Perfection
Time: Action Time: Instant
Roll: Attack roll Roll: INT + Notice vs. Challenging DIFF.
Flux: Logic (1) Flux: Logic (1)
Description: The character studies the Description: The character closes her
target for a brief moment, Logic ener- eyes as Logic energy takes over, portraying
gies starting to concentrate on spots that the nearby surroundings as a tactical map.
would be optimal to strike at. Spots where Small beads travel across this map, filled
the armour is the weakest and where the with information about actions and situa-
attack would cause most harm. The strike tions yet to happen. This vision grants the
is made with a -2 modifier, but if it hits, character supreme skill to position herself
it destroys one point of AV from the tar- within the scene. The Stunt can be used in-
get in addition to dealing normal damage. stantly after others have rolled their Initi-
Combo: If any Stunt scores a double-6 on ative. The Player may determine any value
the activation roll, more of the target’s ar- for the character’s Initiative for this turn.
mour gets destroyed. Each double-6 in the This Stunt does not count for the one-Stunt-
combo after the Sunder lower the AV of the per-turn limit.
target by one more in addition to reducing Combo: -
the Durability of the armour by two.

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Temporal Chains § Unlucky Hex §
Time: Action. Time: Action
Roll: WILL + Magic vs. STR-attribute skill Roll: INT + Magic vs. WILL-attribute skill
check. check.
Flux: Logic (2) Flux: Logic (2)
Description: Ethereal, Logic infused Description: The target in touch range is
chains shoot out from the extended hands afflicted with horrible luck. Luck might be
of the character to wrap and snake around the wrong term, though, as it is Logic en-
the target within 10 metres, in an attempt ergies that work against success. The next
to paralyse. If the spell succeeds, the target three times the target actively tries some-
is stopped, snared to the place where he thing, Logic warps reality to increase the
stands. The speed of the target is reduced probability of horrible failure. Each time
to zero as long as the spell is active. This the target fails on a roll, he has to roll a Dra-
means that on the following turn, the Stunt ma die just like when rolling Snake-eyes.
user must choose either to continue holding Combo: -
the chains or let go, ending the spell. Hold-
ing on to the chains calls for another con- Weakness Hex §
tested roll between the caster and the tar- Time: Action
get, but no more energy needs to be spent. Roll: TRICK + Magic vs. WILL-attribute
Combo: The Stunt can be used in a combo skill check.
Flux: Logic (2)
only on the turn it is first casted. The Initial
struggle between the chains and the target Description: The target feels sudden-
causes a distraction, penalising the rolls to ly weaker and feverish. Strength is sapped
resist and defend further Stunts by -1. from the muscles and joints ache. If the
Stunt is successful, the target is cursed for
Terminal Velocity 1D6 turns, lowering the STR-attribute by 2
Time: Action points (the attribute cannot go below 0).
Roll: Attack roll Combo: If any of the further Stunts score
Flux: Logic (3) a double-6 in an activation roll, the Hex
Description: The attack of the charac- spreads through every muscle and bone,
ter accelerates to deadly speed, fast and increasing the duration to one full scene.
powerful enough to crush anything it hits.
The Stunt user can resist this increase in
speed, perfecting it for the situation at
hand. This Stunt causes Durability loss
on the weapon the character is using, but
the amount is decided by the Stunt user
himself. For every two points of Durabili-
ty the character sacrifices, the attack deals
an additional +1 physical damage. This
Stunt can even destroy the weapon com-
pletely. Using this Stunt unarmed caus-
es Health loss in the same manner. Every
two points sacrificed adds 1 to damage.
Combo: The Stunt leaves the target nearly
stunned, preventing the use of dodge while
defending against further Stunts in the
combo chain.

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74

Level Three Stunts


Call forth the Flux §
Time: Action
Roll: -
Flux: Wild and Logic (2 and 2) and a point of Guts.
Description: The character is able, against all possible rules of the Twin
energies, to force them into submission for a while, intensifying and collecting
huge amounts of energy into one small space right in front of the Stunt user.
After a blink, a Leyline bursts open. This Leyline should have its energy-levels
randomised by rolling 3D6 for Wild and 3D6 for Logic energy.
Combo: -

Level 3 Wild

Frenzy
Time: Action
Roll: Attack roll Roll: WILL + Magic vs. Hard DIFF.
Flux: Wild (2+)* Flux: Wild (2)
Description: The character enters into Description: Wild imagination forms a
a quick frenzy, attacking with great speed layer of thick scales on top of the skin of the
and excitement, delivering an attack after Stunt user. These large scales pulsate with
an attack. Ethereal streams of energy travel heat, in addition to offering a great deal of
behind each strike before vanishing again, protection. The hide lasts for 1D3 + STR
but for a moment the air looks as if full of turns before dissolving into nothing but
deadly trails. The Player spends 2 points of dust. Treat this armour as AV 5, Speed pen-
energy and makes an attack. After this Ini- alty of 1 and durability of 40, with qualities
tial attack (successful or not), the Player can like Wild, Stopper and Thick. Every meleé
choose to spend one more point of energy attacker that hits the character suffers 1D6
to gain one more attack. This can continue mystical fire damage as well, as burst of fire
as long as the Player wishes and is able to erupts from the scales hit. The Dragonhide
spend more energy. Each attack after the does not stack with other armour, overrul-
first one, however, suffers a -2 penalty to hit ing them for the duration.
and has damage lowered by one. Combo: -
Combo: Every Stunt after this one causes
the user of Frenzy to deliver one more extra
attack against the target, with the penalty of
-2 to hit and -1 to damage.

Dragonhide
Time: Move

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Intensify § Summon Star §


Time: Action Time: Action and Move
Roll: TRICK + Magic vs. Hard DIFF. Roll: INT + Magic vs. Hard DIFF.
Flux: Wild (1) Flux: Wild (4)
Description: If the Stunt succeeds, im- Description: Pointing her finger, the
pressive amounts of Wild energy start to character utters a command for the stars to
gather around the character, invisible to the leave their natural place high up in the skies
naked eye, but easily felt. During the same and plummet to the ground below. Upon
scene, the next spell the Stunt user tries has successful activation, a shining, fiery piece
all of it’s effects increased by 2. This means of rock flies in a straight line towards the
that Hexes that affect attributes or oth- target area within 30 metres, striking from
er statistics grant or take away two points the sky behind the Stunt user. Fire roaring,
more, damaging spells deal more damage, the rock crashes to the destination, explod-
etc. As an example, Crystal Caltrops would ing into a hell on earth and showing what
deal two points more damage and lower the destructive power the Wild is capable of.
speed of the target by two more points. The All within 10 metres of the point of impact
effect of Intensify works on Logic spells as instantly take 2D6 + INT mystical fire dam-
well. age and must roll a FIN + Athletics vs. In-
Combo: If Intensify is used in a combo, it sane DIFF to get out of the exploding area.
is actually cast upon the next spell in the A failure means the victims take an addi-
combo chain, not affecting the Stunt user tional 2D6 mystical fire damage.
but instead intensifying the Stunt of some- Combo: -
one else.

Silvertongue
Time: Action
Roll: TRICK + Mingle vs. Hard DIFF
Flux: Wild (2)
Description: The Wild energy does not
manifest in any physical form, when using
this Stunt, but instead coats the words and
sentences uttered by the character. These
words warp and twist so that all those who
listen hear what they want to hear, words
that would work best. After the activation
of this Stunt, consider all social rolls to gain
critical success when rolling doubles. Even
snake-eyes succeed critically while this
Stunt is active. The duration of this charm
is one full scene.
Combo: -

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Level 3 Logic
Blank Slate § punishing the target like angry hornets with
Time: Action every following successful Stunt. Every oth-
Roll: INT + Subterfuge vs. WILL-attribute er Stunt also deal +INT amount of mystical
skill check. damage in addition to other effects.
Flux: Logic (3)
Description: Upon gazing into the eyes Rising Tornado
of the target, the character can erase all Time: Action
memories related to one single event that Roll: Attack roll
lasted no more than three hours. In an in- Flux: Logic (4)
stant, the memories disappear, leaving a gap Description: By attacking from below,
that the target fills in with logical thoughts the character swings their weapon or fist
of what must have happened. The character in an undercut, drawing in air and Logic
using this Stunt must be aware of the event energy. At the apex of the attack, the Logic
to erase it. energy takes control over the wind and air
Combo: - in the area, forming a cruel and powerful,
yet brief, tornado. The attack deals normal
Gateway § damage, but in addition forces the target to
Time: Action and Move roll STR + Athletics vs. Insane DIFF or be
Roll: INT + Magic vs. Hard DIFF. taken with the tornado, hoisted up in the
Flux: Logic (3) air and instantly taking 1D6 + (Stunt user’s)
Description: The character steps for- INT mystical damage. At the start of the
ward and instantly a gateway opens out of next turn, the target falls to the ground, tak-
thin air allowing the character to pass. This ing 2D6 physical damage and falling prone.
gateway is effectively a teleport, moving an- Combo: Every Stunt performed after this
ything passing under its symmetrical arch one is fueled by Logic energy, fusing into
instantly to the destination, which can be the tornado and hitting with precision. All
anywhere the Stunt user wishes. The only Stunts gain +2 to activation rolls.
limit is that the place where the gate leads
must be within sight when rolling for acti- Transfer Life §
vation. The door stays open for 1D6 turns Time: Action
before collapsing back into Logic energy. Roll: CHA + Magic vs. Challenging DIFF.
Combo: - Flux: Logic (1)
Description: Some people wish to heal
Hornet Strike instead of harm, but sadly the firm ener-
Time: Action gy of Logic does want a suitable payment.
Roll: Ranged attack roll The price of healing is Health. Upon suc-
Flux: Logic (3) cessfully activating this Stunt, the character
Description: Upon firing an arrow or can transfer damage from the target with-
throwing a knife, Logic energy congregates in touch range to himself. The maximum
into the projectile. The energy focuses into amount transferred per activation is equal
the target of the Stunt and moves the pro- to the amount scored over the DIFF of this
jectile to score a hit. As long as the target Stunt (so scoring a 11 in an activation roll
is within range, the attack hits even if the means it is 3 points over the required 8).
activation roll (the ranged attack roll) was The Stunt user can decide to transfer less
unsuccessful. When the successful Hornet than the maximum, though. Pale white en-
Strike hits the target, it deals additional ergy moves between the two, transferring
damage equal to the combined score of INT the wounds of the target to the Stunt user,
+ WILL of the Stunt user. A failed roll still effectively ‘healing’ the target.
hits, but only deals normal attack damage. Combo: -
Combo: The Logic force lingers around,

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CHAPTER FOUR
BESTIARY
Wherein all manner of creatures and adversaries are ex-
plored in greater detail.

This chapter is reserved for monsters and other non player characters, and
contains the rules and statistics for a selection of these. The chapter also con-
tains guidelines for Game Masters to create their own antagonists, with a list
of special qualities that can be mixed and matched to create unique adversar-
ies. These rules are effectively the same as those used for player characters,
although most creatures have access to abilities that the Fluxborn don’t, and
there are other key differences in the case of particularly strange beings. These
statistics, as well as any special abilities, are explained and presented in the
form of a compressed character sheet for quick reference.

Secondary attributes like Speed and Health are determined just like they would
be in the case of a Fluxborn character, but the “base value” of these statistics
varies from creature to creature (for example, the base Health of an ordinary
dreamer is 10. This is further amplified by the STR and WILL attributes of that
particular character, as per usual).

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78

An exmple of a listed creature and its Attributes,


Skills and so forth.

Name of the creature


Attributes
Zero to three. Some qualities might allow for a higher attribute
score.

Skills
From Trained to +2, as with Fluxborn characters.

Speed
Base value (usually ranging from 4 to 8) + FIN-attribute.

Initiative
Always FIN + INT, unless otherwise specified.

Health
Base value (usually ranging from 6 to 16) + STR + WILL.

Energy
If the creature is able to use the twin energies, they might have
some of it stored up. The exact amount is left for the Game Master
to decide.

Boons
The same Boons that are available for Fluxborn characters can be
used to enhance a creature or NPC.

Equipment & attacks


Any significant equipment that the character / creature might
have is listed here, along with the damage and protection values of
any weapons or armour. If the creature in question utilises natural
weapons or attacks, the damage of these attacks is also listed here.

Qualities & Stunts


Many beings of the Flux utilise Stunts, just like the Fluxborn.
Some also have access to special Stunts unique to that particular
creature type.

This section also describes any special qualities that the creature
might have, a general list of which can be found below.

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79

List of Qualities
Powerful
The creature is large (or otherwise unnaturally strong) enough,
that its maximum Strength attribute is considered to be 5 instead
of 3.

Gigantic
Truly monstrous creatures may possess the Gigantic quality. This
raises their maximum STR-attribute all the way up to 15. Such
creatures are usually an insurmountable foe for any group of
Fluxborn adventurers, and as such should be used sparingly.

Supernatural accuracy
A creature with this quality has a maximum Finesse attribute of 5
instead of 3.

Epic
Every attribute can be raised up to a maximum of 5.

Multiple appendages
A monster with this quality can perform two actions in a single
combat turn. Truly monstrous beasts that would deserve more ac-
tions than this quality would give, such as giant kraken could be
handled in the way that each tentacle would be a separate oppo-
nent, with its own Health pool and actions.

Flight
A monster with this quality is capable of flight, and its Speed is
doubled when flying.

Venomous
A monster with this quality secretes a deadly poison. When dam-
aged by an attack by a Venomous creature, the victim must succeed
in a Challenging WILL test. If the victim fails, he or she suffers an
additional 1d6 worth of damage. Particularly lethal poisons may
inflict 2d6 worth of damage instead. This damage is not mitigated
by armour of any sort.

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80
DREAMERS
Dreamers are reflections of the sleeping consciousness of ordinary people, and
as such they look and act perfectly human. They do not have a strong connec-
tion to either Wild or Logic, and are unable to use Stunts, unlike Fluxborn or
dream creatures. All lead their own unique lives and have their own hopes
and dreams. Some are law-abiding people with ordinary jobs and professions;
traders, craftsmen, artists, soldiers, politicians etc. Others make their living in
more unsavoury ways as thieves, bandits and the like.

Below are a few examples of different dreamers to represents the average sta-
tistics of each archetype.

Craftsman
Attributes
STR (1), FIN (2), INT (1), WILL (1), CHA
(2), TRICK (1)

Skills
Athletics (T), Craft (+1), Education (T),
Empathy (T), Hand-to-Hand (T), Medicine
(T), Meleé (T), Mingling (+1), Notice (T),
Politics (T), Ride (T), Subterfuge (T)

Speed
4 + FIN (6)

Initiative
FIN + INT (2)

Health
10 + STR + WILL (12)

Energy
-

Boons
Smooth

Equipment & attacks


Various tools, knife (Damage 1)

Qualities & Stunts


-

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Militia Bandit 81

Attributes Attributes
STR (2), FIN (2), INT (1), WILL (2), CHA STR (2), FIN (2), INT (2), WILL (1), CHA
(1), TRICK (1) (1), TRICK (2)

Skills Skills
Aiming (T), Athletics (+1), Education (T), Aiming (T), Athletics (+1), Craft (T), Crime
Hand-to-Hand (T), Intimidation (T), Meleé (+1), Hand-to-Hand (T), Intimidation (T),
(+1), Notice (T), Persuasion (T), Politics Medicine (T), Meleé (T), Notice (T), Ride
(T), Ride (+1), Survival (T) (T), Stealth (+1), Subterfuge (T), Survival
(T)
Speed
4 + FIN (6 - 2) Speed
4 + FIN (6 + 1)
Initiative
FIN + INT (3) Initiative
FIN + INT (4)
Health
10 + STR + WILL (14 + 2) Health
10 + STR + WILL (13)
Energy
- Energy
-
Boons
Tough Boons
Power nap, Quick
Equipment & attacks
Short spear (Damage 1, reach), Light scale Equipment & attacks
armour (AV 3, Speed penalty 2, AV 2 against Wicked dagger x 2 (Damage 1, penetrating,
mystical damage), Longsword (Damage 2, throwable), Reinforced hide armour (AV 2,
parry) Speed penalty 1, padded), Sling (Damage 1,
ranged)
Qualities & Stunts
- Qualities & Stunts
-

ANIMALS
Not everything in the world of dreams is fantastic and implausible. Ordinary
creatures from our world are reflected in the dreaming one, and don’t tend
to differ from their counterparts in any significant way. Indeed, animals may
have dream-selves and appear in the world of dreams just like humans do. Of
course, things like talking dogs or cats are not unheard of, but such creatures
are more likely to be a form of stranger dream beings.

The following examples list the statistics for a number of relatively common
animals.

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82 Brown bear Health
10 + STR + WILL (13)
Attributes
STR (4), FIN (2), INT (1), WILL (1), CHA Energy
(2), TRICK (1) -

Skills Boons
Athletics (+2), Hand-to-Hand (T), Quick x 2
Intimidation (+2), Notice (T), Survival (+2)
Equipment & attacks
Speed Bite (Damage 1, piercing, fast), Natural hide
5 + FIN (7) (AV 1, Speed penalty 0), Pounce (Damage
0, knockback, masterwork)
Initiative
FIN + INT (3) Qualities & Stunts
-
Health
15 + STR + WILL (20 + 2)
Vulture
Energy
- Attributes
STR (0), FIN (3), INT (1), WILL (1), CHA
Boons (0), TRICK (2)
Tough, Memory
Skills
Equipment & attacks Athletics (T), Crime (T), Hand-to-Hand
Claw (Damage 3, knockback), Natural hide (+1), Notice (+2), Stealth (T), Subterfuge
(AV 3, Speed penalty 0), Bite (Damage 2, (T), Survival (+1)
piercing x 2)
Speed
Qualities & Stunts 5 + FIN (8 + 1)
Powerful
Initiative
FIN + INT (5)
Wolf
Health
Attributes 6 + STR + WILL (7)
STR (2), FIN (3), INT (1), WILL (1), CHA
(2), TRICK (2) Energy
-
Skills
Athletics (T), Hand-to-Hand (+1), Boons
Intimidation (T), Notice (+2), Stealth (T), Quick
Subterfuge (T), Survival (T)
Equipment & attacks
Speed Talons (Damage 1, masterwork), Beak
7 + FIN (10 + 2) (Damage 0, piercing)

Initiative Qualities & Stunts


FIN + INT (4) Flight

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83

NIGHTMARE CREATURES
When night falls, dreamers lock themselves safely inside their homes. In the
world of dreams, fear of the dark is often a perfectly justified phobia, for it
is only after dark when the wretched spawn of Nightmare crawl out of their
holes to spread terror and despair among dreamers.

The following examples are a selection of Nightmare creatures that a group of


adventurers may come across on their travels, ranging from some of the most
powerful beings in the world of dreams to the less threatening rank-and-file.

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84
Barons of Night
Little is known about the creatures known as Barons of Night. They resemble
hooded dreamers, with cloven-hooved feet and black clothes of living shadow,
and they only appear in places where Nightmare’s influence is strong. They act
as figureheads for Nightmare itself, though they do not speak like dreamers
do. At night, when a Baron is nearby, dreamers do not dream normally, but
instead receive horrifying visions filled with cryptic messages. It beckons them
ever downward, into the shadow, and some go mad upon experiencing such
dreams.

There is a finite, unchanging number of Barons, each of them appearing slight-


ly different. They may even have names, but such knowledge is forbidden.
Curiously, even when a Baron is sighted near a town, it rarely resorts to vio-
lence. It just watches from a distance, infecting the townsfolks’ dreams. When
the Barons do fight, though, they are the most dangerous beings at Nightmare’s
disposal. An angered Baron is as terrifying as it is deadly, a master of fear and
shadow. Its strikes are infused with soul-shattering nightmarish power, and
when necessary, it won’t stop until there is no-one left to oppose it. Luckily for
dreamers, Barons of Night appear on the surface of the world very rarely, and
few people ever have to experience facing one directly.

Baron of Night special qualities


(keep in mind that every Baron of Night might have its own, unique abilities
and skills in addition to these):

Manifestation: The nightmarish form of the Barons surpasses any physical


bodies, granting them immunity from normal damage. Weapons do hit them,
but it is like striking at a wall. An invisible force renders the blow useless. This
is why Barons never take any damage from physical weapons or effects (even
Stunts). They do, however, take damage from weapons with magical qualities
and suffer mystical damage normally.

Black Aura: Those sleeping when a Baron is nearby do not dream normally,
but instead suffer dreams of horrible visions and mad omens. Some just stop
dreaming altogether, left with just anxious black screen. They wake up tired,
scared and unsure. This aura is a few kilometres in diametre, and can affect
any number of creatures. Those resting heal one point of Health less than nor-
mally, and sleeping causes a cumulative penalty of -1 to the WILL-attribute
(which can lower WILL to 0).

Slow Tread: Just like in nightmares, one cannot outrun the terror that fol-
lows them. Every non-nightmare being within 30 metres suffer the effects of
this horrible curse. If one tries to move away from the Baron, the character has
his or her Speed cut in half (rounded down).

Infusion: The Barons do not use Flux energy to fuel up their Stunt-like abili-
ties. Instead, treat all the Stunts they possess to be free of any costs. This means
that a Baron can, at will, use Stunts every turn.

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85

Special Stunt: Soul Shatter


Time: Action
Roll: WILL + Magic vs WILL-attribute skill check.
Flux: -
Description: Gazing upon the target, the Baron just stands and stares, fill-
ing the poor victim with a sense of dread. Walls seem to close in, paranoia and
anxiety clouds the target’s mind and visions and delusions trick every sense.
This madness drives the target insane, and multiple uses of this Stunt can leave
the enemy of the Baron a weeping mess. The target takes 1D6 + INT mystical,
unpreventable damage and lowers the target’s INT and WILL by one point
(this can lower the attributes to 0). The effect lasts for the scene.
Combo: -

Kiquruallach
Attributes Health
STR (4), FIN (3), INT (3), WILL (4), CHA 16 + STR + WILL (24)
(3), TRICK (4)
Energy
Skills -
Athletics (T), Craft (T), Education (+1),
Empathy (T), Hand-to-Hand (+1), Boons
Intimidation (+2), Magic (+2), Medicine Immunity
(T), Meleé (T), Notice (T), Persuasion (+1),
Politics (T), Subterfuge (+2) Equipment & attacks
Draining touch (damage 3, piercing, heals
Speed the Baron the amount of damage done),
5 + FIN (8) Black spear (damage 2, reach, occult)

Initiative Qualities & Stunts


FIN + INT (6) Epic, Manifestation, Black Aura, Slow
Tread, Infusion, Soul Shatter, Sunder,
Dreamer Shape, The Gateway

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Nightmares
Their name interchangeable with the place that they spawn from, nightmares
are born from the fears of mortals. Resembling a twisted, skeletal horse, they
are unnatural, four-legged creatures with a single horn sprouting from their
foreheads and possessing strong, long limbs ending in humanoid hands and
feet. Nightmares are carrion-feeding beasts, feasting on corpses of innocent
creatures, and their appetites are endless. Despite their appearance, nightmares
are far from unintelligent beasts. They are cunning and deadly, possessing a
wicked intelligence. These creatures race across the plains of the surface world,
spreading terror and hopelessness in their wake, seeds of despair gathering
wherever they tread. Cultist leaders of the Tendrils of Righteous Spite some-
times seek to tame a nightmare and ride one into battle, but such aspirations
are always doomed to fail. When facing a threat, a nightmare is a fearsome
force that will not allow a pretender to ride on its back, and it is always the
nightmare that poses a greater threat to a group of adventurers. When ridden,
a nightmare will sometimes consume their so-called master in order to fight
more effectively.

Nightmare special qualities:


Carrion Eater: The nightmare devours flesh of the dead. If there is no such
dead meat at hand, the nightmare is usually eager to change that. Upon feast-
ing on a corpse for one full turn, the nightmare can raise its STR- or FIN-
attribute by one for the scene.

Grim Reaper: Death is something the nightmare revels in. Every time some-
thing dies in the proximity of a nightmare, that particular nightmare instantly
heals 10 points of Health as the life that ended invigorates the beast.

Special Stunt: Impale


Time: Action and Move
Roll: Attack roll
Flux: -
Description: The nightmare charges forward, moving double its speed in a
straight line and rolling attack (with a penalty of -2) for each target unlucky
enough to be in its way. If the nightmare rolls double 6’s in any of the attacks,
the target is impaled by the cruel horn, and carried along as the nightmare
charges. The impaled character can use a full turn to roll a STR + Athletics vs.
Hard DIFF to push free from the horn, but every time it’s time for the night-
mare to act in a turn, the poor victim takes 1D6 + STR physical damage.
Impaled characters also suffer -4 to any rolls not related to getting off the horn.
Combo: -

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Nightmare 87

Attributes Health
STR (2), FIN (4), INT (3), WILL (3), CHA 16 + STR + WILL (21)
(2), TRICK (1)
Energy
Skills -
Athletics (+1), Empathy (T), Hand-to-
Hand (+2), Intimidation (+2), Magic (+1), Boons
Medicine (T), Notice (T), Persuasion (T), Quick, Memory
Stealth (T), Subterfuge (+1), Survival (T)
Equipment & attacks
Speed Horn (damage 2, piercing, knockback), Bite
6 + FIN (9 + 1) (damage 3), Tail (damage 1, flexible, mas-
terwork)
Initiative
FIN + INT (6) Qualities & Stunts
Carrion Eater, Grim Reaper, Impale,
Supernatural accuracy

Sneaklings
Sneaklings are the footsoldiers of Nightmare. These small, unimposing crea-
tures are formed from the very stuff of darkness itself, gathering in huge groups
to cause mischief wherever they go. Sneaklings are small, shadowy creatures,
that skitter like rats in abandoned houses and dark cellars. They have long
arms and white, unblinking eyes, and often star in cautionary tales told to
unobedient children. Sneaklings are born in forgotten, shadowy places, and
though they might represent a mighty force, they are often seen as nuisances
by ordinary dreamers. A few sneaklings sometimes manage to crawl through
the cracks of cellar floors of any dreamer town, and such a threat is always
dealt with swiftly and decisively, as soon as it is discovered. Left unchecked,
however, sneaklings can act as the first troops of full-blown invasions. When
a horde of sneaklings has overtaken a town, it is only a matter of time when
actual nightmares, or worse, follow in their wake.

Sneakling special qualities:


Ethereal body: The sneaklings consist mostly of anxiety and fear, mani-
fested into a physical form. This is why normal weapons and attacks seem to
sometimes just pass through the sneakling, while magical weapons and spells
strike true. Subtract 2 points of damage from physical attacks, Stunts and ef-
fects. Weapons with magical qualities deal normal damage.

Shuffling: Entirely silent, the presence of sneaklings is unsettling. They


shuffle and twitch forward, focusing on their cryptic objectives. Those around
sneaklings suffer a -2 penalty to any rolls to resist fear.

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88 Darkness: The area around sneaklings is always darker. Torches flicker and
campfires seem to die out when sneaklings are within 40 metres or so. Penalise
any Notice checks related to vision by -2 when sneaklings are about.

Sneakling
Attributes Health
STR (0), FIN (1), INT (0), WILL (1), CHA 8 + STR + WILL (11 + 2)
(0), TRICK (1)
Energy
Skills -
Athletics (T), Crime (+2), Hand-to-Hand
(T), Intimidation (+1), Magic (T), Stealth Boons
(+2) Healer, Tough

Speed Equipment & attacks


4 + FIN (5) Claws (damage 1, fast)

Initiative Qualities & Stunts


FIN + INT (2) Ethereal Body, Shuffling, Darkness

DREAM BEINGS
Many different and wonderful life forms inhabit the world of dreams. Magical
and mythical beasts roam the lands, skies and seas, and odd creatures form cul-
tures of their own, building towns and villages to live in. Many of these dream
beings are considered a threat to the dreamer society. Filthy Nachtkrapps wage
war against small dreamer towns and predatory Wilderbeasts appear out of
nowhere.

Still, as much of a danger as these creatures pose, they are also reminders of
how vast and magical the world can be. Below are only few examples of differ-
ent races and species of creatures, and Game Masters are encouraged to invent
strange dream beings of their own.

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Nachtkrapps 89

Nachtkrapps are a nuisance. They are, generally speaking, creatures that pos-
sess the features of both dreamers and black birds of bad omens. This dual-
ity isn’t shared equally between all nachtkrapps, though, and some are more
bird-like (or man-like) than others, a few even able to pass off as ordinary
dreamers.

Dreamers they are not, though. Nachtkrapps are beasts at heart, with beastly
urges. They hunt animals and dreamers, and have a particular fond-
ness for the flesh of children. They live in tightly-knit commu-
nities with a strict pecking order, exactly like a caste system.
There is always a matriarch at the top, with bred warriors,
hunters and workers below her, in that order. Nachtkrapps
also have their own language, which to dreamers sounds
like unintelligible clacking and cawing. They are in-
telligent, and are able to craft fine tools and
weapons out of the bones of their prey.

Nachtkrapps are the most common of


all dream beings. These raven-like
predators are an
omnipresent
danger for
small dream-
er communities
out in the wild.
Full-on assaults are
uncommon, but that is
a small comfort, since nacht-
krapps are masters of stealth
and abduction. Warding
chimes are traditionally placed
around houses to warn their inhabitants
of nightly visits. As the saying goes; keep
your window shut, lest the black bird spare
you not.

Nachtkrapp special
qualities
Strength in Numbers: The nachtkrapp
is a cowardly being, only fighting with full
frenzy when they outnumber their prey.
When there are less nachtkrapps around
than their adversaries, consider their
FIN-attribute to be 1 lower.

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90 Special Stunt: Ruffle
Time: Move
Roll: FIN + Intimidation vs. WILL-attribute skill check.
Flux: Wild (-)
Description: The horrifying nachtkrapps all know this Stunt by heart, learn-
ing it almost as soon as they are born. They ruffle their oily feathers, a terrible
fluttering sound like a hundred ravens taking flight erupting from their forms,
packed with Wild energy. A torrent of feathers fills the air around the nachtkrapp,
distracting its enemies, and the nightmarish sounds the creature emits can cause
even the bravest of adventurers to cower in fear. Those who fail their test suffer a
-1 penalty to defend against any offensive actions until their next turn. Multiple
Nachtkrapps using this Stunt can bring down even the most skilled fighter.
Combo: -

Nachtkrapp hunter
Attributes
STR (1), FIN (2), INT (1), WILL (1), CHA Energy
(0), TRICK (2) 2 points shared between Wild and Logic

Skills Boons
Aiming (T), Athletics (T), Craft (T), Crime Sharp eye
(T), Intimidation (+1), Meleé (T), Notice
(+1), Stealth (T), Subterfuge (T), Survival Equipment & attacks
(+1) Short bow (damage 1, ranged), Bone axe
(damage 2, fast), Light bone armour (AV 1,
Speed Speed penalty 0, AV against mystical dam-
6 + FIN (8) age 2), Talons & beak (damage 1, piercing)

Initiative Qualities & Stunts


FIN + INT (3) Strength in Numbers, One level 1 Stunt,
Ruffle
Health
8 + STR + WILL (10)

Wilderbeasts
Incarnations of the Wild itself, wilderbeast is the catch-all term for strange
creatures that defy categorisation. They come in a multitude of shapes, but
most resemble insane combinations of different animals and plants, seemingly
fused together without rhyme or reason. The body of a deer with a lion’s head,
with yet another head of some long-beaked bird peeking out from its gaping
maw. A winged monstrosity with countless snakes sprouting from its back and
a wolf ’s face with man-like features. The possibilities are endless.

Some say that sighting a wilderbeast is a sign of good fortune. Getting too
close to one, however, is rarely a good idea. Wilderbeasts are as fickle and un-
predictable as the Wild itself, and become veritable forces of nature themselves
when cornered.

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Wilderbeasts come in many shapes and sizes. The beast detailed below is 91
just an example of a calm herbivore. Each type of wilderbeast should come
equipped with interesting and unique qualities, and it is encouraged to invent
new, supernatural rules to spice up these dream beings. Keep in mind that
Being of Wild is a quality that all wilderbeasts share.

Wilderbeast special qualities:


Being of Wild: The wilderbeasts all share this quality. They are beings born
out of the Wild energies, and thus take only half (round down) damage from
any Wild-type Stunt or weapon. They also cannot be affected with Wild-type
Hexes or effects that would lower their attributes or other statistics. They don’t
need to use Wild energy to fuel up their Stunts either, but instead can use each
Stunt successfully once per scene per point of INT-attribute.

Beings of Wild do have a weakness, though. They take two more damage from
anything Logic-infused, be it a weapon or a Stunt.

Duckmouth Gazelle
Attributes
STR (3), FIN (2), INT (2), WILL (2), CHA
(1), TRICK (1)

Skills
Athletics (+1), Empathy (T), Hand-to-
Hand (+1), Intimidation (T), Magic (+1),
Notice (+1), Stealth (T), Survival (+2)

Speed
7 + FIN (9 + 1)

Initiative
FIN + INT (3)

Health
14 + STR + WILL (20 + 4)

Boons
Quick, Tough x2

Equipment & attacks


Natural hide armour (AV 3, Speed penalty
0), Horns (damage 2, reach, knockback)

Qualities & Stunts


Being of Wild, Rush, Wild Jump, Animate,
Phantom Sounds

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Ogres
Man-eating brutes of myth, elusive snowmen, gentle giants of the forest. Ogres
come in many forms, but all share an intimidating humanoid physique, tow-
ering over ordinary dreamers. Some appear fat and broad-shouldered, others
lanky and sinewy. Their bodies may be covered in fur, completely hairless with
slick, greasy skin, or anything in between.

Ogres possess a rudimentary intelligence, and are capable of speech, some even
learning the basics of dreamer language. They rarely integrate themselves into
dreamer society, though, and tend to either stick with others of their kind or live
their lives as hermits. For the dreamers, ogres are often archetypal monsters.
They savour the taste of human flesh, smell horrible and kill without mercy. That
is the stereotype, anyway. Sadly, most ogres live up to these expectations.

Ogre special qualities


(not every ogre share all these qualities, as they vary from ogre habitat to habitat):

Thick fur: The ogre is covered in thick fur that allows protection from harsh
cold. The ogre takes only half (rounded down) damage from cold based effects
and environment.

Waterdweller: The ogre is adept at surviving under the water of rivers and
even salty seas. The ogre has gills or other way of breathing underwater as long
as it wants to.

Glutton: Feasting on huge quantities of food allows the ogre to heal some
of its wounds. Every hour spent eating heals the ogre by two points of Health.

Rockbody: The body of the ogre is so strong and adamant, that normal
strikes and attacks do very little harm. Half (rounded down) any damage from
normal physical attacks. Weapons with mystical qualities do normal damage,
though.

Woodland ogre
Attributes Health
STR (5), FIN (1), INT (0), WILL (1), CHA 16 + STR + WILL (22)
(1), TRICK (2)
Energy
Skills 4 points shared between Wild and Logic
Athletics (+1), Craft (+2), Hand-to-Hand
(T), Intimidation (+1), Magic (T), Meleé Boons
(+1), Notice (T), Subterfuge (T), Survival -
(+1)
Equipment & attacks
Speed Huge club (Damage 4, Big)
4 + FIN (5)
Qualities & Stunts
Initiative Powerful, Glutton
FIN + INT (1)

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Agents of Logic
As mysterious as they are dangerous, the strange creatures known as
agents of Logic resemble a 7-metre tall androgynous dreamer with a
geometric shape for a head. They lack any facial features or genitalia and
are completely white all over, devoid of colour. No-one knows where
they come from, and they don’t seem to have any specific goal in mind.
None, that is, but the eradication of everything that is not neat and or-
dered. They wander aimlessly, destroying everything in their path and
leaving nothing but a flat wasteland in their wake. An agent fires beams
of pure Logic energy from their fingers, and wherever their influence
touches, nothing but perfect symmetry and straight lines remain.

Agent of Logic special qualities:


Being of Logic: All the agents share this quality. They are beings born
out of Logic energies, and thus take only half (round down) damage
from any Logic-type Stunt or weapon. They also cannot be affected with
Logic-type Hexes or effects that would lower their attributes or other
statistics. They don’t need to use Logic energy to fuel up their Stunts
either, but instead can use each Stunt successfully once per scene per
point of INT-attribute.

Beings of Logic do have a weakness, though. They take two more dam-
age from anything Wild-infused, be it a weapon or a Stunt.

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94 Agent of Logic
Attributes Boons
STR (8), FIN (2), INT (3), WILL (3), CHA Tough x 2, Immunity, Healer
(0), TRICK (0)
Equipment & attacks
Skills Logic beam (Damage 3, mystical attack,
Aiming (T), Athletics (+2), Craft (T), Hand- ranged, those hit must pass a WILL-attribute
to-Hand (+1), Magic (+1), Notice (T) check (Hard DIFF) or be destroyed totally.
This extra effect doesn’t affect Fluxborn or
Speed other creatures of Logic), Smash (Damage
6 + FIN (8) 2, knockback, reach), Marble skin (AV 2,
Speed penalty 0)
Initiative
FIN + INT (5) Qualities & Stunts
Gigantic, Being of Logic, Opening the
Health Locks, Logic Gate
14 + STR + WILL (25 + 4)

Harvestmen
Harvestmen are vaguely humanoid, tree-like beings that can be found in the
forests of Albion and some temperate areas of Olympia. They are called such
because they only leave their woodland homes during the harvest season, des-
perate to extend their natural lifespans. A harvestman only lives for a single
year, and during spring and summer they survive by draining nutrients from
the soil itself. When autumn arrives, however, a bloodlusty beast awakens
within them. They will gorge whatever offers them sustenance, their crooked
limbs suddenly coming alive. Harvestmen devour anything in their path, but
in their prime, nothing satisfies them as completely as flesh and blood. Driven
by this hunger, they will eventually leave their forest homes in search of juicier
prey. Urged further on by the fear of death, droves of harvestmen seek out
dreamer victims to satiate their hunger, often invading towns or even cities
in large numbers. There are legends of harvestmen who have even survived
several winters by devouring countless dreamers, growing stronger and more
monstrous with each passing year.

Harvestmen have an uneven number of skeletal, wooden limbs and a gaping,


jagged maw. They are usually slightly smaller than a normal dreamer. Their
eyes emit a yellowish glow in the dark, not unlike that of fireflies, and they can
move in complete silence. Even during the summer months they are fiercely
relentless when threatened, and can swallow an unsuspecting child whole.

Harvestman special qualities


Plant: These creatures are immune to all natural poisons and venoms, and
they cannot be affected by any stunts or abilities that somehow affect the mind
of the target, such as hypnotism. The downside of this is, that their natural
armour doesn’t prevent damage from fire. The damage is also increased by one
point.

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Devour: The harvestman can use its full turn to devour anything organic 95
that it can stuff into its maw (usually anything child-sized or smaller). The
helpless target takes 2D6 points of crushing physical damage and the harvest-
man heals one point of Health.

Wither: As time passes, the harvestman slowly withers away. After their first
autumn begins, they start to take two points of unpreventable damage at the
start of every day. During the winter (and each winter after that) the effect is
increased by an additional two points. So, the older the harvestman, the more
it needs to devour to stay alive.

Harvestman
Attributes Health
STR (3), FIN (1), INT (0), WILL (0), CHA 12 + STR + WILL (15)
(0), TRICK (3)
Energy
Skills 1 point of Wild energy
Athletics (T), Hand-to-Hand (+2),
Intimidation (T), Notice (T), Stealth (+1), Boons
Subterfuge (+1), Survival (+1) -

Speed Equipment & attacks


4 + FIN (5 - 1) Bark (AV 4, Speed penalty 1, wood), Branch
(Damage 0, reach), Bite (Damage 2)
Initiative
FIN + INT (1) Qualities & Stunts
Multiple Appendages, Plant, Devour,
Wither, Volatile Whip

Skeleton Crewmen
Whatever brings the dead back to life is a mystery. It is considered an impos-
sible achievement, yet ghost ships that have been observed sailing on the seas
with their skeletal crews prove this assessment wrong. Whatever their origin
may be, these skeleton crewmen act surprisingly human. They aren’t uncaring
killers, or at least no more than the average pirate. The arrival of a skeleton
crew is not preceded by ominous mists, but the sound of their singing. They
seem to have an encyclopedic knowledge of sea shanties, and display their
talents with bubbly enthusiasm.

These crewmen are far from benevolent, though, despite their cheerful demea-
nor. They raid coastal towns with drawn swords, sacking and looting without
a care in the world. They do not need to eat, drink, or sleep, but yet they still
do, or pretend to. And they still yearn for treasure. They do not age, and they
are never satisfied. It is possible that they don’t even realise that they have long
since died.

Jon Landers (Order #6347804)


96 Skeleton Crewman special qualities:
Bone Body: The skeleton’s bony shell is adept at resisting blows from piercing
and slashing weapons, such as knives, swords and arrows. Blunt weapons like
hammers and maces harm the skeleton normally. Subtract 2 points of damage
from attacks made with sharp weaponry. This quality doesn’t prevent damage
from any weapon with the Big quality, as the mass of such a weapon is enough
to crush bones.

Skeleton crewman
Attributes Health
STR (1), FIN (3), INT (2), WILL (2), CHA 10 + STR + WILL (13)
(1), TRICK (2)
Energy
Skills 2 points shared between Wild and Logic
Aiming (+1), Athletics (+2), Craft
(T), Crime (+1), Hand-to-Hand (T), Boons
Intimidation (T), Medicine (T), Meleé (+1), Power nap x 2
Mingle (T), Notice (T), Perform (T), Stealth
(+1), Subterfuge (T), Survival (T) Equipment & attacks
Cutlass (Damage 2, parrying)
Speed
4 + FIN (7) Qualities & Stunts
Bone Body, Erase Tracks or Wild Jump
Initiative
FIN + INT (5)

Once upon a time, two travelers were walking through a pitch-black


forest of dead, crooked trees. The ancient trunks all seemed to possess
terrible, grimacing faces in the flickering torchlight, and the path
these companions were following was so overgrown with nasty, slimy
roots and bushes that the path’s existence itself was quickly becoming
a matter of debate.

The man at the front was the one holding the torch. He was dressed
in weather-stained leathers and a traveling cloak of black fur. He
was skeletally skinny, with a sunburnt, narrow face and an impec-
cable posture. Blue lines that glowed in the dark criss-crossed his
skin, giving him an almost ghostly presence in the starless night. His
strides were long and full of purpose, but his black eyes were fixed on
a tattered map that he was holding in his hands.

Just a few paces after the thin man, someone else followed. A frog-
like creature, standing upright and dressed in full plate armour, fit-

Jon Landers (Order #6347804)


ted to suit her unusual form, which clanked and clattered as she
walked. She mumbled and muttered profanities in the dark, cursing
the day when she had gotten it into her head to seek out this fabled
treasure of Lost Wood. She was submerged, now, in a miserable rev-
erie of depression and frustration, but that unfortunate trance was
quickly broken by a rare sentence, uttered by the man whom she
was following. Her response to these three ominous words was un-
derstandably direct.

‘What do you fuckin’ mean we’re lost?’

‘My meaning is exactly that. I fail to see how one could possibly mis-
interpret that rather straightforward statement.’

The man did not look at her when he spoke. He kept walking for-
ward, dark eyes fixed on the map. This infuriated Lady Toadstool.

‘Creator fuckin’ almighty, aren’t you supposed to be a bloody guide?


And you figured this out just now? Not getting lost is a pretty big
fuckin’ part of the night-damned job description, innit? How long
have we been trodding along this bloody path to nowhere, which I’m
pretty sure by now is not a fuckin’ path at all! I-’

‘I had to make sure.’

‘You what?’

‘I had to make sure we weren’t on the right path. It was an even


chance. Process of elimination.’

‘I’ll fuckin’ eliminate you right here and now, you poncy arsehole!
Never trust a fuckin’ Sic, eh? Should’ve listened to me mum.’

‘Killing me now would be unwise, even if you had the capacity to do


so. We are at the heart of the forest. You will not find your way back
alone. We will retread our steps, and then we will follow the right
path.’

‘Well stop fuckin’ talking then and let us turn around! See these for-
saken bloody woods from a different angle on the way back. A whole
new fuckin’ world, can’t bloody wait. Maybe the stars will even find
it in themselves to show up tonight. Fuck. Lead the way, you big
bastard. Nightmare swallow us both, I’d really fancy a bloody hour
or two of rest right now but I guess that’ll have to wait, eh? Why are
you still walking that way?’

The man stopped, and Lady Toadstool almost bumped into him. He
turned around, expressionless. The man circumvented Toadstool’s
imposing figure with a dancer’s grace and started to walk back, his
footsteps remaining utterly silent.

‘Follow me’, he said.

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‘As if I have any choice in the matter. How long will it take to get
back to the crossroads?’

‘A while. We’ll have a few, precious hours to rest before the sunrise,
so I suggest we make haste. I know you need your beauty sleep, my
dear lady’.

Toadstool did not need to see the man’s face to know that he was
smirking. She would’ve loved nothing more than to slit his throat
right there and then, but she needed him. And he needed her, in case
any dangerous denizens of the forest appeared. This fact brought her
some comfort, to know that his useless life was in her hands. But she
was still tremendously pissed off.

The hours that followed passed in relative silence. The overgrown


path wasn’t any more accommodating on the way back, and to make
matters worse, it had started to rain. Lady Toadstool’s heavy boots
made a loud smacking sound each time they hit the muddy ground,
turned wet and unpleasant by the sudden downpour. The man’s
footsteps, as usual, made no sound at all. Despite Toadstool’s best
wishes, the stars were still absent, although the thick canopy of Lost
Wood made this fact irrelevant for most of the journey. Awakened,
perhaps, by the heavy rain, fireflies fluttered and flickered amidst the
trees, tempting the wayward travellers towards paths best left untra-
veled. Lady Toadstool, an adventurer at heart, was half-convinced
to chase these magical lights, but the man remained determined and
unfazed. Toadstool begrudgingly followed, and she continued to do
so for a while longer. And then, sooner than either would’ve expect-
ed, they reached the crossroads. Communicating via primal grunts
and half-words, the pair headed off deeper into the forest, and set
up camp. Toadstool slept, and she dreamed uneasy dreams of lost
friends and failed expectations. The man dreamed as well, but his
dreams remain unknown.

Morning came, and to her surprise, Toadstool found the man still
sleeping soundly when she awoke. She headed off towards the direc-
tion of the crossroads for a well-deserved piss, but was greeted by a
very strange sight indeed. The further she went, the less colourful the
trees seemed to be, until they were completely blank. And then, there
were no trees at all. Just flat space, punctuated by sharp angles and
unnatural geometric shapes. Even smells and sounds had gradually
disappeared. The ground was hard and solid, devoid of nature, and
the vast emptiness seemed to amplify every sound she made.

The emptiness was so profound, in fact, that it could not even mask
the sound of the man’s footsteps, closing in from behind her. She did
not turn to look at him, for something far more alarming had caught
her attention. Somewhere in the middle of the trees up ahead a per-
fect, alabaster pyramid was rising through the canopy. And then a
neck, and shoulders, and an androgynous torso of a gigantic person.

‘The fuck is this now’, said Toadstool.

‘Oh no’, said the man.

Jon Landers (Order #6347804)


Fluxborn is a role-playing game of
boundless fantasy and imagination.

This book provides the tools for exciting


storytelling adventures set in the World of
Dreams, wherein players take on roles of the
enigmatic Fluxborn, exceptional individuals with the
power to shape the world around them to their liking.
Included are rules to simulate visceral combat, engaging
drama and reality-defying Stunts, as well as a rich
background of the world and an array of strange and fearsome
inhabitants of the dreaming world.

ISBN 978-952-93-4316-4
Jon Landers (Order #6347804)

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