Dungeons The Dragoning 1.6 - Bookmarked Final
Dungeons The Dragoning 1.6 - Bookmarked Final
Dungeons The Dragoning 1.6 - Bookmarked Final
.6
ROLEPLAYING IN THE GRIM DARKNESS OF THE GREAT WHEEL
TABLE OF CONTENTS
Chapter 1: Introduction
What is a Roleplaying Game
The Roll and Keep System
Raises and Checks
7
7
8
8
Creating a Hero
Experience Point Costs
Character Creation Example
9
13
15
Chapter 4: Races
Racial Traits
Aasimar
Dark Eldarin
Dragonborn
Eldarin
Elf
Gnome
Halfling
Human
Ork
Squat
Tau
Tiefling
Chapter 5: Exaltation
Exalted Powers
The Tell
Mortal Heroes
Atlantean
Chosen
Daemonhost
Paragon
Promethean
Vampire
Werewolf
Chapter 6: Classes
The Leveling Procedure
Chapter 8: Magic
Casting Spells
Spells
Psychic Phenomena
19
19
20
21
27
27
28
30
32
34
36
38
40
42
44
46
48
50
53
54
54
54
56
60
64
68
72
76
80
85
87
117
118
120
130
132
143
147
149
151
152
TABLE OF CONTENTS
175
Special Attacks
Sword Schools
175
177
187
191
Degeneration
Deities
192
194
199
Availability
Weapons
Armor
Gear
Cybernetics
199
202
215
217
219
223
225
228
230
235
235
237
239
240
243
250
252
255
261
264
265
269
273
273
275
279
284
327
Themes
Game Styles
Running the Game
328
329
332
Example of Play
Guidelines and Glossary
153
155
156
335
335
337
358
360
384
INTRODUCTION
For ten thousand years, the Lady of Pain has silently ruled
the city of Sigil, master of the hub of the Portal network
despite the petty wars of the gods. The city of Sigil is the
largest metropolis in the Astral Sea, untold millions
making sacrifices to sustain it and ensure the continued
survival of their people in the face of a hostile multiverse.
From hundreds of Crystal Spheres, teeming with the Clueless and monsters, refugees and oppressors alike come to
find their place in a larger galaxy, to find treasure fame
and fortune amongst the planes. Beset on all sides by foes
of such malice it would sear a man's soul to know but a
fraction of their blasphemies, only the strongest and most
ruthless survive. Foes from within and without seek to
overthrow the Lady's rule, throwing themselves on the
Throne of Blades in vain efforts to destroy in a moment
the eons of her rule. The Great Devourer comes from the Far
Realm beyond the Astral Sea, driven to consume all before
it and Ork savages surge from their barbaric empires to
pillage and slaughter. The vengeful Eldarin cite prophetic
visions as they raid and destroy even their own cousins,
and an ancient evil arises from tombs sealed at the dawn
of creation.
In the grim darkness of the great wheel, there is only war.
WHAT IS A ROLEPLAYING
GAME?
Right about now you might be wondering just what a roleplaying game is, and
what you need to jump into the action. Well,
it's part creative workshop, part improvised
theatre, and part game of wits. There is no
INTRODUCTION
CHAPTER I:
INTRODUCTION
II
CHARACTER
CREATION
When you die, you will be remembered. Perhaps for great deeds, perhaps for
terrible ones, but there will be those who know
your name. Your struggle, your triumph, your
failure - these are the things that will become
the legends of the next age.
CREATING A HERO
To get started on your quest, you
need to make your Hero, also known as your
character (or Player Character, or PC). Creating your Player Character is a simple process
that many people find fun in itself. As you go
through this chapter, you'll find the tools to
construct an interesting persona with a history,
attachment to the world, and beliefs. Be
aware, there may be many unfamiliar terms
ahead, but have no fear - everything will get
explained, if not here then in a later chapter as
you explore the rest of this rulebook.
Before you get started, you'll want to
gather some supplies - a character sheet, a
pencil, and an eraser. It's best to write everything in pencil to start with, as it's likely you'll
end up changing or scrapping things as you go
along. You may also like to have some spare
scraps of paper to take notes. It's also useful to
get together with the group you'll be playing
with when you make your character, so you
CHAPTER II:
CHARACTER CREATION
Step Zero:
Character Concept
Before filling in even a single dot on
your character sheet, think of a concept. You
don't need to know every detail of your hero's
life right now, just a general feel for who they
are and their current place in the world. Decide on something you'll enjoy playing for the
long haul. As you progress through character
creation, you may alter this concept to suit
your needs or wants, but it's a good idea to
start somewhere instead of just picking things
at random. Your Story Master may restrict
some options, for example disallowing some
races or Exaltations, so make sure they approve your concept.
Step One:
Starting Scores
Now it's time to actually get some
dots down on that sheet. The first step in determining a character's primary numeric traits
is to prioritize their Characteristics. Characteristics are the natural abilities and raw 'stuff'
the character is made of. How strong is a character? How smart? How quick? Characteristics
take all these and more into account. All
DUNGEONS THE DRAGONING characters have nine Characteristics, which are divided into three categories: Physical (Strength,
Dexterity, Constitution), Social (Charisma,
Fellowship, Composure), and Mental (Intelligence, Wisdom, Willpower).
First the player must select which
group of Attributes is his character's strong
suit (primary). Then select the group at which
the character is average (secondary). Finally,
the remaining group is designated as the character's weak point (tertiary). Is your character
10
CHAPTER II:
CHARACTER CREATION
Step Two:
Choose your Race
Now you'll want to choose a race.
There are a number of different races in
DUNGEONS THE DRAGONING, each
one with a unique ability and bonuses to Characteristics and Skills. Any race can do well
with any Exaltation and Class, though some
are obviously better than others. Halflings, for
example, can make excellent fighters, but their
small size will naturally make them more fragile than a Dragonborn fighter.
Your character's race gives you plenty
of clues as to what sort of person they are, how
they feel about characters of other races, and
what kind of motivations they might have. Remember, however, that each character is more
than just a member of their race. A Hero is by
definition removed from the norm of their society, and so regardless of what their race may
be like, they can be and do anything.
A quick rundown of the Races:
Step Three:
Choose your Exaltation
A hero can be many things. But one
thing a real Hero isn't is a mere man. Even the
newest hero has been touched by the supernatural. Like Races, there are a number of
choices. Any Race can develop any sort of Exaltation. Most Exaltations are better at one
type of role than another - Atlanteans are excellent mages, for example - but they don't restrict your choices.
Your Hero's exaltation says a lot
about him, as much or more than his race.
Each Exaltation has a special list of abilities
and powers that can improve over time. It's
worthwhile to spend some time reading over
them in their own chapter before deciding.
A quick rundown of the Exaltations:
Vampire - Cursed by the spilled blood
of Khaine, they feed upon the living.
Werewolf - Blessed or cursed by
Luna, Werewolves can change their shape and
11
CHAPTER II:
CHARACTER CREATION
Step Four:
Starting Class
Where your Race and Exaltation are
who and what you are, your Class is what
you've learned to do. It's the skills and tricks
you've picked up, representing training as a
warrior, wizard, priest, and so on. Each Hero
begins play in a Class. Your choice of class is
very important - you can only use Experience
Points to purchase Advances that are on your
Class List.
Classes are gone into in more detail in
their own section, including taking multiple
classes, advancing to higher class Levels, and
just what classes really mean. Each class,
though, offers a host of abilities and powers for
your character. Most come in the form of
Feats, Magic, and Fighting Styles. Look over
things carefully before making a decision.
Step Five:
Backgrounds
Backgrounds are just what they sound
like, a quantification of a character's backstory.
They can include the ties a character has with
an organization, people that they talk to or get
help from, pure fame, and so forth. Each character begins with seven dots to spend on backgrounds. No background may be raised above
three dots without spending Experience
Points, and Experience Points may only be
spent to improve Backgrounds during character creation.
12
Step Six:
Alignment
Every character has an alignment to a
god. Maybe they're truly devoted to that god.
Maybe they just think he has some good ideas.
Whatever god your character chooses as his
alignment, that decides the moral code he lives
by, his Devotion. Your devotion starts at 6.
Things are more fully explained in the appropriate section, but here are the basics on each
god:
THE RUINOUS POWERS
Khorne - The blood god, he fights for
honor, glory, and the love of battle.
Slaanesh - A god of excess and personal enjoyment.
Tzeentch - The god of change and
hope, but mostly pretending you plan things.
Nurgle - The god of decay and despair. He loves his followers.
Malal - Self-destructive god of unfocused devastation.
THE BLESSED PANTHEON
Sigmar - Crusading god of protection
and smiting evil.
Bahamut - The god of nobility, the
CHAPTER II:
CHARACTER CREATION
Step Seven:
Experience
With your class chosen and most
basic information recorded, it's time to spend
your starting Experience Points (XP). All
characters begin play with 600 XP which they
may use to increase Characteristics, acquire or
improve skills, buy new Feats, and so on. The
table below describes how to spend your experience.
Improve a Characteristic 100 x Current Rank
Improve Devotion
50 x Current Rank
New Skill
100
Improve a Skill
50 x Current Rank
200
100 **
Buy a Background
50 per dot **
100
Step Eight:
Equipment
Of course, it's not like your character
is coming onto the scene naked and unarmed.
Even Dark Eldarin don't do that (often).
There are five basic starting packages of equipment. Choose one of the following packages,
helpfully codenamed with one of the five elements:
EARTH
Hand Weapon, Autopistol OR Bow, Lasgun,
Knife, Flak Jacket OR Chain Coat, Uniform
OR Street Clothes, Rations.
AIR
Hand Weapon, Las Pistol, Knife, Quilted
Vest, Robes OR Bodyglove (Common quality
clothing), Implement OR Charm, book of Poetry OR deck of cards OR dice.
FIRE
Heavy Wrench (club), Las Pistol, Knife, Flak
Vest, Combi-Tool, Data Slate, Torch, Bag of
Random fiddly bits, Robes or overalls (Good
Quality clothing).
WATER
Shotgun OR Autopistol OR Laspistol, Fencing Sword, Mesh Vest, Street Clothes (Common quality clothing), Chrono, flask of
brandy.
VOID
Knife, Implement OR Magnoculars, Voidsuit,
Autogun OR Pulse Rifle, Charm, Sunglasses,
Classy outfit (Good quality clothing).
Descriptions for equipment and how
to get more (aside from the usual method of
stabbing things) is in the appropriately-named
equipment section.
13
CHAPTER II:
CHARACTER CREATION
Step Nine:
Finishing Touches
There are a few other spots to fill in
on your character sheet. Let's take care of
those really quickly before we move on.
Size
How big you are. Four is average for
a human. Size also determines your Static Defense and Resilience.
Static Defense
Your characters normal Static Defense is equal to 10, plus 3 for every dot he has
in Wisdom and Dexterity. Bigger characters
are easier to hit, though, so you take twice
your Size as a penalty to your static defense.
Hit Points
How much damage you can take before you start going into critical damage. A
character's hit points are equal to double his
Willpower plus double his Constitution.
Mental Defense
A character's Mental Defense is determined by their Composure. A character's base
Mental Defense value is 5 + (5 x Composure).
Resolve
Resolve is about how much it takes to
convince you of things. Resolve is calculated
by adding a character's Willpower and Composure together.
Speed
Strength + Dexterity - this is how
many meters you can move in a half action.
You move six times this distance with a run
action.
Resilience
Your resilience is the average of your
size and level (round up) plus one. Example:
A level 1 Human would have a resilience of 4,
and a level 5 Human would have a resilience
of 6. When you recieve damage, you divide the
damage by your Resilience to determine Hit
Point loss and Critical Damage.
14
Hero Points
Hero points are essentially plot armor.
You begin play with 2. Only special people
have Hero Points. They are used for a variety
of things, and are explored in more detail later.
BRINGING YOUR
CHARACTER TO LIFE
So what you've got now, the dots and
numbers on your sheet, are the nuts and bolts
that define your character's capabilities. They
don't say much about your character's appearance, age, and other personal details that help
you and others visualize your Hero. The chapter on Races will go into detail about that,
since there's no single table that can help determine the appearance of both a noble Eldarin and a tough Ork.
Here are a few ideas to get you started
thinking about your character, some questions
to keep in mind when considering a backstory.
You might want to give the Story Master the
answer to them before the game starts - a little
characterization and attachment to the world
can lead to a very compelling story.
* What was your family life like? Were
you raised by both parents? Did one or both
of them die? Do you have brothers or sisters?
Are you married?
* Where are you from? Where your
character is from can have a huge effect on his
appearance, his native language, and many
customs and attitudes.
* How did you become a Hero? What
was your Exaltation like? Did you get training,
or did you learn your skills on your own?
* When did you meet your companions? Do you get along with your Party? How
long have you known them? How did you
meet? Did you know any of them before you
become a Hero? Do you share any goals? Are
there rivalries between you?
* How has power changed you? Born
a mere mortal, you now command vast power.
How have you reacted to that?
CHAPTER II:
CHARACTER CREATION
EXAMPLE CHARACTER
CREATION
Jane decides that she's going to build
a new character. She reads over the book to
get some ideas, and comes up with a character
concept. She decides to build a Tiefling Werewolf Barbarian so she can have some fun with
melee attacks. She clears it with her Story
Master, and then moves on to the next step.
Her next step is to decide on Characteristic distribution. She decides to make
Physical characteristics her Primary group, Social characteristics her secondary, and Mental
her tertiary. She distributes points, and moves
onto the next step.
After that, she puts points into skills,
again choosing Physical as her Primary group
but this time taking Mental as her secondary
group and Social as her tertiary. She puts eight
dots in Physical skills, six in Mental skills, and
four in Social skills.
Then she chooses a race. Thankfully,
she already knows what that's going to be. She
looks at the Tiefling racial entry. Jane can put
a dot into either Dexterity or Constitution,
and decides on Constitution, increasing it to
4. She also gets a free dot in Intimidate and
Weaponry. She notes down the Tiefling racial
power on her sheet.
Jane has also already decided on her
Exaltation, so she turns to the Werewolf section. She reads over the abilities carefully and
notes Shifting, Lycan Resistance, Spirit
Tongue, and Silver Bane on her sheet. She
starts with a point in her power stat, Feral
Heart, and gains the first level power of Feral
Heart, Fast Healing. She also notes her maxi-
15
Race: Tiefling
XP: 800
Age: 120
Exaltation: Werewolf
Alignment: Malal
CHARACTERISTICS
Power Intelligence 5;;;;; Strength
5555;; Charisma
Finesse Wisdom
Resistance Willpower
55;;;;
Dexterity
55;;;;
Backgrounds
Mental
;;;;;;
5;;;;;
5;;;;;
;;;;;;
;;;;;;
5;;;;;
55;;;;
5;;;;;
;;;;;;
Physical
55;;;;
5;;;;;
;;;;;;
555;;;
;;;;;;
;;;;;;
;;;;;;
;;;;;;
555;;;
Acrobatics
Athletics
Ballistics
Brawl
Drive
Larceny
Pilot
Stealth
Weaponry
Social
Animal Ken
Charm
Command
Deceive
Disguise
Intimidation
Performer
Persuasion
Scrutiny
555;;;
Fellowship 555;;;
OTHER TRAITS
SKILLS
Academic Lore
Arcana
Common Lore
Crafts
Forbidden Lore
Medicae
Perception
Politics
Tech-Use
55;;;;
;;;;;;
5;;;;;
5;;;;;
5;;;;;
;;;;;;
55;;;;
;;;;;;
;;;;;;
;;;;;;
Contacts
555;;
Status
55;;;
Backing
55;;;
_____________ ;;;;;
_____________ ;;;;;
Feats
Power Stat:
Feral Heart
5;;;;;
Resource Stat:
Rage
55555;;;;;
;;;;;;;;;;
Devotion:
555555;;;;
Special Abilities
Bloody Minded
Shifting
Lycan Resistance
Spirit Tongue
Silver Bane
Fast Healing
________________________
________________________
________________________
________________________
________________________
________________________
________________________
________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
Description
Traya is a large, well-built Tiefling who usually wears
terribly revealing clothing and is covered in silver tattoos that have become tarnished and twisted over
time by her devotion to Malal and the Black Spiral.
Spells and Special Attacks
________Barbarian 1 ______
________________________
________________________
________________________
________________________
________________________
________________________
________________________
________________________
________________________
________________________
Derangements
Equipment
Class List
________________________
________________________
________________________
________________________
Languages
Infernal, Trade, Spirits ______
________________________
________________________
________________________
________________________
________________________
________________________
Characteristics 6/4/2 * Skills 8/6/4 * Backgrounds 7 * (Buying the fifth dot in any area costs two points) * Hit
Points = 2 x (Con + Willpower) * Resolve = Composure + Willpower * Static Defense = 10 + (3 x Dex) +
(3 x Wis) - (2 x Size) * Speed = Strength + Dexterity * Starting Hero Points = 2 * Starting Devotion = 6
It had been a long flight out to Tau'va. Even with a good ship, the Crystal
Sphere of the Tau Empire was difficult to penetrate. Good for defense against a
hostile universe, terrible for trade. Or for visiting family. Joseph Sidus rubbed at
his bionic hand. He was wondering just what he'd find in the cells.
Kuj'o J'Karra had been given his own cell. The other captives, all of them
Gue'la, humans living with the culture of the Tau, refused to stay in the same cage
as him. He had put eight gang members in the hospital by himself. Despite that,
the authorities had told him he was free to go. He refused to leave. The criminals
all called him a Daemon, whispered and pleaded to be put somewhere else.
J'Karra's mother, a human originally from Sigil, had been visiting every day
to try and convince him to leave. She had contacted Joseph, her father, to try and
knock some sense into him. He had left at once when she mentioned that J'Karra
had said he was possessed by an evil spirit.
"You're going home today for sure, Kuj'o," The warden said. Joseph Sidus
stepped up to the bars. The cell was full of various things, which had appeared
there as if by magic.
"Don't worry. My grandson is coming with me," Joseph said. J'Karra had
been facing away from the cell door. He stirred and turned around.
"Grandson?" J'Karra got up and walked over to the bars, facing Joseph. The
two glared at each other.
"Get out of here! You're going home with me," Joseph said.
"Go away!" J'Karra said. "I didn't call for you. So you want to help me? What
could you do? I'm sorry you came all the way from Sigil, but you can't help me,
Grandpa."
J'Karra help up his hand. He had a broken bionic finger. Joseph raised his
hand. The little finger was missing. J'Karra had pulled it off without him even noticing.
"Did you see it?" J'Karra asked. "Did you notice it? That is the evil spirit."
He stepped away from the bars, turning his bad on his grandfather. "Don't get near
me. You would only shorten what's left of your life."
Joseph narrowed his eyes. He had seen the golden gleam around J'Karra. A
flash of a ghostly form. He knew everything about the 'evil spirit'. It would come to
J'Karra in time, but he didn't have time to play nice with his grandson. There were
dangers ahead and his grandson was clearly destined to be in the middle of them.
Joseph snapped his fingers.
"Avourel," Joseph said. "Time for you to come into play." The tanned elf,
draped in a robe and jewelry, stepped into the room. He'd get his grandson out one
way or the other.
III
CHARACTERISTICS
Characteristics represent your Hero's
innate physical, social, and mental capacities.
Don't look at the numbers first. Rather, think
about what your character can do, then work
out her Characteristics. Ordinary folk have between one and three dots in all of their Characteristics, and most just have two dots in all
of them. Of course, heroes are not average
folk. They can have up to five dots in their
Characteristics and, in some cases, six dots.
CHARACTERISTICS
& SKILLS
Physical Characteristics
Physical Characteristics simply measure the capabilities of the character's body how strong, fast, nimble, and tough they are.
Strength
Strength describes physical prowess,
including the capacity to lift objects and cause
damage. This Attribute is used to resolve
jumping, lifting, and other actions that draw
on raw physical might. Strength is also used to
determine the base dice rolled for successful
physical attacks.
Specialties: Iron Grip, Reserves of
Strength, Fists Like Anvils, Hurting People
*
Poor: You can lift 80 lbs.
**
Average: You can lift 120 lbs.
***
Good: You can lift 250 lbs.
****
Exceptional: You can lift 400 lbs.
***** Outstanding: You can lift 650 lbs.
and crush skulls like grapes.
Dexterity
Dexterity measures agility, hand-eye
coordination and reflexes. It describes everything from how quickly a character moves,
how precisely he aims his blows and everything else that relates to physical speed, grace,
19
CHAPTER III:
CHARACTERISTICS
& SKILLS
Social Characteristics
Where physical characteristics are
about your body, social characteristics are
about how your character acts around other
people.
Charisma
Charisma measures how innately likeable someone is. It reflects an air of confidence
and social grace, force of personality, and the
ability to force their point of view into a conversation
Specialties: Eloquent Speaker, Catchphrases, Genteel, Cutting Wit
*
Poor: Stop picking your nose.
**
Average: You're generally likable and
have several friends.
20
Specialties
Every Skill and Characterization gains a
Specialty at four dots. A Specialty gives the user a
bonus in certain situations. The SM must approve a
given Specialty - even the ones listed as examples are
subject to his approval - and decides when that Specialty applies. Generally, while it should be applicable often, it shouldn't be simply a given that it will
apply. Each specialty is a tool, and not every tool can
be used to do everything. Whenever a Specialty
would apply to a test, you may reroll any ones that
come up. Someone firing a rifle with a Ballistics specialty of Rifles, for example, would reroll any ones
that came up during the attack roll, but not the damage roll.
***
****
*****
Fellowship
Fellowship measures a character's appearance and ability for self-expression. The
capacity to purposefully coerce, manipulate,
and bully others. It covers everything from
leading people to tricking them, from being sly
to being domineering.
Specialties: Persuasive, Seductive,
Well-Reasoned, Charming Rogue
*
Poor: A person of few (often ineffec
tual) words and plain face.
**
Average: A normal looking man who
isnt too bad at talking to people.
***
Good: You never pay full price. One
way or the other.
****
Exceptional: You could be a politi
cian. Or a cult leader.
***** Outstanding: People will live and die
on your word.
Composure
Composure is the ability to remain
calm and appear - and actually be - unfazed in
social and threatening situations, usually harrowing ones. This Characteristic is a measure
of emotional fortitude, restraint, and calm.
Specialties: Poise, Dignity, Unflappable, Fearless
*
Poor: You fold to peer pressure like
origami paper.
CHAPTER III:
CHARACTERISTICS
& SKILLS
**
***
****
*****
Mental Characteristics
Mental Characteristics cover a character's perception, mental capacity, imagination, and quick thinking. Creative and
intellectual individuals have high Mental
Characteristics.
Intelligence
Intelligence covers memory, understanding, reasoning and imagination as well as
the ability to correlate information and make
deductions. Intelligence also covers a characters starting languages. A character begins
play knowing the local language from where
they grew up (usually their racial language)
and Trade. If a character begins with three or
more dots of intelligence, he gets one extra
spoken language for each dot above two.
Specialties: Trivia, Puzzle Solver,
Book Knowledge, Creativity.
*
Poor: Not the sharpest knife in the
drawer.
**
Average: Smart enough to realize
you're normal.
***
Good: More enlightened than the
masses.
****
Exceptional: You're not just bright,
you're brilliant!
***** Outstanding: Certified genius.
Wisdom
Wisdom covers both alertness and
comprehension. It determines not only how
well a character notices the world around him,
but also how well he interprets what he sees
and hears.
Specialties: Attentive, Insightful, Experienced, Discerning
*
Poor: Perhaps you're self-absorbed.
Or an airhead. Details elude you.
**
Average: You're oblivious to the very
subtle, but not the big picture.
***
****
*****
Willpower
Willpower describes how strongly
your character can hold onto her own ideas
and resist mental commands from others. This
attribute is used to resist many supernatural
effects and, as they say, willpower is ninetenths of effort.
Specialties: Getting the jump on others, Mental Resolve, Meditation, Ambushes
*
Poor: You're a follower, not a leader.
**
Average: You can hold out as long as
the average person.
***
Good: You're seldom left surprised or
speechless.
****
Exceptional: You can look death in
the eye and make it blink.
***** Outstanding: You are a bastion of
mental power.
SKILLS
The different ways in which a character can apply his characteristics are determined
by his skills. A character's skills reflect the education and training he's acquired over the
course of his life and are a reflection of his origins and interests. Skills can be acquired in
any number of ways, from institutionalized
learning to hard, hands-on experience.
Like Characteristics, Skills are broken
down into three categories: Mental, Physical,
and Social. These groups tell you what characteristics will generally be rolled with each
skill. There are two types of skills - Basic and
Advanced. Basic skills can be attempted at
zero dots with a -1 to your characteristic. Advanced skills cannot be attempted without at
least one dot in the appropriate skill.
Skills list the Characteristic they are
most commonly rolled using, but the SM can
specify any Characteristic+Skill combination
as required for a given task.
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CHAPTER III:
CHARACTERISTICS
& SKILLS
Academic Lore
Mental Skill - Intelligence
(Advanced)
The Academic Lore skill grants you
knowledge of scholarly subjects. Successful
Tests enable you to recall pertinent facts and
- if you have access to the right facilities and
resources - to do research. Academic Lore represents a depth of learning beyond the average
Common Sense and requires extensive study.
Specialties: Archaic, Astromancy,
Beasts, Cryptology, Heraldry, History, Law,
Occult, Philosophy, Psychology, etc.
Acrobatics
Physical Skill - Dexterity
(Advanced)
The acrobatics skill encompasses a
variety of movement techniques unavailable to
less flexible Acolytes. From performing somersaults to tumbling, from flipping through the
air to daring leaps and jumps, this skill expands your movement options.
Specialties: Jumping, Backflips, Totally Cool Awesome Gymnastics, etc.
Animal Ken
Social Skill - Composure
(Basic)
You can understand an animal's behavior patterns. This lets you predict how an
animal might react in a given situation, train a
domesticated creature, ride a domesticated
animal or even try to calm down an angry or
frightened animal.
Specialties: Riding, Animal Training,
Big Cats, Horses, Farm Animals, etc.
Arcana
Mental Skill - Intelligence
(Basic)
The Arcana skill reflects a character's
knowledge and experience with the world's
various legends and lore about the supernatural. A character with the skill not only knows
the theories, myths, and legends about the occult, but can generally tell 'fact' from rumor.
Specialties: Cultural Beliefs, Ghosts,
Magic, Monsters, Superstitions, etc.
22
Athletics
Physical Skill - Constitution
(Basic)
Where acrobatics is all flashy maneuvers, Athletics is basic ability, covering all
forms of running, jumping, throwing, swimming, sports and the like. However, it doesn't
cover things like trying to hit a target (which
is Ballistics or Weaponry) or anything else covered by another Skill.
Specialties: Swimming, Climbing,
Endurance Running, Specific Sports, etc.
Ballistics
Physical Skill - Special
(Basic)
When a sword is too close and explosives aren't an option, there is the grand tradition of firearms. This skill represents broad
familiarity with guns and how to operate them,
but doesn't cover specific training with a
weapon - without the appropriate weapon proficiency feat, you don't have the practical training to apply your skill.
Specialties: Fast Draw, Pistols, Sniping, Shotguns, etc.
Brawl
Physical Skill - Special
(Basic)
Brawl is the skill used with unarmed
attacks. Brawl is used any time your character
doesn't have a weapon and is attacking in
melee. Brawl covers all the fighting styles martial arts, simple grappling, and so forth.
Specialties: Kung Fu, Karate, Jeet
Kun Do, Solar Hero Style, Do, etc.
Charm
Social Skill - Fellowship
(Basic)
The Charm skill is used to befriend
others. You test Charm when you want to
change the minds of individuals or small
groups, to beg, or seduce. You dont make a
Charm Test every time you talk to an NPC,
only when you want to change their opinions
of you or convince them to do something for
you, like give you a tip, a dance, or a kiss.
Specialties: Seduction, First Impressions, Begging, etc.
CHAPTER III:
CHARACTERISTICS
& SKILLS
Command
Social Skill - Charisma
(Basic)
Command is used to make subordinates follow your oders. You may only use this
Skill on those who are under your authority Charm or Persuasion checks would be appropriate for others. Failing with the Command
skill, your subordinates might misinterpret
your command or do nothing at all - or even
go against orders.
Specialties: Oratory, Compelling,
Open, Noble, Military, etc.
Common Lore
Mental Skill - Intelligence
(Advanced)
Use the Common Lore skill to recall
the habits, institutions, traditions, public figures, and superstitions of a particular world,
cultural group, organization or race. This Skill
does not represent scholarly learning (that
would be Academic Lore) nor obscure forbidden knowledge (that is Forbidden Lore), but
rather the basics you learn by growing up or
travelling extensively through a region.
Specialties: Sigil, Underworld, War,
Tech, Animals, Specific Crystal Spheres, Specific Races, etc.
Crafts
Mental Skill - Wisdom
(Basic)
Crafts represents a character's training
or expertise in creating works of art or construction with his hands, from paintings to car
engines to classical sculpture. Characters typically have the skills, but may not have the facilities or material. A character may be an
exceptional mechanic, but still needs tools and
a place to work in order to fix a transport.
Specialties: Forging, Painting, Sculpting, Sewing, Ship Repair, Jury-Rigging, etc.
Deceive
Social Skill - Charisma
(Basic)
The Deceive skill is used to lie and
con others. You make deceive Tests whenever
you would convince others of something that
is not necessarily true, want to dupe them or
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CHAPTER III:
CHARACTERISTICS
& SKILLS
depending on the exact circumstances. Displays of physical might are quite effective at
scaring folks, after all.
Specialties: Bluster, Physical Threats,
Stare-Downs, Torture, etc.
Larceny
Physical Skill - Dexterity
(Basic)
Larceny is used to palm objects, pick
pockets, picking locks, concealing stolen
goods, and everything in between. Most characters obtain this skill the hard way - committing crimes and often paying the price for their
mistakes. Some, like locksmiths and special
agents, might receive actual formal training in
bypassing security systems and stealing assets.
Specialties: Lockpicking, Pickpocketing, Prestidigitation, Security Systems, Safecracking, etc.
Medicae
Mental Skill - Wisdom
(Advanced)
The Medicae skill is used to treat injuries, closing wounds and restoring the balance of the body's humors. It's a vital skill to
stabilize allies in combat and to help them recover from their injuries when they rest. Any
doctor will have medicae, and it's required
training in many organizations.
Specialties: First Aid, Pathology, Surgery, Pharmaceuticals, etc.
Perception
Mental Skill - Wisdom
(Basic)
The Perception skill reflects your ability to perceive hidden dangers and to notice
small details about your physical surroundings. You use the Perception skill to notice
ambushes, spot traps and discern other threats
to you and your allies. It isn't tied to any one
sense; it encompasses them all.
Specialties: Spot, Listen, Search,
Taste, Touch, etc.
24
Performer
Social Skill - Fellowship
(Basic)
Use the performer skill to entertain
and enthrall crowds of spectators. Or at least
carry a tune. The more Raises you have on
Performer Tests, naturally, the better you've
done. It's pretty easy to make a living with a
good Performer skill.
Specialties:
Dancer,
Musician,
Singer, Storyteller, etc.
Persuasion
Social Skill - Charisma
(Basic)
This is your ability to get your point
across clearly, whether through conversation,
poetry or even magical means. Characters with
high persuasion can phrase their opinions or
beliefs in a manner that cannot be ignored.
They may also be talented actors, skilled at
conveying moods or feigning emotion with
every gesture.
Specialties: Acting, Poetry, Fiction,
Impromptu, Conversation, etc.
Pilot
Physical Skill - Dexterity
(Advanced)
The Pilot skill is used to fly anything
from small atmospheric craft all the way to
spelljamming ships. Piloting a ship under normal conditions doesn't require a Test, just
when making a dangerous maneuver or flying
in bad conditions.
Specialties: Civilian Craft, Military
Craft, Spelljamming ship, etc.
Politics
Mental Skill - Wisdom
(Advanced)
Characters with this skill are not only
familiar with the way the political process
works, they're experienced with bureaucracies
and know exactly who to call in a given situation in order to get something done. Your
character keeps track of who's in power and
how they got there, along with any potential
rivals.
CHAPTER III:
CHARACTERISTICS
& SKILLS
Tech-Use
Mental Skill - Intelligence
(Advanced)
Tech-Use allows the Hero to use or
repair complex mechanical items or fathom
the workings of unknown technical artifacts.
Using a basic piece of equipment under typical
circumstances requires no Test, such as using
a vox-caster or opening a shuttle hatch. TechUse Tests are necessary for unusual or unfamiliar gear, malfunctioning or broken items,
and when conditions are less than ideal, such
as attempting to use the same vox-caster near
a plasma core or coaxing a strange vessel's
warp drive to reignite its fires.
Specialities: Computers, Repairing
Machines, Reverse Engineering, etc.
Weaponry
Physical Skill - Special
(Basic)
Sometimes a gun is too loud or you're
in too close to use it. Or you just want to put
your muscle to the Test. This skill represents
broad skill with weapons, but doesn't cover
specific training with a weapon - without the
appropriate weapon proficiency feat, you don't
have the practical training to apply your skill.
Specialties: Knives, Swords, Improvised Clubs, Martial Arts, Axes, etc.
25
"Pardon me, good travellers... I don't mean to interrupt, but I am Gregory, the elder of this village.
You look familiar, and I just wanted to ask if you are, by any chance, the renowned sorceress Mistress
Scarlet."
"As a matter of fact~ Did the outfit give you a clue?"
"Please, our village is in great danger! We have need of the famous bandit killer, the Dragon SPOOKR
Mistress Scarlet! You must use your magic power to save us!"
"I'm okay with this bandit killer thing, but what's with 'Dragon SPOOKR'?"
"It means dragons 'Step Past Out Of Klear Repulsion!"
"WHY YOU LITTLE-!"
"Wait, I didn't mean to offend you! Please, we need your help!"
"Rrrrr... Okay... What did you want from me?"
"The people of this village are being terrorized by a filthy gang of bloodthirsty bandits!"
"The name of this gang wouldn't happen to be the Dragon Fangs, would it?"
"Oh, you've heard of the Dragon Fangs?"
"If you're worried about the Dragon Fangs, don't worry."
"And why not?"
"I got rid of most of them yesterday, and the rest tried to ambush me on the way into town."
"You have saved our village from the curse of the black dragon! Those bandits were keeping that black
dragon as a pet and our village's soldiers couldn't fight it! While the dragon lived we were slaves to the
bandit gang! But now we have been freed by the great and mighty sorceress Mistress Scarlet."
"I didn't know they had a dragon."
"W-what?"
"I said I got rid of the Dragon Fangs, not the dragon."
"Now the dragon is running out of control! We're all doomed!"
"Maybe I can help you out. How much is it worth to you if I get rid of this dragon?"
"We can afford to pay you twenty Thrones!"
"Make it thirty!"
IV
huge variety of cultures and societies populate the Great Wheel, some made up
of humans but most of fantastic races such as
Aasimar, Eldarin, and Orks. Adventurers and
heroes can arise from any of these people,
often from the most unlikely places. Your
choice of character race provides you with a
basic set of advantages and special abilities.
Your racial abilities and characteristic
bonuses will say a lot about your character.
Two heroes with the same class will still be
very different if they have chosen different
races. Will your fighter be a graceful Eldarin,
a brutal Tiefling, or a tough and stoic Squat?
Will your magic-user be a clever Gnome, a
sadistic Dark Eldarin, or a versatile and unpredictable human?
Each race (aside from human - youre
probably familiar with what humans are like
already) has a few common physical and personality traits listed. Take these not as hard
rules but just as some ideas as a starting point.
Not every squat is a drunken, bearded little
man, nor is every Tiefling a terrible person just
looking for trouble to cause and someone to
torment. Each race also has a few example
names in case you get stuck when trying to
come up with one or just need one on the fly.
RACES
Racial Traits
Each character race offers the following types of benefits.
Characteristic Bonus: Your character
race offers you a bonus to one of your characteristics. For most races, they must choose between one of two characteristics. Remember
that you only get a bonus to one of the listed
characteristics unless the entry specifically says
otherwise.
Skill Bonus: Each race gives a bonus
to a few skills. This usually represents training
common in their culture, but also the race's
natural inclinations and ability. Even if
brought up in a different culture, the race will
find that they have natural ability in these
areas.
Power: Every race has a special talent
or power that only they can use. This might be
anything from a bonus feat to an immunity to
a special movement mode.
Size: A character's size is used to determine how badly injured they become from
attacks and how hard they are to hit - a character with a large size loses fewer Hit Points
from attacks but is hit by more of them, while
a character with a small size is in danger of losing more hit points but is far harder to hit.
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CHAPTER IV:
RACES
Aasimar
The Aasimar exist to serve the
Blessed Pantheon. They are tall, averaging
more than two meters, strong, and are almost
inhumanly beautiful, often having golden or
silver hair, glowing eyes, or other signs of their
supernatural origins. Their history suggests
that they are the descendants of humans who
escaped their crystal sphere long ago and
made the long journey across the Astral Sea.
They do not reproduce like the other races they choose from among the best and the
brightest of other races to join their ranks, intense indoctrination, training, and the blessings of the gods turning them into Aasimar.
Aasimar don't have a culture as much
as they have religion. They're servants first and
foremost, warrior-monks and priests. Most
don't have much of a social life, at least outside
of small circles of respected friends and comrades in arms. Most see Aasimar as being stoic
and rather humorless, focused only on their
mission. It's certainly not too far from the
truth.
Physical Characteristics
Average Height: 2.4-2.6m
Average Weight: 100-140kg
Languages: Trade, Celestial
Common Personality Traits: Stoic,
focused, quiet, loyal, obedient.
Common Physical Traits: Great
height, long face, metallic hair, glowing eyes,
exceedingly tough.
Example Names: Antonius, Caecilia,
Eligius, Junia, Leontius, Rhea
Racial Statistics
Characteristic Bonus: +1 to Wisdom
or Constitution
Skill Bonus: +1 Command and Ballistics
Power: And They Shall Know No
Fear - Aasimar begin play with the feats Jaded
and Fearless.
Size: 5
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CHAPTER IV:
RACES
Physical Qualities
Aasimar do not vary much in height
or weight. Nor appearance. They're universally tall and handsome, and it almost seems
like they were all pressed from the same mold.
And that's not terribly far from the truth. Each
shows some slight signs of what they once
were - a distinctive facial feature, slightly
pointed ears, a beard - but all of it is muted,
secondary. And even if someone knew who
they once were, the Aasimar would not know,
or care.
They universally have pale skin, and
their hair comes in a variety of metallic tones
and shades. Some male Aasimar have beards,
though it isn't a universal thing. They're wellbuilt, strong and tough, and their athletic
build and lifestyle minimizes the differences
between male and female. The thick robes and
armor they usually wear allow what remains to
all but vanish.
Aasimar are very long-lived. Their unusual birth returns them to being young
adults, and they can live for centuries. They
don't grow infirm as they age, though their life
of constant fighting and training leaves them
with scars and old wounds by the dozen. It's
extremely rare for them to die of old age. Most
would rather find honorable death in battle.
Playing an Aasimar
Aasimar are strong, stoic, and dependable. They greatly respect tradition and
ceremony, most of them grabbing onto the
faith and beliefs of those around them after
their change as a way to replace the memories
they lose in becoming something new.
The Aasimar have deep ties to the
Blessed Pantheon. They are created by divine
power as servants, and the people and culture
they're exposed to reenforce that. Most Aasimar lead the life of the warrior-monk, training
and meditating. Their culture regards material
desires and wants as being secondary to service and deed.
The culture that the Blessed Pantheon has instilled in the Aasimar begins with
respect for the forces of Order. They look to
the gods for guidance and protection. Individual Aasimar might be impious or openly
heretical, but they are shunned, often executed
Aasimar Heroes
Jacov is an Aasimar Paragon Paladin
devoted to Pelor, the Unconquered Sun and
source of universal light. He is a proud and
tolerant man who has left the grind of the
Blood War in search of a way to end the conflict once and for all - and unlike most Aasimar
he is willing to consider a peaceful end to the
conflict. He is fiercely loyal to his friends, and
if the need arises, he will lay down his life to
ensure that they live.
Brother Boromos is a proud Aasimar
warrior, Chosen of Sigmar and a high ranking
member of the White Templars. He proudly
wears the twin-tailed comet of his god on his
armor, and seeks to distinguish himself as a
hero. He wants to become the kind of leader
that people will remember for centuries to
come, and looks to expand his fame and influence at every turn. The Blood War, to Boromos, isn't something he fights just to defeat
Chaos, but to show what he can do.
Rhea is one of those rare Aasimar who
have taken up the worship of the Ruinous
Powers. She believes that she was changed
against her will, and has vague memories of
being forced into reeducation camps. She's an
assassin, working from the shadows to free
people from tyrants and kings. Her vampire
powers have helped quite a bit with that, especially in getting her contacts and allies in unlikely places.
29
CHAPTER IV:
RACES
Dark Eldarin
The Dark Eldarin found protection
from the Fall in the Spider-Daemon Lolth.
They are a depraved people marked by their
pact with pitch-black skin and bone-white
hair. They are as lithe and graceful as their
cousins, but their sense of style leans far more
towards the fetishistic and irrationally dangerous. They exist as raiders and pirates striking
from their hidden city via Lolth's hidden Webway of tunnels through the Warp.
Dark Eldarin suffer from a terrible
thirst, a consuming and ever-increasing need
to find greater emotional highs in themselves
and others. Some say this is part of their pact
with Lolth, either feeding her that emotional
energy or propping up the substance of their
own souls with it as she leeches them dry.
Physical Characteristics
Average Height: 1.6-1.9m
Average Weight: 50-65kg
Languages: Trade, Dark Eldarin
Common Personality Traits: Sadistic,
seductive, dangerous, relentless, insane.
Common Physical Traits: Nimble, intense gaze, pitch-black skin, white hair, spiky
bits.
Example Names: Alaurirra, Belaern,
Dhaunae, Gwylyss, Ilharess, Jaezred.
Racial Statistics
Characteristic Bonus: +1 to Charisma
or Dexterity
Skill Bonus: +1 to Deceive and Forbidden Lore
Power: Warp Miasma - Summoning
a burst of raw warp power as a half action, the
Dark Eldarin creates a 4m radius sphere of
darkness. This blocks line of effect and anyone
within the sphere is blind. The sphere lasts for
one round per level and can be used once per
scene at Level 1, twice per scene at Level 3,
and three times per scene at Level 5.
Size: 3
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CHAPTER IV:
RACES
Physical Qualities
Dark Eldarin are slim and strong,
shaped by a hard life in a dangerous environment. They never get bulky or large, with almost no body fat and developing an athletic
build rather than a large one. Despite all sharing the megastructure of Commorragh, they
have a surprisingly variable appearance. While
most are used to thinking of them with pitchblack skin and white hair, just as many Dark
Eldarin have pale skin and dark hair - an untrained observer could easily mistake them for
normal Eldarin.
Dark Eldarin are nearly immortal, as
long as they follow the whims of Lolth, bringing her souls and slaves (who are a great way
to store souls). Until they stop sacrificing people to their demon spider queen, they don't
age, and some of the most powerful Dark Eldarin warlords appear as little more than
teenagers.
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CHAPTER IV:
RACES
Dragonborn
Once, long ago, Dragons ruled the
Astral Sea. The dragonborn were their children and soldiers, their true origins lost to time
and legend. They forged a great empire from
the ashes of the Syrneth's defeat and sought to
unify all of the Crystal Spheres under their
rule. Defeat for the Dragons came from
within, a powerful warlord known as Tiamat
led a campaign against even the gods themselves, seeking to replace Bahamut. The Tiamat Heresy was a bloody war that shattered
the dragon empire, ending only on Mount Celestia itself as Bahamut and Tiamat fought to
the death. To this day, dragons are found in
every known Crystal Sphere, and the Dragonborn are in nearly as many, proud warriors
clinging to past glories.
Dragonborn, often masterless in this
age, usually seek out a cause or worthy hero to
serve. Tradition typically has them challenge
skilled warriors to single combat and, if defeated, serve and learn under that person for a
time to improve themselves. Most seek a great
purpose in life, something to spend their lives
on. The ones who have found such a purpose
are the most common targets of the traditional
32
Physical Characteristics
Average Height: 2.1-2.5m
Average Weight: 120-170kg
Languages: Trade, Draconic
Common Personality Traits: Proud,
wise, straightforward, watchful, grandstanding.
Common Physical Traits: Hissing
voice, shimmering scales, darting eyes, massive form, sharp teeth.
Example Names: Thuath, Shaan,
Arark, Thaash, Shysik, Arima.
Racial Statistics
Characteristic Bonus: +1 to Strength
or Charisma.
Skill Bonus: +1 Command and Intimidation
Power: Dragon Breath - Once per
scene, you may make an attack with your
breath weapon. It uses the same weapon profile as a Flamer. At Level 3 and 5 you gain an
additional use of this power per scene.
Size: 5
CHAPTER IV:
RACES
Physical Qualities
Dragonborn resemble humanoid
dragons. They're covered in scaly hide, but
they don't have tails. They are tall and strongly
built, usually over two meters in height and
weighing over a hundred and fifty kilos. Their
hands and feet are strong, talonlike claws with
three fingers and a thumb on each hand. A
dragonborn's head features a blunt snout, a
strong brow, and distinctive frills. Behind the
brow, a crest of hornlike scales of various
lengths resembles thick, ropy hair.
A Dragonborn's scales can be of
nearly any color. At one point, they were all
striking and pure shades of colors, but most
are now muddy shades of brown, ocher, and
rust as the various families and armies intermarried. It's rare to see a dragonborn with
brightly colored scales, and they are seen as
being auspicious, blessed by fate and destined
for greatness.
Young dragonborn grow faster than
human children do, walking hours after hatching, reaching puberty by the age of five, and
becoming adults by fifteen. They live for about
as long as humans do.
Playing a Dragonborn
To the Dragonborn, nothing is more
important to honor. Everything revolves
around their personal honor, the only currency
that they respect. Most of them follow a strict
code of battlefield conduct. Adversaries
should be treated with courtesy and respect,
even if they are bitter enemies. Caution and
discretion are key to a warrior's survival, but
fear is a disease and cowardice is a moral failing.
This drive to behave with honor extends to every aspect of a dragonborn's life.
Breaking an oath is the height of dishonor, and
they carefully guard their words. A commitment made must be carried out. Ultimately, a
dragonborn takes responsibility for his or her
actions and their consequences.
Dragonborn who have broken their
oaths or failed in their duty are extremely dangerous to themselves and others. They often
become hopeless and rash, deciding to live for
the moment since their lives, in a sense, are already over. Some are merely looking for a
Dragonborn Heroes
Jim is a dragonborn of many talents,
not the least of which are his ancestral memories of the golden age of the Syrne. He has
been serving as an enforcer in a long-established criminal syndicate, but has found the
job empty and lifeless ever since the old members of the family were deposed. He holds out
hope that the rumors that one of them survived are true, and waits for the day he'll return.
Mudrensh is a rogue warrior, a dragonborn with garishly bright red scales and
born under a sign that says he has infinite potential. For now, he's only showing that he's
really quite good at picking fights and making
things up as he goes along, often throwing
himself into danger just for the thrill of it. He
has a highly unorthodox style, and has recently
escaped being executed for acts of piracy.
Fuu is a young dragonborn, barely an
adult, who is searching for her father. She has
only recently discovered her ability to
shapeshift, and is still largely ignorant of the
larger society of werewolves. Fuu has almost
no control over her powers, and believes that
if she can find her father out there in the Great
Wheel that he can give her answers and explain just what her powers mean and what
she's supposed to do with them.
33
CHAPTER IV:
RACES
Eldarin
The Eldarin were created by the
Syrne as soldiers in their ancient war. After the
Syrne were destroyed, they were left scattered
throughout the various Crystal Spheres, with
nowhere to call home. The Eldarin choose to
create vast worldships large enough to house
entire ecologies and wander the Astral Sea, occasionally opening a Portal Relay after long
study and maintaining the relays themselves
with what little knowledge remains of their
construction.
Eldarin do not have home towns.
They have home ships. Most Eldarin that are
in good standing among their kind use the
name of their native worldship as their second
name. Because of their fragile artificial environments, Eldarin are very careful and conservative in their thoughts and motions, not
doing anything to upset a balance. Many
young Eldarin are sent on pilgrimages to prove
their self-sufficiency. Those that return with
something of worth become adults. The rest
die, all part of their planned population control.
Physical Characteristics
Average Height: 1.7-2.1m
Average Weight: 65-75kg
Languages: Trade, Eldarin
Common Personality Traits: Quiet,
careful, mysterious, secretive, restless.
Common Physical Traits: Willowy
build, fragile bones, sinewy build, birdlike
movements, pale skin.
Example Names: Aurian, Farendis,
Khiraen, Krullagh, Macha, Eldrad
Racial Statistics
Characteristic Bonus: +1 to Wisdom
or Intelligence
Skill Bonus: +1 to Academic Lore
and Arcana.
Power: Warp Step - Once per scene,
you may teleport up to twice your speed as a
half action. You must be able to see your destination. At Level 3 and 5 you gain an additional use of this power per scene.
Size: 3
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CHAPTER IV:
RACES
Physical Qualities
Eldarin are typically of human height
or even slightly more, but they are a fragile
race, unable to take a hit well. They are willowy and beautiful. And yes, beautiful - the
word applies to both the males and females.
They have sharp features, with long, pointed
ears and prominent cheekbones. They are
usually physically weak, not just from shipboard life but also because their society respects the artist and poet, manual labor being
done with technology and machines.
Eldarin are almost always pale, most
of them having never gone out under natural
sunlight - they wear full sealed environment
suits when leaving their ships, often disguising
their features and intentions behind opaque
masks. Their voidsuits and masks become
more their real faces and skins to most that
they deal with, and an Eldarin meeting someone without their suit shows great trust and intimacy.
Eldarin children grow much as
human children do, but their aging process
slows to a crawl when they reach maturity.
They enjoy youth and health until the very end
of their lives, and most live for centuries.
Playing an Eldarin
Eldarin society revolves around survival and conservation. They have few resources of their own and are rarely willing to
trade with others. Most display a strong psychic ability, and Eldarin often become sorcerers, or enhance their talents with minor
displays of magic.
The thing the Eldarin work hardest to
conserve are their very souls. They have deep
ties to the warp, and their souls make tempting
prizes for daemons and worse. Eldarin generally do not believe in an afterlife, and while
most follow one deity or another for protection
or as a source of power, it is tradition for them
to wear soulstones, phylacteries that trap their
souls at the moment of death and preserve
them in the living world rather than allowing
them to be flung free into the Warp.
Most Eldarin have a deep distrust of
environments away from their ships. They
often have weakened immune systems from
spending their lives entirely in sterile environ-
Eldarin Heroes
Talieer went out from her home fleet
into the Great Wheel in order to find herself.
What she learned is that she has an important
role to play in things. After an aborted expedition to Carceri, she broke down into flashbacks and strange memories in the middle of
Syrneth ruins and has never been the same.
She has latched onto a motley crew of heroes,
using her technical and sorcerous skills to aid
them where she can.
Mecheldr is a masterwork, a being of
wraithbone and magic made using nearly all
of the resources of a worldship in order to construct a hero using the soul stone of one of
their greatest leaders. Mecheldr has only dim
memories of his past life, but he has been
using this new life to do good. While he has
mostly been working to protect the interests of
his home worldship, he has begun looking at
the wider reaches of the Great Wheel and how
the Eldarin might fit in.
Giorna is one of the few Eldarin that
doesn't wear a soulstone. She lost any need for
it quite some time ago when an accident and
a tear in the warp allowed a Daemon to take
over her body. She still wears her full environment suit, a handy way to disguise the way the
Daemon's power has caused her body to warp
and change. She has been disguising her condition from the other Eldarin, but is planning
on leaving to find more interesting people to
be around. And to feed on.
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Elf
Distant relatives of the Eldarin, the
Elves settled down instead of escaping into the
Astral Sea. The Eldarin pity the Elves, saying
their cousins have lost their way, their souls
weighed down by gravity. Elves live in harmony with the lands, living what most see as
simple lives with little industry, but which they
see as respectful of the land.
Elves usually feel a strong responsibility to preserve and pass on the old ways,
though some see their methods as primitive
and useless in the modern age. They see the
same skills as being necessary for personal
growth and respect of the natural world, and
typically treat those who feel the same way
very well.
36
Physical Characteristics
Average Height: 1.6-1.9m
Average Weight: 70-80kg
Languages: Trade, Elven
Common Personality Traits: Respectful, patient, modest, peaceful, observant.
Common Physical Traits: Thin build,
tanned skin, sharp eyes, simple clothing, quiet
footfalls.
Example Names: Garryth, Kaelyssa,
Ravyn, Ossyan, Rahn, Vyros.
Racial Statistics
Characteristic Bonus: +1 to Wisdom
or Dexterity.
Skill Bonus: +1 to Perception and
Charm
Power: Elven Accuracy - Once per
scene, an Elf may reroll a failed Weaponry or
Ballistic skill Test. At Level 3 and 5 you gain
an additional use of this power per scene.
Size: 3
CHAPTER IV:
RACES
Physical Qualities
Elves are slender, athletic folk about
as tall as humans. Their skin is often tanned
or brown from long days spent under the sun
and open sky. Their hair colors run the gamut
of natural colors from the brown of the earth
to the green of fresh leaves or the bright shades
of flowers. Elves' ears are long and pointed,
and their eyes are cool colors, vibrant blues,
violets, and greens. They strongly resemble Eldarin built slightly sturdier and stockier, which
isn't surprising considering their origins.
Elves, like Eldarin, mature during
their early lives at about the same rate as humans do, but remain in early adulthood for
most of their long natural lives. They generally
don't live as long as Eldarin, a century or two
on average.
Elves are stronger and tougher than
most Eldarin, though they're still somewhat
fragile creatures compared to the average citizen of the Wheel.
Playing an Elf
Elves are a people of deeply felt passions, easily moved to delighted laughter,
blinding wrath, or mournful tears, the very
passions and emotions that the Eldarin refuse
to allow themselves. They are inclined to impulsive behavior, and are often seen as flighty
or impetuous by the other races, though the
Elves clearly don't shrink from responsibility
or forget commitments - they are experts at
farming and terraforming, both pursuits that
take decades.
Elves revere the natural world. Their
connection to the environment runs deeply
through everything they do. They never cut
living trees, and when they create permanent
communities they do so by sculpting the natural landscape to suit their needs rather than
tearing it down to replace it with something
new. They prefer the primal power of the natural world to the vastness of the Astral Sea or
the raw chaos of the Warp. They lack the same
talent for sorcery that their ancestors had, but
replaced it with a curiosity and the desire to
explore.
Elves are loyal and merry friends.
They enjoy simple pleasures - dancing and
singing, contests of skill, parties and feasts -
Elven Heroes
Avourel is an honorable and powerful
Elven mage who recently discovered the ancestral memories of the Syrne swelling up inside him. He specializes in fire magic, his
desert-world upbringing having long taught
him the power of scorching heat. He seeks out
a vile vampire that took over his homeland and
has escaped death on a great many occasions,
though he worries he doesn't have the power
to stand up to his foe even now.
Jhean Lunos is a man of striking appearance and sudden violence. He was born
and raised among a family of werewolves, but
as a late bloomer he had to deal with the
taunts and dangers of his family for a long
time, and still has the scars to prove it. After
his change he has shown a great connection to
the Umbra, and is mastering the magic of
transmutation. He is a skilled negotiator but
can snap when directly provoked, tearing people apart with his bare claws.
Reeva is considered nearly a messiah
by his people, a natural leader and one of the
chosen champions of Corellon. What most
dont know is that he is suffering from a terrible wasting disease, something that would
have long ago killed a normal man and can lay
low even an Exalt. He is working to do all the
good he can in the limited time he has - while
its possible he might recover some day, he
does not take it for granted and is glad for the
time he has.
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Gnome
A race with a religious reverence for
technology, especially the artifacts of the
Syrne. They were created as engineers and
janitors for the ancient race, with an inborn
knowledge of how to repair Syrneth artifacts.
They are excellent at maintenance, managing
to keep many artifacts running even with no
spare parts. But their innovative abilities are...
somewhat lacking, the fact they don't actually
understand how to build or repair anything except through muscle memory meaning that
their experiments usually turn out badly.
Gnomes can be found in some of the
most unlikely of places, outposts among ruins
or floating rocks that they found interesting for
one reason or another. Their tolerances for
dangerous radiation leaks, substandard living
conditions, and environmental pollution are
somewhat staggering.
Physical Characteristics
Average Height: 1.3-1.5m
Average Weight: 45-55kg
Languages: Trade, Gnomish
Common Personality Traits: Curious,
creative, impressionable, pensive, reckless.
Common Physical Traits: Dirty skin
and clothes, scrawny build, hyperactive motion, surprisingly tough.
Example Names: Snorrig, Noblar,
Grazbaag, Rord.
Racial Statistics
Characteristic Bonus: +1 to Intelligence or Fellowship
Skill Bonus: +1 to Crafts and Academic Lore
Power: Improvise - You begin play
with one free Weapon proficiency of any type
and one free Armor proficiency of any type.
Size: 3
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Physical Qualities
Gnomes are somewhat taller and
stockier than halflings, and are some of the
toughest beings for their size in the Wheel.
They can survive for extended periods of time
in less than ideal environments, with a high
tolerance for marginal atmospheres and elevated levels of radiation.
Gnomes have extremely varied shades
of hair and skin. They have a faster and more
complete reaction to sunlight than most races,
tanning within minutes and developing deep
and rich skin tones over time if they spend too
many hours in the sun, growing pale again
with days spent in darkness. Their hair is thick
and tough, resistant to heat and cold, and they
usually have more body hair than humans,
though perhaps less than the famously fuzzy
halflings.
Style of dress in Gnomish culture
goes purely towards the practical, most wearing leathers and overalls with a great many
pockets and belts. Goggles are extremely common - Gnomes have very sensitive eyes, more
suited to low-light conditions than the bright
lights most cultures use. Their eyes are much
like a cat's eyes, slitted and reflective.
Playing a Gnome
Unobtrusiveness is a virtue among
Gnomes. They spend their lives in and around
machines, and a sudden movement or surprise
could spell disaster, sending someone stumbling into moving parts or breaking sensitive
components. The second is almost worse in
some ways - a loss that is something like murder and heresy at the same time, given the
Gnomish view on machines as a form of religion.
Most Gnomes live in communities
built on Syrneth ruins, families growing up
and taking up multigenerational restoration
projects on some of the most impressive machines ever made. The function of these machines is only vaguely known at best, and often
not even then. They're more like legends or
myths passed down through the generations,
some details forgotten and others made up.
Thankfully, Gnomes don't seem to
actually need to know how something works
in order to repair it, or else they'd never get
Gnomish Heroes
Klink is a Gnome who knows that the
gears of his world are greased with blood.
Gnomes often die in exploring new ruins and
wrecks, and only through sacrifice can some
progress be made. Being a vampire, he knows
better than most just how small sacrifices by
others can help make one man great. He
maintains a large number of followers, and has
a great number of artifacts on hand that he has
personally recovered and repaired.
Trace has led a dangerous and exciting life, spending time onboard military ships
in the middle of conflicts, repairing them even
as they were being blown apart. He was once
the chief engineer of the starship Excelsior, before the ship was lost following a terrible accident involving a warp rift. He was gravely
injured, and rebuilt his body using the scrap
around him. He's one of the very few selfmade prometheans, and even he isn't sure how
he came up with some of the methods and
techniques he used to put himself back together, attributing it to the gods or the machines themselves, saying the spirit of the
Excelsior lives on in him.
Monana Scooter is a celebrated and
wise technician among her people, a miracle
worker who can do more in five minutes than
others could manage in weeks. She has all the
markings of a paragon, a genius who inspires
others to action. The only reason she hasn't
been given command of entire fleets is only
because she prefers machines to people, and
hates dealing with politics and paperwork
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CHAPTER IV:
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Halfling
Short, lazy, and generally a criminal
element in many societies they become involved in. Halflings are often seen in the same
light as rats and other parasites that live on the
fringes of a city. They managed to find their
way onto spelljammers in one way or another
and now are located in pretty much anywhere
anything is going on, ready to snatch a purse
or scavenge something useful when no one is
looking.
Most Halflings are insular and never
see much of the outside world. They'd generally prefer to sit in a comfortable chair and
have as many meals as they can manage to get
in a day, followed by some napping. Even the
most heroic halfling often has simple desires,
finding great joy in the easy things in life food, friendship, and family. Homesickness is
the most common affliction of the travelling
halfling.
Physical Characteristics
Average Height: 1.0-1.2m
Average Weight: 24-35kg
Languages: Trade, Halfling
Common Personality Traits: Easygoing, spirited, laid back, sneaky, clever.
Common Physical Traits: Hairy feet,
fast hands, childlike appearance, expressive
features, surprisingly quick.
Example Names: Angol, April, Autumn, Banin, Bradoc, Jasmine, Mallin, May,
Rose.
Racial Statistics
Characteristic Bonus: +1 to Intelligence or Fellowship
Skill Bonus: +1 to Larceny and Deceive.
Power: Shifty - While most races use
Wisdom and Dexterity to determine Static
Defense, Halflings instead have a Static Defense equal to ten, plus six for every dot of
Dexterity, minus twice their size.
Size: 2
40
CHAPTER IV:
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Physical Qualities
Halflings are among the smallest sentient creatures in the Great Wheel, only half
the size of a human. They mostly resemble humans, though their proportions and features
are slightly off, childlike, and their ears are
slightly pointed, not as long or tapered as elven
ears but distinct.
Halflings usually have pale skin,
though their skin tone runs nearly the same
range as the various human shades. Most people just describe their skin color as 'dirty', because that's what halflings usually are. A clean
halfling is about as rare as a shaved squat,
though for opposite reasons - most halflings
are simply far too low on the totem pole of the
societies they exist in to have to worry about
matters beyond survival.
Halfling hair and eye colors tend toward bare earth tones with hints of other color,
muddy reds and blondes. Their eyes are most
often hazel, shifting slightly between green and
brown with the light. They often dye and cut
their hair into outrageous colors and styles,
perhaps as a way to get attention but also as a
way to show belonging to gangs and families.
Playing a Halfling
Halflings are, not to make a pun, part
of a lower class. They live in the gutters and
ghettos of their betters, living lives that most
totally ignore. In truth, they have a surprisingly
deep culture, based on loyalty and sacrifice to
friends and family. When a halfling makes a
commitment, or learns to trust someone,
they'd never willingly break that bond except
in the most dire circumstance.
Because of these ties, Halflings shun
anyone who is known as a tattletail or a betrayer. They'll often take the law into their own
hands, so any halfling that starts talking too
much to the Harmonium will often find himself in the morgue before too long.
Halflings have a great contempt for
the larger races. And considering pretty much
everyone counts as 'larger', there's a lot of targets for it. They lie, cheat, and steal from them
and don't usually feel bad about any of it - the
other races never give them a break anyway.
They rarely have a need to go out among them
except to scavenge for supplies, and most
Halfling Heroes
Coerg is a big man in the halfling underground, a roguish werewolf who likes to
think he cuts a striking figure. People have expended much effort in avoiding saying anything to him about the differences between
wolves and lapdogs and exactly which he
transforms into. He's surprisingly peaceful for
his kind, talking his way out of things and is a
master of the art of sad puppy eyes.
Wheeler is a dangerous halfling.
Trapped alone for decades or centuries on a
feral world of (to him) huge monsters, he was
driven insane and worse, losing his soul to a
daemon. Only his madness was strong enough
to survive the experience, and now what's left
of Wheeler can speak only in simple rhyme.
After sneaking onboard a ship, he's escaped
back into Sigil, where his pranks and annoying
behavior cause no end of trouble for the Harmonium.
Captain Selphie is that rarest of
halflings, one who has actually gone legit and
made something of herself in "big-folk" society. She says she owes everything to Vectron,
and is well-known as a great lover and merchant, with a nose for gold and an eye to the
future. She has her own spelljammer, the Defiant, though her customizations to it make it
a bit cramped and uncomfortable for anyone
much larger than an elf.
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CHAPTER IV:
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Human
Humans are a young race. Very young
and for the most part, clueless. They explore
incessantly and fight amongst themselves for
land, for love, for their gods. Thankfully, humans adapt extremely quickly and seem to
have a knack for surviving in even the worst
places to live. In the short time they've been
on the scene, they've managed to go to war
with the Eldarin over the - in the views of the
Eldarin - dangerous practice of reopening dormant Portal Relays. The dominant view of
Humanity is as a race rushing to disaster because of impatience and reckless behavior.
Relatively short-lived, most humans
view life in the Great Wheel as an adventure,
an undiscovered country to explore. Humans
blaze new trails every day - going places no
one else dares or wants to go, often finding
ways to live in crystal spheres otherwise hostile
to all life. They usually don't have time or pa-
42
CHAPTER IV:
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Physical Qualities
Humans haven't changed much in the
time they've spent on the Great Wheel. They
average around two meters in height, with
somewhat softer features than the harsh lines
of the Eldarin or brutish appearance of the
Orks. Humans vary in appearance as much as
any of the other races in the Wheel, and are almost a sort of middle ground in appearance.
They often take cues from the races they deal
with, sharing styles of dress and grooming.
The norm for humans in their own
culture is, well, that there is no norm. Every
planet humans have colonized has developed
its own very distinct culture and style, and unlike most races humans seem most proud of
their distinctness and individuality. Every
human has at least one thing they consider
themselves the best at, from something simple
like cooking a certain type of food to something more noble like arts or science.
If one had to attribute a norm to humans, it would be the expansive culture of the
Imperium. Nearly all humans are a part of it,
a crushingly brutal empire that has spread a
motif of skulls and eagles across the stars. It
really does seem like humans can't get enough
of eagles and skulls.
Playing a Human
In the grim darkness of the Great
Wheel, people are still people. There is little
that can change the human spirit, not even the
future. The major change in human culture
has been the rise of the Imperium. After unifying their home planet of Terra, humans expanded to the stars with a kind of reckless
abandon that no other race had expressed for
thousands of years.
This reckless expansion backed by a
crushing imperial government defines the way
humans deal with the wider universe. In one
of their first encounters with an alien race, they
ended up in a war with the Eldarin, a war
where the "primitive" human ships crushed the
Eldarin with massive brute force. They managed to end the war before things went badly
for them thanks to certain political movers and
shakers working in Sigil.
Because of this bad first impression,
there is still a deep distrust for aliens in human
Human Heroes
Kuj'o J'Karra is a striking man, extremely tall for his age, well-built, and with a
powerful sense of justice. He was raised
among the Tau and only very recently awoke
to his power, a strong Syrneth sprit that gives
him superhuman ability matched only by his
incredible determination. Kuj'o plans on finding the vampire that has cursed his family and
punching him into a fine paste.
Marina Pheonix, on the other hand,
has been a Promethean for so long that she
can't even remember having a human body.
She's an expert hacker and gunslinger, so far
removed from normal humans that at time she
seems even more alien than Eldarin do. She
prefers to work well away from the spotlight,
and over a very long career of fighting alongside some of the strangest people in the wheel,
has come to value expertise over anything else.
Armstrong is at first glance a fairly
normal human sorcerer. While sorcery isn't
something most humans are comfortable with,
Armstrong is proving quite adept at it, no
small thanks to the help of Acererak, who has
been whispering secrets in his ear. Hes been
led from one secret to another, though Armstrong still isnt sure if hes being shown these
secrets by Acererak as some kind of reward, or
if hes uncovering things his god wanted to
find out. Truthfully, hes fine with it either
way, and expects that once hes found the answer to that question hell have really learned
what his god is trying to teach him.
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CHAPTER IV:
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Ork
Like the Eldarin, the Orks were created by the Syrne as warriors. However, where
the Eldarin were created as agile warriors with
great magical talent, the Orks were created as
brutal troops that can withstand almost anything and keep fighting. They breed quickly
and are probably the most successful race in
the galaxy, infesting nearly every crystal sphere
known. Thankfully, their constant infighting
and love of combat will likely keep them busy
killing each other until the end of time.
The Orks live in roving warbands,
going from place to place in search of a good
time. They're one of the few races of people
that are genuinely almost always having a good
time, especially when they find
some tough fighting and
good opposition. While they
have a reputation for
being bloodthirsty, they
only tend to kill unworthy opponents - the
ones that put
up a good fight,
or at least try,
they let live so
they can fight
again.
44
Physical Characteristics
Average Height: 2.3-2.7m
Average Weight: 160-200kg
Languages: Trade, Orkish
Common Personality Traits: Argumentative, foolhardy, individualistic, impatient, fun-loving.
Common Physical Traits: Many
scars, pointed tusks, mottled green skin,
blood-curdling roar, bulky physique.
Example Names: Waagrot, Duffthug,
Ogork, Ugurty, Naznob, Skabbad
Racial Statistics
Characteristic Bonus: +1 to Strength
or Willpower
Skill Bonus: +1 to Intimidation and
Scrutiny
Power: WAAAAAGH! - At the beginning of each combat, heal hit
points equal to your level.
Size: 5
CHAPTER IV:
RACES
Physical Qualities
Orks are one of the most violent and
dangerous races in the Wheel, and their physiology only supports them in this. They're extremely tough, shrugging off wounds that
would kill others just by getting angry and riding the surge of adrenaline.
One of the most interesting things
about Orks, at least to xenobiologists, is that
they are perfectly adapted to a battlefield role.
They're well-known for their ability to reproduce from spores, growing like big angry potatoes in the ground. What is less commonly
known is their extreme sexual dimorphism.
While male orks are by far more common and
universally brutish and apelike, the rare female
ork is considerably closer to the standards of
beauty of other races. While there is no outstanding proof of it, some scholars suppose
that while normal orks make excellent line
troops, female orks were engineered more for
stealth operations and special forces.
Orks usually have green skin, though
deeper colors are not unknown. Their beady
eyes tend through shades of yellow, red, and
black. Nearly all orks have at least a few scars,
and most accumulate a tapestry of scars that
they're extremely proud of.
Playing an Ork
Orks are not afraid of getting into
fights. They relish it, in fact. Orks grow and
mature most quickly by fighting others, maturing into adulthood in amazingly short periods of time if they're given something to fight.
While most races are afraid of pain or danger,
Orks revel in it.
Orks don't have the same sense of design or beauty as other races, using simple solutions and reliable low-tech equipment.
Because of this and their general appearance,
many other races assume that Orks are dull
and simple - the truth is just the opposite.
Orks can do amazing work with little infrastructure and training. They're quite brutally
cunning. Or cunningly brutal.
Most races have very strong opinions
of the Orks, and since most of the time these
races had first contact with Orks that involved
a screaming green horde and a lot of fighting,
these very strong opinions are typically nega-
Orkish Heroes
Wrecka is a famed Orkish mercenary
and bounty hunter. He's one of the few Orks
that shows a natural talent for Sorcery, especially healing, thanks to the strange knowledge
he was born with, a Syrne spirit that drives
him to do some distinctly non-orkish things.
He loves violence and killing, but Wrecka actually thinks about the future, both his own
and of others.
Roshenko has been in more fights
than he can remember. Sure, mostly that's because half of his brain has been replaced with
clockwork and stuff, but that's still a lot of
fighting. He's more machine thank Ork at this
point, with countless crude cybernetics and
improvements. It's said he's never been on a
ship that hasn't crashed. He has a strong sense
of duty and honor, for an Ork, so hes pretty
reliable as long as all you need is for someone
to go screaming and shooting in the general
direction of the enemy.
Shibba has always been different from
other Orks. For one thing, she's a lot more
subtle. For another thing, she's a she. Shibba
has a great interest in the ways of other races,
not least because she's picked up a Daemon
that has been trying very hard to influence her
and control her actions, but has been bullied
into submission. It's clear that it was not prepared to deal with an Ork and how strong
willed they can be.
45
CHAPTER IV:
RACES
Squat
A proud people, the Squats come
from a hostile world, the surface almost unlivable. They quickly developed mining skills and
began living underground, a tradition that
continues on almost every world they live on.
They are deeply tied to their families and their
social position, with tradition and their caste
structure forming the base of their lives. They
have a longstanding hatred of the Orks, who
infest the surface of their homeworld and are
almost a constant threat.
Squats are a creative people, most
with at least some skill at a trade and a keen
sense for the joy of a job well-done. Most
squats have an appreciation for beautiful
things, though the way they express this might
seem gruff and ungrateful to others. They're
some of the fastest adopters of new technologies and innovations, and are well-known for
quickly finding ways to turn even seemingly
useless things into useful tools.
Physical Characteristics
Average Height: 1.2-1.4m
Average Weight: 75-100kg
Languages: Squat, Trade
Common Personality Traits: Brave,
gruff, persistent, reliable, stubborn.
Common Physical Traits: Beard, barrel chest, sturdy build, drunk, incredible endurance.
Example Names: Hrothgar, Durik,
Snorl, Durgen, Gorten, Gudrun.
Racial Statistics
Characteristic Bonus: +1 to Constitution or Willpower
Skill Bonus: +1 to Crafts and Common lore.
Power: Squat Toughness - A Squats
Resilience is treated as being one higher for the
purpose of determining hit points lost due to
damage.
Size: 3
46
CHAPTER IV:
RACES
Physical Qualities
Squats are, in a word, squat. They
stand shorter than humans and Eldarin, but
are nearly square in shape, as wide as they are
tall. Squats evolved on a world with higherthan-average gravity and far too many Orks.
They're burrowing creatures, most comfortable in closed spaces and well away from open
areas.
Despite their small size, Squats are
quite tough, easily as dangerous at the art of
war as any other race. Their homeworld's climate is dangerous on many levels, from the
high gravity and radioactive atmosphere that
the Squats aren't quite adapted to. However,
like most sentient species, they more than
make up for that with their cunning.
Squats are a people that are clearly no
stranger to work - each of them, male or female, is calloused and hardened by a life of
putting their backs into their work. They tend
to grow bored easily when not given a goal,
and have a work ethic that borders on the suicidal.
Squat clothing tends to be somber
and dull looking to most. They have a limited
ability to see into the ultraviolet and infrared,
and those colors, which other races cannot see,
have always been in style. To other Squats,
these clothes are brightly colored and patterned, showing the wearer's clan and family.
Beards and hair styles also show status and
caste in Squat culture, and even a slight
change in braiding shows as much significance
as a wedding band or class ring.
Playing a Squat
There is almost nothing more important to a Squat than honesty. Squats are honest and open, and their culture relies on it they have not had a real currency in centuries,
having moved to a system of barter long ago.
A squat who lies about the value of his goods,
his training, or even his taste in ale will quickly
find himself outcast among his people.
That's not to say Squats always tell
the truth. They just don't lie. There's a very
important difference - they might not tell you
a load of ore is full of impurities, but they
won't tell you it's fine if you ask them. Squats
learn to ask the correct questions.
Squat Heroes
Cheri is a young Squat, the last son of
a noble house that was lost in a terrible accident. They built ships, the strong and tough
ships of the squats, but at the launch of their
most ambitious ship to date something went
horribly wrong with the reactor. Cheri was
away celebrating with friends, and returned to
find his homeland warped and destroyed with
the powers of broken sorcery and daemons.
He remains resolute and determined to continue his family's traditions of honor and duty,
working to fight evil and serve Moradin wherever he can.
Roboutte is an old warrior, one of the
most experienced veterans of the wars against
the Orks. all four of his limbs have been replaced with cybernetics, though that is perhaps
less important than the fact that he's a Vampire, something he chose for himself to escape
death. He has been hiding his condition from
his family, something easily done since he
doesn't spend time aboveground.
Setsuna is a serious young Squat. She
was born into the warrior caste and was forced
to begin fighting at a very young age when a
civil war between her caste and the casteless
began. She was one of the very few survivors
of that war, and claims that a celestial being,
some kind of shining daemon, was responsible
for saving her. She has proven to be an almost
supernaturally skilled warrior, and is still trying to reach the ideal she was once shown.
47
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Tau
A mysterious race, the Tau have little
magical talent and less presence in the affairs
of the Astral Sea than even the humans. They
have not expanded beyond their home Crystal
Sphere, and visitors are almost unknown they have not activated their Portal Relay and
their Crystal Sphere is protected by an aura
called the Wall of Fire that makes such a journey almost suicidal.
Every Tau is humanoid in shape, with
two arms, two cloven feet, and a single head.
Their gray-blue skin is leathery and tough and
exudes no moisture, owing to the generally dry
conditions of their homeworld. Their faces are
flat, wide around the eyes, and their olfactory
organs are located inside their mouths. Their
eyes can see into the infrared and ultraviolet.
Tau eyesight is good, but they focus on distant
objects more slowly than humans.
Physical Characteristics
Average Height: 1-7-2.0m
Average Weight: 85-100kg
Languages: Tau, Trade
Common Personality Traits: Understanding, tolerance, honor, diplomatic, naive.
Common Physical Traits: Frail build,
farsighted, mobile, enduring, light-fingered.
Example Names: Aun'va, Shaserra,
Shovah, Shas'La, Dynerah, Kais.
Racial Statistics
Characteristic Bonus: +1 to Intelligence or Composure
Skill Bonus: +1 to Common Lore and
Persuasion
Power: Fall Back - Whenever you
successfully dodge a melee attack, you may
make a free withdraw action, but you may only
move half of the normal distance.
Size: 4
48
CHAPTER IV:
RACES
Physical Qualities
The Tau are quite well away from the
average appearance of races in the Wheel.
They're somewhat more frail on average than
a human, but this is as much a function of
their society as it is of their physiology - those
few Tau who dedicate themselves to manual
labor or learning the art of close combat grow
just as strong as any human or Squat, though
they might have to work a bit harder at it.
The Tau are descended from plainsdwelling creatures. They're adept at sprinting
and walking long distances, natural soldiers in
some ways, but their eyes are somewhat widely
spaced, and they take slightly longer to focus
on distant objects because of it. Their excellent sense of smell makes up for this a bit,
though when they have to work around Orks
or Halflings they tend to regret that. They
have very little natural ability with magic, and
developed only healing and protective sorcery
on their own.
Playing a Tau
The most obvious differences between Tau and the other races of the Wheel is
that the Tau have a single government that is
based not on any greed or personal desire but
on the Greater Good of all members of their
society. The Tau consider the most valuable
lesson one can learn to be that the needs of the
many outweigh the needs of the few, or the
one.
Tau are placed into the positions they
will occupy for the rest of their lives at a very
early age - genetic and standardized tests help
them find the position that they are not only
most suited to but will most enjoy. While they
don't claim that this works out perfectly for
everyone, as there are always a few who dream
of a station they simply are not suited for, they
believe it does the most good possible for society as a whole.
Tau society is based around a caste
system, much like Squat society, though the
Tau castes are somewhat more absolute, with
a significant amount of genetic difference.
They arent quite separate species, but its so
rare for a Tau to find a mate outside of their
caste that they may become separate species
over time.
Tau generally don't think of themselves, though when they're put into command
positions they're quite good at thinking for
themselves. A Tau is nearly always willing to
listen to the suggestions of another, though
unless that person is qualified to speak, their
opinions will not hold much weight - if they
were truly suited to the task enough to give
council, why are they not in the position themselves?
While Tau technology is very clean
and nice looking, it's actually somewhat less
advanced than the average. They have not yet
learned to open Portal Relays, which has
greatly slowed their expansion across the
Wheel, and because they have so little knowledge of Sorcery, they tend to fall prey to nearly
any magical threat they run across.
Tau Heroes
Shas'la Kais is a young warrior of the
Fire caste, who in his very first mission was
able to overcome almost impossible odds. He
fought against dozens, hundreds of enemies,
and somehow came out on top. Despite this
incredible luck, he was unable to complete his
mission, though he did manage to prevent
great disaster from befalling the Tau Empire.
He is currently recovering from the great mental stresses he endured - no one is prepared to
see the Warp, especially not a Tau.
O'Shaserra is perhaps one of the bestknown Tau Commanders in the Wheel, which
is to say that several people have heard of her
instead of none at all. She has the backing of
the full Tau Empire and is at the head of the
Third Crystal Sphere Expansion, a move by
the Tau to annex some nearby Crystal
Spheres. She has enjoyed no small amount of
success. What few know is that she is a created
thing, built to be the perfect, loyal commander.
O'Shovah was once a great commander among the Tau, before he nearly
found his death at the hands of the Orks and
a Daemon found him to its liking. Unlike most
Tau he has a great skill at close combat, wielding a massive Grand Daiklaive. He has recently gone rogue, leaving the Greater Good
to found a place where the great will not be
constrained by the small.
49
CHAPTER IV:
RACES
Tiefling
The Tieflings are the mirror image of
the Aasimar, a people made to serve Chaos.
They are far more varied in appearance than
their counterparts, typically having multiple
mutations that mark them as servants of
Chaos - hooves, a tail, claws, horns, all of these
are common. While many closely follow the
whims of their gods, a sizable portion of them
simply do as they wish, which suits the purpose of Chaos quite well. Like the Aasimar,
Tieflings increase their number by inducting
other races, though in the case of Tieflings
there is no orderly indoctrination or training,
just torturous warping of the body and promises of power.
As befitting their birth, Tieflings tend
to not really have any kind of society. Most are
barbaric, living for their own desires and nothing else. They're creatures that indulge their
every whim. Which makes them extraordinarily dangerous - a gang of tieflings might tear
through a street, robbing a few homes, setting
fire to more, painting beautiful murals on the
rest and turning one man's lawn into a beautiful garden.
Physical Characteristics
Average Height: 1.5-3.0m
Average Weight: 100-300kg
Languages: Abyssal, Trade
Common Personality Traits: Passionate, flighty, loud, magnetic, untrustworthy.
Common Physical Traits: Dark eyes,
intimidating height, sharp teeth, inhuman mutations, powerful build.
Example Names: Criella, Linaera,
Verstaadt, Kiltre, Marchaud Vinton, Liera
Racial Statistics
Characteristic Bonus: +1 to Dexterity
or Constitution
Skill Bonus: +1 to Intimidate and
Weaponry
Power: Bloody Minded - You may
reroll damage dice that land on a 1.
Size: 5
50
CHAPTER IV:
RACES
Physical Qualities
Tieflings are extremely variable in appearance and physiology, as befits beings born
of roiling chaos. They were once members of
other races, transformed through ceremony
and ritual (and every once in a while, accident)
into a new form. Most Tieflings are minions
of the Ruinous Powers, servants of Chaos and
transformed in order to better serve them.
They are warriors by nature, and though
they're somewhat smaller than Aasimar on average, Tieflings are just as tough.
Tieflings are generally humanoid,
though they all have at least a few signs of the
touch of chaos. Cloven hooves and lizardlike
tails aren't uncommon, unearthly beauty and
horns are fairly common as well. What the
Tiefling once was seems to have almost no
bearing on what they become, though the general appearance can give a bit of a clue to the
power that changed them.
Their differing physical forms are
what truly set Tieflings apart from Aasimar,
despite their extremely similar origin. While
Aasimar are all works of art in flesh, they are
all the same work of art. Tieflings are more inventive, a process rather than a single solution.
Some are stronger or weaker, some more
beautiful or hideous, but all of them are
unique and special in their own way.
Playing a Tiefling
If there's anything a Tiefling does well
it's revel in their own power. They are servants
of the Ruinous Powers, but they are not doing
it purely out of duty or faith but out of their
own desires. While Aasimar lose who they
were in their rebirth, who a Tiefling is is made
manifest in their creation. Their new forms are
partly made of their souls, their unconscious
desires, and reflect the kind of person they are,
deep down. While their memories of their past
lives are hazy at best, they remember the important things, the things that drove them to
become what they are.
A Tiefling is by nature a person who
cared more for their ambition than their people. They are not nearly as devoted to the
Blood War as the Aasimar, but are created in
far greater number - it is a comparatively simple thing for the Ruinous Powers to create a
Tiefling Heroes
Traya is a Tiefling, a Servant of
Malal, and a Black Spiral Dancer. None of
these three things really inspires trust or confidence in people. She is a berserking warrior,
always the center of combat. However, unlike
most servants of Malal she is not willing to betray the ones she cares for - though she's hurt
them more than once because of her lack of
control.
Petticoat has served the Ruinous
Powers from her place in high society, having
been embraced and made a member of Clan
Ventrue long ago. She is a servant of Tzeentch
and considers herself a master planner, with
schemes that take decades to come to fruition.
While most simply look at her as a simple
businesswoman, she is an incredibly dangerous fighter in her own right, with a pair of cunningly disguised weapons and the skills of a
master assassin.
Shax was once merely a pawn in the
Blood War, and the only thing he wanted was
revenge against the Blessed Pantheon, whose
servants had purged his family for their worship of the Ruinous Powers. After years spent
fighting for one useless rock after another, he
simply... lost his taste for revenge. He now
worships Luna, having seen that what is really
needed in the Wheel is for the endless cycle of
revenge to change.
51
EXALTATION
53
CHAPTER V:
EXALTATION
EXALTED POWERS
The Exalted have a great variety of
powers. In general, you can divide these into
three parts. First, there are the Exalt's static
powers, the abilities shared by all of their kind.
These are not always strengths, but also weaknesses that they share. While Exalts are far
stronger than mere mortals, some have supernatural weaknesses - a vampire's weakness to
sunlight, a werewolf to silver, and so forth.
Secondly, there is the Power Stat.
This is the measure of just how powerful a
given Exalt is in the powers of their kind. Like
Magic and Sword Schools, its maximum in
dots is equal to the character's levels. A character begins with one dot in their Power Stat.
As they grow in power, most of them change
physically.
Third, and possibly most importantly,
there is the resource stat. While each of the
Exalted has a different resource stat, being
able to hold different amounts of these resources and recover them in different ways
and at different rates, they can be expended
for the same effects for all Exalts. By spending
one Resource Point, an exalt may:
* Heal 1 Hit Point.
* Gain +1k0 to a skill Test.
* Gain a reaction action.
* Recover from being Stunned
* Recover from being Dazed
An Exalt can only spend a few resource points in a given round. The number
of points they may spend per round is equal to
their Power Stat. Healing hit points with your
resource points can only be used out of combat during a period of relative rest and relaxation.
THE TELL
All of the Exalted have a Tell, something that marks them as more than merely
members of their respective races. While it
might seem odd, the sheer variety of races,
cultures and technology means that even the
most bizarre first impression an exalt leaves,
even ones as unusual as Prometheans and
Daemonhosts, can be matched by the more
extreme fashions of mortal society. However,
a Tell is blatantly strange and supernatural.
54
Mortal Heroes
Some SMs and Players may be interested in playing mortal characters, either
for an extra challenge or simply because
they want to play through their character's exaltation. In this case, simply don't
choose an Exaltation. A mortal character is fragile and short-lived compared to
an exalt, but their Hero Points still show
them to be something special.
Captain Gabriev fired as the next target walked into the corridor. His
lasgun beeped as the power pack hit critical levels. His hand went to his belt.
Only one pack left. He reloaded and looked back at his teammates.
"How's Talieer?" Gabriev asked, looking back. Wrecka glanced down at
the prone form of the wounded Eldarin. She had taken a hit from the pinkhaired clones that had gone right through her void suit and out the other side.
"Da panzee's all urty," Wrecka said. Gabriev sighed. That wasn't exactly
the answer he had been hoping for. The Ork was a pretty good healer, but he
was nearly tapped at this point.
"I-I am fine," Talieer said. "I have not been injured in a way that will
impede the completion of this mission." She sat up, blood still dripping from
her wound. She put a patch over the hole in her void suit.
"Did any of their... stuff get to you?" Gabriev asked. He glanced back
down the corridor. Nothing yet.
"No. I do not believe so." She sealed the patch. Wrecka, surprisingly
gentle, helped her seal the hole on her back. The Eldarin nodded her thanks.
"No sudden love for the damned little pink things?" They were all identical, clones created by some damned mad scientist trying to create a god or
bring back her dead daughter or both. They were a perverse mixture of human
and some bizarre alien life form, all of them with pink hair, an empty smile,
and emitting pheromones that made people fall in love with them. Worse, they
seemed to be able to change their shape and turn their limbs into twisted blades
of red crystal.
"No. Their pheromones do not infect through blood contact. I believe
I will be fine as long as my suit does not become further compromised." She
stood up, shakily. "I will require my weapon."
"Oy gotz yer dakka," Wrecka said. He rummaged around in his belt
pouch and produced an inferno pistol. Talieer took it, checked the advanced
weapon, then holstered it, nodding her thanks.
"...kekahi mau pipi..." came an echoing call from down the corridor.
Gabriev turned back to the corridor. Glowing red eyes. He leveled his lasgun.
"We've got more Kiiha clones incoming!" Gabriev warned. "Goddamn,
I hate these things."
CHAPTER V:
EXALTATION
Atlantean
When the Syrne vanished from this
world, they didn't even leave corpses behind.
The popular theory is that they used a weapon
that actually blasted the souls of their entire
race free of their bodies. Ever since then, some
have been born with the same kind of amazing, universal magic that the Syrne practiced.
The rumor is that they're being born with the
souls of the lost Syrne race.
While the Atlanteans are indeed being
reborn with the souls of the Syrne, they do not
typically come into realization of this until
later in their lives. They usually have normal
childhoods - at least as normal as they can be
for someone with an amazing inborn talent
with magic and surprising instinctual knowledge. However, there is typically some triggering event that brings old memories surging
back to them. For most it is something simple
- the play of light on water, the sound of a bell
- but for some it is more dramatic, from an
epiphany in the middle of a duel to stumbling
over one's own grave.
Atlanteans do not have all of the
memories from their former lives. Most only
have flashes and vague memories like a long,
detailed dream. Others remember a few events
or days extremely well and have the rest of
their memory a total blank. All that they can
remember for sure is that something terrible
happened, a curse that still rests on their
power to this day in the form of Paradox.
Unlike some other Exalts, Atlanteans
have no society at all. They may have memories of being someone else, but they are still
ultimately who they were before they awakened. They may have sudden shifts in personality, and an even greater grasp of magic than
before, though. Most Atlanteans choose a
class with at least some ability to learn magic
- most of their inborn ability improves their
ability to use magic, and they are little better
than the average mortal without that advantage.
56
POWERS:
Magical Aptitude: You begin play
with one free rank in any Magical School. The
character may purchase ranks in that Magical
School as if they appeared in any class progression he possesses. Whenever an Atlantean rolls
for Psychic Phenomena, they may roll twice
and choose to have either or both effects
occur.
Prestidigitation: The character may
preform minor magical tricks. As a half action
they may do any of the following:
* Move up to 1 pound of material
* Create a harmless sensory effect,
like a shower of sparks, faint music, or an
odor.
* Color, clean, or soil small items.
* Instantly light small (Torch, candle,
small campfire) fires.
* Chill, warm, or flavor up to 1 pound
of nonliving material.
Past Lives: An Atlantean may treat all
skills as Basic. They begin play with Speak
Language (Syrneth)
Paradox: Whenever an Atlantean
spends a Mote, he gains 1 paradox. The
only way to regain spent motes is
to eliminate the paradox
caused by their use.
There are two ways to
Unravel a point of
CHAPTER V:
EXALTATION
Gnosis
Power Gained
**
***
****
*****
57
CHAPTER V:
EXALTATION
Atlanteans:
The Reborn Past
Atlantean Physical Features
Atlanteans generally don't seem all
that different from normal members of their
race. Even as they gain in power there's little
to tell them apart. At least physically. Culturally, there are obvious differences. Atlanteans
use styles of dress and grooming that are vastly
different from the norms. Those who learn to
recognize these oddities, especially historians,
can pick out Atlanteans with ease.
Atlantean Tells
Atlantean Tells are among the easiest
to recognize as magical. The more motes they
spend in a scene, the brighter they glow with
a pure golden light not unlike orichalcum, a
calm magical light with a kind of patina of the
glow of raw warp energy to it. As the glow
grows, it reveals a shape standing alongside the
Atlantean, like a lamp revealing someone
standing in the dark. The shape is that of the
Syrne spirit inside them, usually a simplified
humanoid shape with machine-like features.
While most of the time, an Atlantean's
Prestidigitation and other effects seem to be
purely magical and with no visible source,
when their tell is visible, though, it becomes
clear that it's the Syrneth spirit doing the work.
They mimic the motions of the Atlantean,
lending their skills to the casting of spells and
guiding their actions like a silent friend. Or, to
some cynics, like a puppetmaster pulling the
strings from beyond the grave.
Becoming an Atlantean
One doesn't just decide to up and become an Atlantean. It's something that is decided even before birth, a destiny that cannot
be avoided. The moment of Exaltation for an
Atlantean can be extremely traumatic. Often
the first thing they recall of their past lives is
the moment of their own death. It's impossible
to predict exactly where or when an Atlantean
will awaken. Some effort has been made by
58
Playing an Atlantean
Ultimately, an Atlantean is someone
out of time. Their sense of style isn't the only
thing that can see strong changes. It can be
bad enough just being from off-world, but an
Atlantean is an alien no matter where they go.
When playing an Atlantean, keep that in mind.
Order food that no one else will eat, wear
clothing that seems extremely strange.
When choosing a class, consider taking a class with at least some magical ability.
While it's certainly in flavor for an Atlantean
to pick up magical talents on their own later
in life, starting with them might help to emphasize their magical abilities.
The skills and spells you choose with
Magical Aptitude and Ancient Style can help
determine quite a bit about the type of spirit
that has been reborn in your character. There
is a vast difference between, say, an Atlantean
who was once a soldier and one who was a
healer or an engineer. Remember that a character doesnt get to choose their spirit. Even if
it has been influencing them since birth, they
may have very different desires or morals. An
assassin might suddenly discover that theyve
lost a taste for killing in cold blood. A healer
may learn that there are some people they just
cant bring themselves to help.
When building an Atlantean you
should strongly consider spending some of
your background points on Artifacts, to represent the trappings of their former life that
theyre managed to gather again. Of all the Exalts, theyre the most likely to have a strong
personal connection to Artifacts.
CHAPTER V:
EXALTATION
Atlanteans in Game
Having an Atlantean in your game
provides a SM with a variety of story hooks
easily built into it. The most obvious is that an
Atlantean's memories serve as a very effective
and trustworthy treasure map to any artifact
or plot device a SM might want to include in
a game.
While using an Atlanteans memories
for a treasure hunt is one easy answer, there
are certainly other ways to use them. One
might learn theyve got an old enemy thats returned to deal with them again. Or an old
friend who has managed to come back as well.
If you have multiple players with Atlantean characters, consider tying their characters together in some way. They might have
known each other in the past. They might
have been friends or lovers... which could be
awkward now, depending on just what theyve
been reborn as.
Atlantean Culture
Atlanteans are essentially a culture of
refugees and survivors from a bygone age. Despite their shared background in that area, Atlanteans owe far more to their racial culture,
having been raised not as Syrne but as whatever else they are. They don't all take well to
the new memories they gain, nor do they all
Adapting Atlanteans
The Atlantean template can be used
to represent a number of other things. The
most obvious change is that instead of being a
Syrneth spirit, the Atlantean could be a reincarnation of some great hero or ancestor spirit.
The Syrneth spirit might also represent a more benevolent variety of daemon, not
that regular Daemonhosts cant be perfectly
benevolent in and of themselves.
One can also reflavor Atlanteans to
represent a kind of inherent and powerful
magical power, an expression of a characters
own spirit as an idealized avatar or representation.
Any of these adaptations would
change the feel of the Exaltation quite a bit.
Just like all aspects of a character concept,
make sure to talk things over with your SM before deciding on anything just to make sure his
ideas and plans match up with your own.
59
CHAPTER V:
EXALTATION
Chosen
There are those who worship the
gods, and there are those who are chosen by
them. The Chosen gain power from their connection to the divine, becoming less human
and more a devil or god themselves. Many are
devoted worshippers of their chosen deity, and
while all of the Chosen have great power, only
those that embrace their calling can really ascend to the higher ranks of might.
The way the Chosen are seen depends greatly on their patron. Given that the
Ruinous Powers and the Blessed Pantheon are
mortal enemies, it should be obvious
that just by being one of the Chosen,
you'll have some enemies waiting
for you. Granted, the Grey
Council has fewer enemies
than the other options,
but that can lead to even
more trouble from radicals
from all sides.
A Chosen's power is
largely focused on channeling the might of their
god. They
have various
abilities to
use their faith
as a fuel source,
especially as protection - it's almost impossible to
kill one as long as
they're in good favor with
their god. Even when
you're sure they're dead they
can just pop back up to life.
A Chosen is not
simply someone deeply involved with a god. They've
been chosen as a champion,
among the greatest and
most important of a god's
servants. They shouldn't be
taken lightly, and will
often occupy the highest ranks of a church's
organization.
60
POWERS:
Conviction: Your power stat (Faith)
is capped at 1/2 of your Devotion (rounded
up) as well as your level. If you lose points in
devotion sufficient to bring the cap on your
power stat down below the level you have actually purchased it at, you lose access to the
powers granted by higher ranks in the power
stat until you have increased your devotion
sufficiently.
Redeemed: As long as you have at
least 2 Faith, you are never in danger of death.
Whenever you would burn a Hero
Point to survive, you may instead permanently lose 1 Faith. You may buy
it again as normal.
Divine Power: The Chosen
may spend a Favor to replace
any one rolled die with his
Devotion (if his devotion is
10, the die does not explode). He may not use
this power on Alignment
Checks.
Leeway: As long as
the Chosen is doing
something to advance the
plans of his God, or is on a
mission directly from them,
he gains a bonus on Alignment checks equal to his
Faith.
CHAPTER V:
EXALTATION
Faith
Power Gained
**
***
****
*****
61
CHAPTER V:
EXALTATION
Chosen:
The Divine Fist
Chosen Physical Features
At low levels of Faith, the Chosen
aren't terribly different looking from any other
member of their race. However, they are most
definitely not mortal creatures, which only becomes more and more evident as they grow
stronger. The first changes are somewhat subtle, exaggerations of a character's most obvious
features and a general refinement of their form
- a Squat's beard will grow longer, an Eldarin's
ears will lengthen, and so forth. Their eyes become glowing orbs, and most become somewhat taller or otherwise larger than life (often
in bust size or, ah, other areas as well). In the
final stages of their ascension, they begin to
develop features far removed from their race.
They may grow feathers or leaves in place of
hair, their skin may turn to some strange
shade, and in general they grow to resemble
more the servants or avatar of the
god whose spark has infused their
soul.
Chosen Tells
A Chosen's Tells can be
quite obvious. When their Tell activates, the symbol of their patron
deity appears on their body. As
they spend more Favor, the symbol and their bodies begin to glow
with a favored color of their deity.
It has no imagery like the ghostly
form of an Atlantean's tell, but is
just a simple, brilliant aura that
becomes brighter and brighter as
the Chosen spends Favor.
A high-favor Chosen's inhuman features also become more
evident when their tell is active,
making them more obviously divine.
62
CHAPTER V:
EXALTATION
Chosen Culture
Unlike Atlanteans, the Chosen often
work together and have a natural hierarchy
that they fit into. Rather than feeling distanced
and alien to their culture, they have the opposite problem - theyre drawn into the politics
and issues of other people simply because of
what they are. The Chosen are as accepted by
others as their church is - a Chosen of Chaos
would have to hide his identity on Mount Celestia, while a Chosen of any of the Blessed
Pantheon would be treated like a king.
Because many view the Chosen as
being something of a direct line to their god,
the Chosen are often badgered by those looking to have prayers answered or by those with
an axe to grind.
63
CHAPTER V:
EXALTATION
Daemonhost
A Daemonhost is what most people
are really afraid of when they're thinking about
the Exalted. Whereas most of the Exalted are
simply people with supernatural ability, Daemonhosts are truly monsters. Most are people
who, at the verge of death, were willing to give
up anything to live, even if it meant allowing a
monster to dominate and warp their body.
There is great debate about just how
much control the original soul still has over
their actions. It's undeniable that there are
major changes in the person's actions, personality, taste, and so
forth, but it's similarly undeniable that the Daemonhost retains all of
their memories and
often appears more
similar than different at first glance.
The truth is
that there is no simple answer. When a Daemonhost is created, a warp entity
escapes from that chaotic dimension and uses the body
of one of the dying as a
host. It doesn't just take
over the body, though - it
fuses with the soul of the host
and they become, essentially,
an entirely new being. It
seems that the most important factor in determining how the
host
acts
after the
change is
the strength of their
willpower
and
personality,
with particularly
dominating
a n d
self-con-
64
fident types changing the least from the daemon's influence and the easily led and submissive changing the most.
A Daemonhost's power is often compared to that of an Atlantean. And not without
cause. The two have very similar origins, an
ancient and powerful soul in a fresh body.
Some races are unwilling or unable to see the
difference between the two. But one is a reincarnation, a fresh start for a cursed people,
while a Daemonhost is a parasite that brings
the living back from death purely to escape its
own torment and to exert its power over a
world it does not belong in.
POWERS:
Demonic
Tutor:
You begin play with one
free rank in
any Magical
School. You
may purchase
ranks in this
magical
school as if it
appeared
in your
c l a s s
progression.
U n h o l y
Might:
By
spending one
Essence, you
may add your
Arcanoi rank to the rank
of your Magical School
for a single Magic Test.
Rejected by Creation: Whenever a Daemonhost spends
Essence, he gains Resonance. The only
way to regain spent Essence is to
eliminate the Resonance caused
by its use. Resonance Eruptions (turning the resonance
CHAPTER V:
EXALTATION
**
***
****
*****
65
CHAPTER V:
EXALTATION
Daemonhosts:
The Warp Incarnate
Becoming a Daemonhost
Daemonhost Physical Features
Among all the Exalts, Daemonhosts
can be the most obviously changed by their
newfound power. Even when they aren't
showing their tells, Daemonhosts can show
features and mutations that mark them as
being touched by the powers of the warp. As
their personal power grows, the mutations become more obvious, eventually becoming all
but impossible to hide.
Some might mistake a young daemonhost for a tiefling, and in truth it can be
an easy mistake for someone inexperienced to
make. Both are touched by the powers of the
warp in their own way, but where a tiefling is
ultimately a mortal creature with a mutated
body, a Daemonhost's very soul is one with the
Warp, and their mutations develop over time
as the power boils within them.
Daemonhost Tells
A Daemonhost's Tell is dramatic and
often terrifying to see. The first signs of their
tell are creeping tattoos. Depending on the
type of daemon inside them, these tattoos
might be abstract lacelike swirls in black and
red, golden traceries like spreading sunlight,
motifs of death and decay, repeating geometric
patterns, or whatever else seems appropriate,
typically something unique to each exalt.
As the Daemonhost uses more
Essence, their bodies mutate and warp with
the power of the Warp, changing to become
more bestial and daemonic. These changes become more permanent as the daemonhost
grows in power. A newborn Daemonhost may
grow small horns as part of their tell, for example, and later find that they are a permanent feature and that spending essence now
causes them to grow larger and more obvious.
The Daemonhost has more of an obviously magical aura as they spend more
essence. As they bring the power of the Warp
into the real world, the form of the Daemon
66
Playing a Daemonhost
The Daemonhost is neither who they
used to be nor purely a Daemon, but a fusion
of both. What remains of the host and the daemon depends mostly on the strength of will
that the host has - Daemons are universally
quite strongly willed and so it's impossible to
get away without at least a few changes. In
most cases, these changes are extreme. A Daemonhost has urges that would be considered
deviant at best.
Remember that Daemons come in all
CHAPTER V:
EXALTATION
Daemonhosts in Game
other Daemons. They're not even good company to each other. They don't have a real culture, as every Daemon is just attempting to
take care of their own urges. They are singular,
selfish beings.
Adapting Daemonhosts
There's already a large variation to the
themes of Daemonhosts, simply because a
Daemonhost of Order and of Chaos are extremely dissimilar in appearance and behavior.
While a Daemonhost of Chaos will typically
take on some of the appearance of a classic
devil (horns, a tail, and so on), a Daemonhost
of Order will take on imagery resembling an
angel. Remember that angels were not merely
guys with wings. Some were extremely bizarre
in appearance.
One manner in which Daemonhosts
might be adapted is as a kind of creature of
pure magic, sorcery gone wrong or even an Atlantean who has come back wrong.
Daemonhost Culture
Daemonhosts don't really have a common culture or even spend time around one
another. One of the reasons Daemons are so
eager to leave the warp is to get away from
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EXALTATION
Paragon
A Paragon is, simply put, the best of
their race. The kind of person born with a supernatural level of talent and raw ability. Perhaps only one in a thousand is born with this
power, and fewer still come to recognize it.
Paragons are perhaps the most subtle
of all Exalts. They don't have blatant supernatural abilities. They can't change shape or
kill people with special mind bullets (just the
same mind bullets as anyone else). They are
simply at the top end of the normal bell curve
of talent, so many standard deviations from
the norm that they're an entirely different type
of people.
Anyone who is a Paragon almost inevitably rises to the top in their society.
They're the best of the best, and nearly every
one has a story to tell about coming from some
unlikely background and rising to meet every
challenge put in front of them.
However, it's important to remember
that a Paragon isn't just someone who is good
at what they do. There are a lot of people who
are good at their chosen field. A Paragon is a
person born with literally unlimited potential.
For the average person, competing with a
Paragon is simply impossible. Even the greatest mortal expert would find the playing field
drastically tilted in the Paragon's favor.
POWERS:
Destiny: A paragon begins play with
2 additional Hero points.
Statuesque: Each race gives a choice
of +1 to two or more Characteristics Choose
one of those Characteristics you have not chosen before. You gain +1 to that stat.
Flash: You are never surprised and
are aware of every attack that is directed at
you.
Perfection: You gain one feat that has
your race as a prerequisite.
68
POWER STAT:
EXCELLENCE
When a Paragon sets his mind to
something, it can be very difficult to oppose
him. Each one has a dominating presence, a
pressure that gives them an edge against everyone else. Others can feel it, a psychic force radiating from them and crushing resistance. It's
said that some very powerful Paragons can actually move things with their minds, see the future, and preform all sorts of tricks - without
using any magic at all.
At the beginning of each scene, you
gain a number of Pressure Points equal to
three times your Excellence. You may use
these points to modify any skill roll directly spending one point improves the final total of
the roll by 1. You may spend any number of
these points per round, using all of them in a
single roll if you wish. Whenever an opponent
spends a Resource Point, a Pressure Point, a
Hero Point, or you lose one or more Hit
Points, you recover a Pressure Point. If you
would have more than three times your Excellence in Pressure Points, the extra points are
lost.
This serves as the basic power of Excellence, and takes the place of the one-dot
power that other Exaltations have.
Resource Stat: Action Points. You have a
number of Action Points equal to your Level
+ Excellence. They are regained at the beginning of every session.
CHAPTER V:
EXALTATION
**
Swift as the Coursing River - When a Paragon attempts and succeeds a 2-die
Stunt or higher, they recover one Action Point.
***
****
*****
Mysterious as the Dark Side of the Moon - Whenever a Paragon uses a stunt
on a test and succeeds, all allies attempting the same test (that is, using the
same action) before the Paragon's next turn gain a bonus on their result equal
to the number of Pressure Points the Paragon spent on her test.
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CHAPTER V:
EXALTATION
Paragons:
Idealized Form
Paragon Physical Features
Paragons don't have mutations or obvious changes or anything like that. They are
literally exactly what you would expect from
their race. Elf Paragons are as Elfy as they
come. Squat Paragons are the very image of a
Squat. It's hard to describe a Paragon except
as... perfect. Larger than life, perhaps, is an apt
description. Paragons are everything that their
race should be and an extra 20% more on top.
Because a Paragon doesn't have any
sort of obvious sign or physical differences
from normal members of their race, some
don't consider them to really be an Exaltation,
but just the best of the best of the best to the
nth degree. If you were looking at a Paragon
you wouldn't really know unless you had other
members of their race to compare them to.
They stand out most in a
crowd or any other situation where they can be
compared to another.
Paragon Tells
A Paragon's tells
are a lot more subtle than
that of any other Exalt.
They never display any
sort of supernatural light
display or hulking spectral
avatar. Instead, they very
simply draw attention to
themselves. This is just as
much of a supernatural
effect as any other Tell,
simply not one that looks
supernatural. It's a kind of
compulsion or attraction
effect that draws the eye.
The more Action Points
they spend, the more
heads turn to follow their
actions.
70
Becoming a Paragon
No one becomes a Paragon. It's
something that a person is born with and bears
at every moment through their lives. The birth
of a Paragon is typically accompanied by the
fulfillment of prophesy, unusual weather, celestial events, the howling of wolves, and other
assorted dramatic effects. Of course, it's also
entirely possible for a Paragon's birth to go almost unnoticed, especially if there is some societal pressure (such as, say, an oppressive
ruler killing any suspicious-looking children)
against standing out. Odd skin tones, strangely
symbolic birth marks, and other features are
fairly common.
As they grow up, Paragons typically
distinguish themselves from their peers. They
excel in any area that they apply themselves to,
typically finding something that they like and
quickly making a name for themselves in it.
Most commonly, they choose an area which is
a family tradition, often taking up a dangerous
and rewarding task like swordplay, politics, or
baking.
CHAPTER V:
EXALTATION
Some think that Paragons can be distinguished and even predicted using some
types of powerful divination magic to view the
weave of fate. They stand out even there, shining brightly and drawing countless other fates
toward themselves. They are a kind of focal
point from the viewpoint of divination spells,
a river cutting a new path through all that
stands before it, sweeping up the streams
around them into their flow.
Playing a Paragon
A Paragon is a man. Not a god or
demon, just a man. They might be great or
terrible, poets or warriors, but they don't have
the kind of supernatural background that others have. And they don't need it. They can do
just fine on their own. Some paragons might
be jealous of their Exalted party members.
Paragons don't have an easy path to power.
They have limitless natural potential, but
that's all it is, potential. They have to work to
develop it all on their own. No Daemonic Tutors, no mystical awareness, no gifts straight
from the gods themselves. Paragons have hard
work and guts instead, with a big helping of
luck on the side. This can also be a point of
pride. Paragons got where they were all on
their own. They didn't need help. They can
stand alongside immortals and supernatural
beings as equals purely through their own talents.
Most Paragons are given to extremely
dramatic and improbable action, much like
any classic action hero. Their abilities reward
taking risks through stunting. They can't just
rest on their laurels like other Exalts - they
have to constantly push themselves to be at
their peak of ability. But they can excel in any
area they choose - or in all areas, given enough
time.
Paragon Culture
Despite lacking a common background, Paragons are often drawn together.
Because they stand out so much, they can recognize each other easily as people of unusual
talent. Often, Paragons are brought together
on purpose by governments and factions as a
task force or elite unit - not because they're exalts, but simply because Paragons are very
good at what they do and draw a lot of attention doing it.
When they gather together, Paragons
naturally get a lot done. They take action.
Often extreme action. They're outliers in their
own society but form part of a different level
of society, where normal people are just background noise and nameless faces. Compared
to other Paragons, they're just not important,
dull and uninteresting. They're unworthy enemies and fragile friends.
Paragons in Game
Adapting Paragons
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CHAPTER V:
EXALTATION
Promethean
Heroes can be born or chosen by fate,
but a Promethean is made by the hands of
mortals. They are created by the tireless work
of mortals, the fortunes of entire crystal
spheres sunk into their creation to forge them
out of the most perfect materials and magics.
Each one is a device created to bring about a
change, machines built to bring freedom, men
created to save the Great Wheel.
The body of a Promethean is an
undying form of metal and magic, a work of
art with incredible detail and care. Magical fluids, dissolved quintessence and other more exotic alchemical concoctions. Each one is
unique. Most are beautiful, some because of
their graceful forms and others with slablike
forms of simple shapes. The one constant
among Prometheans is that they have a
heart, a core that is the center of their
magical life.
This heart, the Promethean
Core, pulses with incredible power, a
glowing reactor burning with a magical radiance called Pyros. This energy can do the
impossible, letting them exceed what few
limitations their enhanced bodies still
have. This Core also hosts the soul of
the Promethean, which must come
from a willing subject with an exceptionally strong willpower and
drive to live.
Prometheans are typically revered by their creators,
icons, perfect men, unbeatable
machines, designed to destroy
every evil standing between their
people and freedom. They are
usually thought of in the same
way that people think of flagships in a navy or walking nuclear weapons - respect and
fear, but purely as a weapon. It
can be hard to get people to
see past their appearance to
the very real person still inside them who sacrificed
themselves to become
something greater.
72
POWERS:
Living Construct: A Promethean is
immune to Fatigue, Poison, and Disease.
They are not subject to the same frailties as
their fleshy companions. They also have no
need to Eat, Drink, Sleep, or Breathe though
they can still do so if they want. Because a
Promethean has a Pyros Reactor instead of a
heart, they cannot benefit from a Bionic Heart
or any of the artifact versions.
Refitting: A Promethean doesn't heal
naturally over time. A Promethean must be repaired. Repairing a Promethean takes a Craft
+ Int Test. The TN for this Test is 15 if the
Promethean is lightly wounded, 20 if heavily
wounded,
and
25
if
the
Promethean has taken critical
damage. A successful Test
recovers 1 Hit Point and
takes one hour. A
Promethean cannot spend
Pyros to heal Hit Points.
If a Promethean loses
limbs or their body is destroyed, they can be repaired
rather than replaced. Repairing a destroyed
limb or body requires making
Craft + Int
tests against
TN 25, each
test taking one
day. After five
successful tests
have
been
made,
the
Prometheans
limb is rebuilt.
Disquiet: A
Promethean
generates an aura
of subtle wrongness. He takes 2k1 to all social rolls against
non-exalts. Partly this is because of their status as living
weapons and machine-like
appearance. This is also,
though, a partly magical effect.
CHAPTER V:
EXALTATION
Superlative
Constitution:
A
Promethean doesn't suffer Critical Damage Generation Power Gained
like others. It's extremely difficult to kill one.
Integrated Armor - A Promethean
Even critical damage won't necessarily kill *
has integrated armor equal to his
them. Each of their limbs tracks critical damGeneration +3. As with other armor,
age separately. They do not use the Critical
this does not stack with armor worn
charts for damage, but at 5 critical damage the
over it, but only the better armor is
limb is destroyed. If the damage is to the gizused. A Promethean may choose to
zards, where their Pyros Reactor is located, the
treat any armor proficiencies on his
Promethean is killed. Other limbs being declass lists as being optional feats.
stroyed merely results in the loss of said limb.
If the Body or Head is destroyed, the
Integrated Weapons - A Promethean
Promethean is knocked unconscious until he **
can integrate a number of weapons
is repaired.
into his body equal to his Generation.
These weapons are effectively conPOWER STAT:
cealed and can't be found by a normal search. He can draw them as a
GENERATION
free action.
As a Promethean's Generation increases, he swaps out older equipment with
newer gear. Most Prometheans must return to
their place of birth in order to increase their
Generation, despite spending XP. As their
generation goes up, most Prometheans also
become more and more ornate in appearance,
with extra components and gadgets being
added over time. Every ability, spell, and feat
a Promethean has might well come from these
installed components.
Resource Stat: Pyros. The Prometheans regain
one Pyros per hour as their internal reservoirs
of magical essence generate power. They can
hold Pyros equal to three times their Generation.
***
A
Potential
Transhuman
Promethean may spend Pyros to
boost his characteristics, spending 1
pyros for every +1 bonus. This bonus
lasts only for one test or one round,
whichever is longer.
****
*****
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CHAPTER V:
EXALTATION
Prometheans:
The Metal Lives
Promethean Physical Features
The physical appearance of a
Promethean varies wildly depending on the
culture they come from and their exact origins.
The majority are built to resemble their parent
race very closely, and cannot be easily distinguished from them, at least at a glance. Some
are fully functional as infiltrators, with a seamless disguise and perfect features. Others resemble otherwise normal people with
significant bionics.
Medically speaking, a Promethean is
a melding of mechanics and biology. Every
part of them is infused or upgraded with the
most advanced bionic technology available.
They're one-off prototypes, billions of thrones
worth of funding applied to make them supersoldiers and weapons without compare. Usually, the techniques used to build them simply
refuse to work for others, brilliant turns of design and solutions that come out of nowhere,
then are forgotten.
Promethean Tells
As a Promethean uses more Pyros,
their systems and components become exposed and they show abilities that defy mortal
ability. The form this takes largely depends on
what the Promethean is doing. They might
fold out additional tools or sensors to meet the
needs of a task, vent steam or streamers of
plasma energy, disjoint their limbs to get a better angle on something, and so forth.
When the tell has grown stronger, the
Promethean literally grows with energy, clearly
showing their inhuman nature. They vent
huge amounts of heat while using Pyros, the
magical fire burning within becoming impossible to repress. Skin layers might tear or fold
away, eyes glow as optics come to full power.
The Promethean becomes a glowing titan of
power, clearly a machine mocking a living
form.
74
Becoming a Promethean
Becoming a Promethean should more
properly be called Building a Promethean.
Each is an act of purposeful creation, as much
art as science, masterworks with the resources
of entire Crystal Spheres poured into them.
Most of the time, a Promethean is made for a
single purpose, nearly always as some sort of
superweapon - though this superweapon
might take the form of the perfect leader or a
powerful wizard or evil a healer rather than
just a tool of destruction.
The process of building a Promethean
is not just science. Many believe that
Prometheans are divinely inspired from some
unknown source. The beyond-cutting-edge
technology and magic that goes into making
them often cannot be duplicated. Even the
best efforts, by the same people, turn out only
inferior copies. The one element of a
Promethean that seems impossible to replicate
is their Pyros reactor. It is the keystone of their
systems, doing impossible things and generating infinite power. As long as it exists, the
Promethean can be rebuilt around it.
Many Prometheans are created by
upgrading a living being (usually either a hero
of their people) piece by piece until they become more than they were. They are often volunteers, willing to give up their mortality and
former lives to become something more. Others are made from the recently dead - some
groups are simply unwilling to let someone
with incredible potential and history go down
quietly, and bring them back.
Most rarely, Prometheans are created
from whole cloth. Every part of their body synthesized and lab-grown to exacting specifications. Some races, like the Eldarin, have
soulstones or phylacteries or the like that can
contain a living soul. These can be used to give
a Promethean a soul, but sometimes a
Promethean gains its own soul. Maybe it's torn
from the warp and grafted to the body, but
most often what seems like a simple machine
somehow gains sentience and a warp presence
all on its own.
CHAPTER V:
EXALTATION
Playing a Promethean
A Promethean stands apart from their
race. They aren't like other people, thinking
and feeling in different ways. Many seem
autistic or sociopathic, and nearly all of them
have some quirks or traits that are indicative
of someone who just doesn't understand people anymore. Most find them disquieting to be
around. Even when they look perfectly
human, something about them just seems
wrong. Animals can instinctively tell something is wrong with them, and generally don't
like them. People can sense it as well, like
there's just something about them that they
don't like.
When playing a Promethean, try to
play up the odd character traits that are normal for them. They don't look at the world in
the same way others do, usually with much
less emotion since they don't have all those
glands getting in the way. Most Prometheans
are not afraid of bodily harm. Since they can
almost always be repaired as long as their
Pyros Reactor remains, they aren't afraid to
take (calculated) risks.
Prometheans in Game
Unless a Promethean has gone rogue
and escaped, they've likely still at least got
some kind of contacts to a major group. And
if they have gone rogue, that's at least one
ready enemy looking to get them back.
Prometheans are tough, extremely capable in
combat, but less than ideal in social situations.
Make sure to take advantage of both of these.
Give the Promethean player a chance to show
that they aren't playing a mortal with situations that play to their strengths and weaknesses.
Promethean Culture
Prometheans were built for a purpose.
They're naturally servants to the forces that
made them, and most are deeply ingrained in
that culture. Whatever they were built for,
Prometheans can find it hard to get away from
that role. Even those that are leaders often
seem themselves as servants to their people,
tied down by responsibility. Prometheans
rarely gather, as even a Faction would be hardpressed to afford a project to build more than
one.
Adapting Prometheans
Because Prometheans are tough, not
quite alive, and easy to repair, there are a number of ways to adapt them that are quick and
easy. The most obvious is as some sort of general undead - zombies and liches, for example,
share quite a few traits with Prometheans.
They don't care about getting hurt, they're
tough, people don't usually get along with
them, and so forth.
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CHAPTER V:
EXALTATION
Vampire
Vampires are undead creatures, horrors that drink the blood of the living. They
are cursed to a half-life by a plague stemming
from a small number of people who drank the
blood of the dying Elven god of war, Khaine.
Vampires are generally feared and
poorly understood by mortals, and are often
considered among the weakest of the Exaltations. However, any mortal can become a
vampire - you have to be born a Paragon, attract the notice of a god to become one of the
Chosen, but all that is required to become a
vampire is to make yourself useful enough to
another vampire that they are willing to turn
you.
Most vampires spend decades or centuries paying off this initial blood debt. However, during this time the elder vampire shields
the younger one, teaching them how to control
and use their powers. Because of their age and
their attachment to a local community, they
also tend to be very well connected.
Vampires come from all walks in
life. There is no single class or race that is
more strongly represented than any other the promise of immortality tempts nearly
every mortal. A vampire's powers
make them fairly hard to kill,
and they can replenish their
stores of blood quickly in a wellpopulated area. Additionally, a
vampire's thirst runs deep, and
they can have more stored in
their Resource Pool than most
Immortals. In many situations, a
vampire can tap more fully into
their store of power than anyone
else, since they can easily recover
themselves after a fight.
POWERS:
Old Money - A Vampire
begins play with 4 additional dots to
place into backgrounds. They've
simply had a long time to integrate themselves into society, and
can reap the benefits.
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CHAPTER V:
EXALTATION
Power Gained
POWER STAT:
BLOOD POTENCY
Blood Potency is a measure of how
strongly the blood of Khaine resonates within
the vampire. It gives a vampire most of their
iconic powers - the ability to see in the dark,
to inspire fear, superhuman speed and
strength, and finally the power to control
minds. When a vampire increases their Blood
Potency, it means they are drawing farther and
farther away from the mortality they once had.
While a vampire with low blood potency can
easily pass for a mortal (if a pale one), one with
high blood potency will find it more difficult
as they become more corpse-like. A vampire
that cares much for their appearance often
finds it difficult to connect to the undead
power within them, though there are exceptions - for every shrivelled corpse, there is a
beautiful, seductive vampiress.
Resource Stat: Vitae - A vampire's maximum
Vitae are equal to five times his Blood Potency.
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CHAPTER V:
EXALTATION
Vampires:
Lords of Death
Vampire Physical Features
A simple physical examination is
enough to tell that someone is a Vampire.
Even the worst doctor can usually tell when
someone's dead - and a Vampire is certainly
that. They have no heartbeat, their body temperature is little more than room temperature,
and they breathe only to speak. They're also
quite pale and rather sickly looking. Because
of the being dead. Vampires are much more
mobile than most dead people, though, since
the vast majority of the deceased don't get
around much. Vampires also have fangs - usually fairly subtle ones unless they're feeding but the same can be said of some non-vampire
folks like Dragonborn and Tieflings.
Vampire Tells
As a Vampire spends Vitae, their undead nature becomes apparent. There are
more than enough people who are pale, but
once their fangs lengthen, their eyes go black,
and they give off a psychic aura that just
screams predator to all that can see them, well,
it becomes clear that they aren't just someone
who doesn't get out much. Every sentient race,
and nearly every animal, has an instinctive fear
reaction around a Vampire exhibiting their
tells.
Becoming a Vampire
Anyone can become a Vampire. It's
one of the only Exaltations that absolutely
anyone can aspire to, cheap and simple immortality of a sort. The process only requires
one thing of the aspirant - that they die. The
basic process of becoming a vampire is simple.
The sire drains all the blood from the one he
has chosen to be his childe and feeds some of
his own Vitae to the still-warm body. The
newborn vampire almost always goes into a
feeding frenzy. They're all but empty of vitae
and filled with a new, incredibly powerful
hunger. Most vampires will provide a meal for
78
Playing a Vampire
Vampires are creatures driven by their
hunger. And they're hungry for just about
everyone around them. Most Vampires cannot
stomach the blood of animals, as animals simply don't have the same vibrant energy as sentient beings. They are predators surrounded
by prey, and only the most incredible self-control, trained over the long years of their unlife,
keeps their thirst in check.
CHAPTER V:
EXALTATION
THE EMBRACE
It's possible, even likely, that Vampire
players will at some point want to make more of
their kind. This is certainly a powerful option, and
like all very powerful options, there are some restrictions in place.
* Only sentient creatures can be Embraced. Animals cannot be turned into vampires.
* Exalts are immune to the Curse of
Khaine and cannot become Double Exalts with
vampirism. This includes Paragons.
* The Vitae must flow directly from the
sire to the childe. It can't, for example, be packaged and sold. Nor even placed in a cup.
* Pregnant females always miscarry thankfully for the fetus.
* The Embrace requires a significant expenditure of life-force, transferring a portion of
the curse into another. The sire permanently loses
a point of Blood Potency in order to create a
Childe. Vampires of Blood Potency 1 are simply
too thin-blooded to transfer the curse to another.
They just end up with a regular corpse instead of
an animated one.
* The Childe becomes a vampire at
Blood Potency 1. The Sire gains them as an Ally.
Usually. If they were unwilling the sire might have
created an enemy for themselves instead.
Vampires typically have much more
connection to the world than most Exalts.
They have ties to their Sire, his sire, and so
forth, along with decades or centuries of life
and the sure knowledge that they'll live for as
long as they can avoid being killed. They have
a strong night life, and given that they're often
some of the richest and most influential people
in a community, that means that the community gets to have a strong night life as well.
In the Astral Sea, where there is no
sunlight to worry about, where the lack of air
and water mean nothing to the Vampire, they
are safest. Vampires make excellent crew for a
ship. In an emergency they can simply walk
out a hull breach or airlock and do work without needing a suit.
Vampires In Game
A game with a vampire in it has one
major change - it's rare that the party will be
doing anything during the day. While it's true
Vampire Society
Vampire society most closely resembles that of the classic image of the mafia.
They live somewhat apart from normal people, with resources that mortals just don't
have, using them and feeding on them, ignoring the law where it serves them to. They have
a strong respect for family with their traditions
of the Blood Debt and simple friendships and
honor. A childe is the responsibility of his sire,
and so when a vampire wants to create spawn,
they do so knowing that they will be held accountable for anything their children do. They
are naturally cautions, as Vampires tend to
self-regulate. And by that, I mean that if you
screw someone above you on the totem pole,
you get left outside to watch the sunrise. Vampires only turn people they trust and care
about, and usually ask their own sire for permission.
Most of the old and powerful Vampire families make their home in free-floating
stations in the Astral Sea, in the dark space between worlds. There, they have kingdoms
built with people as cattle and pawns, markets
where the pint is the standard currency, and
where they make their own laws and custom.
Vampires often make pilgrimage to these dark
stations to ask for favors from their elders, or
to learn the secrets of blood and power they've
learned over the centuries.
Adapting Vampires
Unfortunately, Vampires are a rather
specific exaltation. Between the weakness to
sunlight and the drinking blood, it's hard to really see them as anything else. Even so, it's
possible for a creative player and Story Master
to come up with something. Perhaps they are
not a classical vampire, but an alien parasite
reanimating a corpse or a succubus who feeds
not on blood, but life-energy.
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CHAPTER V:
EXALTATION
Werewolf
Werewolves are blessed by Luna with
the ability to change shape. Or at least that's
how some of them see it. Others call it a curse.
It may well be both - a curse for those who
don't appreciate the gift and a blessing for the
ones who revel in it.
The way werewolves are seen varies
greatly from culture to culture. Typically, the
more stable, advanced, and monolithic a culture, the more werewolves are seen as a threat.
They are typically outsiders, rebels fighting for
the rights of the average person. Most of
Luna's chosen are interested in saving people
from tyranny and oppression - not to rule over
them but to give them a chance to rule for
themselves.
Werewolves don't have a large overarching society, but they do form small packs
and tribes. One of the primary responsibilities
of these tribes is finding new werewolves soon
after their first change and bringing them into
the fold. It is traditional for most werewolves
to receive tattoos in magical silver (one of the
few inks that won't simply be healed over or
expelled) to mark their deeds.
Werewolves are dangerous and tenacious adversaries. Their ability to change
shape gives them an edge in many circumstances, especially against anyone foolish
enough to go into melee combat with them.
They're also strongly attuned to the spirit
world, able to walk the Warp in ways that
none other can do safely. They call the layer
of the warp they are able to access the Umbra,
a relatively stable part of the Warp with few
dangers compared to the rest of the chaotic dimension.
POWERS:
Shifting - The most obvious power of
the Werewolf is the ability to change shape. As
a full action, the werewolf may change into
one of two forms or back again - a normalsized wolf and a massive half-wolf half-man
warform.
Wolf form: Obviously, in wolf form
the character cannot speak, manipulate all but
the simplest objects, or do other things most
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EXALTATION
POWER STAT:
FERAL HEART
Feral Heart is the measure of just how
close the character is to the ancient and wild
power within him. The higher the measure of
the character's Feral Heart, the more they become like a wolf themselves, cunning and instinctual. Their connection to the spirit world
also grows more solid, until they can actually
enter the Umbra on their own. As a Werewolf
increases his Feral Heart, his tribemates typically give him more tattoos (or he inks his own
body) describing the great deeds he has accomplished.
Resource Stat: Rage. A werewolf regains Rage
equal to their Feral heart at the beginning of
each combat and once each night when the
moon (or moons, or local equivalent) rises. A
werewolf may have rage equal to his Composure + Willpower + Level.
Feral
Heart
Power Gained
**
***
****
*****
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CHAPTER V:
EXALTATION
Werewolves:
The Claws of Luna
Werewolf Physical Features
In their normal forms, werewolves really aren't all that distinguishable from anyone
else, save for the tattoos that are a strong part
of their culture, traceries of Mithril and quicksilver that line over their bodies in mystical
patterns. The tattoos are present in all their
forms, and serve as almost a signature - each
set of Werewolf tattoos are unique to that
wolf. Or not wolf, as the case may be. The
term werewolf is something of a misnomer, as
they run the gamut of predatory land creatures. Wolves are by far the most common,
though large cats, foxes, dinosaurs, and so
forth are perfectly acceptable (and have no real
mechanical differences).
In wolf form, they appear as fairly
normal animals. They're usually extraordinary
members of their species, purebred and powerful. In warform, though, they're clearly
something supernatural, growing huge in size
and with supernatural strength and speed. The
warform is only for killing, a destructive force
as dangerous as a typhoon. In this form, they
heal rapidly, no longer feel pain, and are consumed by rage.
Werewolf Tells
As a werewolf spends Rage, he becomes closer to his animal spirit. He might
grow fur over parts of his body, his eyes might
glow with silvery light, and most notably, his
tattoos fill with moonlight. They glow brighter
and brighter the more Rage he spends until
they are blindingly bright and he is surrounded
by an aura of pure, cool radiance. The light
doesn't burn or pierce, it is somehow soft and
almost cold.
Becoming a Werewolf
There are two ways to become a
werewolf. One is to be born into it. When a
werewolf and a mortal have children, there's a
chance (about one in four) that the children
82
Playing a Werewolf
A werewolf is a creature of instinct.
They're not animals, but they know what it's
like to be one. They are adaptable and independent. They can change not just in body,
but in mind and spirit. When something new
comes around, a Werewolf is the one most
likely to think fast and do something about it.
It might not be the right thing to do, but it will
be trying something. And if it doesn't work,
they'll attempt something different. It's rare to
CHAPTER V:
EXALTATION
Werewolves in Game
Werewolf Society
Werewolf society is organized into
tribes. Most planets have as many tribes as
they have moons, each with ties to a slightly
different aspect of Luna and with their own
tattoo designs and teachings.
Adapting Werewolves
Werewolves have one easy adaptation
- into any sort of werebeast or shapechanger.
That they're called werewolves is, as it has
been mentioned before, not quite correct in all
cases. Some other forms are actually more
common in some races. It's rare, for example,
for Dragonborn to actually be wolves as such.
They're a lot more likely to become a dragonlike monster, dinosaur, or alligator. Eldarin are
often cats rather than wolves. Even halflings
are prone to being rats or cute little lapdogs.
Another interesting way to adapt
them is to make them into a sort of superhero,
some kind of biological armor like the Guyver
or cyborg hero like a Rider. Warform can simply be assuming their heroic battle mode.
83
"You can't tell me you're comfortable travelling with her," Iniga said. "She's
a werewolf!" The werewolf in question was getting another round of drinks at the
bar. The man Iniga was speaking to, an Aasimar that almost glowed with how much
shine and polish he had, glanced back to look at her for a moment, then back at
Iniga.
"You're a Dark Eldarin," Jacov pointed out. "And a vampire. Either of them
would be more than enough to make most uneasy. Traya isn't so bad."
"That's different!" Iniga folded her arms. "We just have a bad reputation because of a few outlying rogue elements that have given the whole an overall poor
public image. There are many, myself included, that do not fit into the general perception of my kind as predators or sadists."
"...Your kind being Dark Eldarin or Vampire? I've heard pretty much the
same about both and-"
"That's not the point!" Iniga hissed. "Don't you see those tattoos?!" She
pointed at the werewolf's arm. She was a tiefling, and on her red skin were the mystical tattoos that marked her as a werewolf. Many of the silver markings had become
tarnished and twisted into black spirals.
"What about them?" Jacov asked. Iniga sighed. The Aasimar was just so stupid sometimes.
"Do I have to explain everything? That means she's a Black Spiral Dancer!
A berserker!" Jacov shrugged. Iniga groaned. "She'll kill us all!"
"I'll take care of it if there's trouble," Jacov said. The tiefling werewolf returned to the table with the next round of drinks, smiling.
"Hah! I got this round for free!" Traya was almost purring as she put the
glasses down.
"How did you do that? Not with underhanded methods, I hope." Iniga asked.
Traya smiled at the vampire.
"Well, you wouldn't know about it, but we tieflings have these mind control
devices." She adjusted her very low shirt to show off her cleavage. She looked at
Iniga's chest. "I guess you just don't have that power."
"Are you calling me flat?!" Iniga demanded, standing up. She was a foot and
a half shorter than the tiefling, but she was trying her best to look imposing. Traya
smiled, showing rather more fangs than Iniga's delicate set.
"No fighting," Jacov said, quietly. Traya looked at him and sighed, then
stopped. "Look, Armstrong's back." He waved. The human wizard smiled and
walked over to the table.
"I think I got us a ship," Armstrong said. "Small freighter with a human captain and an orc first mate. It's called the Thousand-Year-Eagle."
"Wait... that pile of junk docked in the Hive?!" Iniga asked. She sat down
and started drinking again.
"He says he can get us to Carceri without any entanglements from the Council or Imperial fleets," Armstrong said, with a shrug. "It'll cost us, though. He wants
ten thousand thrones."
"I could almost buy a ship for that," Iniga complained.
"And who would pilot it?" Traya asked. "You?!"
"Yeah, me." She folded her arms and smiled. "I happen to be a pretty good
pilot, you know."
"Tell him we'll pay him two thousand thrones now and fifteen thousand
when we arrive," Jacov said, finishing his ale. "
"I think we have ourselves a ship," Armstrong said, smiling.
VI
CLASSES
85
CHAPTER VI:
CLASSES
86
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CLASSES
FREE STUDY
After you've finished your current
class, you have an opportunity for a little free
study. You can spend XP to buy optional feats
from classes you've already completed, and to
improve any skills, characteristics, spell
schools, sword schools, or gun kata, that are
on the lists of classes you've completed. If you
want to improve other skills and characteristics, you may, but the costs are doubled if they
don't appear on your class lists.
THE LEVELING
PROCEDURE
1) Choose a class. This is your character's starting class. In order to go into a
class, you probably have to meet some prerequisites, so make sure you do. You may only
choose a class that is no more than one level
higher than your Level - you cannot advance
two or more levels in a flash, even if you otherwise meet the prerequisites.
2) When spending XP, what you can
spend it on (the class' Advances) is determined by your class:
a - Each class has a level. A character's level is equal to the level of the highest
level class they have. For example, a character
with Swordsman, Fight Guy, Minstrel and
Fighter is a level 3 character.
b - Each class has a list of Characteristics. You may only buy improvements for
the class' listed characteristics.
c - Each class also has a list of skills.
These are the only skills you may spend XP
on while working on the class.
d - The core of every class is a list of
feats. These feats come in two types, mandatory and optional.
e - A class can also have Magic
Schools and Sword Schools. The maximum
rank of your character's Magic and Sword
Schools is capped at your character's level.
f - You may also buy ranks in your
Exaltation's Power Stat. The maximum rank
of your character's Power Stat is also capped
at your character's level.
3) Until you have purchased all
mandatory feats in a class, you may not
change classes. Most feats can only be taken
once. If you already have a feat that's in a class
list, and it can't be taken more than once, you
don't have to purchase it again. Some classes
have the option of taking one feat or another.
When you choose one of these feats, you cannot get the other feat from this class, though
you can get it from another class that has this
feat in its class progression.
4) When you change classes, you can
no longer purchase the advances from your
old class unless they appear on your new class
list.
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CHAPTER VI:
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Class Tracks
Certain classes just flow into each
other. These are called class tracks, and theyll
show you the easiest way to get from level one
to level five. Each class in these class tracks has
the same completion bonus, which reinforce
their themes and work well with the abilities
and playstyle of the class.
You dont have to follow these class
tracks - there are spots where you can move
from one class track into another. You can
also, of course, just start in another class track
at any point where you meet the prerequisites.
Some classes, like Peasant and Mercenary,
dont appear on any of these tracks - but
theyre still perfectly servicible classes and very
useful for meeting prerequisites to get into
other classes.
Assassin
Sell Steel
X
Nighthawk
X
Assassin
Bard
Minstrel
X
Bard
X
Skald
X
Swashbuckler
X
Master Bard
Cleric
Priest
X
Preacher
X
Cleric
X
Zealot
X
Bishop
Freeblade
X
Nihilator
Fighter
Swordsman
X
Barbarian
Myrmidon
Feral
Fight Guy
X
Savage
X
Rager
X
Barbarian
X
Berserker
88
X
X
Fighter
X
Master Fight Guy
CHAPTER VI:
CLASSES
Guardsman
Paladin
Conscript
Gallant
Guardsman
Protector
Sergeant
Defender
X
Grenadier
X
Paladin
Stormtrooper
Chevalier
Magic User
Thief
Apprentice
Outcast
Aspirant
Outlaw
Magic User
Renegade
Sorcerer
Rogue
Master Sorcerer
Stubjack
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CHAPTER VI:
CLASSES
Ratcatcher
Level: 1
Prerequisites: Characteristics: Dexterity, Composure, Wisdom
Skills: Crafts, Animal Ken, Common Lore, Perception, Larceny, Stealth, Deceive, Performer,
Disguise
Feats:
Common Sense
*Fast Reflexes
Blind Fighting
Light Sleeper
Obtain Familiar
Weapon Prof (Basic)
Bonus for Completion: +2 to maximum Hit Points.
Scholar
Level: 1
Prerequisites: Characteristics: Intelligence, Willpower, Wisdom
Skills: Arcana, Academic Lore, Common Lore, Forbidden Lore, Politics, Tech-Use
Feats:
Eidetic Memory
Speak Language (Any)
Skill Focus (Any Lore)
Peer (School)
Expanded Knowledge
Bonus for Completion: Gain one speciality in any skill.
Optional feats are marked with an asterisk (*). Choice feats are marked with OR.
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CHAPTER VI:
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Initiate
Level: 1
Prerequisites: Characteristics: Wisdom, Fellowship, Intelligence
Skills: Academic Lore, Forbidden Lore, Medicae, Crafts
Feats:
Divine Ministration
Hatred (Heretics)
Minor Magic
Peer (Religious Organization)
*Weapon Prof (Basic)
Bonus for Completion: Gain one speciality in any skill.
Mercenary
Level: 1
Prerequisites: Characteristics: Strength, Constitution, Wisdom
Skills: Command, Scrutiny, Common Lore, Athletics, Ballistic, Weaponry, Perception, Brawl
Feats:
Armor Prof (Light)
*Armor Prof (Medium)
Speak Language (Any)
*Peer (Mercenary Organization)
Sound Constitution
Weapon Prof (Basic)
Bonus for Completion: +2 to maximum HP.
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CHAPTER VI:
CLASSES
Peasant
Level: 1
Prerequisites: Characteristics: Any
Skills: Crafts, Common Lore, Animal Ken, Scrutiny, Performer
Feats:
Luck
Common Sense
*Skill Focus (any)
*Sound Constitution
Unremarkable
Bonus for Completion: -
Sell-Steel
Level: 1
Prerequisites: (Weaponry or Ballistics) 2, Stealth 2
Characteristics: Dexterity, Intelligence, Fellowship
Skills: Perception, Common Lore, Acrobatics, Ballistic, Larceny, Stealth, Weaponry, Scrutiny,
Persuasion, Charm, Deceive, Athletics, Pilot, Disguise, Brawl
Feats:
Fast Reflexes
Blind Fighting
Improved Feint
Catfall
Two Weapon Fighting
*Weapon Prof (Any)
Weapon Prof (Basic)
Sword Schools:
Shadow Hand
Setting Sun
Bonus for Completion: +1 to all initiative rolls.
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CHAPTER VI:
CLASSES
Nighthawk
Level: 2
Prerequisites: (Weaponry or Ballistics) 2, Stealth 3, Improved Feint
Characteristics: Dexterity, Intelligence, Fellowship
Skills: Perception, Common Lore, Acrobatics, Ballistic, Larceny, Stealth, Weaponry, Scrutiny,
Persuasion, Charm, Deceive, Athletics, Pilot, Disguise, Brawl
Feats:
Sneak Attack
Armor Prof (Light)
Catfall
Far Shot OR Furious Assault
Skill Focus (any)
*Skill Focus (any)
*Weapon Prof (Any)
Sword Schools:
Shadow Hand
Setting Sun
Bonus for Completion: +1 to all initiative rolls.
Assassin
Level: 3
Prerequisites: (Weaponry or Ballistics) 3, Stealth 3, Sneak Attack
Characteristics: Dexterity, Intelligence, Fellowship
Skills: Perception, Common Lore, Acrobatics, Ballistic, Larceny, Stealth, Weaponry, Scrutiny,
Persuasion, Charm, Deceive, Athletics, Pilot, Disguise, Brawl
Feats:
Fleet of Foot
Quick Draw
Swift Attack OR Deadeye Shot
Back Stab
Weapon Focus (Any)
Skill Focus (any)
*Skill Focus (any)
*Weapon Prof (Any)
Sword Schools:
Shadow Hand
Setting Sun
Bonus for Completion: +1 to all initiative rolls.
Optional feats are marked with an asterisk (*). Choice feats are marked with OR.
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CHAPTER VI:
CLASSES
Freeblade
Level: 4
Prerequisites: (Weaponry or Ballistics) 4, Stealth 4, Back Stab, Quick Draw
Characteristics: Dexterity, Intelligence, Fellowship
Skills: Perception, Common Lore, Acrobatics, Ballistic, Larceny, Stealth, Weaponry, Scrutiny,
Persuasion, Charm, Deceive, Athletics, Pilot, Disguise, Brawl
Feats:
Crack Shot OR Crushing Blow
Hard Target
Luck
Jaded
Skill Focus (any)
*Skill Focus (any)
*Weapon Prof (Any)
Sword Schools:
Shadow Hand
Setting Sun
Bonus for Completion: +1 to all initiative rolls.
Nihilator
Level: 5
Prerequisites: (Weaponry or Ballistics) 5, Stealth 5, Back Stab, Quick Draw, Luck, Jaded
Characteristics: Dexterity, Intelligence, Fellowship
Skills: Perception, Common Lore, Acrobatics, Ballistic, Larceny, Stealth, Weaponry, Scrutiny,
Persuasion, Charm, Deceive, Athletics, Pilot, Disguise, Brawl
Feats:
Step Aside
Assassin Strike
Counter Attack
Improved Back Stab
Devastating Critical
Skill Focus (any)
*Skill Focus (any)
*Weapon Prof (Any)
Sword Schools:
Shadow Hand
Setting Sun
Bonus for Completion: +1 to all initiative rolls.
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CLASSES
Feral
Level: 1
Prerequisites: Weaponry 2, Athletics 1
Characteristics: Strength, Charisma, Constitution
Skills: Crafts, Athletics, Drive, Weaponry, Intimidation, Animal Ken, Brawl, Acrobatics
Feats:
Frenzy
Danger Sense
Armor Proficiency (light)
Power Attack
Weapon Proficiency (Any)
*Weapon Proficiency (Any)
Sword Schools:
Stone Dragon
Tiger Claw
Desert Wind
Bonus for Completion: +1 to all melee damage.
Savage
Level: 2
Prerequisites: Weaponry 3, Athletics 2, Frenzy
Characteristics: Strength, Charisma, Constitution
Skills: Crafts, Athletics, Drive, Weaponry, Intimidation, Animal Ken, Brawl, Acrobatics
Feats:
Jaded
Quick Draw
Light Sleeper
Powerful Charge
*Weapon Proficiency (Any)
Weapon Focus (Any)
Sword Schools:
Stone Dragon
Tiger Claw
Desert Wind
Bonus for Completion: +1 to all melee damage.
Optional feats are marked with an asterisk (*). Choice feats are marked with OR.
95
CHAPTER VI:
CLASSES
Rager
Level: 3
Prerequisites: Weaponry 4, Athletics 3, Powerful Charge, Frenzy
Characteristics: Strength, Charisma, Constitution
Skills: Crafts, Athletics, Drive, Weaponry, Intimidation, Animal Ken, Brawl, Acrobatics
Feats:
Crushing Blow
Furious Assault
Swift Attack
Armor Proficiency (Medium)
*Weapon Proficiency (Any)
Sword Schools:
Stone Dragon
Tiger Claw
Desert Wind
Bonus for Completion: +1 to all melee damage.
Barbarian
Level: 4
Prerequisites: Weaponry 5, Athletics 4, Crushing Blow, Frenzy
Characteristics: Strength, Charisma, Constitution
Skills: Crafts, Athletics, Drive, Weaponry, Intimidation, Animal Ken, Brawl, Acrobatics
Feats:
Battle Rage
Fearless
Iron Jaw
Cleave
*Weapon Proficiency (any)
*Weapon Focus (any)
Sword Schools:
Stone Dragon
Tiger Claw
Desert Wind
Bonus for Completion: +1 to all melee damage.
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CHAPTER VI:
CLASSES
Berserker
Level: 5
Prerequisites: Weaponry 5, Athletics 5, Battle Rage, Frenzy
Characteristics: Strength, Charisma, Constitution
Skills: Crafts, Athletics, Drive, Weaponry, Intimidation, Animal Ken, Brawl, Acrobatics
Feats:
Devastating Critical
True Grit
Lightning Attack
Armor Proficiency (Heavy)
*Weapon Proficiency (any)
Sword Schools:
Stone Dragon
Tiger Claw
Desert Wind
Bonus for Completion: +1 to all melee damage.
Minstrel
Level: 1
Prerequisites: Charisma 3, Common Lore 3, Performer 1
Characteristics: Charisma, Fellowship, Dexterity
Skills: Academic Lore, Common Lore, Medicae, Politics, Arcana, Acrobatics, Larceny, Performer, Persuasion, Charm, Deceive, Disguise, Tech-Use, Scrutiny, Command
Feats:
Speak Language (Any)
Luck
Jack of All Trades
Peer (Any)
Weapon Prof (Melee 2)
Sword Schools:
White Raven
Diamond Mind
Magic Schools:
Enchantment
Illusion
Bonus for Completion: +1 dot to a skill with a rank lower than your Level.
Optional feats are marked with an asterisk (*). Choice feats are marked with OR.
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CHAPTER VI:
CLASSES
Bard
Level: 2
Prerequisites: Charisma 3, Common Lore 4, Performer 2, Enchantment or Illusion at 1
Characteristics: Charisma, Fellowship, Dexterity
Skills: Academic Lore, Common Lore, Medicae, Politics, Arcana, Acrobatics, Larceny, Performer, Persuasion, Charm, Deceive, Disguise, Tech-Use, Scrutiny, Command
Feats:
Speak Language
Peer (Any)
Catfall
Armor Prof (Light)
Skill Focus (Any)
Sword Schools:
White Raven
Diamond Mind
Magic Schools:
Enchantment
Illusion
Bonus for Completion: +1 dot to a skill with a rank lower than your Level.
Skald
Level: 3
Prerequisites: Charisma 4, Common Lore 4, Performer 3, Enchantment or Illusion at 2
Characteristics: Charisma, Fellowship, Dexterity
Skills: Academic Lore, Common Lore, Medicae, Politics, Arcana, Acrobatics, Larceny, Performer, Persuasion, Charm, Deceive, Disguise, Tech-Use, Scrutiny, Command
Feats:
Speak Language
Peer (Any)
Weapon Focus (Fencing)
Decadence
Skill Focus (Any)
Sword Schools:
White Raven
Diamond Mind
Magic Schools:
Enchantment
Illusion
Bonus for Completion: +1 dot to a skill with a rank lower than your Level.
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CHAPTER VI:
CLASSES
Swashbuckler
Level: 4
Prerequisites: Charisma 4, Common Lore 4, Performer 4, Enchantment or Illusion at 2, Decadence, Speak 5+ languages.
Characteristics: Charisma, Fellowship, Dexterity
Skills: Academic Lore, Common Lore, Medicae, Politics, Arcana, Acrobatics, Larceny, Performer, Persuasion, Charm, Deceive, Disguise, Tech-Use, Scrutiny, Command
Feats:
Speak Language
Fearless
Good Reputation (Any)
Spell Focus (Enchantment or Illusion)
Skill Focus (Any)
Sword Schools:
White Raven
Diamond Mind
Magic Schools:
Enchantment
Illusion
Bonus for Completion: +1 dot to a skill with a rank lower than your Level.
Master Bard
Level: 5
Prerequisites: Charisma 5, Common Lore 5, Performer 5, Enchantment or Illusion at 3, Fearless, Decadence, Good Reputation
Characteristics: Charisma, Fellowship, Dexterity
Skills: Academic Lore, Common Lore, Medicae, Politics, Arcana, Acrobatics, Larceny, Performer, Persuasion, Charm, Deceive, Disguise, Tech-Use, Scrutiny, Command
Feats:
Expanded Knowledge
Heightened Senses (Hearing)
Sound Constitution
Speak Language
Skill Focus (Any)
Sword Schools:
White Raven
Diamond Mind
Magic Schools:
Enchantment
Illusion
Bonus for Completion: +1 dot to a skill with a rank lower than your Level.
Optional feats are marked with an asterisk (*). Choice feats are marked with OR.
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CHAPTER VI:
CLASSES
Priest
Level: 1
Prerequisites: Academic Lore 2, Forbidden Lore 2
Characteristics: Willpower, Wisdom, Composure
Skills: Medicae, Academic Lore, Forbidden Lore, Arcana, Weaponry, Intimidation, Persuasion,
Command
Feats:
Pure Faith
Powerful Charge
Hatred (Heretics)
Armor Prof (Light)
Tested
Weapon Prof (Basic)
*Weapon Prof (Melee 1)
Magic Schools:
Abjuration
Divination
Healing
Necromancy
Transmutation
Bonus for Completion: +1 to maximum HP.
Optional feats are marked with an asterisk (*). Choice feats are marked with OR.
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CHAPTER VI:
CLASSES
Preacher
Level: 2
Prerequisites: Academic Lore 2, Forbidden Lore 3, Healing or Abjuration at rank 1.
Characteristics: Willpower, Wisdom, Composure
Skills: Medicae, Academic Lore, Forbidden Lore, Arcana, Weaponry, Intimidation, Persuasion,
Command
Feats:
Peer (Religious Order)
Spell Focus (Any)
Sound Constitution
Armor Prof (Medium)
Virgils Guidance
*Weapon Prof (Any)
Magic Schools:
Abjuration
Divination
Healing
Necromancy
Transmutation
Bonus for Completion: +1 to maximum HP.
Cleric
Level: 3
Prerequisites: Academic Lore 3, Forbidden Lore 4, Healing or Abjuration at rank 2.
Characteristics: Willpower, Wisdom, Composure
Skills: Medicae, Academic Lore, Forbidden Lore, Arcana, Weaponry, Intimidation, Persuasion,
Command
Feats:
Divine Ministration
True Grit
Spell Focus (Any)
Channel Energy
*Weapon Focus (Any)
Magic Schools:
Abjuration
Divination
Healing
Necromancy
Transmutation
Bonus for Completion: +1 to maximum HP.
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CLASSES
Zealot
Level: 4
Prerequisites: Academic Lore 4, Forbidden Lore 4, Healing or Abjuration at rank 3.
Characteristics: Willpower, Wisdom, Composure
Skills: Medicae, Academic Lore, Forbidden Lore, Arcana, Weaponry, Intimidation, Persuasion,
Command
Feats:
Armor Prof (Heavy)
Absolution
Good Reputation (Religious Order)
Sound Constitution
*Skill Focus (Any)
Greater Spell Focus
Magic Schools:
Abjuration
Divination
Healing
Necromancy
Transmutation
Bonus for Completion: +1 to maximum HP.
Bishop
Level: 5
Prerequisites: Academic Lore 5, Forbidden Lore 5, Healing or Abjuration at rank 4.
Characteristics: Willpower, Wisdom, Composure
Skills: Medicae, Academic Lore, Forbidden Lore, Arcana, Weaponry, Intimidation, Persuasion,
Command
Feats:
Fearless
Armor of Contempt
Purge the Unclean
Greater Spell Focus
Magic Schools:
Abjuration
Divination
Healing
Necromancy
Transmutation
Bonus for Completion: +1 to maximum HP.
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Swordsman
Level: 1
Prerequisites: Weaponry 2, Athletics 1
Characteristics: Strength, Constitution, Intelligence
Skills: Crafts, Athletics, Brawl, Drive, Ballistic, Weaponry, Intimidation, Perception, Command
Feats:
Hardy
Armor Proficiency (Light)
*Armor Proficiency (Medium)
Power Attack
Weapon Proficiency (Any)
Sword Schools:
Iron Heart
White Raven
Bonus for Completion: +1 to all Melee attack tests.
Myrmidon
Level: 2
Prerequisites: Weaponry 3, Athletics 2, Power Attack
Characteristics: Strength, Constitution, Intelligence
Skills: Crafts, Athletics, Brawl, Drive, Ballistic, Weaponry, Intimidation, Perception, Command
Feats:
Blind Fighting
Jaded
Quick Draw
Armor Proficiency (Medium)
*Armor Proficiency (Heavy)
Weapon Proficiency (Any)
Weapon Focus (Any)
Sword Schools:
Iron Heart
White Raven
Bonus for Completion: +1 to all Melee attack tests.
Optional feats are marked with an asterisk (*). Choice feats are marked with OR.
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CLASSES
Fight Guy
Level: 3
Prerequisites: Weaponry 4, Athletics 3, Blind Fighting, Quick Draw
Characteristics: Strength, Constitution, Intelligence
Skills: Crafts, Athletics, Brawl, Drive, Ballistic, Weaponry, Intimidation, Perception, Command
Feats:
Crushing Blow OR Crack Shot
Combat Insight
Swift Attack
*Armor Proficiency (Heavy)
*Armor Proficiency (Extreme)
*Weapon Proficiency (Any)
Weapon Specialization (Any)
Sword Schools:
Iron Heart
White Raven
Bonus for Completion: +1 to all Melee attack tests.
Fighter
Level: 4
Prerequisites: Weaponry 5, Athletics 4, Swift Attack, Combat Insight
Characteristics: Strength, Constitution, Intelligence
Skills: Crafts, Athletics, Brawl, Drive, Ballistic, Weaponry, Intimidation, Perception, Command
Feats:
Fearless
Iron Jaw
Armor Specialization
Combat Master
Wall of Steel
*Armor Proficiency (Extreme)
*Weapon Proficiency (Any)
*Weapon Focus (Any)
Improved Weapon Focus (Any)
Sword Schools:
Iron Heart
White Raven
Bonus for Completion: +1 to all Melee attack tests.
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CLASSES
Conscript
Level: 1
Prerequisites: Ballistics 2, Athletics 1
Characteristics: Strength, Dexterity, Willpower
Skills: Perception, Athletics, Drive, Ballistic, Weaponry, Command, Pilot
Feats:
Sound Constitution
*Sound Constitution
Armor Proficiency (Light)
Quick Draw
Weapon Proficiency (Any)
Jaded
Sword Schools:
Iron Heart
Bonus for Completion: +1 to all Ranged attack tests.
Optional feats are marked with an asterisk (*). Choice feats are marked with OR.
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CLASSES
Guardsman
Level: 2
Prerequisites: Ballistics 3, Athletics 2, Quick Draw, Sound Constitution
Characteristics: Strength, Dexterity, Willpower
Skills: Perception, Athletics, Drive, Ballistic, Weaponry, Command, Pilot
Feats:
Sound Constitution
*Sound Constitution
Double Tap
Crack Shot
Far Shot
Armor Proficiency (Medium)
*Weapon Proficiency (Any)
Weapon Focus (Any)
Sword Schools:
Iron Heart
Bonus for Completion: +1 to all Ranged attack tests.
Sergeant
Level: 3
Prerequisites: Ballistics 4, Athletics 3, Crack Shot, Far Shot
Characteristics: Strength, Dexterity, Willpower
Skills: Perception, Athletics, Drive, Ballistic, Weaponry, Command, Pilot
Feats:
Sound Constitution
*Sound Constitution
Hip Shooting
Fast Reflexes
Deadeye Shot
*Armor Proficiency (Heavy)
*Weapon Proficiency (Any)
Weapon Focus (Any)
Sword Schools:
Iron Heart
Bonus for Completion: +1 to all Ranged attack tests.
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CLASSES
Grenadier
Level: 4
Prerequisites: Ballistics 5, Athletics 4, Deadeye Shot
Characteristics: Strength, Dexterity, Willpower
Skills: Perception, Athletics, Drive, Ballistic, Weaponry, Command, Pilot
Feats:
Sound Constitution
*Sound Constitution
Fearless
Iron Jaw
Armor Specialization
Hard Target
*Armor Proficiency (Extreme)
Weapon Proficiency (Any)
*Weapon Focus (Any)
Sword Schools:
Iron Heart
Bonus for Completion: +1 to all Ranged attack tests.
Stormtrooper
Level: 5
Prerequisites: Ballistics 5, Athletics 5, Iron Jaw, Deadeye Shot
Characteristics: Strength, Dexterity, Willpower
Skills: Perception, Athletics, Drive, Ballistic, Weaponry, Command, Pilot
Feats:
Sound Constitution
*Sound Constitution
True Grit
Sharpshooter
Fan the Hammer
*Armor Proficiency (Power)
*Weapon Proficiency (Any)
Sword Schools:
Iron Heart
Bonus for Completion: +1 to all Ranged attack tests.
Optional feats are marked with an asterisk (*). Choice feats are marked with OR.
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CLASSES
Apprentice
Level: 1
Prerequisites: Academic Lore 2, Arcana 3
Characteristics: Intelligence, Charisma, Willpower
Skills: Arcana, Academic Lore, Common Lore, Forbidden Lore, Scrutiny, Deceive
Feats:
Obtain Familiar OR Implement Focus
Eidetic Memory
Foresight
Spell Might
*Tested
*Weapon Prof (Ordinary)
Magic Schools:
Abjuration
Evocation
Illusion
Conjuration
Divination
Necromancy
Bonus for Completion: +1 to all Focus Power tests.
Aspirant
Level: 2
Prerequisites: Academic Lore 3, Arcana 3, any two Magics at rank 1, Foresight
Characteristics: Intelligence, Charisma, Willpower
Skills: Arcana, Academic Lore, Common Lore, Forbidden Lore, Scrutiny, Deceive
Feats:
Spell Book
Spell Focus
Improvisational Magic
Strong Minded
Wizard Tradition
*Tested
*Skill Focus (Any Lore)
Magic Schools:
Abjuration
Evocation
Illusion
Conjuration
Divination
Necromancy
Bonus for Completion: +1 to all Focus Power tests.
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CLASSES
Magic User
Level: 3
Prerequisites: Academic Lore 3, Arcana 4, any two Magics at rank 2, Spell Focus.
Characteristics: Intelligence, Charisma, Willpower
Skills: Arcana, Academic Lore, Common Lore, Forbidden Lore, Scrutiny, Deceive
Feats:
Spell Book
Spell Penetration
Touch Spell Specialization
Wizard Tradition
*Tested
*Skill Focus (Any Lore)
Magic Schools:
Abjuration
Evocation
Illusion
Conjuration
Divination
Necromancy
Bonus for Completion: +1 to all Focus Power tests.
Sorcerer
Level: 4
Prerequisites: Academic Lore 4, Arcana 4, any Magic at rank 3, any two Magics at rank 2, Spell
Focus
Characteristics: Intelligence, Charisma, Willpower
Skills: Arcana, Academic Lore, Common Lore, Forbidden Lore, Scrutiny, Deceive
Feats:
Spell Book
Greater Spell Focus
Mental Fortress
Wizard Tradition
*Skill Focus (Any Lore)
Magic Schools:
Abjuration
Evocation
Illusion
Conjuration
Divination
Necromancy
Bonus for Completion: +1 to all Focus Power tests.
Optional feats are marked with an asterisk (*). Choice feats are marked with OR.
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CLASSES
Master Sorcerer
Level: 5
Prerequisites: Academic Lore 5, Arcana 5, any Magic at rank 4, any two Magics at rank 3, Spell
Penetration
Characteristics: Intelligence, Charisma, Willpower
Skills: Arcana, Academic Lore, Common Lore, Forbidden Lore, Scrutiny, Deceive
Feats:
Spell Book
Archmage Tradition
Greater Spell Penetration
Spell Mastery
*Skill Focus (Any Lore)
Magic Schools:
Abjuration
Evocation
Illusion
Conjuration
Divination
Necromancy
Bonus for Completion: +1 to all Focus Power tests.
Gallant
Level: 1
Prerequisites: Weaponry 2, Forbidden Lore 2
Characteristics: Willpower, Wisdom, Constitution
Skills: Medicae, Academic Lore, Forbidden Lore, Arcana, Weaponry, Intimidation, Persuasion,
Command
Feats:
Pure Faith
Sound Constitution
Powerful Charge
Hatred (Heretics)
Armor Prof (Light)
Weapon Prof (Melee 1)
Sword Schools:
White Raven
Devoted Spirit
Stone Dragon
Bonus for Completion: +1 AP while wearing armor.
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Protector
Level: 2
Prerequisites: Weaponry 2, Forbidden Lore 3, Pure Faith
Characteristics: Willpower, Wisdom, Constitution
Skills: Medicae, Academic Lore, Forbidden Lore, Arcana, Weaponry, Intimidation, Persuasion,
Command
Feats:
Peer (Religious Order)
Guardian
Sound Constitution
Armor Prof (Medium)
Divine Bond
Divine Grace
*Weapon Prof (Any)
Sword Schools:
White Raven
Devoted Spirit
Stone Dragon
Bonus for Completion: +1 AP while wearing armor.
Defender
Level: 3
Prerequisites: Weaponry 3, Forbidden Lore 4, Guardian, Divine Bond
Characteristics: Willpower, Wisdom, Constitution
Skills: Medicae, Academic Lore, Forbidden Lore, Arcana, Weaponry, Intimidation, Persuasion,
Command
Feats:
Sound Constitution
Divine Ministration
True Grit
*Armor Prof (Heavy)
*Weapon Focus (any)
Swift Attack
Sword Schools:
White Raven
Devoted Spirit
Stone Dragon
Bonus for Completion: +1 AP while wearing armor.
Optional feats are marked with an asterisk (*). Choice feats are marked with OR.
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CLASSES
Paladin
Level: 4
Prerequisites: Weaponry 4, Forbidden Lore 4, Divine Ministration
Characteristics: Willpower, Wisdom, Constitution
Skills: Medicae, Academic Lore, Forbidden Lore, Arcana, Weaponry, Intimidation, Persuasion,
Command
Feats:
*Armor Prof (Extreme)
Sound Constitution
Good Reputation (Religious Order)
Sound Constitution
Wall of Steel
Blademaster
*Skill Focus (Any)
Sword Schools:
White Raven
Devoted Spirit
Stone Dragon
Bonus for Completion: +1 AP while wearing armor.
Chevalier
Level: 5
Prerequisites: Weaponry 5, Forbidden Lore 5, Wall of Steel
Characteristics: Willpower, Wisdom, Constitution
Skills: Medicae, Academic Lore, Forbidden Lore, Arcana, Weaponry, Intimidation, Persuasion,
Command
Feats:
Armor Specialization (Any)
Sound Constitution
Fearless
*Armor Prof (Power)
Armor of Contempt
Death Before Defeat
Sword Schools:
White Raven
Devoted Spirit
Stone Dragon
Bonus for Completion: +1 AP while wearing armor.
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CLASSES
Outcast
Level: 1
Prerequisites: Larceny 2, Stealth 2
Characteristics: Dexterity, Intelligence, Fellowship
Skills: Perception, Common Lore, Acrobatics, Ballistic, Larceny, Stealth, Weaponry, Scrutiny,
Persuasion, Charm, Deceive, Pilot, Disguise, Tech-Use
Feats:
Danger Sense
Fast Reflexes
Blind Fighting
Improved Feint
*Weapon Prof (Basic)
Weapon Prof (Melee 2)
*Weapon Prof (Throwing)
Sword Schools:
Shadow Hand
Diamond Mind
Bonus for Completion: +1 to Static Defense.
Outlaw
Level: 2
Prerequisites: Larceny 2, Stealth 3, Danger Sense
Characteristics: Dexterity, Intelligence, Fellowship
Skills: Perception, Common Lore, Acrobatics, Ballistic, Larceny, Stealth, Weaponry, Scrutiny,
Persuasion, Charm, Deceive, Pilot, Disguise, Tech-Use
Feats:
Sneak Attack
Armor Prof (Light)
Catfall
Evasion
Two Weapon Fighting
Skill Focus (any)
*Skill Focus (any)
Sword Schools:
Shadow Hand
Diamond Mind
Bonus for Completion: +1 to Static Defense.
Optional feats are marked with an asterisk (*). Choice feats are marked with OR.
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CLASSES
Renegade
Level: 3
Prerequisites: Larceny 3, Stealth 3, Evasion
Characteristics: Dexterity, Intelligence, Fellowship
Skills: Perception, Common Lore, Acrobatics, Ballistic, Larceny, Stealth, Weaponry, Scrutiny,
Persuasion, Charm, Deceive, Pilot, Disguise, Tech-Use
Feats:
Fleet of Foot
Quick Draw
Back Stab
Weapon Focus (Fencing)
Skill Focus (Any)
*Skill Focus (Any)
Sword Schools:
Shadow Hand
Diamond Mind
Bonus for Completion: +1 to Static Defense.
Rogue
Level: 4
Prerequisites: Larceny 4, Stealth 4, Sneak Attack
Characteristics: Dexterity, Intelligence, Fellowship
Skills: Perception, Common Lore, Acrobatics, Ballistic, Larceny, Stealth, Weaponry, Scrutiny,
Persuasion, Charm, Deceive, Pilot, Disguise, Tech-Use
Feats:
Improved Sneak Attack
Hard Target
Luck
Jaded
Skill Focus (Any)
*Skill Focus (Any)
Sword Schools:
Shadow Hand
Diamond Mind
Bonus for Completion: +1 to Static Defense.
Optional feats are marked with an asterisk (*). Choice feats are marked with OR.
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CLASSES
Stubjack
Level: 5
Prerequisites: Larceny 5, Stealth 5, Improved Sneak Attack
Characteristics: Dexterity, Intelligence, Fellowship
Skills: Perception, Common Lore, Acrobatics, Ballistic, Larceny, Stealth, Weaponry, Scrutiny,
Persuasion, Charm, Deceive, Pilot, Disguise, Tech-Use
Feats:
Step Aside
Fearless
Improved Back Stab
Devastating Critical
Skill Focus (Any)
*Skill Focus (Any)
Sword Schools:
Shadow Hand
Diamond Mind
Bonus for Completion: +1 to Static Defense.
"Strangers from distant lands... friends of old. You have been summoned here to answer the threat of Mortarion. Terros stands upon the brink
of destruction. None can escape it. You will unite... or you will fall. Each race
is bound to this fate... this one doom."
A council had gathered in that small forest. The elven elder stood before a group of just over twenty that represented the free peoples of Terros.
He nodded to a halfling.
"Bring forth the ring, Prefect," the elder said. The young halfling
stepped forward and put a simple gold ring on the stone plinth that was the
focus of the gathering, then returned to his seat.
"So it is true," Brother Boromos of the White Templars muttered, his
voice raspy through the filter of his power armor's ventilator.
"Saurious' ring! The ring of power!" Megablos, one of the local elves,
exclaimed. One of the squats looked at the ring and shook his head.
"The doom of man," the squat muttered.
"It is a gift," Brother Boromos said. "We can use this ring to strike at
the enemy, if it is such a powerful artifact."
"You cannot wield it," Walker said, gruffly. He brushed his hands over
his denim pants, dislodging road dust. "None of us can. The one ring answers
to the daemon Saurious alone."
"And what would a ranger know of this matter?" Brother Boromos
asked, turning to face Walker. Walker just fixed him with a level gaze. The air
filled with unspoken threat.
"He is no mere ranger," Megablos said, trying to defuse the situation
"He is Walker, son of Tecksas."
"Walker?" Boromos asked, quietly. "Norris' heir?" There was a gentle
cough as a man dressed in strange robes, the robes of the Syrneth, spoke up.
"Walker is right... we cannot use it," the wizard said.
"We have only one choice," said the elven elder. "The ring must be destroyed." The squat suddenly stood up, bringing his meltagun to bear.
"Then... what are we waiting for?" He asked. He fired the meltagun.
There was a crack as the superheated air washed over the group. The stone
plinth vanished, turning into ash and molten stone. The ring hung suspended
in midair for a moment, then landed on the ground with the tone of pure
metal, unharmed. Pentagrammatic wards flared on its surface, an evil and arcane script.
"The ring cannot be destroyed," the elder said, to the suddenly silent
chamber, "Cheri, son of Chearwin, by any craft that we here possess. The ring
was made in the fires of Mount Kismet... only there can it be unmade. It must
be taken deep into Mortarion, and cast back into the fiery chasm from whence
it came. One of you must do this."
"One does not simply walk into Mortarion," Brother Boromos said. "Its
black gates are guarded by worse than just orks. There is evil there that does
not sleep and the Great Eye is ever watchful." He paused. "We will need to
take drop pods. We shall not fail in this. Before this day is done, the evil of
Mortarion will fall."
VII
FEATS, ASSETS,
AND HINDRANCES
FEAT GROUPS
Several feats represent a general ability that can be applied to a specific category
within that group. As some of these groups
have many sub-categories, they have been collected into related groups. When selecting one
of these feats, the player chooses one of the entries from the group. Thus, when selecting the
Peer feat, the Hero would also choose a specific group or organization from the feat group
such as Peer (Mercykillers). Each time the
Hero gains the talent, he may choose a different speciality, so the next time he selects it, he
might opt for Peer (Elves).
In many cases a class will have the
feat's group already chosen for you - a Paladin
doesn't have just Peer, but Peer (Religious
Order). In this case, you do not get to make a
choice as to the group the feat applies to.
Often, group listings are representative as opposed to all-inclusive. Consequently, even
though "Clan Jade Falcon" isn't specifically
listed in the Peer feat group, it can still be chosen with SM approval.
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HINDRANCES
118
Absolution
You can preform incredible feats of healing, removing diseases and poisons with a touch.
Archmage Tradition
Your mastery of magic has reached its peak, giving you more control over it.
Armor of Contempt
Armor Specialization*
Assassin Strike
Whenever you make a melee attack, you may make an acrobatics check to move.
Back Stab
If you are ganging up on your opponent, you gain a bonus to damage rolls.
Battle Rage
Blademaster
Blind Fighting
Catfall
Halve falling distance when calculating damage, always land on your feet.
Channel Energy
Cleave
When you kill someone, you have enough power to get the guy next to him.
Combat Insight
Combat Master
Common Sense
Counter Attack
When you parry an attack, you may make an attack against that opponent.
Crack Shot
Crushing Blow
Danger Sense
Deadeye Shot
You take a smaller penalty to your attacks for making a called shot.
You may spend a Hero point to ignore the effects of a single critical hit.
Decadence
Defensive Mobility
Devastating Critical
Divine Bond
Divine Grace
You can resist some magical effects with the force of your personality.
Divine Ministration
Double Tap
Eidetic Memory
Evasion
Expanded Knowledge
Sometimes a lot of men need killing at once. With a gun. You can do that.
Far Shot
Fast Reflexes
Fearless
Fleet of Foot
Foresight
You may spend time examining a problem to get a bonus to your next Int Test.
Frenzy
Work yourself into a frothing rage and you get stronger and stupider.
Furious Assault
If you take an All Out Attack and the attack is successful, you may make a second attack.
Good Reputation*
You gain a bonus to social rolls with a group you have as a Peer.
Gain an additional free raise to magic rolls with a specific school of magic.
Tests made to resist your spells require an additional extra raise to succeed.
Guardian
You may use Parry actions against attacks made by or against targets within melee range.
Hard Target
Hardy
Hatred*
Heightened Senses*
* this feat may be taken more than once. If it has groups, you must choose a different group each time.
CHAPTER VII:
FEATS, ASSETS &
HINDRANCES
Hip Shooting
You may take a Full Move and make a single attack with a Pistol.
Implement Focus
When using an Implement, you may reroll one die on your Magic Tests.
If you are ganging up on your opponent, you gain a bonus to damage rolls.
Improved Feint
Even when you don't quite succeed at a feint, it still has some effect.
Improvisational Magic
You may spend a Hero point to try casting spells you don't even know.
Iron Jaw
Whenever you become stunned you may make a Con Test to shrug it off.
Jaded
You never need to roll fear checks against normal scenes of gore and death.
Lightning Attack
Light Sleeper
Luck
Mental Fortress
Minor Magic*
Obtain Familiar
Peer*
Power Attack
Powerful Charge
Pure Faith
Quick Draw
Sharpshooter
Skill Focus*
Sneak Attack
Sound Constitution*
Speak Language*
Spell Book*
Choose a school of magic. You may learn one additional spell from that school.
Spell Focus*
Spell Mastery*
Spell Might
You can put more power in your spells, gaining a bonus by making it harder to cast.
Spell Penetration
Spell Specialization*
Once per scene you may reroll a failed magic check from a chosen school.
Step Aside
Strong Minded
Swift Attack
Tested
You gain a bonus to hit with all spells that require you to make an attack.
True Grit
Unremarkable
Attempts to pick the character out of a crowd or describe him are at a penalty.
Virgil's Guidance
You can get away with more than most people can, making it easier to keep your devotion.
Wall of Steel
Weapon Focus*
Weapon Proficiency*
Weapon Specialization*
Wizard Tradition*
Wizards have many secret methods and traditions. You happen to know them.
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HINDRANCES
RACIAL FEATS
Racial feats are special feats that, instead of being purchased for a character's
class, are purchased by virtue of being of a particular race. You can purchase these feats at
any time, spending the normal amount for
them, as though they were part of your character's class list.
ASSETS
Assets are a special type of feat that
can only be taken during character creation
and at no time afterwards. More than other
feats, they represent something that is a core
of your character. You may spend any amount
of your starting XP on buying Assets.
EXALTED ASSETS
Each of the types of Exalt have a
number of Assets they can purchase to improve their base powers as Exalted or to show
that they belong to a certain tribe or caste
within their society. With the exception of
Paragon Assets, taking an Exalted Asset means
that you cannot take a second Exalted Asset.
Absolution
You can perform incredible feats of healing,
removing diseases and poisons alike with a
touch. By spending a hero point, you may
touch a target and remove one ongoing effect.
If that effect comes from a source greater than
your own power - an Exalt with a higher level,
a god, or another being of similar power, this
ability might not work at the SM's discretion.
Archmage Traditions
Your study of magic has reached its peak, giving you real mastery over it. Choose one of the
following options:
Arcane Mastery
Whenever you cast a spell, you may spend a
hero point in order to copy it on your next
turn. You may cast the same spell without
rolling a magic check, using the same result as
you had on this turn.
Spellbloom
Whenever you cast a spell, you're surrounded
by an aura of energy that makes it easier for
others to cast. When you cast a spell for the
first time each round, all allies who cast a spell
within 3m have the TN of that spell's magic
check reduced by 5.
HINDRANCES
Hindrances are something like the opposite of assets. Where an asset is something
you spend XP on during character creation to
get a bonus, Hindrances are a penalty you take
in order to get 100 bonus XP to spend during
character creation. A character can take up to
two hindrances during character creation, but
can't just decide to pick one up later and get
some free XP. While it is possible to get an additional Hindrance during play - it's certainly
easy to get a new Enemy or to become Wanted
- Hindrances gained during play are at the discretion of the SM and don't give XP, just the
penalty.
FEAT DESCRIPTIONS
Following is the full rules text of the
general feats list. Note that if there is a discrepancy between the text in this listing and the
table on the previous pages, the text should be
considered correct.
120
Armor of Contempt
Youre not an easy man to talk to. Youve cultivated a fine shell of divine insight and hatred
that makes you harder to influence. Even if
you run out of Resolve, you cannot be forced
to go against your Alignment.
Armor Proficiency
Groups: Light, Medium, Heavy, Extreme, Power
It takes training to wear armor without it getting in the way. You can use armor with fewer
penalties. With light and medium armor you
suffer no penalties at all, and with heavy, extreme, and power armor you reduce the
armor's penalty to your static defense by half.
Without the appropriate feat, you apply the
armor's AP as a penalty to your static defense.
CHAPTER VII:
FEATS, ASSETS &
HINDRANCES
Armor Specialization
Choose a particular category of armor (light,
medium, heavy, extreme, or Power). Thanks
to your extreme training the chosen armor
type provides +2 armor points.
Assassin Strike
One of the most important things about being
an assassin is getting away after doing the
deed. Once per turn when you make a melee
attack, you may move at your Half Move rate
as a free action. Your opponent does not get a
free attack against you for disengaging.
Channel Energy
You can channel raw magical power to heal or
harm. As a half action, you may touch a target
and spend up to your level in resource points.
For every resource point you spend, you may
heal the target of one Hit Point or damage it
for one wound.
Cleave
When you kill someone, you have enough follow-through to get the guy next to him. The
first time you kill an enemy with a melee attack
in a round, you may make a melee attack
against another enemy within your reach.
Back Stab
You have a talent for finding the best place to
stab someone when they're busy with someone
else. If you are ganging up on your opponent,
you gain +2k0 to damage rolls.
Battle Rage
Even when you're in a blind rage, you've got
enough skill with a sword to surprise most.
While using Frenzy, you may make parry actions.
Combat Insight
Being a smart bastard can get you pretty far in
life, even when people are shooting at you.
You may use Intelligence in place of Dexterity
when using the Dodge action or in place of
your Level on attacks that benefit from the
Aim action.
Blademaster
Your mastery of sword and knife is
unsurpassed and your blade always
strikes true. You may reroll a missed
melee attack once per round.
Blind Fighting
Through years of practice and training with a blast shield down, you
can fight without having to use your
eyes. You do not suffer any of the
normal penalties for fighting blind,
except the obvious ones - you still
cant read or anything like that. But
you can get your stab on real good!
Catfall
You are nimble and balanced, like a
cat, and are able to fall much greater
distances unharmed than others
might. Halve falling distance when
calculating damage, always land on
your feet.
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HINDRANCES
Combat Master
Through a combination of reflex and perception you're able to keep many more opponents
at bay in melee than someone with only average skill. Opponents gain no bonuses for outnumbering you in melee combat. Not only
does this include the normal bonuses for ganging up, but also from talents like Back Stab.
Common Sense
There are many times in which a player might
be about to do a stupid and not quite know it.
With Common Sense, the SM can ask the
player to make a Wisdom roll against TN 15
in order to pick up on the fact.
Counter Attack
While it can be dangerous, the best opportunity to hurt someone can be when they've left
themselves open attacking you. When you successfully parry an attack, you may make an attack against that opponent with the weapon
you used to parry, taking -2k0 to that attack
because of the awkward nature of the blow.
Crack Shot
You are able to target your shots at the places
where they're really going to do some harm.
Ranged attacks you make deal +2 damage.
Crushing Blow
Your melee strikes land with force enough to
shatter bone. Melee attacks you make deal +2
damage.
Danger Sense
You are never surprised. While you might be
taken unaware, you may act normally during
the surprise round regardless of if your party
is taken by surprise or not.
Deadeye Shot
You always hit an opponent right between the
eyes. Or wherever else you're aiming. You take
only -1k0 to your attacks for making a called
shot. Without this feat, you take -2k0 to your
attacks for making a called shot.
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Decadence
Either through mental and physical training...
or more likely, through years of experimenting
with mind-altering drugs, you've built up a tolerance even above the average Hero. You are
never affected by drugs or alcohol, or at least
you can sober up quickly enough to do whatever you need to do.
Defensive Mobility
You present a hard target to catch unawares.
Even when you leave yourself open you aren't
easy to hit. You get a +5 bonus to your static
defense against opportunity attacks.
Devastating Critical
When you're putting someone down, they go
down hard. Whenever you deal critical damage to an opponent, deal an additional wound.
Divine Bond
You gain a holy steed that can be summoned
at will. This typically takes the form of a
warhorse, but depending on the culture of the
user, it can form any other appropriate riding
animal or small ground vehicle. It takes a full
action to summon the steed, and it can remain
for a full day. If it is lost or destroyed, the character is unable to use this feat for three days
while the bonded steed reforms.
Divine Grace
You can resist some magical effects with the
force of your personality. You may use your
Charisma in place of your Willpower when attempting to resist enemy or environmental effects.
Divine Ministration
Some can lay hands on someone suffering and
remove their wounds. As a half action, you
may spend a hero point to touch a target and
remove a level of fatigue and heal the target
for 1d5 Hit Points.
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Double Tap
With the Multiple Attacks action, you may
make two ranged attacks. You cannot use
Double Tap with weapons that have
Recharge, have a clip size of 1, or can only be
fired on Full Auto. You can make these attacks on different targets.
Far Shot
You can lead a shot like a pro. There are few
who can surpass your sniping skills. You don't
suffer penalties for firing at Long Range. You
still suffer the same penalties for firing at Extreme range.
Fast Reflexes
Eidetic Memory
You have perfect recall. As
long as you've heard or read
something, you can reproduce it in detail with no real
difficulty.
Evasion
When you get out of the
way, you really get out of the
way. When making a dodge
check, you may move a distance
equal to your Dexterity in meters. You don't provoke an
opportunity attack from the
enemy whose attack you
dodged, though you provoke opportunity attacks
from other enemies as normal.
Fearless
Through hard experience with horrifying situations, fear no longer
commands your actions.
You are immune to all
fear effects and pinning.
Disengaging from combat or backing down
from a fight requires a
successful
willpower
Test (TN 15).
Expanded
Knowledge
There's knowing things and
there's really knowing things. You
may gain an additional specialty
for all of your Lore skills. This
doesn't have to be the same specialty
for each lore skill, and this doesn't
prevent you from getting a specialty later
if you don't have one when you take this feat.
Fleet of Foot
You're quick on your feet
and can push yourself to be
even faster. When making a
Full Move action, you may
move an additional distance equal to your Dex
in meters. When running, you may double
your movement for one round. Using this talent two turns in a row gives you one level of
fatigue.
Foresight
Logic and analysis do for you what divination
and luck do for others. You may spend 10
minutes examining a problem to get a free
raise to your next Int Test.
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Frenzy
Your temper and passion boil just below the
surface of your mind, mostly held in check but
easily released when it's time to ride the beast.
By spending one full action to work yourself
into a rage, you gain +1 to your strength and
constitution, -2 to your intelligence and wisdom until the end of combat, and you must
make a melee attack or move closer to an
enemy on each of your turns. You may not
make parry actions.
Furious Assault
Your speed and martial prowess allow you to
land several blows where lesser combatants
can land only one. If you take an All Out Attack and the attack is successful, hitting the
target and dealing at least one wound to it, you
may make a second attack with the same
bonuses and penalties.
Good Reputation
Groups: Academics, Sigil's Factions,
Churches, Specific Races, Government, The
Military, Middle Classes, Nobility, the Insane,
Underworld, Workers, etc.
Your reputation precedes you in interactions
with a specific group or faction, opening doors
that might otherwise remain closed. You gain
+0k1 to Charm, Persuasion, and Command
rolls with a group you have as a Peer.
Guardian
Years of serving as a bodyguard allow you to
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put yourself in the line of fire or take a murderous attack that was meant for another. You
may use Parry actions against attacks made by
or against targets within melee range of you,
allowing you to protect others. If the parry actions are unsuccessful, you are hit by the attack instead of the intended target.
Hard Target
Light on your feet, you dodge and weave as
you move, skills learned from long years in the
line of fire. Whenever you charge or run, opponents take -2k0 with Ballistics skill Tests
made to hit you with a ranged weapon until
your next turn.
Hardy
You rebound quickly from shock or injury.
You are always counted as Lightly Wounded
while recovering from injuries.
Hatred
Groups: Criminals, Rival Group (specific), Pirates, Race (specific), Magic Users,
Heretics, etc.
A group, organization, or race has wronged
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Heightened Senses
Groups: Sight, Sound, Smell, etc.
Either genetics or augmetics have made one of
your senses superior to others. Gain +1k1 to
all checks made using a chosen sense. This
ability cannot give a bonus to attack rolls, but
if there is a penalty due to environmental conditions (fighting in darkness, for example), the
bonus can be applied to reduce the penalty if
it would be applicable.
Hip Shooting
Your prowess with ranged weapons is such
that you can still fire accurately without using
the sights. You may, as a Full Action, take a
Full Move and make a single attack with a
ranged weapon. This attack can only be a single shot - no automatic fire.
Implement Focus
You've trained long and hard with using a wizard implement, a wand, rod, staff, or Orb.
When using an Implement, you may reroll one
die on your Magic Tests.
Improved Weapon
Specialization
Long training and careful study have let you
become adept at putting the hurt on with your
chosen weapon. Gain an additional +0k1 to
damage done with a specific type of weapon.
You must choose a specific weapon type - not
just, say, Las Weapons, but specifically a Lasgun. While this bonus will apply to all
weapons of the appropriate type regardless of
make or quality, it will not apply to others even
if they have the same proficiency.
Improvisational Magic
Improved Back Stab
You can slide your blade between someone's
ribs like no one else. If you are ganging up on
your opponent, you gain +0k1 to damage
rolls.
Improved Feint
Even when you don't quite succeed at a feint,
it still has some effect. Even on a failed Feint
attempt, the target suffers -2k0 to reactions. If
you have Sneak Attack or Improved Sneak Attack, Feinting now allows you to benefit from
their effects against targets youve successfully
feinted.
Iron Jaw
You've taken blows from Orks and given back
as good as you got. Whenever you become
stunned you may make a Con Test (TN 10 +
5 x Number of rounds you'd be stunned) to
shrug it off. You may only make this check
once, at the time you become stunned.
When someone doesn't notice one of your attacks coming, it's usually the last thing they
don't hear. Ignore the armor of targets un-
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Jaded
Your wide travels have shown both wonders
and horrors beyond the ken of most. The
Great Wheel has thrown its worst at you and
you have yet to flinch. You never need to roll
fear checks against normal scenes of gore and
death. Supernatural effects will still cause you
to roll fear normally.
Lightning Attack
Your speed with weapons is legendary, allowing you to launch flurries of attacks. You may
make three melee attacks with the multiple attacks action. If you also have Swift attack, it's
important to note that these two feats do not
stack - you can choose to use the multiple attacks action to use Lightning Attack or Swift
Attack, but not both at once.
Light Sleeper
The slightest change in conditions or disturbance brings you from sleep to full awareness.
You are always counted as awake, even when
asleep. You don't count as helpless while
you're resting, though it's possible someone
will still sneak up on you. You are considered
to be aware of what's going on around you,
though stealth will work normally.
Minor Magic
Your training has given you a small amount of
magic ability. You gain a single level in any
magical school in which you have no levels.
Obtain Familiar
You get a small animal companion like a rat,
toad, or raven. It can follow simple orders,
carry messages, and so forth. In some cultures,
this may not be a real animal, but instead a
simple robot or magical servant.
Peer
Groups: Academics, Sigil's Factions,
Churches, Specific Races, Government, The
Military, Middle Classes, Nobility, the Insane,
Underworld, Workers, etc.
You're adept at dealing with a particular social
group or organization. You gain +2k0 to
Charm, Persuasion, and Command rolls with
a certain group.
Power Attack
You can really put your back into it and cut.
When making a melee attack, you may choose
to take -Xk0 to attack and gain +Xk0 to damage, where X is any number up to your Level.
If you make multiple attacks during a round,
you must decide to use this ability before making any attacks, and it applies to all of your attacks that round.
Powerful Charge
When you throw yourself into a fight, you get
to put your body weight behind your swings.
You gain +1k0 to melee damage rolls on a
charge.
Luck
Is it better to be lucky or good? You've certainly got the luck part down. You may reroll
one die per day. This can be any die, even an
alignment check.
Mental Fortress
Your prowess with the warp has affected your
mind, making it more difficult to intrude on
your thoughts. When anyone tries to read your
thoughts, you may instead choose exactly what
the caster percieves from your thoughts.
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Pure Faith
Thanks to your true faith, you know what you
can get away with. You gain +2 to all alignment checks.
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Quick Draw
You've practiced so frequently with your
weapons that they practically leap into your
hands, ready for action. You may ready a
weapon as a free action.
Sharpshooter
Your steady hand and eagle eyes allow you to
place shots exactly where you like. You do not
take a penalty to attacks from making a Called
Shot.
Skill Focus
While everyone has something they're focused
on, you put forth an effort to be really good at
something in particular. Gain an additional
skill speciality. You do not need to have 4
ranks in that skill in order to gain this speciality, and you still get the normal speciality at 4
ranks.
Sneak Attack
With long training, you know how to get to the
tenderest part of a person's body when they
aren't protecting themselves. Halve armor of
targets unaware of your attacks, rounding up.
The targets still take their normal penalty to
static defense (if it applies).
Sound Constitution
Thanks to being as tough as iron, you can take
more hits than most. You gain one additional
Hit Points.
Speak Language
Groups: Human, Elven, Squat,
Trade, Syrneth, Gnomish, Celestial, Infernal,
Eldarin, Dark Eldarin, Clawspeak, Draconic,
Orkish, etc.
It can take a lot to learn a new language. Learn
to speak one additional language of your
choice.
Spell Book
Most of the time, a person can only learn a
small fraction of the spells in a particular spell
school. But with this feat, you have expanded
your talents to learning more tricks. Choose a
school of magic. You may learn one additional
spell from that school at a rank you already
possess. Without this feat, you may only learn
one spell from a school at a given rank.
Spell Focus
Most mages are best in one particular area. If
your magic Test is successful when casting
spells from a certain school of magic, you may
apply an extra raise to that magic Test for the
purpose of determining the spell's effect. This
stacks with Greater Spell Focus.
Spell Mastery
By practicing the motions of a spell over and
over again, you can make sure you'll be able to
cast it even in the worst circumstances.
Choose a single spell of the third rank or
lower. You may reroll failed checks to cast that
spell.
Spell Might
You can put more power into your spells,
making them more difficult to cast but with a
better payoff. You may take -2k0 to a Magic
Roll in order to add 10 to the final result.
Spell Penetration
It's harder to resist your spells, the energy
blasting through defenses both mental and
physical. Tests made to resist your spells need
an additional raise to succeed.
Spell Specialization
Most sorcerers are best with a certain type of
spells - blowing things up, healing, seeing the
future, whatever. Choose a school of magic.
Once per scene you may reroll a failed magic
check from that school.
Step Aside
You are quick at getting out of the way of attacks. You gain an additional reaction action
every round which may only be spent in order
to use the Dodge action.
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Strong Minded
Your mind is like a fortress guarded against
psychic attack. You may reroll one failed
Willpower Test made to resist magic per
scene.
Swift Attack
Your skill with a blade lets you attack more
quickly than average. With the multiple attack
action, you may make two melee attacks. If
you also have lightning attack, it's important
to note that these two feats do not stack - you
can choose to use the multiple attacks action
to use Lightning Attack or Swift Attack, but
not both at once.
Tested
You have been Sanctioned by an official organization, Tested and found to be stable.
You count as a Sanctioned Sorcerer when
rolling magic Tests. Without this feat, you
count as an Unsanctioned Sorcerer, which can
be bad.
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True Grit
You can shrug off wounds that would fell
lesser men. Whenever you suffer critical damage, you may halve the result (rounding up).
Unremarkable
You have a forgettable face and are able to
blend in with a crowd. Attempts to pick the
character out of a crowd or describe him are
at -2k0 penalty. This is partly a supernatural
effect, so even with eidetic memory, the
penalty still applies.
Virgil's Guidance
You can get away with more than most people
can, making it easier to keep your devotion
high. You can buy Devotion at only half of the
normal cost.
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Wall of Steel
Your blades are so quick that they form a wall
of impenetrable steel. You gain an additional
reaction action every round which may only
be used to Parry an attack.
Weapon Focus
You've focused your training on a single
weapon. Gain +2k0 to attacks made with a
specific type of weapon. You must choose a
specific weapon type - not just, say, Ordinary
Weapons, but specifically a Shotgun. While
this bonus will apply to all weapons of the appropriate type regardless of make or quality, it
will not apply to others even if they have the
same proficiency.
Weapon Proficiency
Choices: Basic, Melee 1, Melee 2,
Melee 3, Ranged 1, Ranged 2, Thrown.
Training can show a person just how to use a
weapon properly - not shooting a las weapon
at a mirror, for example. You gain a number
of rolled dice equal to your level on any attack
roll made with a weapon in any category you
have a proficiency in.
Weapon Specialization
You've got a real knack for putting the pain on.
Gain +2k0 to damage done with a specific
type of weapon. You must choose a specific
weapon type - not just, say, Exotic Weapons,
but specifically a Needle Gun. While this
bonus will apply to all weapons of the appropriate type regardless of make or quality, it will
not apply to others even if they have the same
proficiency.
Wizard Traditions
Wizards have many secret methods and traditions. You happen to know some of them.
Whenever you take this feat, choose one of the
following. You may not choose the same option twice.
Hidden Flame
Whenever you cast an illusion spell, you can throw
on a minor rider effect. All enemies within 5m of
the illusion's effected area when the spell is cast become Dazzled for one round.
Iron Sigil
Whenever you cast an abjuration spell, you may
choose to gain Aura equal to 5 plus your rank in
Abjuration that lasts until the beginning of your
next turn. Aura reduces damage you take from
magical sources (like armor does for all damage)
but only affects magical sources.
Golden Wyvern
Whenever you cast an divination spell, the next
time you roll initiative, you get a bonus to the roll
equal to your ranks in divination.
Emerald Frost
When casting an Evocation spell, choose one target
hit by your Evocation attack and reduce their Aura
when calculating damage by an amount equal to
twice your rank in Evocation.
Serpent Eye
Whenever you cast an Enchantment spell, the target's Static Defense is reduced by 2 until the end of
your next turn, even if the spell has no effect on the
target.
Stormwalker
Whenever you cast an Evocation spell, you deal additional damage to all targets hit by it equal to your
level.
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Racial Feats
Aasimar
Terminator Honors
Celestial Wrath
Dark Eldarin
Dark Cruelty
Warp Fire
Dragonborn
Dragonborn Frenzy
Dragon Sight
Elf
Elven Precision
Light Step
Eldarin
Guess Destination
Extra Warp
Gnome
Tinker
Eureka!
Halfling
Second Chance
Halfling Agility
Human
Able Learner
Human Perseverance
Ork
Mobbing Up
Im Da Boss!
Squat
Squat Armor Proficiency
Squat Stability
Tau
Farsighted
Move And Shoot
Tiefling
Mutation
Outsider
You have been honored for your devotion with a power to protect yourself.
Sometimes you've just got to Smite Evil.
Some people are really into the black leather and whips.
Dark Eldarin don't just create patches of darkness, but also of dancing light.
A smart man wouldn't get you riled up. Getting hurt makes you angry.
You can see in the dark with the senses of your draconic ancestors.
You're not just a good shot, you're even better than the average elf.
You can move around like a ghost, barely touching the earth.
When you move through the warp, you can move out of line of sight.
Your warp step can be used more often.
I never knew you could turn a toaster into a plasma cannon.
You've got a gadget for every situation. If it's working and you can find it.
Even a sure hit can somehow miss one of the sneaky hobbits.
You gain a bonus to your agility that makes it hard to fail.
You pay less to pick up new skills.
It's harder to oppose your actions.
When an Ork is afraid, he doesn't just run - he goes to get a friend.
Orks always know who's in charge. The biggest guy around.
Reduce the penalty for using armor.
Being low to the ground makes it hard to knock you over.
You've got discipline, making it harder to manipulate you against your will.
As long as you keep on the move, it's hard to take you down.
Your mutations aren't just for show - you can do damage with those hooves.
You're not normal at all on the inside. You're better than normal.
RACIAL FEATS
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Farsighted [Tau]
Dragonborn Frenzy [Dragonborn]
When you hurt a Dragonborn, it just makes
them more angry. As long as you have at least
one point of critical damage, your attacks deal
extra damage equal to the amount of critical
damage you've taken.
Eureka! [Gnome]
Gnomes tend to have tools and junk on them
that can solve any problem. And typically
breaks immediately afterwards. A Gnome
may, once per scene, make a Crafts check in
place of any other check, pulling out some device or trinket to solve a problem.
You've got a wide view of things, or you're disciplined enough to resist charms. You gain +3
Resolve and +5 to your Mental Defense.
Mobbing Up [Ork]
Orks believe in strength in numbers.
Whenever you fail a Fear check, you
may choose to retreat towards any
ally rather than suffering the normal
consequences of that check. Once
you are adjacent to that ally, you
may stop fleeing.
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Outsider [Tiefling]
Tieflings have strange internals that don't
quite match up with what you'd expect - they
have redundant organs, thick blood that clots
easily, and so forth. The first time you would
suffer critical damage in a scene, you instead
take only one point of critical damage. Obviously, if you'd only be taking one point anyway, this ability has no effect.
Tinker [Gnome]
Gnomes can make almost anything given
something to work from. By sacrificing an
item of average or better quality, the Gnome
may create another item of the same or less
rarity with one less level of quality. This takes
one hour.
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ASSETS
Academy
You have studied the long and difficult arts of
getting your stab and shoot on. You may begin
play with any two weapon proficiencies of your
choice.
Ambidextrous
You're just as good with your left hand as with
your right. You're deadly in a fight and even
worse with cards. When attacking with two
weapons at once, you have reduced penalties.
See Chapter XIV for details.
Androgynous
You could pass for a male or a female. If you're
a boy, you're a pretty one. If you're not, you
get mistaken for a pretty boy anyway. You can
pass off as being a boy or a girl as long as the
situation doesn't get too... intimate. You get a
free raise on all Tests made to disguise yourself.
Appearance
They say an ugly fellow can stop a bullet with
his face. A good-looking one might not get
shot at in the first place. A character with Appearance may add +2k0 to all social rolls
where her good looks might come into play.
Brave
Most people aren't really brave - they're just
too stupid to know better. Maybe you're different, but it's doubtful. You may reroll any
failed fear checks, but must take the result of
the reroll, even if its worse.
Dangerous Beauty
You have a certain something about you that
attracts members of the opposite sex. And
sometimes members of the same sex. You get
+1k1 to seduction attempts.
CHAPTER VII:
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Assets
Academy
Ambidextrous
A real two-fisted action hero, you can use two weapons easily.
Androgynous
You've got one of those faces that could pass for a boy or a girl.
Appearance
Brave
Dangerous Beauty
Driven
Education
Eagle Eyes
Sharp-eyed folks like you can see trouble coming a mile away.
Fast
Gifted
Left Handed
Level Headed
Linguist
Magic Resistance
Even when you get scared, you can hold your ground.
Nine Lives
Some say you lead a charmed life, or that something won't let you die.
Sand
You're the kind of tough bastard that will keep going no matter what.
Spirit Mentor
Sturdy
Tough as Nails
You can tough out losing blood and getting banged around when others are already gone.
Driven
You refuse to surrender, even in the face of adversity. You gain a conditional hero point that
may only be spent in situations to overcome
incredible odds or when refusing to back down
from a superior enemy. It may not be burned,
and must be announced as being used.
Education
There are a number of excellent schools, some
with reputations that are known throughout
the Wheel. You get a free number of Lore specialities equal to your starting Intelligence.
Eagle Eyes
Sharp-eyed folks can spot a fly on a raisin cake
at 20 paces. Others just wonder at what's so
chewy. You halve any distance penalties for vision-based perception checks.
Fast
There comes a time in every Hero's life when
it's time to hightail it away from something
that's more trouble than he expected. If that's
the case, you only need to be able to outrun
the slowest person. You may count your Dexterity as being two dots higher for the purposes
of determining your speed as long as youre
only wearing light or no armor.
Gifted
You're able to advance some of your characteristics more quickly. Choose Physical, Social, Mental, Power, Finesse, or Resilience.
You may raise stats of this type no matter what
class you are in.
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Left Handed
Spirit Mentor
Level Headed
Nothing keeps a person alive longer in a gunfight than staying calm. A hothead who runs
into trouble too fast soon finds themselves six
feet under. Immediately after all participants
have rolled initiative in combat, you may
choose to switch places in the initiative order
with the person immediately ahead of you probably a good idea if that person is an
enemy.
Linguist
You have a natural ability with languages.
You're invaluable as an interpreter, if nothing
else. You begin play speaking two additional
languages.
Magic Resistance
You have an innate resistance to spells. The
TN of all spells directed at you - for good or
ill - is increased by 5.
Nine Lives
Fate has granted you the opportunity to come
closer to death as anyone can get and still survive. The first time you would burn a hero
point to survive, you lose this Asset instead.
Sand
You're the kind of tough bastard that will keep
going no matter what. You can take two additional levels of fatigue before passing out.
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Sturdy
You are just one tough customer. You might
just be big and burly, or you might have skin
of steel, or you might just like second helpings
at the buffet; any way you slice it, youre tough
to slice. Your Resilience is increased by 1.
Tough as Nails
You can tough out losing blood and getting
hurt when others are already gone. If you are
at full Hit Points, the most critical damage you
can take from an attack is 1.
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Zenith Caste
Twilight Caste
Night Caste
Eclipse Caste
ATLANTEAN CASTE
ASSETS
Twilight Caste
Dawn Caste
The Twilight Caste were once scholars, sorcerers, and craftsmen. The Hero may spend a
mote to add his Gnosis rating as rolled dice to
any Parry or Dodge roll.
The Dawn Caste were soldiers in the old Syrneth empire, and still have that training.
Whenever the Hero spends a Mote for any effect (or just to activate this, though its a bit of
a waste), for the remainder of the Scene he
gains +2k0 to all Intimidate and Weaponry
rolls. This does not stack with itself if the Hero
spends multiple Motes.
Zenith Caste
The Syrneth Zenith caste were priest-kings,
prophets, and mystics in their empire. Whenever the Hero spends a Mote for any effect (or
just to activate this though, again, a bit of a
waste), he reduces damage done to him by an
amount equal to his Gnosis rating until the
end of the round. This doesnt stack with itself
if the Hero spends more than one mote in a
round.
Night Caste
Eclipse Caste
The Eclipse caste were once the very public
face of the Syrneth, diplomats and bureaucrats. By spending 1 or more Motes, the Hero
creates a binding oath. If the oathsworn individual breaks their oath, they suffer terrible
luck, automatically failing at a critical moment. This repeats once for every mote spent
by the Hero, plus once for every point of the
Heros Gnosis.
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HINDRANCES
You do not need to eat, sleep, or breathe as long as you have 1 or more favor.
You gain a free raise on Command, Intimidate, and Persuasion checks.
Mark of Corellon
Mark of Cuthbert
Attacks made against those you have seen commit a crime have a free raise to hit.
Mark of Khorne
Mark of Luna
Mark of Malal
Mark of Moradin
Mark of Nurgle
Mark of Pelor
Mark of The Raven No one is safe from your gift of Final Death.
Mark of Slaanesh
Mark of Sigmar
Gain extra damage against targets that damaged one of your allies in its last action.
Mark of Tzeentch
Mark of Vectron
Mark of Bahamut
Bahamut's chosen have a presence and voice
that carries over others. You gain a free raise
on Command, Intimidate, and Persuasion
checks.
Mark of Corellon
Corellon is a god of excellence. He can extend,
if not that excellence, at least a buffer away
from the greatest failure. You may reroll any
1s that you roll on any roll where youve spent
Favor.
Mark of Cuthbert
You know what Cuthbert hates? Criminals.
And there's no faster way to bring them to justice than to do it yourself. Attacks made
against those you have seen commit a crime
have a free raise to hit.
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Mark of Khorne
Khorne wants you to Be Aggressive. After
making a charge or an all-out attack, you may
spend 2 favor to make an extra basic attack.
You can never learn magic. Choose a Sword
School. You may always advance that School
as if it was part of your class.
Mark of Luna
Luna is an everchanging goddess with as many
faces as there are moons in the Great Wheel.
She gives her followers the gift of change. By
spending 1 favor and 1 Hero point, you may
duplicate the effects of any other Mark. You
may use that effect until the end of the scene.
Mark of Malal
There are many who call Malal a team-killing
bastard. That's not inaccurate. Attacks made
against neutral or allied targets deal +1k1
damage.
Mark of Moradin
Moradin doesn't want his chosen to take shit
from anyone. Especially when they have the
gall to be bigger than you. You gain a free raise
on Weaponry skill Tests made to parry attacks
from creatures with a size greater than yours.
CHAPTER VII:
FEATS, ASSETS &
HINDRANCES
Mark of Nurgle
Nurgle can protect you. Well, protect is the
wrong word. You'll still get hurt. You'll just
care less. Ignore effects of critical damage until
it equals or exceeds your Faith.
Mark of Pelor
Pelor, as the god of the furnace of light and
stars, allows you to shine like starlight. You
may produce bright light at will. Once per session, the Mark can be overloaded and used to
produce an attack that uses the same profile as
a plasma pistol shot.
Mark of Slaanesh
Slaanesh is great for party tricks. And turning
tricks. You may spend a favor to alter your appearance to another member of your race (typ-
Mark of Sigmar
Sigmar lets you protect others by making the
ones who would hurt them very sorry about it.
Gain +0k1 to damage rolls made against targets that damaged one of your allies in its last
action.
Mark of Tzeentch
Tzeentch gives his followers skill with magic.
That includes you. You never suffer the effects
of Perils of the Warp. They still happen, of
course, but its the people around you that pay
the price, not you.
Mark of Vectron
Vectron only cares about worship. And to
him, the best kind of worship is the kind where
you praise him by name a lot. You may regain
1 favor per scene by loudly praising Vectron
for something within the hearing of others.
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You can sense the thoughts of others, when you aren't lost in your whims.
Hunger
You will feed while your target is still screaming, and you're always hungry.
Pride
You always rise to a challenge, even when it's something you're awful at.
Rage
You are filled with burning, boundless rage that hurts your foes.
Sloth
You are slow to take action, but you're tough enough to deal with it.
Hunger
A terrible hunger feeds you. You may feed not
only on the living, but the recently dead, gaining one Essence from eating a corpse (which
must have been killed in the last hour and is
still raw). Whenever you convince someone to
do something they normally wouldnt purely
for material gain, you may convert a point of
Resonance back into Essence.
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Pride
You cannot stand being second best. You gain
a free raise to all opposed Tests and whenever
opponents are ganging up on you, you gain a
free raise to hit them. Whenever you defeat
someone at something they consider themselves good at (even if you cheat), you may
convert a point of Resonance back into
Essence.
Rage
When you are enraged, which is pretty much
all the time, you literally burn with anger, and
you may choose for your attacks to deal E-type
damage. But the rage within you burns hot,
and you've got a short fuse. Whenever you
provoke someone into violence when they
would not otherwise act, you may convert a
point of Resonance back into Essence.
Sloth
You can't be bothered to move quickly, even
pain doesn't motivate you much. You gain two
additional hit points. However, getting yourself motivated to do anything is particularly
difficult. Whenever you convince someone not
to act when they otherwise would, you may
convert a point of Resonance back into
Essence.
CHAPTER VII:
FEATS, ASSETS &
HINDRANCES
Paragon Assets
Action Hero
Extra Action
High Pressure
Legendary Trait
PARAGON ASSETS
High Pressure
Action Hero
Extra Action
You gain 2 additional Action Points at the beginning of each session.
Legendary Trait
One of the Paragon's Characteristics may be
purchased up to rank 6. This ability is always
considered to be available to improve as if it
appeared in your class. This Asset may be
taken multiple times, and can be purchased
after character creation as long as the character is in a Class that has the chosen Characteristic as one of its Class Characteristics.
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Mithril
Darksteel
Wraithbone
You may heal wounds with your Pyros, unlike other Prometheans.
Necrodermis
PROMETHEAN MATERIAL
Wraithbone
ASSETS
Wraithbone is
Orichalcum
Orichalcum is a mystical golden metal that enhances the effects of spent Pyros. For every
two rolled die you add to a roll by spending
pyros, add an additional kept die. When the
Promethean gains Transhuman Potential, he
gains an additional +1 to any characteristic
boosted by Transhuman Potential.
Mithril
Mithril is silvery and clean, glowing in moonlight. It lends the speed of quicksilver to
Prometheans made of it. Spend a Pyros to take
a full action as a half action.
Darksteel
Darksteel is, perhaps, the strongest metal there
is, a heavy black material that is almost impossible to shape. Double the armor granted to
you by Integrated Armor. Your integrated
armor has a Max Dex of 3.
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Necrodermis
Necrodermis is an unusual metal, a silvery
metal that, horribly, is somehow alive. Spend
a Pyros to gain Fear (with a rating equal to
your generation). This lasts until the end of
the scene.
CHAPTER VII:
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Malkavian
Toreador
Clan Toreador has amazing skill with arts and crafting items.
Tremere
Clan Tremere, in addition to being fairly creepy guys, are also experts at magic.
Ventrue
Ventrue owns you, the building you're standing in, and most of the planet.
Malkavian
Malkavians are crazy. Really crazy. But no
matter how crazy they get they can somehow
function in the world. Begin play with a Minor
Disorder. You are not removed from play for
having 100 or more IP, though you continue
to gain derangements every 20 IP.
Tremere
The Tremere are masters of vampiric magic,
the only ones with the ability to really tap
deeply into it. Gain one rank of the Necromancy magical power. You may purchase this
power as if it was part of any class you belong
to. Get +1k1 on Focus Power tests to cast
Necromancy spells.
Ventrue
The Ventrue are a tightly-knit clan that keep
in touch with one another and lend aid to each
other in times of trouble. You begin play with
Peer (Ventrue) and gain +10 to all Wealth
checks.
Toreador
The Toreador clan is known for their focus on
perfecting arts and crafts with the kind of
knowledge and training you can only get by
being alive (well, undead) for a few hundred
years. Gain Kept dice equal to your Blood Potency on Crafts and Performer checks.
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Iron Masters
Red Talons
You can speak to animals, but you're not very good at speaking to people.
Silent Striders
Get of Fenris
The Get of Fenris are Luna's warriors, solving
problems the way any wolf would solve them
- with crushing force. The Hero may spend 1
Rage. If he does, he increases his Strength, Acrobatics, and Athletics by 1 until the end of the
scene.
Iron Masters
Iron Masters are werewolves that haven't
abandoned their ties to civilization. They pride
themselves on adaptation. While most of the
142
Red Talons
Red Talons are closer to animal than person,
and they get along better with animals, too.
They can actually speak with animals. The
Hero takes -2k0 to social rolls against humanoids, but may use social skills on animals
while he is in wolf form. He can understand
their speech, if crudely.
Silent Striders
There are subtle magics that only werewolves
know, forging the art of their own shapechanging into a magical skill that only the Tribe
known as the Silent Striders are privy to. Gain
one rank of the Transmutation magical power.
You may purchase this power as if it was part
of any class you belong to. Get +1k1 on Focus
Power tests to cast Transmutation spells.
CHAPTER VII:
FEATS, ASSETS &
HINDRANCES
Hindrances
Ailin
You're dying of something. And given what you are, that's strange.
All Thumbs
You don't like machines and they don't like you much either.
Bad Luck
Big Britches
It's good to be confident. You went past good and right into foolish.
Clueless
Deathwish
Enemy
Geezer
Grim Servant O Death You're almost always at the wrong place at the wrong time.
High-Falutin
You turn up your nose so high you're in danger of drowning when it rains.
Illiterate
You can't read a damn word. Better hope that Tattoo really says 'courage'.
Impulsive
You're a doer, not a thinker. There's a time for action and it's every time.
Intolerance
Kid
Don't let that face fool you. A kid with a gun can blow your brains out.
Loco
Night Terrors
Each night, you suffer terrible nightmares that could stop a man's heart.
Slowpoke
Ugly as Sin
Vengeful
The world needs to be taught a lesson and you're the person to do it.
Wanted
Wimpy
HINDRANCES
Ailin'
Big Britches
All Thumbs
You don't like machines and they don't like
you much either. Scientific and mechanical
skills cost twice the normal points to learn or
improve. All rolls made to use or repair machinery are made at -1k0.
Bad Luck
Bad luck is an often-fatal condition in the dangerous lifestyle of adventure. You may not
Clueless
Berks using two-Throne words are a copper a
dozen in the Great Wheel now that so many
new worlds have been opened up. The cutters
that live and work in the dark places of the
galaxy don't take kindly to these clueless sods
talking big about their back end of nowhere.
The Clueless are big talkers, usually from
some underdeveloped Sphere. They don't get
the big picture and tend to brag about things
most take for granted.
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Illiterate
Deathwish
Sometimes a berk just doesn't want to go on.
Maybe his family has fallen victim to some terrible fate. Maybe he's got the Rot and wants
to go out in a blaze of glory. Or maybe he's a
young cutter who knows just enough to be
dangerous. Regardless, your character wants
to die for some reason (dark or otherwise), but
only under certain circumstances. Most want
to go out in a blaze of glory. Your cutter won't
just throw his life away for any little thing (suicide is easy, after all).
Enemy
You've wronged someone, and they are coming to collect. This isn't the normal sort of person you've angered, either. By taking this
hindrance, you're saying the enemy you have
is the type who is not only insatiable, but is
powerful enough to actually do something
about it.
Geezer
You may not have teeth, but you've still got a
bite. Not all older characters have this Hindrance - some folks are old at 50 and others
are still young at 1,000. Reduce your character's Hit Points by 2 and he cannot take the
run action.
Impulsive
Impulsive characters are doers, not thinkers.
They tend to go off based on their own
hunches even when the rest of the party makes
elaborate plans and preparations. Of course,
sometimes quick action saves the day, but this
hindrance also gets your character into a lot of
the trouble, which the rest of the party may
not feel obligated to help her out of.
Intolerance
There's some sods you can't stand. Your character does not get along with certain kinds of
people (Orks, sorcerers, politicians, and so on)
and has nothing to do with them if possible. If
forced to work with them, he insults and provokes them whenever he gets the chance.
Kid
High-Falutin'
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Loco
No one in their right mind would stand up to
some of the monsters lurking in the Wheel.
Maybe that's why there are so many kooks
wandering the Galaxy. You begin play with
one minor derangement.
Night Terrors
Vengeful
Slowpoke
Wanted
Ugly as Sin
Wimpy
145
Lucien stepped forward, power sword in hand. He had no idea how his
enemy could remain so quiet. The tyrant had so many augmetics that he was more
machine than man, and his augmented lungs alone should have been enough to
make it easy to find him with their wheezing.
Then the glow of a power sword appeared at the edge of his vision, and
the young warrior stepped back to parry the blow. The dark lord stepped forward
with his lunge, a massive metal form. Lucien was forced back as the Dark Mechanius Verturabo's greater strength overpowered his guard.
"You are beaten," Verturabo said. His mechendrites twitched as he spoke.
"It is useless to resist. Don't let yourself be destroyed as Oberon did."
Lucien answered by rolling sideways and thrust his power sword at Verturabo, surprising him and tearing one of the Dark Mechanius' mechendrites free.
The black metal sparked and smoked. Verturabo roared, a burst of static, pained
at the feedback. He immediately recovered and swing again.
Lucien backed away along the narrow end of the gantry as Verturabo came
at him, slashing at the young man with his sword. Lucien's vague Syrneth memories snapped into focus for a moment, and he blocked the deadly attack with a
complex block that was somehow second nature to him. Verturabo's attack was
deflected into an instrument complex attached to the gantry, cutting it loose.
Lucien glanced down as it fell in the station's artificial gravity, and in that
instant of distraction, Verturabo's power sword came down on Lucien's right arm,
cutting off his hand and sending his sword flying. Lucien screamed and fell back,
across the narrow gantryway over the abyss. Verturabo couldn't follow him across
the thin pipes to the extreme end of the gantry. The Dark Mechanius was too
bulky and clumsy to manage the balancing. But there was nowhere for Lucien to
run.
"There is no escape," Verturabo said. "Don't make me destroy you. You
do not yet realize your importance. You have only begun to discover your power.
Join me and I will complete your training. With our combined strength, we can
rebuild the Syrneth Empire, and bring order to the galaxy!"
"I'll never join you!" Lucien gasped.
"If only you knew the power of the C'tan. Oberon never told you what happened to your father."
"He told me enough! He told me you killed him!" Lucien held on for his
life as another gust of wind cycled through the cavernous space. Verturabo shook
his head, servomotors whining.
"No. I am your father." Lucien stopped moving entirely, almost stopped
breathing for a moment.
"No. No! That's not true! That's impossible!"
"Search your feelings. You know it to be true."
"No! No! No!"
"Lucien. You can overthrow the Factions. They have forseen this. It is your
destiny. Join me, and we can rule the galaxy as father and son. Come with me.
It's the only way." Verturabo put his sword away, a mechendrite taking it from
his bionic hand and whisking it away under his black robes. The hand extended
out to Lucien, offering salvation.
Lucien looked at the hand, and a calm came over him, lifetimes of experience in dealing with dark powers at the back of his mind. He stepped off the gantry
and into freefall. Verturabo looked after him, the wind whipping at his robes. He
had lost him again.
VIII
ithin the Great Wheel, some people are born different. Some fickle turn of fate
or chance twist of destiny has seen them join
the growing ranks of sorcerers within the
galaxy. These sorcerers labour under a blessing and a curse. They have the rare talent to
draw power from the Warp, the hidden dimension of Chaos that lurks beneath the fabric
of reality, and shape it into all manner of
strange and supernatural effects.
Sorcerers are regarded in many different ways across the Wheel's countless Crystal
Spheres. On the more primitive planets, they
are thought of as shamans, witches, and warlocks. More sophisticated societies are usually
aware of magical abilities and refer to psykers
by other titles such as "gifted" or "the
touched". But in almost all cases, and on all
worlds, they are feared for the supernatural
abilities they can bring down on those around
them.
There are many that believe sorcerers
represent a gross perversion of the natural
order, and a constant reminder of the terrible
powers of the warp. This idea has led to sorcerers often being kept tightly under control,
with most races having a government-controlled organization in place to control and
MAGIC
TYPES OF SORCERER
There are many roles within the many
societies of the Great Wheel that utilize sorcerers in some way or another. Some of these
roles are revered and vital while others are reviled utterly. However people feel about sorcerers they are a vital part of the trade and war
potential of all races within the Great Wheel,
and are intrinsic to the societies on almost all
worlds.
Astropaths
These sorcerers are capable of transmitting messages across the vast distances of
space. Though often inexact, arriving too late,
or lost all together in the turbulence of warp
space, they represent the best means that has
been found to communicate across the vastness of the Great Wheel at speeds greater than
light. At times the availability of an Astropath
has determined whether entire worlds have
lived or died.
Astropaths spend years of training to
be able to send messages to the correct recipient and to recognize from whence messages
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Sanctioned Sorcerers
These sorcerers are individuals
deemed strong enough to serve their people
without significant dangers to others. They
serve most of the various and miscellaneous
functions a sorcerer can, from serving in various militaries to within merchant houses or
even for personal servants. Sanctioned Sorcerers have gone through whatever process their
race uses to train Sorcerers to safely use their
powers, almost always belonging to either an
arcane academy or religious organization.
Many races have somewhat extreme methods
for assuring that the Sorcerers of their kind
don't go rogue. There are entire organizations
dedicated to hunting down spellcasters that
have evaded official training and sanctioning.
Navigators
These powerful sorcerers have the
ability to navigate the precarious tides of the
Warp with the aid of their magical abilities.
Most Navigators are blind, a side effect of
their intense training and a symbol of their
dedication. Men go mad or worse to stare into
the face of the warp, and so only those already
made blind can safely find their way through
it. In most cases, their abilities more than
make up for this deficiency, and others might
never know, but for their disturbing whitedout eyes or in some cases, empty, shrunken
eye sockets.
Apostates
There are sorcerers who manage to
exist, unsanctioned and in many cases untrained. Some simply evade the authorities
and others are born either in outlaw or isolated
communities or in Crystal Spheres as yet unopened. The majority of these die through the
perils of their burgeoning condition, but some
few manage to survive the full manifestation
of their powers and gain some measure of control. Known by many names; warlock, rene-
148
Untouchables
The Untouchables are strange people,
individuals with no warp presence. They are
not sorcerers - in fact, they are completely the
opposite. Their presence frequently acts as a
damper on magical activity, lessening or even
completely halting its effects. Untouchables,
like sorcerers, have different grades of 'ability',
though few scholars have actually been able to
study them closely thanks to their extreme rarity. Their strange aura makes most uncomfortable around them and for this reason they are
often loners, outcasts, and pariahs.
MAGICAL ABILITY
Learning the secrets of sorcery is a
process of initiation. The prospective sorcerer
must overcome five trials - which is either considered part of the 'training time' or played out,
as the SM and player feel appropriate. Most
sorcerers in the modern age are carefully
guided through these often harrowing trials as
part of their Sanctioning. Sorcerers who develop their abilities away from the guidance of
more experienced spellcasters must go
through these trials on their own.
The first trial is humility. The initiate
must learn to see beyond his own hubris, often
in the course of challenges impossible to finish, deliberate humiliation by a mentor or contemplation of past failures. SMs might
encourage players to take the lead in describing this initiation, as players can be (rightfully)
resentful when their character is humiliated at
the Story Master's hands.
The second trial is tutelage. The initiate must find a teacher - not necessarily a
mentor as such, but as person or spirit able to
give them a new insight. It is easy for an initiate to find tutelage in this age - nearly every
military or church is more than willing to take
them in and give them over to a more experienced spellcaster for training. Those who seek
CHAPTER VIII:
MAGIC
CASTING SPELLS
Spells are one-time magical effects.
Whenever a sorcerer casts a spell, he attunes
his will to the warp to fuel his magical abilities.
While the sorcerer draws out this energy, he
has a chance of causing disturbances in the
warp that can have undesired side effects, even
up to opening an uncontrolled rift between reality and warpspace with potentially fatal consequences. By minimizing the amount of
power a sorcerer draws, he can all but eliminate the chance of these side effects - in some
cases.
When a sorcerer casts a spell, he has
a choice of using it at Fettered Magical
Fettered Spells
When casting a spell at Fettered strength, the
caster halves the number of rolled dice. This
may also reduce the number of kept dice on
the roll if the number of rolled dice drops
below the starting number of kept dice.
Pushing Spells
Whenever a sorcerer successfully
pushes a spell, he gains an enhancement to his
effective Magic School rating of that spell for
that use. Sanctioned sorcerers may add up to
+3 to their Magic School rating when determining the final pushed strength of the power.
Other sorcerers have a deeper connection to
the wild surges of the warp and may add up to
+4 to their final Magical School rating but at
even greater risk. Any push can result in a
school rating greater than 6, but if a sorcerer
has more than one source increasing the final
effective Magic School rating, only the highest
is applied.
Focus Power
Any use of a spell starts with the
Focus Power Action. This is a Test, using the
spell's Magical School and a Characteristic, to
make the power function or to generate suc-
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Psychic Strength
Fettered
Sanctioned Sorcerer
Unsanctioned
cerer
Unfettered
Sor- No roll for psychic If the sorcerer keeps any ex- Make a check on the psychic
phenomena.
Cumulative Effects
Modifiers, Characteristic Bonuses,
and other effects generated by spells do not
stack, only the highest applies.
Magical Schools
There are many different spells that a
sorcerer can possess, for the mutability of the
warp is as limitless as imagination itself. Some
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CHAPTER VIII:
MAGIC
LEARNING SPELLS
Whenever a character gains a dot in a
spell school, he learns one of the spells in that
school of the appropriate level. Most of the
time, this will mean making a choice as to
which spells you want to learn and which
you're willing to give up. Some feats might
allow you to choose additional spells to learn.
Once you've chosen which spells to learn, you
may not change these spells later - each one
isn't just a representation of effort, but of the
magic becoming an intrinsic part of your character.
SPELLS
The spells available to characters are
listed and described below. The description of
each spell is presented in a standard format.
Each category of information is explained and
defined below.
Name
The first line of every spell description
gives the name by which the spell is generally
known.
School (Level)
Beneath the spell name is a line giving
the school of magic that the spell belongs to
and the level of that spell.
Focus Power Test
The type of Test the spell requires.
This will typically be the spell school and a
characteristic or a power stat. Remember that
rolling doubles on the focus power Test invokes psychic phenomena unless the power is
being used at fettered psychic strength.
Target Number
The TN is the threshold to activate
the spell. Many powers gain in strength as you
get raises above the spell's base TN.
Action
Most spells have a casting time of a
half action. Others take a full action, and others take a reaction action or merely a free action.
Keywords
These rules use the following keywords to describe qualities of a spell.
Attack: This spell counts as an attack
against the target.
Combo-OK: You can use this spell to
build a Combo.
Focus: This spell requires a focus, a
material object that, if destroyed, instantly
ends the spell.
Language Dependent: In order for
this spell to function, the caster and target
must share a common language.
Material: When casting this spell you
require some material components which are
consumed in casting the spell.
Mind-Affecting: This spell affects the
mind of the target, and so can only be used on
targets that are sentient.
Ranged Touch: To affect a target
with this spell requires hitting the target with
a ranged attack (Dexterity + Ballistics).
Saving Throw: This spell allows the
target to make a Test to resist its effects. If the
target resists its effects, they become aware of
the spell, even if it has the Subtle keyword.
Unless otherwise listed, the TN of the Saving
Throw is equal to the FP test used to cast it.
Social: This spell is often used in social situations and cannot be used during combat.
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152
Dark Foreboding: A faint breeze blows past the sorcerer and those near him, and everyone gets the feeling
that somewhere in the galaxy, something unfortunate just happened.
Warp Echo: For a few seconds, all noise causes echoes, regardless of the surroundings.
06-08
09-11
Unholy Stench: The air around the sorcerer becomes permeated with a bizarre and foul smell.
12-14
Hoarfrost: The temperature plummets for an instant, and a thin coating of frost covers everything within
3d10 meters.
15-17
18-20
Aura of Taint: All animals within 1d100 meters become spooked and agitated.
21-23
24-26
27-29
Veil of Darkness: For a brief moment (the remainer of the round) the area within 3d10 meters is plunged
into immediate darkness.
30-32
33-35
Distorted Reflections: Mirrors and other reflective surfaces within a radius of 5d10 meters distort or shatter.
36-38
Mask of Fear: For a fleeting moment, the sorcerer takes on a terrible appearance and gains a Fear rating of
1 for the rest of the round.
39-41
42-44
Unnatural Decay: All plant-life within 3d10 meters of the psyker withers and dies.
45-47
Bloody Tears: Blood weeps from stone and wood within 3d10 meters of the sorcerer. If there are any pictures
of statues of people inside this area, they appear to be crying blood.
48-50
The Earth Protests: The ground suddenly shakes, and everyone (including the sorcerer) within a 5d10 meter
radius must make a TN 15 Dexterity Test or be knocked down.
51-53
Psy Discharge: Static electricity fills the air for 5d10 meters around the sorcerer causing hair to stand on end
and unprotected electronics to short out.
54-56
Warp Ghosts: Ghostly apparitions fill the air for 3d10 meters around the sorcerer, flying about and howling
in pain for a few brief moments. Everyone in the radius must Test against fear 1.
57-59
Falling Upwards: Everything within 2d10 meters of the sorcerer (including him) rises 1d10 meters into the
air as gravity briefly disappears before falling to the ground after a second or two.
60-62
Banshee Howl: A deafening keening sounds out across the immediate area, shattering glass and forcing every
creature in the area to make a Constitution Test (TN 15) or be deafened for 1d10 rounds.
63-65
The Furies: The sorcerer is assailed by unseen horrors. He is slammed to the ground and loses 1d5 hit points
and must Test against Fear 2.
66-68
Shadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 meters
has a brief glimpse of the shadow of the warp. Everyone in the area (including the sorcerer) must make a TN
20 Willpower Test or gain 1d5 insanity points.
69-71
Tech Scorn: The electromagnetic discharge created by the spell causes all tech devices within 5d10 meters
to malfunction momentarily and all ranged weapons jam. Characters with cybernetic implants (and
prometheans) must pass a TN 15 Constitution Test or lose 1d5 hit points.
72-74
Warp Madness: A violent ripple of tainted discord causes all creatures within 2d10 meters (with the exception
of the sorcerer) to become Frenzied for a round unless they pass a TN 20 Willpower Test.
75+
Perils of the Warp: The warp opens in a maelstrom of energy. Roll on the Perils of the Warp table instead.
Warp Mind: The sorcerer suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatreds surge
to the surface of his mind in a wave of negative emotion.
Memory Worm: All people within line of sight to the sorcerer forget something trivial.
Haunting Breeze: Wind whips up around the sorcerer for a few seconds, blowing light objects about and guttering fires within 3d10 meters.
Breath Leech: Everyone (including the sorcerer) becomes short of breath for one round and cannot make
any Run or Charge actions.
Spectral Gale: Howling winds erupt around the sorcerer, requiring him and anyone within 4d10 meters to
make a TN 10 Dexterity or Strength Test to avoid being knocked to the ground.
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06-09 Warp Burn: A violent burst of energy from the warp smashes into the sorcerer's mind, sending
him reeling. He loses 1d5 Hit Points and is stunned for 1d5 rounds.
10-13 Psychic Concussion: With a crack of energy, the sorcerer is knocked unconscious for 1d5 rounds,
and everyone within 3d10 meters must make a TN 15 Willpower Test or be stunned for one
round.
14-18 Psy-Blast: There is an explosion of power, and the sorcerer is thrown 1d10 meters into the air,
falling to the ground.
19-24 Soul Sear: Warp power courses through the Sorcerer's body, scorching his soul. The sorcerer cannot use any powers for one hour.
25-30
Locked In: The power cages the Sorcerer's mind in an ethereal prison. The Sorcerer falls to the
ground in a catatonic state. Each round thereafter, he must spend a full action to Test Willpower
(TN 15) On a success, his mind is freed and restored to his body.
31-38 Chronological Incontinence: Time warps around the sorcerer. He winks out of existence and reappears in 1d10 rounds and suffers 1d5 Insanity Points.
39-46 Psychic Mirror: The Sorcerer's power is turned back on him. Resolve the spell's effect as normal,
but the spell targets the Sorcerer instead. If the spell is beneficial, it instead makes the sorcerer
lose 1d5 Hit Points and the beneficial effect is cancelled.
47-55 Warp Whispers: The voices of daemons fill the air within 4d10 meters of the sorcerer, whispering
terrible secrets and shocking truths. Everyone in the area must make a TN 25 Willpower Test or
suffer 1d10 Insanity Points.
56-58 The Darkness: The area is cloaked in terrible screaming darkness, rendering everyone within 5d10
meters of the sorcerer blind and deaf for the next 1d10 rounds.
59-67 Teleport Storm: Mystical lightning strikes the ground in a terrible displacement storm. Everyone
within 3d10 meters of the sorcerer switches places with someone else at random.
68-72 Rending the Veil: The air vibrates with images of cackling daemons and the kaleidoscopic taint of
the warp is rendered visible. All sentient creatures within 1d100 meters must Test against Fear 3.
This effect lasts for 1d5 rounds.
73-78 Blood Rain: A magical storm erupts, covering an area of 5d10 meters in which everyone must pass
79-82
a TN 15 Strength check or be knocked to the ground. The skies rain blood and any Spells cast in
the area automatically invoke a Perils of the Warp check for the next 1d5 rounds.
Cataclysmic Blast: The sorcerer's power overloads, arcing out in great bolts of energy. Anyone
within 1d10 meters (including the sorcerer) loses 1d5+2 Hit Points. The sorcerer may not cast
any spells for 1d5 hours.
83-86 Power Drain: The sorcerer's power glitches and tries to draw power from the spirits of others.
Everyone within 3d10 meters of the sorcerer lose all unspent hero points.
87-90 Reality Quake: Reality buckles around the sorcerer, and an area radiating out 3d10 meters from
91-99
00
him is sundered: everything rots, burns, and freezes, and everything in the area takes 3d10 Rending
damage.
Lost to the Warp: The sorcerer must make a TN 30 Willpower Test or he is dragged into the warp
by a daemon immediately for purposes unknown. He reappears 1d10 weeks later on an inhabited
planet with only dim, horrific memories of what happened. He suffers 3d10 Insanity Points and
all future Perils of the Warp Tests are made at +10.
Destruction: The sorcerer is sucked screaming into the Warp, never to be seen again. He is no
more.
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Somatic: This spell has Somatic components. It cannot be used if the caster is
bound, grappled, or otherwise unable to move
freely.
Subtle: The effects of this spell are not
immediately obvious. Other spellcasters can
Test Arcana + Wisdom (TN 20) to notice it.
Touch: A touch spell requires the
caster to touch the target in order for the spell
to take effect. Touching an unwilling target requires an unarmed attack Test (using Brawl.)
Verbal: The spell has verbal components. It cannot be used if the caster cannot
speak, and the caster must speak in a clear,
loud voice for the spell to take effect.
Duration
The length of time the spell lasts.
Spells can measure their duration in real units,
such as days, or game units, such as rounds or
scenes. Indefinite spells have no fixed duration
- they last until the caster cancels the effect.
Instant spells happen in an instant, like the explosive burst of a fireball. When a spell's duration is listed as Concentration, it will include
the action that the caster must spend each
round in order to maintain its effect. An (E)
after the spell duration means that the spell
can be expended, and how it can be expended
will be listed in the spell description.
Description
This portion of a spell description details what the spell does and how it works. If
one of the previous entries in the description
included "see text" this is where the explanation is found. If the spell you're reading about
is based on another spell, you might have to
refer to a different spell for the "see text" information.
SPELL COMBOS
With long practice and focus, it's possible for a spellcaster to combine spells together, becoming able to cast multiple spells
at once. For example, A sorcerer who has mastered the combo of Stun and Energy Burst can
blast a target for damage and reduce his actions. Combos represent a level of magical
power above simple spells, and are more dangerous for the spellcaster to use, but far more
effective.
154
Developing Combos
Characters develop combos through
long exercise of their powers, devoting hours
of effort toward integrating their abilities and
understanding their spells and how they interact. Because of the sheer amount of effort and
danger required to make a Combo, a character
cannot purchase spell combos during character creation.
During play, a character can develop
combos through arduous practice. The experience point cost of Combos developed during
play is equal to 50 xp per level of each spell in
the combo. However, Story Masters don't
have to let a character learn a Combo just because the player has enough XP saved up.
Combos are hard - they're less a studied
method of using the power of the warp and
more trying to manipulate it on the fly.
General Guidelines
Using a combo allows a character to
use two, three, or more spells with a single action. Don't worry if this seems like it could get
confusing. This section will go over the rules
for using combos in detail.
The Test for using a combo uses the
lowest of the characteristics and magical
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Abjuration School
Shield
Abjuration 1
Focus Power Test: Abjuration + Willpower
Target Number: 10
Action: Reaction Action
Keywords: Somatic
Duration: Instant
You may use the result of this spell as a parry
Test.
Armouring Aura
Abjuration 1
Focus Power Test: Abjuration + Willpower
Target Number: 10
Action: Half Action
Keywords: Somatic, Touch
Duration: One Scene
The touched creature gains Aura 1. For every
raise you get on the Focus Power test, the
value of the granted Aura goes up by 1 to a
maximum of three times your Level.
Knock
Abjuration 2
Focus Power Test: Abjuration + Willpower
Target Number: 20
Action: Half Action
Keywords: Somatic, Touch
Duration: Instant
You unlock a touched door, disabling all nonmagical locks on it.
Dispel
Abjuration 2
Focus Power Test: Abjuration + Willpower
Target Number: 15
Action: Reaction Action
Keywords: Duration: Instant
You may use this spell as a reaction to counter
a spell being cast, with the target number of
this spell equal to the Magic roll of the caster
of the target spell.
156
Mage Armor
Abjuration 3
Focus Power Test: Abjuration + Willpower
Target Number: 20
Action: Half Action
Keywords: Somatic, Touch
Duration: One Day
The touched creature gains Armor Points
equal to your Level. For every raise you get on
the Focus Power test, the value of the granted
Armor Points goes up by one to a maximum
of three times your level. The armor provided
by this spell does not stack with nonmagical
armor, but it requires no proficiency to use.
Glyph
Abjuration 3
Focus Power Test: Abjuration + Willpower
Target Number: 25
Action: Full Action
Keywords: Focus, Somatic, Touch
Duration: One day
You touch an object or person and create a
Glyph. You may cast spells at the glyph without having line of effect, though it must still
be within range of the spell. For example, you
could put a glyph on a rock, throw it over a
wall, then cast fireball targeting the glyph, exploding anything behind the wall without poking your head over to look.
Focus: A small gem.
Exploding Runes
Abjuration 4
Focus Power Test: Abjuration + Willpower
Target Number: 30
Action: Full Action
Keywords: Social, Somatic, Touch
Duration: Indefinite (E)
You inscribe a series of runes on an object. If
anyone except you and anyone else you name
as safe during the casting of this spell reads
these runes, they explode, dealing 4k4 damage
to everyone within 3m.
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Disjunction
Contingency
Abjuration 4
Focus Power Test: Abjuration + Willpower
Target Number: 20
Action: Reaction Action
Keywords: Duration: Instant
This spell functions as Dispel, but if you succeed on the counter attempt, the target cannot
cast spells until the end of your next turn.
Abjuration 5
Focus Power Test: Abjuration + Willpower
Target Number: 30
Action: Full Action
Keywords: Social, Somatic, Touch
Duration: Indefinite (E)
On the completion of this spell, you must immediately cast another spell. That spell does
not take immediate effect. Under a condition
chosen at the time of casting, that spell takes
immediate effect. Targets must be chosen
when the spell is cast, though they may be left
vague (for example, you might cast fireball and
set the target at 'what I am pointing to'). A
character may only have one Contingency active at a time.
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Conjuration School
Invisible Servant
Conjuration 1
Focus Power Test: Conjuration + Willpower
Target Number: 15
Action: Full Action
Keywords: Social, Verbal
Duration: One hour
You summon an invisible roaming animating
force. It can perform any task that doesn't require a skill check, and has effective rating of
1 in each characteristic. It lasts for one hour,
and is often used for cleaning and simple tasks.
158
Blink
Conjuration 1
Focus Power Test: Conjuration + Willpower
Target Number: 15
Action: Half Action
Keywords: Combo-OK, Somatic
Duration: Instant
You teleport to a spot you can see within 40m.
Lesser Servant
Conjuration 2
Focus Power Test: Conjuration + Willpower
Target Number: 20
Action: Full Action
Keywords: Material, Somatic, Verbal
Duration: One minute per caster level
You summon a weak creature to aid you. It
has a rating of 2 in all characteristics and 2
ranks in any relevant skills.
Material: A candle
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Call Item
Greater Servant
Conjuration 2
Focus Power Test: Conjuration + Willpower
Target Number: 20
Action: Full Action
Keywords: Touch, Social
Duration: Indefinite
You cast this spell on an item you can hold in
one hand. You may teleport that item into
your hand at any time, from any distance, as a
free action. You may have only one item prepared in this way at a time.
Conjuration 4
Focus Power Test: Conjuration + Willpower
Target Number: 30
Action: Full Action
Keywords: Material, Somatic, Verbal
Duration: One minute per caster level.
As Lesser Servant, except the summoned creature has 4 in all characteristics and 4 in all relevant skills.
Material: A candle
Porte
Conjuration 4
Focus Power Test: Conjuration + Willpower
Target Number: 30
Action: Full Action
Keywords: Combo-OK, Somatic, Verbal
Duration: Instant
As Blink, but with no maximum distance, and
you may teleport anywhere you have seen before. Unless you are extremely familiar with
the destination, you must make a Wisdom +
Perception check against TN 25 (The SM
may raise the TN for locations you've only
seen once or have seen only from a distance or
through divination spells). Teleport cannot be
used to teleport through Crystal Spheres or
into shielded ships.
Teleport
Conjuration 3
Focus Power Test: Conjuration + Willpower
Target Number: 20
Action: Half Action or Reaction Action
Keywords: Somatic
Duration: One day per Caster level.
You create a portal large enough for a person
to walk through in a place you can see within
100m. The portal must be placed on a relatively flat surface, but can otherwise be set at
any angle. If the surface moves, the portal vanishes instantly. You must cast this spell twice
for it to have much effect. The portals are like
a doorway - there's no real space between
them, entering one immediately puts you out
the other. You can hang halfway through a
portal, though if one is closed you're expelled
through the open side. Momentum is conserved through the portals. You may have only
two portals open at once. If you attempt to
open a third, you must choose which of your
existing portals closes.
Jaunt
Conjuration 3
Focus Power Test: Conjuration + Willpower
Target Number: 25
Action: Reaction Action
Keywords: Combo-OK
Duration: Instant
You instantly teleport up to 10m away. If used
in reaction to an attack, you can use this as a
dodge attempt.
Gate
Conjuration 5
Focus Power Test: Conjuration + Willpower
Target Number: 35
Action: Full Action
Keywords: Social, Somatic
Duration: One day per Caster Level.
As Porte, save you don't need to have line of
effect to the target for the portal opening. This
portal counts as one of the two open portals
you may have and otherwise follows all the
rules of Porte. Unless you are extremely familiar with the destination, you must make a Wisdom + Perception check against TN 25 (The
SM may raise the TN for locations you've only
seen once or have seen only from a distance or
through divination spells).
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Divination School
Augury
Divination 1
Focus Power Test: Divination + Wisdom
Target Number: 20
Action: Full Action
Keywords: Material, Social
Duration: Instant
You get a general idea of if your current course
of action is likely to have positive or negative
results for you. A failure on this spell still appears to function, but gives a false result.
Material: Dice, cards, runes, or some other
means of telling a fortune.
Whisper
Divination 1
Focus Power Test: Divination + Wisdom
Target Number: 15
Action: Free Action
Keywords: Combo-OK, Subtle
Duration: Instant
You send a short message (a sentence or so)
to a target you can see. No one but the target
can hear the message.
Forsee
Divination 2
Focus Power Test: Divination + Wisdom
Target Number: 15
Action: Reaction Action
Keywords: Somatic
Duration: Instant
You may use this spell in place of a dodge test.
Luck
Divination 2
Focus Power Test: Divination + Wisdom
Target Number: 20
Action: Half Action
Keywords: Combo-OK, Subtle
Duration: One scene (E)
Until the end of the scene, you gain 1 extra
'floating' rolled die that you may apply an action. For every raise you get, you gain one additional floating die. You may use a number
of these floating die up to your level on any
one roll. Once used, they vanish.
160
Scry
Divination 3
Focus Power Test: Divination + Wisdom
Target Number: 25
Action: Full Action
Keywords: Focus, Social, Somatic, Verbal
Duration: Concentration (Half)
To cast this spell, you must have an object that
belongs to the target you wish to scry, or a part
of their body (like a lock of hair). The target
may roll Arcana + Willpower to resist. If this
spell is successful, you can see and hear the
target and their surroundings out to about 10
meters. You must spend a half action every
round to maintain this effect.
Focus: A mirror, crystal ball or scrying pool
Precognition
Divination 3
Focus Power Test: Divination + Wisdom
Target Number: 25
Action: Half Action
Keywords: Combo-OK, Subtle
Duration: One scene (E)
You may reroll one failed roll. For every raise
you get on this spell's magic Test, you get one
additional reroll. You may use these in addition to any other rerolling ability and may use
as many of these as you like on a given Test.
Mind Net
Divination 4
Focus Power Test: Divination + Wisdom
Target Number: 30
Action: Full Action
Keywords: Mind-Affecting, Subtle
Duration: One scene
You create a telepathic network between your
allies. Until the end of the scene, you and any
allies you name on casting this spell can speak
through this network silently and instantly.
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Unluck
Commune
Divination 4
Focus Power Test: Divination + Wisdom
Target Number: 30
Action: Half Action
Keywords: Attack, Combo-OK, Saving
Throw, Subtle
Duration: One scene
Choose a target within 10m. He loses one
rolled die from all rolls, plus one for every raise
on the magic Test. The target may resist with
Arcana + Willpower.
Divination 5
Focus Power Test: Divination + Wisdom
Target Number: 30
Action: Full Action
Keywords: Focus, Language Dependent, Material, Mind-Affecting, Social, Verbal
Duration: One minute per level.
You begin a conversation with anyone you
name, regardless of distance or barriers between you. The target may end this conversation at any time. It lasts for up to five minutes.
Focus: A scrying pool, crystal ball or mirror.
Material: Incense.
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Enchantment
School
Charm Person
Enchantment 1
Test: Enchantment + Charisma
Target Number: 15
Action: Half Action
Keywords: Mind-Affecting, Social, Subtle
Duration: One scene.
The target likes you for no reason at all, treating you like an old friend and granting +2k0
to all social rolls. The target may resist with
Arcana + Willpower. If you treat a charmed
target well, they might just continue to think
of you as a friend.
162
Command
Enchantment 1
Test: Enchantment + Charisma
Target Number: 15
Action: Half Action
Keywords: Attack, Combo-OK, Language
Dependent, Mind-Affecting, Saving Throw,
Verbal
Duration: Instant
Deliver a one-word command to the target,
which they must attempt to obey with their
next action if they fail an Arcana + Willpower
roll. Targets will automatically resist obviously
self-destructive commands like 'Suicide' or a
command to jump from a bridge. If they cannot complete the action with their next action
in combat, they will attempt to do their best
given the time they have.
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Stun
Awe
Enchantment 2
Test: Enchantment + Charisma
Target Number: 20
Action: Half Action
Keywords: Attack, Combo-OK, Saving
Throw, Somatic
Duration: Instant
The target, a creature within 10m, may only
take a half action on his next turn. He may resist this effect with Arcana + Willpower. If he
fails by 5 or more, he loses his entire action instead.
Enchantment 3
Test: Enchantment + Charisma
Target Number: 25
Action: Full Action
Keywords: Attack, Combo-OK, Saving
Throw, Somatic
Duration: Instant
This works as Stun, except on all creatures
within a 10m radius.
Attraction
Enchantment 2
Test: Enchantment + Charisma
Target Number: 20
Action: Full Action
Keywords: Mind-Affecting, Saving Throw,
Social, Subtle, Touch
Duration: One hour.
The touched object or creature generates an
aura that just draws attention from everyone
around. Creatures passing within 30m can't
help but stop and look. If it's a person, they
hang on his every word, giving +1k1 to all social rolls. People will attempt to interact with
this object - opening doors, reading signs, and
so forth. This effect lasts up to one hour, and
may be resisted with Arcana + Willpower.
Encore
Enchantment 4
Test: Enchantment + Charisma
Target Number: 30
Action: Half Action
Keywords: Mind-Affecting, Verbal
Duration: One round per level. (E)
The target must Test Arcana + Willpower
every turn, or else he must repeat the same actions he took in his last turn if possible.
Blindness
Dominate
Enchantment 4
Test: Enchantment + Charisma
Target Number: 30
Action: Half Action
Keywords: Attack, Combo-OK, Saving
Throw, Somatic
Duration: One day.
The target touched becomes blinded if they
fail to resist with Arcana + Willpower. This effect lasts for one day.
Enchantment 3
Test: Enchantment + Charisma
Target Number: 25
Action: Full Action
Keywords: Attack, Combo-OK, Language
Dependent, Mind-Affecting, Saving Throw
Duration: Concentration (Half)
You control the actions of target creature
within 10m. You must spend a half action
every round to maintain this effect. The creature may Test Arcana + Willpower to resist. If
you ask the creature to do something outside
of its nature, it gets a free raise to that roll. If
you force it to do something self-destructive or
violent towards an ally, it gets three free raises.
Enchantment 5
Test: Enchantment + Charisma
Target Number: 20
Action: Half Action
Keywords: Attack, Combo-OK, Language
Dependent, Mind-Affecting, Saving Throw,
Subtle, Verbal
Duration: One Scene. (E)
This works as Command, save the target will
follow suicidal commands if they fail their Test
to resist and the target may undertake extended actions rather than just using their next
action, up to the duration of the scene.
Geas
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Evocation School
Magic Missile
Evocation 1
Test: Evocation + Charisma
Target Number: 15
Action: Half Action
Keywords: Attack, Combo-OK, Somatic
Duration: Instant
One target within 30m takes 2k1 damage. For
every raise you gain on this roll, you may copy
this spell and attack the same or a different target. The target may not dodge this attack. The
maximum number of copies of this spell you
may make is equal to your level.
Energy Burst
Evocation 1
Test: Evocation + Charisma
Target Number: 15
Action: Half Action
Keywords: Attack, Combo-OK, Ranged
Touch, Somatic
Duration: Instant
Make an attack with Blast 2 that deals 3k2
damage, plus 2 damage per level, at a range of
up to 30m.
164
Energy Grasp
Evocation 2
Test: Evocation + Charisma
Target Number: 20
Action: Half Action
Keywords: Attack, Combo-OK, Touch, Somatic, Verbal
Duration: Instant
Your hand glows with an awesome power.
You may make an unarmed melee attack. Roll
Evocation + Charisma as damage.
Energy Ray
Evocation 2
Test: Evocation + Charisma
Target Number: 20
Action: Full Action
Keywords: Attack, Combo-OK, Ranged
Touch, Somatic
Duration: Instant
Make a ranged attack with a maximum range
of 50m per level. This attack deals 5k3 damage.
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Energyball
Energy Bits
Evocation 3
Test: Evocation + Charisma
Target Number: 25
Action: Half Action
Keywords: Attack, Combo-OK, Material,
Ranged Touch, Somatic
Duration: Instant
Make an attack with Blast 10 that deals 2k1
damage per level, at a range of 30m.
Material: A pinch of gunpowder.
Evocation 4
Test: Evocation + Charisma
Target Number: 5
Action: Full Action
Keywords: Attack, Combo-OK, Ranged Attack, Somatic, Verbal
Duration: One Scene (E)
Create one sphere of energy plus one for every
raise you get on this roll. These spheres last
until the end of the scene. You may expend
any number of these spheres at the beginning
of your turn as a free action. For each sphere
you expend, make a ranged attack with a range
of 50m that deals 4k2 damage. You may not
attack the same target with more than 2
spheres per turn.
Energy Aura
Evocation 3
Test: Evocation + Charisma
Target Number: 15
Action: Reaction Action
Keywords: Attack, Combo-OK, Focus, Somatic, Verbal
Duration: One scene.
Create an aura that deals 1k1 +3 damage/level
to everyone in melee range of you at the end
of your turn or who you hit in melee which
lasts until the end of the scene.
Energy Wall
Evocation 4
Test: Evocation + Charisma
Target Number: 25
Action: Full Action
Keywords: Attack, Material, Somatic
Duration: One scene
Create a wall that is 10 meters long, plus five
meters for every raise you get on this roll. People can see and target through this wall. Anyone who passes through this wall takes 4k2
damage. This wall lasts until the end of the
scene.
Material: A vial of oil.
Energy Meteors
Evocation 5
Test: Evocation + Charisma
Target Number: 30
Action: Full Action
Keywords: Attack, Combo-OK, Ranged
Touch, Somatic, Verbal
Duration: Instant
Make an attack with Burst 10 that deals 6k4
damage at a range of up to 120m. Copy this
spell for each dot you have in Evocation.
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Healing School
Cure Light Wounds
Healing 1
Test: Healing + Wisdom
Target Number: 15
Action: Half Action
Keywords: Combo-OK, Somatic, Touch,
Verbal
Duration: Instant
If the caster spends a resource point while
casting this spell, the target is healed for one
hit point.
Healing 3
Test: Healing + Wisdom
Target Number: 25
Action: Full Action
Keywords: Combo-OK, Somatic, Touch,
Verbal
Duration: Instant
The caster may spend any number of resource
points while casting this spell. If they do, the
touched target is healed for that many hit
points.
Boon
Healing 1
Test: Healing + Wisdom
Target Number: 15
Action: Half Action
Keywords: Combo-OK, Verbal
Duration: One Minute (E)
All allies within 10m get +1k0 on their next attack roll. This bonus is lost if it isn't used
within one minute.
Regeneration
Healing 2
Test: Healing + Wisdom
Target Number: 20
Action: Full Action
Keywords: Social, Somatic, Touch
Duration: Instant
You touch a target. If used on a target that is
missing a limb, and they spend a week getting
bed rest, they may regrow one missing limb
during that time.
Boost
Healing 2
Test: Healing + Wisdom
Target Number: 20
Action: Half Action
Keywords: Verbal
Duration: Instant
Choose an Ally within 10m. That ally may immediately take a half action. This does not
change that ally's place in the initiative order.
166
Rebuke
Healing 3
Test: Healing + Wisdom
Target Number: 25
Action: Half Action
Keywords: Attack, Combo-OK, Verbal
Duration: Instant
Choose a target within 10m. If that target worships the same god as you, this spell has no effect. Otherwise, the target loses one hit point
and loses one unspent hero point.
Consecrate
Healing 4
Test: Healing + Wisdom
Target Number: 30
Action: Full Action
Keywords: Material, Somatic, Verbal
Duration: See text.
You create an area 50m in radius. Those
within this area who worship the same god as
the caster gain +1k0 on all rolls. The caster
may spend a half action every round to merely
maintain this area. This area's size degrades by
5m every minute after the caster stops.
Material: Holy water or incense.
CHAPTER VIII:
MAGIC
Holy Weapon
Resurrection
Healing 4
Test: Healing + Wisdom
Target Number: 30
Action: Half Action
Keywords: Material, Somatic, Touch, Verbal
Duration: One day.
The touched weapon deals +1k1 damage to
enemies of your god and counts as a magical
weapon. This effect lasts for one day. Enchanting a new weapon ends the previous effect immediately.
Material: A sharpening stone.
Healing 5
Test: Healing + Wisdom
Target Number: 35
Action: Full Action
Keywords: Social, Somatic, Touch, Verbal
Duration: Instant
The caster spends five resource points. If he
does, the touched corpse is returned to life at
0 hit points. The subject loses one dot of Constitution. If they had only one dot of Constitution to begin with, the spell fails and they
cannot be returned to life.
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Illusion School
Image
Illusion 1
Test: Illusion + Intelligence
Target Number: 15
Action: Full Action
Keywords: Combo-OK, Somatic
Duration: Concentration (Half)
You create an image up to 3m cubed within
10m. You must spend a half action on each of
your turns after the first to maintain it. If you
spend a full action, you may make the image
move, though it cannot leave the 3m cube it
was created in - an illusion of a man could be
made to blink and shift his weight, for example, instead of being static. A Wisdom + Perception Test allows viewers to tell it is unreal.
Disguise
Illusion 1
Test: Illusion + Intelligence
Target Number: Action: Half Action
Keywords: Material, Social, Somatic
Duration: Concentration (reaction)
You may use this spell instead of the Disguise
Skill in order to disguise yourself, the result of
the Magic Test being the quality of your disguise. You must spend one reaction action per
turn to maintain this disguise.
Material: A pinch of rouge.
Invisibility
Illusion 2
Test: Illusion + Intelligence
Target Number: Action: Full Action
Keywords: Combo-OK, Subtle
Duration: One minute per level.
You become invisible, and may use the result
from this magic Test in place of stealth rolls
involving sight. This effect lasts up to one
minute per level, but ends immediately if you
make an attack.
168
Ghost Sound
Illusion 2
Test: Illusion + Intelligence
Target Number: 20
Action: Half Action
Keywords: Combo-OK, Subtle
Duration: Instant
You create a sound from a source up to 20m
away an in your line of sight. If you get at least
one raise on this roll, you can create intelligible
speech. If you get two raises, you may mimic
a specific person's voice. This sound can be
from as quiet as a whisper to loud as a shout.
Silence
Illusion 3
Test: Illusion + Intelligence
Target Number: 25
Action: Half Action
Keywords: Combo-OK, Somatic.
Duration: One minute per level.
A touched object or person radiates an aura of
silence out to 5m. Stealth Tests involving
sound within this area automatically succeed,
and sounds from outside the area simply stop
at the border. This effect lasts for up to 1
minute per level.
CHAPTER VIII:
MAGIC
Mirror Image
Programmed Image
Illusion 3
Test: Illusion + Intelligence
Target Number: 25
Action: Full Action
Keywords: Combo-OK, Somatic, Verbal
Duration: One scene (E)
You create duplicate images of yourself that
distract enemies. These images remain close
to you. You create one image on a success at
casting this spell, plus one for every raise
gained, to a maximum of your level. Whenever
you are attacked, the attacker must roll randomly between you and your images to see
what he hits. An image struck by an attack is
destroyed.
Illusion 4
Test: Illusion + Intelligence
Target Number: 30
Action: Full Action
Keywords: Social, Somatic, Verbal
Duration: One hour per level.
This works as Image, but it lasts for up to one
hour per level, and you may program it to
react to a number of stimuli up to your Intelligence. This spell may also produce sounds,
including intelligible speech.
Improved Invisibility
Illusion 4
Test: Illusion + Intelligence
Target Number: Action: Full Action
Keywords: Subtle
Duration: One minute.
This functions as Invisibility, save its maximum duration is only one minute and making
an attack does not immediately end the spell.
Permanent Image
Illusion 5
Test: Illusion + Intelligence
Target Number: 35
Action: Full Action
Keywords: Somatic, Verbal
Duration: Indefinite
This works as Image, but you do not need to
maintain it. It lasts until dispelled.
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CHAPTER VIII:
MAGIC
Necromancy School
Flush of Life
Necromancy 1
Test: Necromancy + Intelligence
Target Number: 15
Action: Half Action
Keywords: Social, Subtle, Touch
Duration: One Scene
Until the end of the scene, the touched corpse
breathes, look less pale, and otherwise seems
to be alive (but in a coma) to even detailed examination. If you are a vampire, you may use
this spell on yourself.
Rot
Necromancy 1
Test: Necromancy + Intelligence
Target Number: 15
Action: Half Action
Keywords: Attack, Combo-OK, Somatic
Duration: Instant
This causes items to age and rot. You may target a 1m cube within 20m. Items within that
cube are subjected to terrible powers. Food
spoils, water becomes stagnant. If you get one
raise, wood crumbles and rots. Another raise,
and even metal rusts and flakes away. Rot does
not affect attended items like a persons equipment.
170
Draining Touch
Necromancy 2
Test: Necromancy + Intelligence
Target Number: 20
Action: Half Action
Keywords: Attack, Combo-OK, Somatic,
Touch
Duration: Instant
Make an unarmed melee attack that deals 2k2
damage. If you are a vampire, you gain one
Vitae for each Wound this attack causes.
Torment
Necromancy 3
Test: Necromancy + Intelligence
Target Number: 25
Action: Half Action
Keywords: Attack, Combo-OK, Saving
Throw, Somatic, Verbal
Duration: Instant
All creatures within 10m lose half of their remaining Hit Points. This includes the caster
and his allies. Creatures may roll Arcana +
Constitution to resist. Undead creatures
(Vampires, skeletons, zombies, etc) get a free
raise on their rolls to resist.
Raise Dead
Necromancy 3
Test: Necromancy + Intelligence
Target Number: 25
Action: Full Action
Keywords: Material, Social, Somatic, Touch,
Verbal
Duration: Indefinite
Spend a Resource Point. The touched humanoid corpse becomes a terrible undead
creature, a mockery of life. If it is in good condition, it can pass for a (sick) living creature
for a short time. Regardless of the creature
that it comes from, it uses the statblock for one
of the Walkin Dead in Chapter 17.
Material: A black gem.
CHAPTER VIII:
MAGIC
Corrupted Earth
Necromancy 4
Test: Necromancy + Intelligence
Target Number: 30
Action: Full Action
Keywords: Material, Somatic, Verbal
Duration: See text.
You create an area 5m in radius. Those within
this area who don't worship the same god as
the caster suffer -1k0 on all rolls. By spending
an additional full action in his next round, the
caster increases the radius of this area by 5m,
to a maximum of 50m. The caster may instead
spend a half action every round to merely
maintain this area. This area's size degrades by
5m every minute after the caster stops maintaining it.
Material: Holy water or incense.
Consume Soul
Necromancer 4
Test: Necromancy + Intelligence
Target Number: 30
Action: Full Action
Keywords: Attack, Combo-OK, Somatic,
Touch
Duration: Instant
When this spell is cast on a recently (less than
one minute) deceased creature, you consume
its soul, making it impossible for that creature
to be brought back with resurrection spells for
as long as you're alive (or, well, an undead
mockery of life).
Necromutation
Necromancer 5
Test: Necromancy + Intelligence
Target Number: 35
Action: Full Action
Keywords: Focus, Somatic, Verbal
Duration: See text.
When the Caster casts this spell, his hit points
are reduced to 0 and he cannot benefit from
healing effects for the rest of the scene. The
caster becomes immune to hit point loss for
1d10 rounds +1 for each raise he gets on the
spell.
Focus: A medallion inscribed with a symbol of
a solar eclipse.
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CHAPTER VIII:
MAGIC
Transmutation
School
Swift Change
Transmutation 1
Test: Transmutation + Wisdom
Target Number: 15
Action: Free Action
Keywords: Combo-OK, Somatic
Duration: Instant
You may change into any clothing or armor
youre carrying in an instant. If you have a natural shapechanging ability (such as a werewolfs shifting) you may use that as
well.
Treesong
Transmutation 1
Test: Transmutation + Wisdom
Target Number: 15
Action: Half Action
Keywords:
Somatic,
Touch, Verbal
Duration: Instant
You shape living wood
into a simple shape, such
as what you could form
out of clay. You may effect up to 1 cubic meter
of wood, and it remains
in the shape you form
it into permanently.
Dedication
Transmutation 2
Test: Transmutation + Wisdom
Target Number: 20
Action: Full Action
Keywords: Material, Somatic, Touch, Verbal
Duration: Indefinite
The caster touches an item and a character
with an ability to change shape. While normally items are dropped or shredded when the
character changes shape, the dedicated item
instead transforms with them.
Material: A pinch of Silver dust.
172
Animal Power
Transmutation 2
Test: Transmutation + Wisdom
Target Number: 20
Action: Half Action
Keywords: Combo-OK, Somatic, Touch,
Verbal
Duration: One scene.
The target creature gets +1 to one physical
characteristic (Strength, Dexterity, or Constitution). For every two raises on this roll, the
creature gets an additional +1 to the statistic.
Magic Fang
Transmutation 3
Test: Transmutation + Wisdom
Target Number: 25
Action: Half Action
Keywords: Combo-OK,
Somatic, Touch, Verbal
Duration: One scene.
The touched creature's
natural weapons and unarmed attacks deal an additional kept die of
damage and count as
magic weapons.
Polymorph
Transmutation 3
Test: Transmutation +
Wisdom
Target Number: 25
Action: Full Action
Keywords: Material, Somatic, Touch, Verbal
Duration: One scene.
The touched creature
may assume wolf form. Obviously, in wolf
form the character cannot speak, manipulate
all but the simplest objects, or do other things
most humans take for granted. However, they
gain +1k1 to all perception checks involving
scent. +2 to Dexterity, -1 to Size, and a bite
attack for 1k1 damage.
Material: A lock of your hair.
CHAPTER VIII:
MAGIC
Primal Power
Transmutation 4
Test: Transmutation + Wisdom
Target Number: 30
Action: Half Action
Keywords: Material, Somatic, Touch, Verbal
Duration: One scene.
This works as Animal Power, except instead
of choosing a characteristic, the bonus applies
to all three physical characteristics.
Material: A tooth from a predatory animal.
Earth Song
Transmutation 4
Test: Transmutation + Wisdom
Target Number: 20
Action: Half Action
Keywords: Somatic, Touch, Verbal
Duration: Instant
You shape stone into a simple shape, such as
what you could form out of clay. You may effect up to 1 cubic meter of stone, plus one additional meter per raise on this spell and it
remains in the new shape permanently.
Dragon Form
Transmutation 5
Test: Transmutation + Wisdom
Target Number: 35
Action: Half Action
Keywords: Focus, Somatic, Verbal
Duration: One Scene
This spell temporarily transforms the caster
into a dragon. While he's a dragon, gains +3
to size, -1 to Dexterity, +2 to Strength, a bite
attack that deals 2k2 damage, Flyer (2x
Speed), and a breath attack that uses the attack profile as a Flamer that they may use once
per round. While in dragon form the caster
may cast spells normally, speak, and be very
tall and lizardy.
Focus: A jade circlet.
173
Lance stepped out of the elevator, checking left and right with his laspistols.
Glass shattered as another volley of fire came at him from below. Lance took cover
behind a support beam and threw a grenade blindly towards the gunner. The blast
shattered the rest of the windows on that floor. He spotted movement out of the
corner of his eye and fired, arrows of light streaking towards the guard as both
men fired on each other.
The guard dropped, a pool of bright red blood spilling under him. Lance
dropped one of his laspistols as the pain hit him. Blood trickled down his left arm.
The wound staggered him, the pain almost making him black out. The elevator
behind him pinged. He turned, bringing his gun up. A plasma pistol was already
aimed at him. And holding it was...
"Jim!" Lance said, surprised. The dragonborn gunman stepped around him
and fired a bolt of white-hot plasma at another guard as he appeared behind
Lance. The bolts blasted through the man's light armor and sent him to the ground
in a cloud of fire and smoke.
"Where's Kharne?" Lance asked.
"Top floor. This way!" Jim led the way, Lance nursing his injury and watching the massive dragonborn's back. He tossed another grenade back the way they
had come, collapsing the corridor on two unfortunate men who had been following.
Jim unlocked the express elevator with his multitool. As Lance caught up
to him, a dark shape appeared at the end of the hallway, hefting a heavy weapon.
"Jim!" Lance screamed. The dragonborn turned just as the heavy bolter
opened up, filling the air with screaming steel. Lance threw himself to the ground
and fired wildly. The bolter fell silent as Lance's shots struck true. Lance ran over
to Jim as the dragonborn collapsed, split open by the explosive shells of the heavy
bolter.
"Kharne... he's got to be stopped..." Lance gasped. He smiled through the
pain. "I was waiting... for you to come back and take over." He dragonborn went
limp as he finally bled out.
Lance took the express elevator up. There were no guards on the top floor.
He could feel Kharne waiting for him. A blast rocked the station. The entire penthouse roof disintegrated. Force fields snapped into place, just barely holding back
the vacuum.
"So," Kharne said. "You're finally awake." Lance stepped through the
smoke and rubble. The Mark of Bahamut on his chest burned. He could make
out the crimson light shining from the Mark of Khorne that Kharne bore. "I told
you before, Lance. I'm the only one who can kill you and set you free."
"Those words apply to you as well, Kharne." Lance smiled grimly. "Either
way, it's going to end here." He raised his laspistol, his vision blurry with fatigue.
Kharne's chainaxe rumbled. It would all be over soon, one way or the other.
IX
he Sublime Way. The Nine Disciplines. Blade Magic. All of these are terms that
have been used to describe the almost superhuman fighting abilities that are the hallmark
of heroic combat. The uncanny power of the
Sublime Way springs from a blend of physical
skill, mental self-discipline, and adherence to
distinct martial philosophies. Many of the Advantages of the various martial disciplines
aren't magic at all - they are simply demonstrations of superhuman skill and training. Although many of the Advantages and methods
taught by the Sublime Way are mundane in
execution and effect, their results can sometimes rival spells.
The warriors who study the Nine Disciplines are Martial Adepts, capable of battlefield feats beyond those that a traditionally
schooled and trained warrior can hope to accomplish. The typical fighter might display
great skill in a weapon's basic cuts, thrusts, and
parries, but a student of the Sublime Way believes that mastering a weapon requires selfdiscipline and spiritual austerity in addition to
learning the correct postures and movements.
SWORD
SCHOOLS
Special Attacks
Special Attacks are the core of the
Sublime Way. Unlike spells, which are codified and separate effects that can be combined
by a skilled spellcaster, the skills of swordsmanship flow into one another, build on one
another, with Martial Adepts adapting elements of each Sword School they know into
their own personal fighting style.
The maneuvers of the Sublime Way
are not given as simple combat actions. Each
school teaches special Advantages and Restrictions that can be used to create your own special attacks.
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176
CHAPTER IX:
SWORD SCHOOLS
Sword Schools
There are nine Sword Schools in the
Sublime Way. These same schools and techniques have been discovered and rediscovered
in different places and times throughout history. Some have even unlocked their secrets
through intense personal meditation and
study, with no teacher to guide them save their
own desire to be the very best, like no other
warrior ever was.
There are five levels of mastery to
each school, represented by the number of
dots you have in the school. The five levels of
mastery are, in order, Apprentice, Initiate,
Journeyman, Master, and Grandmaster. At
each level of mastery, the Martial Adept unlocks new secrets of the Sword School.
At the first stage of mastery, the Apprentice learns the use of the school's chosen
weapon type and combat action. A martial
adept can only use the weapons and actions he
has unlocked in this way in order to build special attacks - without this level of training, he
simply doesn't have the true zen of it.
At the second stage of mastery, the
Initiate begins learning the true secrets of the
school. He learns the school flaw, a Restriction
that is exclusive to that particular sword
school, and the first school Advantage, which
tends to be a core part of the school's style and
teachings.
In the third stage of mastery, the Journeyman learns to incorporate the school's favored skill into his techniques, allowing him to
use a skill Test with that skill as a restriction
on his attacks. He also learns the second
school Advantage, which further solidifies the
style of the school.
In the fourth stage of mastery, the
Master is just that, as master. They learn a
special Mastery ability that they can always
use, even if they're not making a Special Attack, that represents the sheer amount of training they've put into the Sword School. They
also learn a new Advantage for their school, a
powerful ability that even most martial adepts
never see.
Finally, if a Martial Adept manages to
get to the fifth stage of mastery, they gain the
Universal Advantages
Name
Cost
Effect
First Damage
Improvement
1*
Second Damage
Mastery
3*
First Accuracy
Improvement
1*
Second Accuracy
Mastery
2*
Penetration
Mastery
1*
Universal Restrictions
Name
Cost
Effect
Difficult Strike
(-1)
Last Resort
(-2)
Restrained
Force
(-1)*
Unbroken Skin
(-2)*
Inaccurate
(-1)*
Overextended
(-2)*
Non-Penetrating
(-1)
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SWORD SCHOOLS
Desert Wind
Speed and mobility are the hallmarks of the Desert Wind discipline. Desert Wind maneuvers often involve blinding displays of sword skill, quick charges, and agile footwork. Some
maneuvers from this school, however, draw power from the supernatural essence of the desert
and allow and adept practitioner to scour his foes with fire.
The key skill for Desert Wind is Athletics. The odd weapons of the Syrneth are the traditional weapons used in Desert Wind special attacks. It's thought that the Syrneth were the first
to use this fighting style, which isn't unlikely given the supernatural effects of the school.
Name
Cost
Effect
Level 1: Apprentice
Weapon (Syrneth)
Level 2: Initiate
(-2)
If this attack hits, the target is dazzled for one round for
every raise you get on the attack roll.
Skill (Athletics)
(-1)
Burning Blade
Leaping Flame
Empty Hand
Blistering Flourish
Level 3: Journeyman
Level 4: Master
Level 5: Grandmaster
Holocaust Cloak
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Devoted Spirit
Faith, piety, and purity of body and mind are the wellsprings of a warrior's true power.
Devoted Spirit attacks harness a practitioner's spiritual strength and her zealous devotion to a
cause. This Sword School includes energies baneful to a creature opposed to the Martial Adept's
cause, abilities that can keep an adept fighting long after a mundane warrior would fall to his
enemies, and strikes infused with vengeful, fanatical power.
Medicae is the key skill for Devoted Spirit. Devoted Spirit adepts are trained in the use
of the Flail, an difficult and awkward weapon for most to use. It has been suggested that the
original masters of the Devoted Spirit school were taught by their gods themselves.
Name
Cost Effect
Level 1: Apprentice
Weapon (Flails)
Level 2: Initiate
Devotion
(-2)
Revitalizing Strike
1/3
Level 3: Journeyman
Skill (Medicae)
Foehammer
(-1)
If you roll a 10 on damage with this attack, roll an additional 2 dice for the exploding die instead of just one.
Level 4: Master
Mastery (Ox Body Technique)
Covering The Phalanx
1*
Level 5: Grandmaster
Castigating Blow
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SWORD SCHOOLS
Diamond Mind
True quickness lies in the mind, not the body. A student of the Diamond Mind discipline seeks to hone his perceptions and discipline his thoughts so that he can act even in slivers
of time so narrow that others cannot even perceive them. A corollary of this speed of thought
and action is the concept of the mind as the battleground. An enemy defeated in his mind must
inevitably be defeated in the realm of the physical as well.
Scrutiny, the ability to read another person, is the key skill for Diamond Mind. Martial
Adepts focused in Diamond mind use Fencing weapons, light and fast enough to move as fast
as their user. It's said that this Sword School was developed by a Mortal as a means to defend
himself from and even defeat the Exalted.
Name
Cost
Effect
Level 1: Apprentice
Weapon (Fencing)
Action (Feint)
Use Feint actions in martial maneuvers. Any attack-related advantages you apply to the special attack apply
to the normal attack made after a feint. That attack may
not be a Special Attack of its own.
Level 2: Initiate
Backhanded Blade
Dipping Swallow
(-2)
2
This technique can only be used either as an opportunity attack or a delayed action.
Gain a free raise on all parry attempts made until your
next turn.
Level 3: Journeyman
Skill (Scrutiny)
(-1)
Flurry of Blows
3*
Level 4: Master
Mastery (Open Form Motion)
Level 5: Grandmaster
Essence Draining Strike
180
2*
CHAPTER IX:
SWORD SCHOOLS
Iron Heart
Absolute mastery of the sword is the goal of the Iron Heart discipline. Through unending
practice and study, the Iron Heart adept achieves superhuman skill with her weapons. Iron Heart
Special Attacks are demonstrations of uncanny martial skill - weaving patterns of steel that dizzy,
confuse, and ultimately kill with no recourse.
The key skill for Iron Heart is Perception, the ability to see the flaws in your own stance
and the defenses of others. Iron Heart weapons are Ordinary weapons, and like the school itself,
what seem like ordinary attacks are polished and brought to supernatural levels.
Name
Cost
Effect
Level 1: Apprentice
Weapon (Ordinary)
Action (Aim)
Use Aim actions in martial maneuvers. Any attack-related advantages applied to this special attack are applied to the attack that benefits from the aim bonus.
That attack may not be a Special Attack.
Level 2: Initiate
Opening the Path
Steel Wind
(-2)
2
Level 3: Journeyman
Skill (Perception)
Hammer of the Emperor
(-1)
This attack deals X damage instead of the weapon's normal damage type.
Level 4: Master
Mastery (Mithril Blade)
Exorcism of Steel
Level 5: Grandmaster
Strike of Perfect Clarity
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Setting Sun
Strength is an illusion. Adherents of the Setting Sun philosophy understand that no warrior can hope to be stronger, quicker, and more skillful than every one of her enemies. Therefore,
this discipline includes Advantages that use an adversary's power and speed against him. Setting
Sun maneuvers include weakening blows and the ability to stun and distract an opponent. The
highest forms of the Setting Sun allow you to turn an opponent's weapon against him, turning
the strongest opponent into the most vulnerable.
Deceive is the key skill for the Setting Sun discipline, the ability to trick and outmaneuver
an opponent with fast hands. The weapons of the Setting Sun school are no weapons at all, using
unarmed strikes to damage an opponent. It's said that the Setting Sun school was founded by
halflings who were facing extermination and oppression.
Name
Cost
Effect
Level 1: Apprentice
Weapon (Brawl)
Level 2: Initiate
Eagle's Claw
Knockout Blow
(-2)
2*
Level 3: Journeyman
Skill (Deceive)
Distraction Method
(-1)
You may use your opponent's weapon as the base damage of this attack.
Level 4: Master
Mastery (Wind Step)
Shocking Bullet Fist
Level 5: Grandmaster
Fool's Strike
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Shadow Hand
Never show an adversary what he expects to see. The Shadow Hand discipline emphasizes deception, misdirection, and surprise. The most effective blow is one struck against an
enemy who does not even know he is in danger. Because the study of the deceit as a philosophy
often leads into darker practices, some Shadow Hand maneuvers employ supernatural effects
such as the manipulation of shadows.
The key skill of the Shadow Hand school is Stealth, hiding your own attacks and surprising your enemy. Shadow Hand weapons are parrying weapons, small and easily-concealed
weapons that can be carried almost anywhere. The original practitioners of the Shadow Hand
school were assassins, using the attacks of the school to disable and kill their enemies before they
even knew they were in danger.
Name
Cost
Effect
Level 1: Apprentice
Weapon (Parrying)
Action (Ready)
Use Ready actions in martial maneuvers. Any attack-related advantages applied to this special attack instead
are applied to your next standard attack if you use this
action to ready a weapon and use that weapon in your
attack. That attack may not be a Special Attack.
Level 2: Initiate
Death Blow
Mosquito's Bite
(-2)
1
Level 3: Journeyman
(-1)
1*
Skill (Stealth)
Ring The Temple Bell
Level 4: Master
Level 5: Grandmaster
Cobras Venom Technique
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Stone Dragon
The strength and endurance of the mountains epitomize the Stone Dragon discipline.
The methodical and relentless application of force allows a student of this philosophy to defeat
any foe. Strikes of superhuman power and manifestations of perfect, idealized force make up
the Stone Dragon's Advantages.
Intimidate is the key skill for the Stone Dragon, overwhelming others with the force of
your personality as well as the strength of your blows. Two Handed weapons are the most common in use among Stone Dragon adepts, as they're extremely efficient at the hurting of people.
Squats, with their strong ties to the earth, were the first to develop the Stone Dragon school.
Name
Cost
Effect
Level 1: Apprentice
Weapon (Two Handed)
Level 2: Initiate
Weight of the Mountain
Foot-Trapping Blow
(-2)
3
When you use this attack, you gain one level of fatigue.
This attack gains the Snare property.
Level 3: Journeyman
(-1)
1*
Gain 1 armor until your next turn for every point of this
advantage.
Treat your opponents resilience as two less for the purpose of determining hit points lost from this attack, to a
minimum resilience of 1.
1*
This attack gains Blast (X), where X is twice the number of times you take this Advantage.
Skill (Intimidate)
Stone Skin Concentration
Level 4: Master
Level 5: Grandmaster
Earth Shattering Attack
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Tiger Claw
Consciousness is the enemy of instinct. The Tiger Claw discipline teaches that martial
superiority can be achieved by discarding the veneer of civilization, along with the higher
thoughts that fetter a warrior's actions. Tiger Claw maneuvers emulate the strikes, leaps, and
pounces of animals. Tiger Claw strikes are explosively powerful and variable, as wild and energetic as the adepts of the style.
The key skill of the Tiger Claw style is Acrobatics, required for the intensely physical
and always-moving style. Chain weapons, with their rows of sharp teeth, are the favored weapons
of the style. Tiger Claw is one of the most wide-spread styles, as many of its practitioners learn
the movements from watching animals in the wild.
Name
Cost
Effect
Level 1: Apprentice
Weapon (Chain)
Level 2: Initiate
Death From Above
Razor Sharp
(-2)
2
Level 3: Journeyman
Skill (Acrobatics)
(-1)
After making an All Out Attack you may still use reactions, but at a -2k2 penalty.
Level 4: Master
Mastery (Brutal Reserve)
Level 5: Grandmaster
Blood In The Water
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SWORD SCHOOLS
White Raven
No warrior fights in isolation. Cooperation, teamwork, and leadership can give two warriors the strength of five, and five warriors the strength of twenty. The student of the White
Raven masters techniques that combine the strengths of two or more allies against a common
foe. Shouts and battlecries to draw the attention of enemies and get them into the perfect spot
to finish them off.
Command is the key skill of the White Raven school, giving orders to others and knowing which orders are the right ones to give. The White raven school focuses on Cavalry weapons,
which are good for those on the move or charging. The White Raven school originally developed
among the commanders of infantry groups on the battlefield.
Name
Cost
Effect
Level 1: Apprentice
Weapon (Cavalry)
Action (Charge)
Level 2: Initiate
(-2)
You may not use this attack unless your target moved
since your last turn.
2*
(-1)
Opponents within melee range of you get -1k0 on attacks made against allies.
Perfect Positioning
Road-Clearing Technique
Level 3: Journeyman
Skill (Command)
Knight's Movement Concentration
Level 4: Master
Level 5: Grandmaster
Wolf Pack Technique
186
ackgrounds tell a lot about a character. They tie him to the world and describe
advantages of birth, circumstance, and opportunity. Material possessions, social networks
and the like. Backgrounds are external to your
character. You should always rationalize how
your character came to have the backgrounds
they possess and what they represent.
You can't improve backgrounds with
XP (except at character creation). If they go
up or down is up to the SM and what your
character does to earn them through play.
Most characters begin play with seven
dots of backgrounds, though certain feats or
abilities might change this.
ALLIES
Allies are close friends and trusted
companions. Unlike Followers, allies are never
mere faceless NPCS. Most are Exalted (of any
type), Daemons, or other magical beings that
are at least as powerful as a starting character.
They may alternatively be exotic beings like
intelligent animals, rogue AIs, or exceptionally
skilled or powerful mortals. Characters don't
have to buy Allies to represent the rest of the
party - allies are always NPCs. Also, allies are
independent people with their own lives and
BACKGROUNDS
ARTIFACT
In both the distant past and the modern day, sorcerers created all manner of items
of power, ranging from magical weapons and
armor to flying vehicles or enchanted disguises. A character with the Artifact background possesses one or more such items.
Most Syrneth artifacts were lost or destroyed
millenia ago, and much of the knowledge of
how to make such items has also been lost.
Today, all artifacts are rare and precious.
Consider carefully how your character
acquired her artifacts. She may have been rich
or powerful enough before hearing the call of
a hero to have some trappings of the glory of
the old empires. Or perhaps she followed
prophetic dreams after rising to power and
found the artifacts in some lost fortress-tomb.
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BACKGROUNDS
BACKING
Your character is an important member of an organization, such as a government,
an army, the Harmonium or a powerful underground Syndicate such as the Doomguard.
The higher your character's Backing, the
higher her rank is in this organization. At your
SM's discretion, you may take Backing multiple times for rank in different organizations.
Neglecting duties can easily result in demotion
or worse.
Background Effects:
X: None. Your character has no connections to any governments or factions. Why?
Backing 1: Your character is a lower
officer or a minor functionary.
Backing 2: Your character is a midlevel officer, the head of a small department or
some similarly intermediate position.
Backing 3: Your character is moderately powerful and has many people working
under her.
Backing 4: Your character is extremely powerful, often directly reporting to
the highest ranking of power in her organization.
Backing 5: Your character is one of
the leaders of her organization, a general or
admiral, a Factol of one of Sigil's 15 factions,
or a similarly powerful position.
188
FAME
You enjoy widespread recognition in
society, for better or worse. People know your
name and face and they may enjoy just being
seen with you. This will open a lot of doors in
some places, but also means that it can be difficult to avoid attracting attention. It's definitely a mixed blessing in some ways,
especially if you've made enemies.
Background Effects:
X: None. Your character either hasnt
done anything of note or has been working
hard to keep their identity secret. Why?
Fame 1: You're known to a select
subculture or city.
Fame 2: You have nationwide
renown. Perhaps you're a politician or a minor
star.
Fame 3: Nationally famous, everybody knows something about you.
Fame 4: You're an internationally
famous media icon.
Fame 5: You're so famous that even
other crystal spheres buzz with news about
you.
CONTACTS
FOLLOWERS
CHAPTER X:
BACKGROUNDS
HOLDINGS
You own property or a spelljamming
ship. This might be a family or business holding, but it is both a potential base of operations
and a resource by itself. A holding is always a
safe place to rest, a home that many of the Exalted simply don't have. To support a Holding,
you'll need to hire staff or crew, requiring Followers, Backing, or Wealth equal to the Holdings in order to support it.
Background Effects:
X: None. The character has no permanent holdings. Why doesnt he have this
kind of lasting connection?
Holdings 1: Your character owns a
very small spelljammer (as large as a shuttlecraft, for example) or an average house or a
small local business (a repair shop or restaurant, for example)
Holdings 2: Your character owns a
small spelljammer (a smuggling ship, perhaps?) or a small manor home or a successful
local business (a major local construction firm,
a repair dock for ships, or so forth)
INHERITANCE
You begin play with something beyond your means to normally acquire. There
are many things that are almost impossible for
a normal person to get their hands on - Syrne
artifacts, power armor, deadly weapons - and
you've somehow gotten one of these rare and
precious items.
Consider carefully how your character
acquired her Inheritance. Perhaps an ancestor
passed it down to her, or she looted it from a
forgotten ruin on some lost world floating
around a dead star, or maybe she stole it, or
took it from the body of a foe.
Background Effects:
X: None. The character has nothing
but their normal starting gear. Why are they
left with nothing but the clothes on their back?
Inheritance 1: Begin play with one
Uncommon, two Common, four Very Common, or eight Ubiquitous items
Inheritance 2: You begin play with
one Rare item, or two choices from Inheritance 1.
Inheritance 3: You begin play with
one Very Rare item, or two choices from Inheritance 2.
Inheritance 4: You begin play with
one Mythic Rare item, or two choices from Inheritance 3
Inheritance 5: You begin play with
any one non-artifact item or two choices from
Inheritance 4.
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BACKGROUNDS
MENTOR
Although most Exalted meet their
new life without a guide, you found one. The
mentor is a patron, a teacher, a defender, and
a friend. However, the mentor expects your
character to obey her, though they will always
act in what they see as your character's best interests. Your character is the mentor's student,
ward, or apprentice, not her equal.
Background Effects:
X: None. Either your character was
forced to go through their Exaltation alone or
they were abandoned. Why?
Mentor 1: Your character's mentor is
just a bit more worldly and wise than her.
Mentor 2: Your character's mentor is
someone of minor note or an exceedingly important individual who has little time for your
character.
Mentor 3: Your character's mentor is
wise, influential, and considerably more powerful than your character.
Mentor 4: Your character's mentor is
an exceedingly important individual whose
words and deeds shape the course of history.
Mentor 5: Your character's mentor is
exceedingly powerful and he takes great interest in your welfare. However, he expects much
from you and his enemies will likely see you as
a way to get to him.
STATUS
You have something of a reputation
and a standing (earned or not) within the community of Exalts. This may be for great deeds,
prophesy, or simply because you've made
yourself well-known at gatherings. This doesn't cover rank in an organization or fame
among the wider population.
Background Effects:
X: The character has no status among
other Exalts. Are they merely new and clueless, or are they trying to avoid attention?
Status 1: Known by some, even if
they haven't met her before.
Status 2: Respected, her words carry
weight in serious discussion.
Status 3: Influential, the character is
often asked to consult.
190
WEALTH
Your personal financial resources, or
your access to such. A high Wealth reflects
your liquid assets, how much cash flow you
generate. This background also describes your
standard of living, your possessions, and your
buying power. No dots in wealth means that
you have the clothes on your back and not
much more, and probably rarely eats well.
Where your wealth comes from is
something you should detail. It may be a trust
fund, income from a job, or income from
holdings. Depending on events, it may be increased, reduced, or cut off entirely. Like
fame, few Exalted have problems acquiring
wealth, through one means or another.
Background Effects:
X: None. Your character is destitute
and poor. What has left them in this condition?
Wealth 1: Middle class, your character lives comfortably if not particularly well.
He rarely has spending money in any significant amount.
Wealth 2: A larger savings means that
you have quite a bit more leeway in your
lifestyle. You likely have a domestic servant of
some kind and can afford to eat what you like.
Wealth 3: Being actually wealthy is
even better. You probably have several servants and life a life of luxury, dining in fine
restaurants if you don't have a private chef and
having more than enough left over for any sort
of entertainment.
Wealth 4: This is where you become
fabulously wealthy - a merchant prince, a bandit king, a mercenary lord, you have vast riches
and if you don't have an army at hand you can
rent one at need.
Wealth 5: You have so much money
that there are no longer little things like limits.
You have only your imagination and a nearly
endless supply of wealth to support your desires.
XI
ALIGNMENT
ment than the others can disrupt a party of heroes and, frankly, make the game less fun for
everyone involved.
DEVOTION
How dedicated you are to your ideals
is determined by your Devotion score. Every
character starts with a Devotion of 6 before
spending starting experience. The higher your
devotion, the more is expected of you in keeping up your ideals and standing for them.
Whenever you go against the commandments
of your alignment, the DM can call for an
Alignment Check.
An Alignment Check is made by
rolling one die and comparing it to your Devotion score, adding any bonuses you have
from class feats or assets. If you match or exceed your Devotion score, you pass the Alignment Check and nothing bad happens. If you
fail, however, you permanently lose one point
of Devotion. This can be bought again with
XP, but as you can imagine, the greater a character's devotion the more is expected of them
and the harder it is to maintain it.
Given that it's difficult for most to
keep their Devotion high unless they walk the
line carefully, it may be tempting to just let
your Devotion slip. However, that is a danger-
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ALIGNMENT
DEGENERATION
Whenever you fail an Alignment
Check, you risk something even worse, Degeneration. Degeneration represents the way
that going against their moral code can break
and eventually destroy someone. When you
lose that Devotion point, if it brings you to 6
Devotion or less, make a second alignment
check against your new score. If you pass, you
don't suffer Degeneration. You got off lightly.
If you fail this second check, you don't lose another point of Devotion. That would be too
easy. Instead, you suffer Degeneration.
When you suffer Degeneration, roll
on the Degeneration chart to determine its effects, then write the result down next to your
new Devotion score. For example, if your
character manifests a Palsy when she drops
from 6 to 5 Devotion, write 'Palsy' on the line
associated with 5 Devotion. This will help you
keep track of what Degenerations you have
and, more importantly, let you know when
you've overcome them.
Repeated Degeneration and Alignment rolls that fail cause your character to
incur more and more or worse and worse conditions. If you roll the same Degeneration
twice, reroll that degeneration until you get a
degeneration you don't already have. Whenever a degeneration indicates a reduction in
one of your characters Characteristics, this
doesn't simply reduce the character's dots in
that characteristic. It represents a more serious
affliction. While a character has a characteristic reduced by Degeneration, it's impossible
for the character to improve that characteristic
with experience points until he rids himself of
that degeneration.
If your character descends so far that
her Devotion drops to zero, she is immediately
removed from play. The curses of the gods
have fallen too heavily on her, either killing her
irrevocably or else driving her irrevocably insane or even mutating her into some terrible
chimaeric horror.
192
RAISING DEVOTION
It's possible to reverse your character's
slide into damnation and insanity through
concerted effort and contrition. A character's
Devotion can be increased primarily by spending XP, but Devotion can only be increased by
a maximum of one point at any given time.
SMs are encouraged to require that characters
demonstrate the desire to redeem themselves
with concrete acts of contrition before a Devotion increase is warranted.
When a Degeneration is assigned to a
Devotion point, that ailment is overcome
when the next, higher point is gained. The experience spent to gain a Devotion dot represents your character's efforts to come to terms
with her sin and thus free herself of her condition. She might also undergo a ritual of cleansing or simply forgive herself.
CHANGING ALIGNMENT
It may come to pass that a character
wants or needs to change their alignment. This
isn't something that should be taken lightly - a
character's alignment says a lot about their
worldview and the way that the world sees
them, not to mention the patronage of a powerful warp entity that probably won't take well
to a character going and playing for another
team.
If a character switches from one deity
to another in the same pantheon, they lose two
points of devotion, to a minimum of Devotion
1. Thankfully, though, the fact that the gods
are at least vaguely on the same side and have
bigger things to worry about means that their
new patron can shield them from the wrath of
their old deity. They're on shaky ground for a
while, but it's not too difficult to recover.
On the other hand, if the character's
alignment switches so drastically that the new
deity isn't even in the same pantheon, well,
that's when the character starts to have some
real issues. First, his devotion is set to 4. No
matter how well or poorly he served his last
patron, he's starting from square one (and as
a former heretic) with this new god. Secondly,
they cannot escape the wrath of their old deity.
Roll on the Degeneration Chart and write in
that Degeneration next to Devotion 7. To be
CHAPTER XI:
ALIGNMENT
DEGENERATION CHART
Roll
Effect
(1d100)
01-07
Palsy: The character suffers from numerous minor tics, shakes, and tremors with no medical cause. Reduce his Dexterity by 1.
08-11
Dark-Hearted: The character grows increasingly cruel, callous, and vindictive. Reduce his
Fellowship by 1.
12-21
22-28
Ill-fortuned: The SM may force you to reroll any one roll per session that isn't an Alignment Check.
Skin Afflictions: The character is plagued by boils, scabs, weeping sores, and the like. He
takes a -2k0 to all social Tests.
29-32
Morbid: The character finds it hard to concentrate as his mind is filled with macabre visions and tortured, gloom-filled trains of thought. The character's Intelligence is reduced
by 1.
33-41
Witch-mark: The character develops some minor physical deformity or easily concealable
mutation. It is small, but enough to mark him as cursed.
42-45
Wasted Frame: The character's pallor becomes corpse-like and his muscles waste away.
The character's Strength is reduced by 1.
46-54
Horrific Nightmares: The character is plagued by visions in his sleep. He gains the Night
Terrors hindrance. If he already has it, reroll this result.
55-58
Poor Health: The character constantly suffers petty illnesses and phantom pains, and his
wounds never seem to heal fully. The character's Constitution is reduced by 1.
59-62
63-69
Malign Sight: The world seems to darken, Tarnish, and rot if the character looks too long
at anything. The character's Wisdom is reduced by 1.
Ashen Taste: Food and drink hold disgusting tastes and offer little sustenance for the character, and he can barely stomach eating. The character doubles the effects for levels of Fatigue.
70-76
Blackouts: The character suffers from inexplicable blackouts. When they occur and what
happens during them is up to the ST.
77-80
Distrustful: The character cannot conceal the distrust and antipathy he has for others. The
character's Charisma is reduced by 1.
81-85
Fell Obsession: The character is obsessed by a strange or malign focus that occupies his
mind at all times. The character's Willpower is reduced by 1.
86-90
Mood Swings: The character's mood rapidly and unpredictably swings from one extreme
to another. The character's Composure is reduced by 1.
91-00
Blighted Mind: The character's mind snaps under the weight of his sins. He gains a new
minor derangement.
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ALIGNMENT
DEITIES
Deities are the most powerful immortal creatures, powerful entities of the Warp.
They are created and sustained by the emotions and souls of every living creature of the
material universe. Of course, they also claim
to have created those same living creatures,
leading to something of a paradox. They appear in dreams and visions to their followers
and wear countless different faces, and artwork depicting them shows them in a variety
of forms. Their true nature is beyond any
physical form. Corellon is often depicted as an
Eldarin, but he is no more an Eldarin than he
is a fey grox - he is a god, and he transcends
the physical laws that bind even Daemons to
their concrete forms.
The Deities can be divided into three
groups (pantheons) depending on their general views, though it should be noted that simply being in the same pantheon doesn't mean
that the gods necessarily work towards the
same ends or even get along. Many deities
have contradictory versions of how the Wheel
should turn, and even worshippers of the same
deity can come to blows over different interpretations of their god's will.
Most people revere more than one
deity, praying to different gods at different
times and generally follow the teachings of
whatever pantheon goes along with their culture or basic morality. Adventurers, on the
other hand, are more likely to worship a specific god, enjoying the greater benefits of that
personal attention along with the greater risk.
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ALIGNMENT
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CHAPTER XI:
ALIGNMENT
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CHAPTER XI:
ALIGNMENT
Luna - Luna is a fickle and everchanging deity. It can be impossible to tell just what
she'll do. She can be savage, loving, violent, all
the true faces of people behind the masks they
wear for society. Luna commands people to
follow their own paths and not to let others
rule them, no matter where that path takes
them, and especially no matter what social
conventions would demand. Her strictures are
these:
* Change is inevitable, but it takes the
197
"So bear with me here," Armstrong said, adjusting his grip on his staff.
"That archdaemon over there-" He nodded behind the group, indicating the
giant draconic thing overflowing with the powers of the Warp that was leading
the army of incarnate daemons flooding the Crystal Sphere they had become
trapped in.
"Can I wolf with you instead?" Traya asked, holding back a giggle.
Iniga's eye twitched.
"That was a bad pun and you should feel bad for making it," Iniga
said. "Can we maybe finish this soon? It's almost dawn and I don't want to
burn to death."
"Can I finish?" Armstrong asked. "Anyway, like I was saying, to banish
the archdaemon we need to complete some ritual that involves human sacrifice, according to the old book I found."
"Pfft. Books. I don't trust books." Traya folded her arms. "Let's just
go krump it." Jacov nodded.
"I have to agree," Jacov said. "We aren't going to sacrifice anyone.
We'll find another way to deal with this thing." He adjusted his plate armor.
They were all covered in muck and blood. Traya was the only one who didn't
seem to mind. The tiefling was almost always covered in muck and blood
anyway.
"We at least need some kind of plan," Iniga said. "If we just go at that
thing screaming we'll end up splattered across six dimensions. Or worse! You
have no idea what a greater daemon could do!"
"How about we throw a rock at it?" Traya said, excited. Three pairs
of eyes turned to give her blank looks. "A big rock?" She looked down. Traya
was not exactly known for her great planning ability.
"The ship we hired doesn't have anything that will reach from orbit,"
Armstrong muttered. "I hope the captain hasn't just buggered off and left us
here after the trouble started."
"Anyway, here's what I'm thinking," Iniga said. "I'll toss down a couple
of fireballs to get its attention, then you can go all wolfy and- Jacov! You're
thinking about sacrificing yourself!"
"Well I wasn't necessarily..." Jacov looked down. "If someone needs
to die, I can't let any of you make that sacrifice." Iniga facepalmed.
"Idiot," Iniga said. "Now, like I was saying- Where the hell is Traya?"
"She went all wolfy and ran off," Armstrong said. He pointed. There
was screaming as a very large and angry werewolf was busily and happily tearing apart dozens of lesser daemons.
"Raven Queen help me... doesn't anyone respect my plans?!"
XII
he darkened era of the 41st Millennium can be the stuff of nightmares as hellish
war, predatory xenos, insurrection, and conflict threaten those who live in the Great wheel
on all sides. These and other threats can be
even more dangerous for those who seek out
adventure, as explorers face not only the
known and cataloged dangers of the various
crystal spheres but also a host of new threats
unimagined save for the ravings of deranged
seers and other madmen.
The better armed and equipped a
party, the better their chances of survival in
dread voids - and the better their prospects for
achieving the quests they set for themselves.
This chapter outlines some of the many types
of weapons, armor, and gear existing in the
Great Wheel, ranging from standard munitions to rare and magical weapons.
AVAILABILITY
Desired goods or services are not always immediately at hand. Squalid medieval
worlds are a lot less likely to offer rare goods
and services than the sophisticated markets of
an industrialized city-world. Moreover, finding a high-quality weapon on a backwater
planet is far more difficult than locating such
EQUIPMENT
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CHAPTER XII:
EQUIPMENT
Ubiquitous
Very Common
Common
10
A laspistol, a basic
sword, a comm bead
Uncommon
15
An autogun, a flak
jacket, a multikey
Rare
20
A meltagun, plate
armor, a good camera
AVAILABILITY
Rarity
Very Rare
Mythic Rare
TN Examples
A bolter, powered
25 armor, a best-quality
auspex
A good-quality plasma
30 weapon, best-quality
Daiklave, love.
200
Size
Population
TN Time
Village
< 1000
One Hour
10
1d10 Hours
One Day
Small City
100.000-One
20
Million
1d10 Days
City
1d5 Weeks
Metropolis
1d10 Weeks
30
CHAPTER XII:
EQUIPMENT
Effect
1-6
7-9
Craftsmanship
11+ You permanently lose 2 Wealth
CRAFTSMANSHIP
Not all goods and services are of the
same quality. In the vastness of the Wheel and
myriad crystal spheres within it, the Craftsmanship of items can vary widely - everything
from crude mass-produced materials of Poor
craftsmanship to handcrafted masterpieces of
Best craftsmanship can be found for sale. Unless specifically stated, the Craftsmanship of
an object or retainer providing a service is considered Common.
Items of Poor craftsmanship are generally more prone to failure and breakage,
while items of Good and Best Craftsmanship
are more durable, though it is up to the SM
how and when these effects might enter play.
In the case of weaponry and armor,
Quality
TN Modifier
Poor
-5
Common
+0
Good
+5
Best
+10
RESUPPLYING
When you lose your gear, run out of
special ammunition, use up your grenades,
you don't need to go and make a bunch of acquisition checks to replace them. The initial
checks you make to get the gear also include
connections and a supply of replacements. As
long as you're in a base of operations (a large
city, onboard their ship, in a military base, or
anywhere else the SM deems appropriate),
you can replenish your normal ammunition
after a day or so, special ammunition after a
week, and broken equipment like weapons
and armor take a month or so to repair. For
simple equipment, it might be faster just to
make new acquisition checks and replace it.
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Weapons
Weapons are divided into several
groups covering a plethora of ranged weapons,
dealing with everything from crossbows to
plasma cannons, and melee weapons covering
all manner of close combat weaponry. Unless
they are of Poor craftsmanship, all weapons
come with the appropriate holster or carrying
strap as part of their cost.
All weapons have a profile that is presented using the following statistics, providing
players and SMs with all the relevant information needed to use them.
Name: What the weapon is called.
Type: Describes what type the
weapon is, either Melee, Thrown, Pistol,
Basic, or Heavy weapon.
* Melee weapons can be used in close
combat. When using a melee weapon you add
your Strength as rolled dice to the weapon's
damage.
* Thrown weapons cover anything
propelled by muscle power alone and covers
throwing knives, spears, and the like. Unless
they are also classed as melee, thrown
weapons cannot be used in close combat (if
they are, they count as improvised weapons).
When using a thrown weapon you add your
Strength as rolled dice to the damage you inflict (with the obvious exception of explosives
such as grenades).
* Pistol weapons are fired one-handed
and can be used in close combat. However,
when a pistol is used in close combat, the firer
gains no bonuses or penalties to hit for range
or targeting equipment.
* Basic weapons normally require two
hands, but can be used one-handed with -2k0
to hit.
* Heavy weapons always require two
hands and must be braced in some way, usually either on a bipod or tripod but when
needed a windowsill or sandbag will do (or the
firer's shoulder in the case of missile launchers), to be fired without penalties. Firing a
heavy weapon without bracing incurs a -3k1
penalty to hit and prohibits Full Auto fire.
Damage: The Damage the weapon
does and the type of damage it inflicts for the
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EQUIPMENT
Weapon Quality:
All of the weapons detailed here are of
Common craftsmanship. For weapons of better
or worse manufacture use the following modifiers:
Poor - These cheaply constructed
ranged weapons are more prone to malfunction.
Poor ranged weapons gain the Unreliable quality. If it has Reliable already, the two cancel each
other out. Melee weapons of Poor craftsmanship
incur -1k0 penalty on Tests made to attack and
parry.
Good - More carefully constructed and
finished, these weapons are consequently more
reliable. Good quality ranged weapons gain the
reliable quality. If it was already reliable, then it
merely has obviously good craftsmanship. Melee
weapons of good quality give +1k0 on Tests
made to attack. A weapon made of silver must
be of at least this quality, as the metal is too soft
for cruder techniques.
Best - These items are crafted by artisans and are often centuries old. Ranged
weapons of best craftsmanship never jam or
overheat, simply missing if these results shout
occur. Melee weapons of best quality add +1k0
to Tests made to attack and +2 to damage they
inflict.
WEAPON SPECIAL
QUALITIES
Some weapons possess special qualities to represent such things as special damage
or unusual effects. The following is a list of the
most widely used weapon qualities:
Blast (X)
When working out a hit from a Blast weapon
anyone within the weapon's Blast radius in
meters, indicated by the number in parenthesis, is also hit. Roll hit location and Damage
individually for everyone affected from a blast.
Brawling
The damage from a Brawling weapon is added
to the users unarmed attacks. Brawling
weapons use the Brawl skill rather than the
Weaponry skill.
Defensive
+2k0 when used to parry, -1k0 when used to
make attacks. If you aren't proficient with the
weapon, the -1k0 applies to all attacks you
make, instead of just the ones with this
weapon.
Flame
These weapons project a cone of flame out to
the range of the weapon. They can't be fired
out to long or extreme range. You don't need
to roll to hit with a Flame weapon - you just
fire the weapon. The path is a cone shaped
area in a 30 degree arc. All characters in this
area must make a Dexterity Test (TN is equal
to 5x the firers Dexterity, -5 for poor
weapons, +5 for Good or Best) or else be
struck by the flames and take damage normally. When fired by someone that isn't proficient, reduce the difficulty of the Test made to
avoid damage by 10. Flame weapons Jam if
the firer rolls a 9 on his damage dice.
Accurate
Get an additional +1k0 bonus to hit when
using an Aim action, and this is a basic
weapon firing on single shot, it deals +1k1
damage for every two raises you get on the roll
to hit with an Aimed attack.
Flexible
These weapons may not be parried.
Inaccurate
You get no bonus for using the Aim action
with such weapons.
Armoured
Armoured weapons grant a +2 armor bonus
to the arm wielding them and the body.
Bonuses from multiple shields do not stack
Balanced
+1k0 to Tests made to parry.
Overheats
Whenever you roll a 9 on a damage roll with
an Overheating weapon, the weapon... overheats. The user takes E damage equal to the
weapon's damage to one of his arms (the firing
arm if the weapon is used one-handed, a ran-
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EQUIPMENT
Power Field
When such a weapon is used to parry, or is
parried by, a weapon that lacks this quality,
you may roll a d10. On a 4+, the parried
weapon is destroyed. Natural and Artifact
weapons are immune to this effect.
Reach
When using a reach weapon to engage someone in melee, you yourself are not considered
engaged.
Recharge
The weapon needs time between shots to
recharge. The weapon must spend the Round
after firing building up a charge and cannot be
fired. In effect, you can only fire the weapon
every other Round.
Reliable
Reliable weapons seldom fail. If it would Jam,
the shot instead just misses.
Scatter
If fired at a foe within Point Blank Range,
every two raises the character gets on the attack increases the damage dealt by +1k0. At
long range, the spray reduces its effectiveness.
All armor points are doubled against hits from
scatter weapons at long or extreme ranges.
Shocking
Whenever someone takes a wound from a
Shocking weapon, he must make a Con Test
(TN 15) or be stunned for one round.
Smoke
These weapons throw up dense clouds of
smoke to create cover. When a hit is scored
from a weapon with the Smoke quality, it creates a smokescreen 3d10 meters in diameter
from the point of impact. This screen lasts for
2d10 rounds, or less in adverse weather conditions.
204
Snare
On a successful hit, the target must make a
Dexterity Test (TN of the roll that hit him) or
be immobilized. He can attempt no actions on
his turn other than trying to escape the bonds.
He can attempt a Strength or Dexterity Test
on his turn (TN 10 for a poor-quality weapon,
15 for common, 20 for good or best) as a half
action to escape his bonds. If it fails, he loses
his other half action.
Tearing
Tearing weapons always deal at least one
wound when they deal damage, regardless of
the target's resilience.
Toxic
After taking damage from a Toxic weapon, the
target must make a Constitution Test (TN 15)
or else suffer 1 additional wound to the body.
Two Hands
This weapon requires both hands to use.
Unbalanced
-1k0 to all Tests made to parry.
Unreliable
Whenever you attack with this weapon, treat
your level as being halved (rounding down)
for the purpose of checking for Jams.
Unwieldy
This weapon may not be used to parry.
Guns
Ordinary
Ordinary projectile weapons are the
ones you're probably most familiar with.
They're exceedingly plentiful and can be
found on all but the most primitive worlds.
Every race has developed slug-throwers at one
point or another and citizens of all types commonly carry one kind or another for their basic
protection or livelihood.
Autopistol - Compact and rapid-firing, autopistols are favourites of gangers and outlaws.
CHAPTER XII:
EQUIPMENT
GUNS
Name
Type
Damage Pen
Ordinary
Special
Autopistol
Pistol
2k2 I
S/6
30m
12
Full
Com
Revolver
Hand Cannon
Autogun
Hunting Rifle
Shotgun
Pistol
Pistol
Basic
Basic
Basic
2k2 I
3k2 I
2k2 I
2k2 I
3k2 I
0
3
0
0
0
S/S/S/10
S/S/2
30m
35m
90m
150m
10m
6
6
30
5
2
2Full
2Full
Full
Full
2Full
Com
UnCom
UnCom
Rare
Com
Reliable
Accurate
Scatter, Reliable
Pump Shotgun
SAW
Basic
Heavy
3k2 I
3k2 I
0
5
S/- 30m
-/10 120m
Las
8 2Full
100 Full
UnCom Scatter
Rare
-
Laspistol
Pistol
2k2 E
S/-
30m
30
Full
Com
Pulse Rifle
Basic
2k2 E
S/4
100m
40
Full
UnCom Reliable
Lasgun
Long Las
Basic
Basic
3k2 E
3k2 E
0
0
S/3
S/-
60m
150m
60
20
Full
Full
Com
Rare
Reliable
Reliable, Accurate
MP Lascannon
Heavy
5k5 E
10
S/-
300m
2Full
VRare
Recharge
Plasma
Reliable
Proficiencies: Ranged 2
Plasma Pistol
Pistol
3k3 E
S/-
30m
10
4Full
VRare
Recharge, Overheats
Plasma Gun
Basic
3k3 E
S/2
90m
20
8Full
VRare
Recharge, Overheats
Melta
Proficiencies: Ranged 2
Inferno Pistol
Pistol
4k3 E
12
S/-
10m
Full
VRare
Meltagun
Basic
4k3 E
12
S/-
20m
2Full
Rare
Bolter
Proficiencies: Ranged 1
Bolt Pistol
Pistol
4k2 X
S/-
30m
Full
Rare
Tearing
Boltgun
Basic
4k2 X
S/3
90m
24
Full
VRare
Tearing
Heavy Bolter
Heavy
4k2 X
-/10 120m
60
2Full
VRare
Tearing
Syrneth
Proficiencies: Ranged 2
Null Ray
Heavy
6k3 E
20
S/-
10m
2Full
VRare
Recharge
Lightning Gun
Basic
4k2 E
S/2
30m
2Full
VRare
Scatter, Shocking
Exotic
Proficiencies: Ranged 1
Needle Pistol
Pistol
2k2 R
S/-
30m
Full
VRare
Accurate, Toxic
Needle Gun
Basic
2k2 R
S/-
180m
2Full
VRare
Accurate, Toxic
Web Pistol
Pistol
S/-
30m
Full
Rare
Snare
Heavy Webber
Basic
S/-
50m
Full
Rare
Flamer
Proficiencies: Ranged 2
Hand Flamer
Pistol
3k2 E
S/-
10m
2Full
VRare
Flame
Flamer
Basic
3k2 E
S/-
20m
2Full
Rare
Flame
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EQUIPMENT
206
Las
Laser or 'Las' weapons are the most
numerous weapons found in the Wheel. Based
on reliable technology, they are cheap to manufacture and easy to maintain. Las weapons
work by emitting short, sharp pulses of laser
energy from high capacity fast-discharge capacitors, with a flash of light and a distinctive
snap like the cracking of a whip as the trigger
is pulled.
Laspistol - The laspistol is a light, compact
and reliable weapon common throughout the
Wheel. Designs vary widely and can range
from elaborate heirloom devices inscribed with
ornate carvings and gold filigree, to simplistic
but brutally robust weapons used by gangs
and criminals.
Pulse Rifle - A light, cut down las weapon designed for longer range and more volume of
fire than the standard Lasgun. Pulse rifles can
be fired in one hand with only a -1k0 penalty
rather than the normal penalty for basic
weapons.
Lasgun - Produced in a multitude of different
styles and patterns, the lasgun can be found in
almost every Crystal Sphere, where its robust
design and dependability make it a favored
weapon of armies and adventurers alike.
CHAPTER XII:
EQUIPMENT
Plasma
Plasma weapons work by using hydrogen fuel suspended in a photonic state in
either fuel flasks or backpack containers. As
the fuel is fed into the miniature fusion core
inside the weapon the hydrogen energizes into
a plasma state, held in the core by powerful
magnetic containment fields. When fired, the
fields dilate open and the plasma is ejected as
a bolt of superheated matter.
Plasma Pistol - Few pistols are deadlier than
the plasma pistol, and those willing to take the
risk of using one possess a weapon capable of
taking down almost any foe at close range.
Melta
Melta weapons emit devastatingly intense but short-ranged blasts of heat which
can melt through almost any material. Melta
usage is accompanied by a distinctive hissing
sound as the beam boils away the water in the
air, then a roaring blast as the beam reduces
the target to charred scraps or molten slag.
Meltas are excellent anti-armor weapons and
few things can withstand their power.
Bolter
The bolter is an ancient and respected
weapon, a sign of status and respect. Most are
made for the Aasimar and Tieflings, though
some are constructed with smaller grips and
lighter construction for smaller people. Bolter
weapons fire self-propelled mass-reactive
shells called bolts, set to explode just after penetration for maximum lethality. Overall they
are superb if temperamental devices requiring
skilled maintenance. Bolter ammunition is expensive and difficult to manufacture, and only
the elite have ready access. The standard
bolter round is .75 calibre with a super-dense
metallic core and armored tip.
Bolt Pistol - Carrying a bolt pistol is a sign of
high status, one that only a minority can afford
due to the high cost of maintenance and ammunition. However, few can argue with their
destructive power in combat and after experiencing their potent capabilities a man might
beggar himself to own one.
Boltgun - Boltguns are known for the unique
roar they make when fired, as the propellant
in their shells ignite, followed shortly by the
explosive detonation as they hit their target. It
is an experience only slightly less satisfying
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EQUIPMENT
Type
Dam
Bow
Basic
2k2 R
S/-
30m
Free
Com
Reliable
Crossbow
Basic
3k2 R
S/-
30m
2Full
Com
Hand Bow
Pistol
2k2 R
S/-
15m
Full
Rare
Musket
Basic
3k2 I
S/-
30m
5Full
Com
Unreliable, Inaccurate
Sling
Basic
1k1 I
S/-
15m
Full
VCom
Bolas
Thrown
S/-
20m
S/-
60m
2Full
Rare
Missile Launcher
S/-
200m
Full
Rare
Primitive
Special
Launchers
Heavy
Proficiencies: Ranged 1
Proficiencies: Throwing
Smoke Grenade
Thrown
S/-
S*3
Com
Smoke
Frag Grenade
Thrown 4k2 X
S/-
S*3
Com
Blast (4)
Frag Missile
4k2 X
Krak Grenade
Thrown 4k2 X
10
S/-
S*3
Rare
Krak Missile
12
VRare
Blast (1)
Photon Flash
Thrown
S/-
S*3
Rare
Plasma Grenade
Thrown
3k3 E
10
S/-
S*3
VRare
Stun Grenade
Thrown
S/-
S*3
VRare
Blast (1)
Grav Bomb
Thrown
S/-
S*3
MRare
Blast (5)
5k4 X
Syrneth
Weapons of the ancient Syrneth empire, they remain in as good condition today
as when they were manufactured. While it's
certainly possible to damage or even destroy
them, it's thought that some element of their
manufacture repairs itself over time, which is
why even in ruins tens of thousands of years
old, they seem as good as new.
Null Ray - The Null ray is a terrible and ancient weapon that uses complex enchantments
and arcane science that cannot be replicated.
These glossy black rifles emit a ray of crackling
purple light that tears open solid mass. There
is almost no way to defend against these
weapons, and in the very rare occasions when
they appear on the market, they are traded for
vast sums.
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EQUIPMENT
Flame
Lightning Gun - One of the simpler and more
common Syrneth weapons, the Lightning gun
fires a wide cone of electrical potential, almost
like a shotgun firing crackling bolts of thunder.
Exotic
Some weapons are so rare that even a
seasoned warrior might never have seen one,
while other weapons are of such secret or specialized purpose that only one inducted into
the correct secret society or with the proper
training can ever expect to hold one. Such
weapons require specialized training, and each
must be mastered separately with a different
talent.
Needle Pistol - Needle pistols use a low-power
laser beam to propel small slivers of crystal
coated in viral toxins. Enemies wounded by
them are almost instantly paralyzed or dead
within moments. As they are virtually silent
and have no muzzle flash, needle weapons are
ideal for assassins.
Needle Gun - Prized by snipers, the needle
rifle offers the perfect combination of range,
stealth and deadliness. The only argument
against these exquisite weapons is that they are
next to useless against heavily armored targets.
Hand Webber - Hand webbers fire masses of
filaments which expand in the air to form a
web of sticky, near-unbreakable material. Targets are quickly entangled in a painful embrace; if they attempt to struggle the filaments
constrict even more, further entrapping them.
The webbing breaks down on its own and
flakes away after 1d10 rounds.
Heavy Webber - The most commonly used
web weapon, it is often called into play to subdue lawbreakers without killing them. They
have a longer range and each shot can cover a
small group of people, incapacitating entire
crowds when used in large numbers. The webbing breaks down on its own and flakes away
after 1d5 hours.
Primitive
Even in the 41st millennium there is
a call for low-tech weapons, found on feral,
undeveloped planets or post-apocalyptic environments where technology has collapsed, or
on vicious worlds where even in the heart of
cities combat rages. Though these weapons
may be hopelessly outdated by more advanced
firearms, in the hands of a skilled user they can
be just as deadly.
Bow - Bows have changed little throughout
their many countless centuries of usage, and
can be found across the Wheel in a variety of
designs of constructions. Even on high-tech
worlds, these weapons, like hand bows, are a
favorite amongst assassins and gangers for
their silence and reliability.
Crossbow - Crossbows are less common than
bows as they require more advanced mechanical fittings, but they are equally as deadly.
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CHAPTER XII:
EQUIPMENT
shots can be arced high into the air as suppressive fire at unseen targets as well as being used
indirectly against foes.
Launchers
210
Krak - Krak grenades and missiles use concentrated explosives to punch holes in armored
targets such as vehicles or bunkers. The powerful detonations do not produce a blast effect
however, making them impractical for use
against most infantry or other moving targets.
Photon Flash Grenade - Photon flash or simply flash grenades detonate like a small star,
blinding anyone nearby and overloading most
vision protection systems such as visors. Those
caught without eye protection are usually left
temporarily blinded and decenceless.
Stun Grenade - Stun grenades use a combination of a loud explosive and a flash of light to
momentarily incapacitate targets before an as-
CHAPTER XII:
EQUIPMENT
MELEE WEAPONS
Name
Type
Ordinary
Daiklave
Melee
Hand Weapon
Power Sword
Club
Melee
Rare
Melee
3k2 *
Com
Melee
4k2 R
VRare
Power Field
1k2 I
Ubi
Parrying
Proficiencies: Melee 2
Knife
Melee, Thrown**
1k2 R
VCom
Katar
Melee
0k2 R
Com
1k2 R
UnCom Balanced
Main Gauche
Melee
Cavalry
Proficiencies: Melee 1
Lance
Melee
3k2 R
Rare
Spear
Melee, Thrown**
2k2 R
Shortspear
Melee
2k2 R
UnCom -
Flail
Proficiencies: Melee 1
Flail
Melee
3k2 I
Rare
Flexible
Dire Flail
Melee
2k3 I
VRare
Electro-Flail
Melee
2k2 I
Rare
Flexible, Shocking
Fencing
Proficiencies: Melee 2
Fencing Sword
Melee
2k2 R
Com
Balanced
Officers Cutlass
Melee
2k2 R
Rare
Balanced, Shocking
Phase Sword
Melee
3k2 R
VRare
Two Handed
Proficiencies: Melee 3
Great Weapon
Melee
3k3 *
Grand Daiklave
Melee
4k3 R
Rare
Goremaul
Melee
4k3 I
Rare
Syrneth
Proficiencies: Melee 3
Scythe
Melee
4k2 R
Rare
Power Field
Gyrspike
Melee
5k1 R
VRare
Flexible
Grimscythe
Melee
6k2 R
MRare
Chain
Proficiencies: Melee 3
Chainsword
Melee
3k2 R
Rare
Tearing
Chain Axe
Melee
2k3 R
Rare
Tearing
Com
Armoured, Defensive
Shields
Shield
Proficiencies: Melee 1
Melee
Unarmed
0k1 I
Brass Knuckles
Melee
0k1 I
Com
Brawling
Caestus
Melee
1k1 R
UnCom Brawling
Power Fist
Melee
2k2 I
VRare
* - This weapon can deal either R or I type damage, decided at the time of purchase.
** - Using this weapon as a throwing weapon changes the proficiency to Throwing.
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EQUIPMENT
sault is launched. They are designed for nonlethal uses and generally cause no lasting injury. Anyone caught in a stun grenade's blast
must pass a TN 15 Constitution Test or become stunned for 1d5 rounds. Proper eye and
ear protection reduce the TN to 10.
Grav Bomb - An extremely rare grenade type,
the gravity bomb creates a burst of gravitons.
All targets in the blast area of a Grav Bomb
must Test Dex against a TN of 15. Those who
fail are drawn to the center of the blast radius,
taking damage as if they had fallen that distance.
Parrying
Melee
Despite the wide range of ways available to kill the enemy at a distance, there is always a demand for weapons designed for close
and personal combat. For some it is a matter
of honor to look their foe in the eye, for others
a way to prove their skill at superhuman sword
ability. These kinds of weapons range from
crude lengths of metal to exquisitely constructed artifacts from ages gone by, devices
which could never be created again in this dark
time.
Ordinary
Ordinary weapons are among the
most widely used weapons. They range from
common broadswords and axes to simple
heavy sticks and the like.
Daiklave - Elaborately decorated and with a
double-edge design, daiklaves are the signature weapon of Heroes. They are forged from
steel alloyed with magical materials and are
improperly balanced for mere mortals.
212
Cavalry
Cavalry weapons are called such because they are most often used either by or
against cavalry. They're typically long weapons
that can be braced against a charge or stabbed
CHAPTER XII:
EQUIPMENT
Electro-Flail - Electro-flails are groups of tendril-like lashes, attached to a short staff or handle. These flails have a short reach but as they
strike in deviating masses of hits they can be
extraordinarily effective at incapacitating a foe.
Fencing
Fencing weapons come in many
shapes and sizes, but almost all are light and
fast weapons that are designed to be easy to
use. However the light weight of the weapons
can make them hard to master as killing tools.
Fencing Sword - A standard fencing sword
can come in quite a few forms, from rapiers to
sabres or even longer curved blades like
katanas.
Shortspear - A short-hafted weapon used primarily for stabbing, the short spear often has
a long head so it can be used for slashing and
chopping in a pinch.
Flail
Flails consist of one or more heavy
spiked balls attached to the weapon's pole
(with lengths of chain or metal rods), and
while difficult to wield, they are capable of inflicting terrible wounds.
Flail - A typical flail is a single spiked ball attached to a bit of chain and a handle. Once
someone actually becomes trained in its use,
it becomes a deadly weapon for getting around
an enemy's defenses.
Two Handed
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CHAPTER XII:
EQUIPMENT
all do about the same amount of damage which is a lot - and use the same stat line.
Grand Daiklave - Sometimes called a battleblade or foecutter, the grand daiklave is the ultimate expression of the philosophy behind the
daiklave - one needs no defense against a dead
opponent. They can be two meters long with
blades a foot wide, and only the enchantments
within them allow them to be used at all.
Goremaul - Massive hammers that require
two hands to wield, Goremauls require great
strength to use but deliver crushing blows that
can deal horrifying damage with every attack.
Syrneth
Syrneth weapons are of extremely
strange design and manufacture, appearing to
be overly ornate or badly thought out, as if not
designed for fighting as much as display. However, they are among the most dangerous
weapons available, their basic power eclipsing
that of even some of the greatest weapons
made in modern times.
Scythe - A Syrneth scythe resembles a farmer's
sickle, a short, semicircular blade. Its appearance is deceiving - the curved blade isn't what
does the cutting. There's an invisible line of
force that runs from the curved tip of the blade
towards the handle, forming a cutting edge
that can slice even through steel.
Gyrspike - An awkward weapon, a Gyrspike is
a combination of a sword and a flail, extraordinarily deadly. Especially to an untrained
wielder. Once mastered, though, it's great at
getting through an opponent's defenses. It's
likely they've never even seen one before.
Grimscythe - A much larger version of the Syrneth scythe, the Grimscythe is designed to
be used with both hands and, while even
deadlier than the smaller version, is somewhat slower on the defense.
Chain
Chain weapons are popular amongst
most warriors, as most races and planets have
the basic technology to produce these brutal
weapons. They all have fast-moving chains of
serrated metallic teeth running across what
would normally be the weapon's bladed edge.
Even the slightest hit can rip open flesh, and
solid strikes can cut through armor. Most are
loud and all are visibly dangerous, and the
sight of one can demoralize even the most fanatical opponent.
Chainsword - Chainswords are roughly swordlike in shape as the name suggests, with a large
flat housing containing the chain. Generally
only the forward curved section is open, and
is thrust at the enemy where the spinning
chain teeth can bite into flesh and bone.
Chainaxe - Chain axes are heavy, brutal
weapons that can deliver hideous damage with
each blow. Like a regular axe, these can have
one edge or be two-sided. Each open edge
contains its own chain loop, meaning that the
double-sided version can still operate if one
side is fouled.
Shields
Shields are tools used to block attacks. They vary in size and shape, but they all
have the same functionality - they're strapped
to a character's arm and interposed between
the character's body and attacks. Shields make
poor weapons, though all but the heaviest can
be used to at least bash an enemy.
Shield - The basic shield, which can be made
of a variety of materials, from improvised
wood or plastic sheets to advanced metal or
armorplas plates. Sizes range from light bucklers to full-body shields as large as a man.
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EQUIPMENT
Unarmed
Unarmed weapons are
designed to enhance the user's
own fighting abilities. A trained
user can turn their normal
punches into deadly strikes.
Brass Knuckles - Brass Knuckles,
despite the name, are usually
made of steel. They're a simple
weapon that adds weight and
rigidity to the user's hand. Good
or Best quality brass knuckles are
often disguised as gloves or elaborate rings.
Caestus - More elaborate than
Brass Knuckles, the Caestus typically includes spikes or blades
that tear into flesh. They're designed to intimidate as much as
they are to hurt, and they do both
well.
Power Fist - Sometimes you need
to punch a goddamn tank. Unless
you're wearing something like a
Power Fist, the tank isn't likely to
notice. Being hit with a Power
Fist is a lot like being hit by a
train. A fist train.
Armor
ARMOR
Name
Loc. Covered
Light
Leathers
UnCom
Heavy Leathers
Quilted Vest
Mesh Vest
3
3
4
5
-
Com
Com
Rare
Mesh Cowl
Rare
Head
Mesh Gloves
Rare
Arms
Chain Coat
UnCom
Chain Hood
UnCom
Head
Flak Vest
UnCom
Body
Flak Jacket
Flak Gauntlets
Flak Helmet
5
5
5
4
5
-
UnCom
UnCom
UnCom
6
6
7
7
7
7
3
3
3
3
UnCom
UnCom
Rare
Rare
Rare
Rare
Plate
Plate Helm
8
8
2
-
Rare
Rare
Storm Carapace
VRare
All
10
VRare
All
Medium
Heavy
Banded
Full Helm
Carapace Chest
Carapace Helm
Carapace Gloves
Carapace Legs
Extreme
Power*
Light Power
Power Armor
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CHAPTER XII:
EQUIPMENT
without it getting in the way. Without the appropriate feat, you apply the armor's AP as a
penalty to your static defense.
Max Dex: The maximum dexterity
score the character may apply when making
Dodge tests, for determining Speed, and any
other check that involves quick movement (as
the SM determines).
Availability: How rare the armor is.
MIXING ARMOR
You can mix pieces of armor. However, their protective qualities do not stack. In
cases where an area which is covered by multiple pieces of armor is struck, the highest
Armor Points is used. For example, if a character wearing Leathers and a Flak Vest is hit
in the body, the lower armor points of the
Leathers (AP 2) are ignored and the Armor
Points of the Flak Vest (5) are used for the
purposes of calculating damage.
Primitive Armor
It might be leather or classically-fitted
metal plates, but primitive armor is still quite
protective. Most of what's still in use today is
enchanted and practically dripping with magic
enough to deflect bullets.
Leathers and Heavy Leathers are just
what you expect. Most heavy or thick clothing
can be considered roughly the same as leathers
in a pinch. Quilted Vests are much the same,
thick padded clothing that really wouldn't look
terribly out of place as normal clothing.
Chain armor is one of the most common types of armor on feral worlds, interlocking rings of metal that soften and deflect
blows. A step up from chain armor is Banded
armor, which is made of horizontal strips of
steel allowing a lot of movement but not quite
as full protection as the next step up, Plate
armor, which is made of thick plates of metal
articulated for movement.
216
ARMOR QUALITY
All the types or armor detailed here
are of Common craftsmanship. For armor of
better or worse manufacture use the following modifiers.
Poor - Badly fitted, Poor quality
armor is difficult to wear and imposes a -1
penalty to Dexterity.
Good - Well made, the armor is easy
to wear. Against the first attack in any round,
the armor increases its AP by 1.
Best - The very best there is, like
donning a second skin, it gets a +1 bonus to
AP. The armors Max Dex is increased by 1.
ergy by becoming momentarily rigid, spreading and dissipating the attack.
Flak Armor
Comprised of layers of ablative and
impact-absorbent material, flak armor is effective against small arms, shrapnel, and proximity blasts. Flak armor doubles its AP against
weapons with the Blast quality, provided the
wearer was not subjected to a direct hit by the
weapon.
Carapace Armor
Carapace armor is made of densely
layered plates of armaplas, ceramite or some
other kind of highly durable material. It is
heavy to wear and cannot easily cover flexible
areas such as joints, but it offers significantly
better protection than lighter kinds of armor.
Storm Carapace
Storm Carapace comes as a single
sealed suit, and counts as a voidsuit as long as
all parts are worn. The protection of Storm
Carapace is slightly better than normal carapace armor thanks to its better, sealed joints
and tough underlayer.
Mesh Armor
Power Armor
CHAPTER XII:
EQUIPMENT
Gear
Other gear is, of course, available.
The SM should use her best judgement for the
availability of other items. In general, most
very basic gear, as people could expect to use
in their daily lives, should be Very Common
or Common. If you're unsure of how to price
something, it's usually better to go too high
than too low.
Note there is no listing for ammunition, basic food and water, and so forth. The
characters are assumed to be able to take care
of such things for themselves. The purchase of
a gun is assumed to be accompanied by the
purchase of a reliable source of ammunition.
A character can take as much ammo as they
want with them (within reason - a person can
only carry so much!), replenishing it whenever
they get back to their base of operations. If
they don't have a base of operations, well, then
they just get it during any significant downtime. Let's be honest - the necessities are only
removed when it's important for
the plot ANYWAY, so it's one
less thing to be kept track of.
Auspex
These devices are used to detect energy emissions, motion,
and biological life signs. A character using an auspex may make
Tech-Use Tests to use an auspex
to spot things not normally detectable by human senses alone,
such as invisible gases, nearby
bio-signs, or ambient radiation.
The standard range for an Auspex
is 50m, though walls more than
half a meter thick and certain
shielding materials can block the
scanner.
Backpack
A personal carrying device
can take many forms, but is usually some kind of bag with at-
GEAR
Name
Avail
Auspex
UnCom
Backpack
VCom
Charm
Chrono
Climbing Kit
Clothing
Com
Com
Com
VCom
Combi-Tool
UnCom
Data Slate
Com
Implement
UnCom
Magnoculars
UnCom
Medkit
Micro-Bead
Multikey
UnCom
Com
Rare
Pict Recorder
Rebreather
Torch
Void Suit
UnCom
UnCom
VCom
UnCom
Writing Kit
Com
Charm
A charm is a keepsake, holy relic, or
good luck token that is intended to draw the
benevolent eye of the gods to the wearer. They
take myriad forms including such things as
saintly finger bones, fragments of blessed
bolter casings, water from holy rivers, and
even corpse hair woven into significant patterns. Throughout the Great Wheel, there is
no shortage of folks who will sell such items,
though discerning true relics from the false is
an almost impossible task.
Charms have no tangible benefits.
However, when the unfolding plot calls for
something bad to happen to a random character, at the SM's discretion a character with a
charm will be exempt. If all the characters
carry charms (as most wise adventurers do)
then it is up to the SM to choose which
charms are the most potent.
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CHAPTER XII:
EQUIPMENT
Chrono
Chronos are hand-held or wrist-worn
timepieces, generally dependable and simple
to use.
Climbing Kit
A compact spool-stored safety line,
with a magnetic or hooked clasp. A character
using a climbing kit to descend a vertical surface is in no danger of falling.
Clothing
It's a very simple matter to find clothing, and the forms clothing can take are nearly
infinite, from literal rags to bodygloves, suits,
practical work clothing, military uniforms, religious garb, and so forth. The SM is free to
set any availability for a given item of clothing,
and there's always a way to spend more and
find yet more exclusive fabrics, clothiers, and
jewelers.
Combi-Tool
Commonly found in the hands of experienced engineers, combi-tools are versatile
if somewhat bizarre mechanical devices. A
character using a combi-tool is considered
properly equipped for almost any Tech-Use
Test.
Magnoculars
These are powerful vision aids, which
magnify distant objects. More advanced,
higher-quality magnoculars can also do such
things as give range read-outs, detect heat
sources, calculate target location positioning
and take image snapshots for later analysis.
Medkit
This is a vital bit of equipment for any
medic. A typical medkit contains various cataplasm patches, contraseptics and synth-skin.
A character that has a medkit at hand when
using the medicae skill gains a free raise on the
Test.
Micro-Bead
A micro-bead or comm-bead is a
short-range communication device worn in
the ear, good out to about one kilometer. Such
things as bad weather, dense terrain and intervening rock or plasteel can greatly reduce this
range, however.
Multikey
As it can open most standard locks,
the multikey is not a standard item for most
honest citizens. For the same reason, though,
they are widely sought after by criminals and
other disreputable elements.
Data Slate
Data Slates are commonplace in the
great wheel as the primary means of storing
and reading printed text and other media such
as video or audio recordings. They are cheap
and easy to make, and many only contain a
single media recording, such as text, and can
only play that single file. Others can re-record
new information and transmit and receive data
from other devices.
Implement
Commonly used by sorcerers and
clerics to focus and enhance their magical
power, Implements come in a huge variety of
shapes and sizes - wands, rods, staffs, orbs,
holy symbols, and so forth. A sorcerer does
not need to have an implement to use his
218
Pict Recorder
Pict recorders are relatively simple
live-media recording devices and some have
holographic capabilities. Most also allow for
playback as well as recording, and some are
even built into special robotic frames so they
can capture important archaeological techquests, weapons Tests, interrogations and
other possibly dangerous events.
Rebreather
Consisting of a mask or helmet, rebreathers contain their own air supply and are
designed to preserve the user in even the most
toxic atmospheres. A character wearing a rebreather is immune to the effects of gases and
can even survive underwater. However, re-
CHAPTER XII:
EQUIPMENT
Torch
Depending on the quality of its manufacture, a Torch might be able to emit various levels of light, change the color of its beam
of light, and so forth.
Void Suit
These sealed suits are intended to
preserve the wearer in the most hostile environments. A void suit incorporates a rebreather and in addition allows the wearer to
survive in a vacuum.
not simply in flesh but, it can be argued, in humanity and even sanity.
Thanks to superstition and the uneven level of technology across the Wheel, the
sophistication and use of bionics varies wildly.
Each different kind of cybernetic grants the
user different benefits (and sometimes penalties) depending on its craftsmanship. The exception to this is Best quality cybernetics that
provide no additional benefits beyond those of
Good quality, but are more impressive in their
construction and design.
CYBERNETICS
Name
Avail
Bionic Arm
UnCom
Bionic Heart
Rare
Bionic Locomotion
UnCom
Writing Kit
A writing kit contains various papers,
inks, and quills.
Services
Services indicate those things that are
often essential to a Hero's life, such as finding
a place to sleep, food to eat, and some fool
with a ship willing to transport them to some
tomb world, ash waste, drifting space hulk, or
some other equally dangerous locale.
Heros are not expected to actually
have to roleplay and struggle to find food or
lodging - the character's wealth or backing
gives a good idea of what kind of lifestyle they
have. A character with one or two dots in
Wealth has a far more modest lifestyle than
someone with five dots. Most services - finding
somewhere to sleep and eat - don't take nearly
as long to arrange as an acquisition. However,
finding transport, getting long-term medical
care, and so forth can take some time.
Cybernetics
Bionic implants and cybernetic augmentation are a fact of life in the Great Wheel.
They enable damaged or diseased parts of the
body to be replaced, improving on the abilities
and power of the body and, in certain cases,
extending life. There is a price to be paid for
such improvements, and this cost is measured
Rare
UnCom
BIONIC REPLACEMENT
LIMBS AND BODY PARTS
Bionic replacement limbs are assumed to operate at the same level of strength
and dexterity as the body they are attached to
(rather than risk ripping themselves out of
their host through overpressure), though their
robust construction does add +2 to the
owner's AP against hits scored to that particular location. Damage taken to these locations
counts towards damage to the character and
Critical Damage dealt to these locations function as normal. However, any result that
causes bleeding or some other inappropriate
result renders the bionic limb useless. Critical
damage to a limb that results in death has the
full effect as it can be assumed that the limb
explodes into shrapnel, incinerates, or discharges stored energy through its owner with
lethal effect.
Note that bonuses and penalties relate
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CHAPTER XII:
EQUIPMENT
220
Bionic Arm
Common versions of these systems
mirror the function of the owner's arm and
hand exactly, retaining strength, dexterity, and
sense of touch.
Poor versions halve the user's Dexterity score when matters of fine dexterity are involved and Weaponry and Ballistics Tests take
a -2k0 penalty when using the limb.
Good bionic arms provide a +1k0
bonus on Dexterity Tests requiring delicate
manipulation (such as Sleight of Hand) and
add +1k0 to Strength Tests using that arm.
Bionic Heart
The paranoid (or prepared) are ever
willing to replace crude flesh with more
durable, armored materials. The light armor
shielding of a bionic heart provides one last
line of defense against attacks. Superior models can be triggered to pump more rapidly to
increase physical capacity, though this risks
stroke or other catastrophe as the rest of the
circulatory system is put under pressure. A
character with this implant gains +2 armor to
the gizzards - which stacks with any armor
worn - and gains the Fleet of Foot feat.
Bionic Locomotion
Common locomotion bionics must be
fully integrated into the spine and nervous system to function properly; basic models accomplish this without any loss of function over the
norm.
Poor versions halve the character's
Speed (rounding up) and such characters that
attempt to run must succeed on a Dexterity
Test (TN 10) or fall at the end of their movement.
Good versions of these systems grant
the owner the Fleet of Foot talent. In addition
they add a +2k0 bonus to Athletics and Acrobatics checks made to jump or leap.
CHAPTER XII:
EQUIPMENT
Cybernetic Senses
Sight, hearing, and even touch and
taste may be duplicated artificially, and more
esoteric senses may be added. Common systems, while usually very obviously artifical and
often oversized, manage to more or less duplicate the approximate human range of senses
adequately and have no further game effects.
Poor cybernetic senses are troublesome and poor imitations of the real thing
(hearing may be troubled by static, vision
glitches or is randered in low-resolution
monochrome, and so on). A character with
this system takes a -2k0 penalty to Tests made
that involve the sense.
Good cybernetic senses grant the
Heightened Senses talent for that particular
sense, and a +2k0 bonus to Tests made to resist attacks on the sense itself (deafening
noises, blinding flashes and so on). Basic and
advanced cyber-eyes may also incorporate telescopic sighs, a full photo-visor, and/or a system allowing the ability to see in the dark.
Likewise, basic or advanced cybernetic hearing may also include an internal micro-bead
221
XIII
rtifacts play many roles in DUNGEONS THE DRAGONING. You can approach Artifacts' roles from the character's
perspective and the game's perspective. Several approaches are given below as extremes,
but none of them are exclusive of any others.
Artifacts as equipment. They are
magical tools, and that's about it. To a character, this makes an Orichalcum Sword is just
a better sword and a Rod of Might just a useful
tool. This sort of Hero doesn't need to be
buried with his equipment, and probably also
won't respect the equipment of others, which
might leave some unsettled spirits behind him.
When a player follows this standard,
artifacts are things for players to pick out and
give to their characters. There may be an excuse for that Darksteel Heart, but there is no
real reason for it: players don't care much
about their tools' origins or destinies. And
that's okay. You can tell a thousand different
stories in the Great Wheel without tying them
to the character's artifacts.
Artifacts as legacies. Remnants of a
greater past lure characters to greater heights
and sadden them at what was lost. Every artifact tells a story. This motivates a character,
driving her to seek out lost treasures not (just)
ARTIFACTS
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CHAPTER XIII:
ARTIFACTS
SCRIPT IMMUNITY
A Story Master is usually free to
arrange the theft of a character's assets, kidnap
his family and kill off friends and allies, all in
the name of story. Many players feel more protective about their characters' artifacts. Maybe
they like having "stuff" or maybe they resent
the loss of something they paid points at character generation to have. So, what's a Story
Master to do?
Figure out which artifacts mean
something to their players and which don't before you start messing with them. Don't start
a new campaign and yoink magical weapons
from the players' hands - play a few sessions
(at least) to see which players (characters also,
but players especially) feel strongly about their
artifacts. All you really need to do is make sure
224
that anything you do with an artifact is reversible. Create a story: hunt down the thief
or find a Syrneth workshop to effect repairs.
This applies more to artifacts purchased at the start of the game with background points than to artifacts found during
play, with exceptions. The weapons and armor
taken from the bodies of some well-equipped
but ultimately unimportant enemies are easy
come, easy go (unless someone becomes really
attached to one as a great trophy). After the
infiltration of a planetary armory to 'liberate'
the weapon of a legendary hero (in addition to
any earlier buildup to the theft), though, a
player may be less willing to lose her new acquisition.
GAME IMPACT
An artifact is only as useful as you
allow it to be. A piece of paper that can change
to look like any document is rather worthless
if the entire campaign takes place in the
wilderness. A magical sword is only useful in
battle, and in a few additional circumstances
(like intimidation or blowing your cover). Who
needs a stone to repel animals when the game
takes place entirely on a space station?
Players and Story Masters should
both be aware of the game. Players should
know better than to spend all their points on
armor and weapons in a series about court intrigue. Story Masters should warn players
against taking useless traits. On the other
hand, Storytellers should also recognize that
putting points into combat means the player
wants to see her character kick butt.
A player might intend to take an artifact she never uses - like being the bearer of a
mystical talisman or hearthstone but sworn
not to use it, which is a story hook that the
Story Master should seize like a pit bull. If
there's no such intention, then something
should change to bring unused artifacts into
play.
Conversely, artifacts may be very,
very useful. This can be a case of a man with
a hammer seeing only nails, but it's also up to
the storyteller to make sure that no single artifact dominate's the game's conflicts. If a single
artifact solves all the characters' problems, either it is too powerful or the characters are
CHAPTER XIII:
ARTIFACTS
COMMON TRAITS OF
ARTIFACTS
Unless noted otherwise, all artifacts
share a number of general traits.
* Artifacts register as magical. They
may be detected by the flow of warp-energy
around them. Any effect that reveals magical
flows. A character with the Arcana skill can
make a Test (TN 20) to identify an object as
an artifact.
* Artifacts are eternal. Wonders do
not wear down, wear out or break accidentally.
A very few artifacts are, of necessity, fragile
enough to shatter or tear if they are not well
treated. Even these artifacts never just wear
out, assuming they are not ill-used. The power
of an artifact is bound into it forever and does
not need maintenance.
* Artifacts are difficult to break. Creation of a magical wonder solidifies magical
flows in a harmonious manner, making artifacts difficult to break. Most require either a
very specific ritual to break them or a truly extraordinary environment such as the heart of
a star.
* Artifacts cannot easily be bought
and sold. While they do occasionally go on the
market - low-powered artifacts are often made
to turn a profit rather than for personal use,
and there's sometimes a successful tomb raider
looking to retire - Artifacts are far beyond the
reach of most. Even the most common artifact
would take Wealth 4 or 5 just to consider as a
purchase. Finding a broker to sell an item is
difficult. Finding a buyer even more so.
Rating by Availability
Item Availability
Rating
Very Common
Artifact 1
Common
Uncommon
Artifact 2
Artifact 3
Rare
Artifact 4
Very Rare
Artifact 5
Magical Weapons
and Armor
Almost all weapons of better than
common quality have at least some enchantment to them. Artifact weapons, though, are
extremely powerful, typically ancient, and
made of one of the five magical metals. The
artifact level of magical weapons and armor
depends on the base rarity of the weapon itself.
The bonuses listed for magical
weapons and armor replace the normal
bonuses for quality - each of these artifact
weapons is already considered to be of best
quality owing to the enchantments used to
forge them. Only armor that is primarily made
of metal can benefit from magical materials.
while it's certainly possible to have, say, buckles or buttons made of one of the magical materials, this won't really give their intrinsic
properties to the leather they're attached to.
Only weapons that use solid ammunition can benefit from special ammunition. The
item availability, and thus the Artifact rating,
is one less than the weapon it is designed for,
to a minimum of Very Common (Artifact 1).
Getting special ammunition as an artifact represents having enough of a supply that you can
take one clip with you on missions. Pistol ammunition is a bit easier to get, and so you can
have twice as much (two clips) if you get ammunition for a pistol. The effects of Special
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CHAPTER XIII:
ARTIFACTS
Magical Bionics
Just as it's possible to make weapons
and armor out of the magical materials, It's
similarly possible to create some bionics out of
them. They follow the same general guidelines
for pricing as weapons and armor, but only a
few types of bionic are commonly made out of
the magical materials: Bionic arms, locomotion and, very rarely, hearts. The bonuses they
give, like weapons and armor, replace those
normally given for quality.
Artifact bionics follow all the normal
rules for bionics - They provide +2 AP to the
replaced location, damage to those locations
counts as damage to the character, and critical
damage effects all work as normal. Just as all
other bionics, effects that would cause bleeding or any other inappropriate result render
the limb useless instead.
Artifacts are, however, not easy to destroy. While critical effects that result in severing the limb or death still sever the limb
and/or kill the character, the limb is severed
but can still be made functional later. If the
character has some kind of fast healing or repair ability (like a promethean's ability to rebuild their limbs), it does not help attach the
bionics any faster. They must go through the
normal process for attaching bionics and implants, as aligning artifact limbs is a delicate
process involving chakras and spells and a
fresh egg. Don't ask questions.
ORICHALCUM
A golden magical material, with a
sheen that bears the warmth and light of the
sun, even when lit by as little as a candle or a
display screen. People mistake it for gold only
226
MITHRIL
This magical material forms only in
the wild and undeveloped spaces, mostly on
moons and in other areas with low gravity. Deposits of mithril look like normal silver, but
they run through exposed surfaces in smooth,
flowing patterns that veins of silver could
never match unless melted and sculpted.
Under the moonlight, mithril reflects things
that aren't there, dreams and illusions subliminating from their owners.
Weapons and armor made of mithril
are exceptionally light for their strength, emphasizing movement and fluidity over bulky
strength.
Melee Weapon: +2 to your Static Defense, +2 to damage inflicted.
Ranged Weapon: No penalties for firing heavy weapons without bracing or using a
basic weapon in one hand.
Special Ammunition: Double the
weapon's range.
CHAPTER XIII:
ARTIFACTS
DARKSTEEL
There is a substance so hard that it
can only be shaped by the magic of the most
powerful artificers. It is so durable that it never
degrades, testing the patience of Time itself.
Traditional weapons are useless against it; it is
easier to put dents in the laws of physics than
in its surface. It is the metal that is innocent of
death. Darksteel is a magical, dark gray or
black metal. Motes of magical energy orbit artifacts made from darksteel. The trajectories
of the energy motes form golden-yellowish
streaks around the artifact.
Weapons of Darksteel are heavy and
often somewhat rough around the edges - you
cannot sand down imperfections or burrs in
darksteel. All items made of darksteel, no matter how great or small, are absolutely indestructible.
Melee Weapon: +4 to this weapon's
Pen value.
Ranged Weapon: When this weapon
damages cover, double the damage it deals to
the cover.
Special Ammunition: +4 to this
weapon's Pen value.
Armor: Halve the Pen value of
weapons striking you, except for Darksteel
weapons.
Bionic Arm: This arm cannot be destroyed by critical damage. Ignore critical
damage effects to this arm unless they would
kill the user or destroy the arm, in which case
the arm is merely severed instead. Gain a +2k0
bonus to strength Tests made using that arm.
Bionic Locomotion: Your legs cannot
be destroyed by critical damage. Ignore critical
damage effects to this arm unless they would
WRAITHBONE
Wraithbone is a form of crystallized
magical energy that can exist as a solid in realspace brought forth from the Warp and
shaped by sorcery. It can only be shaped using
sorcery, but is extremely malleable and can be
made into any shape the magic-user desires. It
is also very tough and resilient - despite appearing like porcelain, and often created in the
most delicate forms, it is stronger than steel
and quickly repairs itself. It is a natural conductor of magical energy, spells flowing along
the surface of wraithbone constructs like water
over glass.
Weapons and armor of Wraithbone
are typically made of curved, sloping single
pieces, as it's easier to form wraithbone into
curves than angles, and there's no need for
multiple parts where one can flow into any
form.
Melee Weapon: You can deliver
melee-range spells using this weapon, Testing
the appropriate weapon skill and Level rather
than Brawl and Level. If the spell has a casting
time of one half action or more, you may
choose to add an attack with this weapon to
the spell.
Ranged Weapon: Once per day, this
weapon can generate one clip (or three arrows,
bolts, etc for weapons with a clip size of 1) of
normal ammunition.
Special Ammunition: Wraithbone
Ammunition is charged with magical power.
It counts as a magical attack, ignoring Armor
and having its damage reduced by Aura instead.
Armor: This armor provides +4 Aura.
Bionic Arm: A wraithbone bionic arm
has a simple but powerful ability - it can be
used to Parry any spell with Touch or Ranged
Touch targeted at the bearer. If the parry is
successful, the arm completely absorbs the
spell, and the spell has no effect.
Bionic Locomotion: Once per scene,
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CHAPTER XIII:
ARTIFACTS
NECRODERMIS
Necrodermis is a grey, dull metal.
Most people become uncomfortable when
they're in the same room as the metal, often
without quite knowing why, like there's a chill
in the air or they're being watched. Necrodermis is a metal that can entrap souls, lending
its terrible properties to various works of death
and destruction. And yet, the most horrible
thing about Necrodermis is that it isn't simply
a metal. It lives. The Metal Lives.
Weapons and armor of Necrodermis
are always cold to the touch, not dangerous
but uncomfortable. They can seem to move or
pulse, more like a worm or some kind of foul
thing than a wholesome living creature.
Melee Weapon: Opponents take -2k0
to attempts to parry or dodge this weapon and
it deals +1k0 damage.
Ranged Weapon: Opponents get -2k0
to attempts to parry or dodge this weapon and
it deals +1k0 damage.
Special Ammunition: This weapon
gains the Toxic property.
Armor: Opponents take -2k0 to hit.
Bionic Arm: At the beginning of each
round, all critical damage on this arm is removed as the metal heals itself. The arm also
grants +1k0 to all Strength Tests.
Bionic Locomotion: At the beginning
of each round, all critical damage to your legs
is removed as the metal heals itself. You may
stand up from prone as a free action at the beginning of your turn without provoking Opportunity Attacks - the legs just stand you up,
not taking effort or thought on your part.
Bionic Heart: A bionic heart made of
necrodermis is among the rarest of all artifacts,
and among the most dangerous. If you would
burn a Hero Point to survive, roll 1d10. On a
5 or lower, the hero point is not burned and
you lose 1 point of Wisdom as the horrid arti-
228
Wonders
There's a lot more to artifacts than
just swords and platemail. Most artifacts in
circulation and use, and by far the most commonly found in Syrneth ruins, are tools and
clothing left behind that has long outlived its
bearers. Not all of these artifacts are ancient,
but the Syrne were a people more advanced
than even the most modern technology - their
work is generally smaller, more reliable, and
of finer design.
Aetheroscope (Artifact 1)
There are many variations of Aetheroscope, the most common simply being a spyglass made of orichalcum, but with some
variants using thin panes of precious stone as
lenses in goggles or glasses. The Aetheroscope
allows the user to see magical auras as a glow
in the air. This enhanced vision goes out to
about 10m. If the user does nothing in a round
but steady the Aetheroscope and study what
they see, they can determine the relative
strength of the auras they're seeing and their
source.
CHAPTER XIII:
ARTIFACTS
The Hat of Disguise is a simple magical device that enables the wearer to change
his appearance as he wishes. This gives a free
raise on all disguise checks and means the
wearer never needs to find makeup or other
aids to use for his disguise. The hat itself will
also change, and can assume the form of a
crown, hairpin, hat, or headwear of any sort.
However, the hat only changes the appearance
of the wearer, not his clothing, so he may need
to find a change of clothes if he wants to look
appropriate.
These boots are extremely comfortable, sizing to fit anyone that puts them on.
They are always warm and dry, no matter the
conditions, and the wearer finds that they
don't tire as easily, never getting blisters. The
wearer can move overland at surprising speed,
averaging twenty kilometers an hour, and their
Speed is increased by 2.
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CHAPTER XIII:
ARTIFACTS
large variety of tasks. They have all the functionality of a Chrono, Combi-Tool, Data
Slate, Multikey, Pict Recorder, and Torch.
They also never run out of power, automatically adjust their time, and include a compass
and altimeter that function on magical means
to allow them to work in any environment.
230
Hearthstones
Hearthstones are talismans of power,
growing and forming naturally in wellsprings
of great geomantic power. They are solid accumulations of pure magical power, usually
about the size of a large chicken egg. Such
crystals are of unearthly beauty, forming with
their beautiful cuts already formed. Yet it is
not for merely their luster that they are so
prized.
Many magical items have sockets in
them that permit the mounting of these crystals. When
CHAPTER XIII:
ARTIFACTS
Windhands Gemstone
(Artifact 3)
This hearthstone is perfectly clear - so
clear that it becomes invisible if submerged in
clear water. A character bearing this hearthstone has his reflexes enhanced, allowing him
to knock aside or dodge arrows and thrown attacks with casual ease. When this character is
subject to a ranged attack, they may use a
stunt in order to parry that attack rather than
dodge it.
Gem of Immortality
(Artifact 4)
This hearthstone is a smooth, darkest
black, with the faintest rainbow sheen playing
across its surface. While he bears the stone, the
character does not age, nor does he suffer from
the infirmities and illnesses of old age, should
he already be old when he gets the stone. He
cannot die of old age or illness, but he can be
harmed and killed through other means. If the
stone is lost or given away, the bearer merely
begins aging where he left off - the years don't
suddenly catch up to him.
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ARTIFACTS
The
Monkey
Stone (Artifact 2)
This hearthstone is a rich reddish
brown, with a surface that looks like bark. It
gives the bearer the agility of an arboreal primate. Any character who possesses such a
stone reduces the difficulty of all Athletics and
Acrobatics rolls involving balance, jumping or
climbing by 5 (to a minimum difficulty of 5).
232
don't understand. When worn, the stone enables the bearer to speak and understand one
specific language. A Speech Gemstone has
been found for every language save Syrneth the curse of that ancient race seems to have
even eradicated their tongue from the stars.
Gem of Sending
(Artifact 2 for a pair)
This common hearthstone appears as
half of a cloudy white sphere.
It is always found in pairs,
which remain mystically
bonded to one another. The
two halves of a Gem of Sending
can be used to pass messages
through any distance of space,
but with some limitations - the
gems can only send
messages to the other
half of their pair, both
gems must be placed in settings in order to work at all,
and the messages they pass
on can be no longer than
a sentence or two at a
time.
Dream-Stone
(Artifact 4)
This hearthstone is a
smooth black stone
with abstract white markings. When its bearer remembers her dreams,
they will always be prophetic in some way.
Once each session, the bearer's player may
make a Wisdom + Scrutiny Test (TN 15)
upon her character's waking. Any success at all
causes her to remember a dream from the
night before that gives some indication of
events to come. The more raises on the Test,
the clearer the dream.
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ARTIFACTS
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PLAYING THE
GAME
roll that die again and add the result to the 10.
This is called an exploding die. If the hero rolls
again and gets an additional 10, he may add
that 10 and continue rolling until he doesn't
get an additional 10. Some feats and abilities
can change how explosions work, these apply
to both initial and followup explosions.
Exploding Dice
SKILL TESTS
Tests
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TARGET NUMBER
5
Mundane
10
Easy
15
Average
20
Hard
25
Very Hard
30
Heroic
35
40
CHARACTERISTIC TESTS
If what you attempt isn't covered by a
skill, the SM may ask you to make a characteristic Test. The SM determines the most appropriate characteristic for the Test, and the
appropriate TN for the Test. Unlike a skill
Test, you just roll dice equal to your characteristic and total them against the TN.
Rank 0 Characteristics
It's possible, due to penalties or
curses, to end up with zero dots in a Characteristic. This mean that you're pretty much
crippled in that aspect. A hero with a Rank 0
Dexterity may be literally crippled, while a
hero with Rank 0 Strength might be sickly and
weak.
A Hero who must make a roll based
236
OPPOSED ROLLS
Sometimes you'll need to Test your
skill against another's. This is known as an Opposed Test. For example, if an explorer
needed to hide from a guard, he could Test his
Stealth skill against the guard's Perception
skill.
In an opposed skill Test, both participants make Tests normally. Whoever succeeds at his Test wins. If both participants
succeed, the participant with the highest total
roll wins.
Should both parties fail, one of two
things occurs. Either there is a stalemate and
nothing happens or both parties should reroll
until there is a clear winner.
For example to dodge you'd need to
roll Dexterity + Acrobatics against the opponent's Dexterity + Weaponry. The process is
simple - each participant rolls, and the highest
roll wins. If there's a tie, the character with the
highest applying Characteristic wins.
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Stunting
The rules of DUNGEONS THE
DRAGONING reward players with drama
dice, additional rolled dice granted for good
roleplaying, for describing their characters' actions in an evocative manner. The out-ofgame rationale for a stunt bonus is that
well-described dramatic actions keep the game
interesting for everyone and help the Story
Master set the scene. In game, stunts represent
the capacity of epic
heroes to be truly
spectacular
when
they take risks and
act like heroes.
At the lowest level, one-drama
die stunts require a
good description of
an action, adjudicated by the Story
Master. In return,
the player gains one
drama die to use as
an rolled die on that
roll and the character may perform
feats that border on
impossible (such as
running across the
heads of people in a
crowd, deflecting a
blade barehanded
and so on).
Example:
Lyra snaps her
switchblade open
behind her back with
a soft click, swiping it across the guard's throat
in the same moment. She folds it back up as
she watches him collapse in a gurgling heap at
her feet.
Two-die stunts require that the character interact with the environment in some
notable fashion, taking advantage of the
scenery that the Story Master has provided.
This can be physical environment or things the
Example:
Lyra
watches
the
two
guards charging her
from each side, intending to flank her.
At the last moment,
she crouches and flips
back against the wall.
In the instant she
stands horizontal, she
aims and fires at their knees with her twin bolt
pistols held out to either side. The bolts tear
through their legs, and both men collide with
each other on momentum alone as she lands
catlike leaving the two collapsed behind her.
Three-die stunts are singular acts of
greatness, stunning bravado and visual poetry,
defined by their capacity to leave the other
players slack-jawed in astonishment. If any
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Hero Points
Heroes are unusual people, individuals with abilities, backgrounds, and experiences well beyond those of ordinary citizens of
the Wheel. More than anything, it's the hero's
tie to fate that separates him from the masses.
All adventurers begin play with a number of
Hero Points. For some, these Hero Points represent destiny, a sign that the gods have
marked them for greatness. For others, they
represent simple luck.
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Combat
The galaxy is a dangerous place, especially for those who choose to leave behind
the relative safety of established Crystal
Spheres and explore the unknown. Over the
course of a Hero's journey, they're bound to
encounter all manner of people, aliens, and
worse that would see them dead. Unless they
plan to spend their lives running away from
their enemies (and they aren't very good heroes if that's all they do), they will have to
fight. As a result, combat can form a key component to a game.
Narrative Time
Most of the time, you don't need to
worry about exact timing, and it just passes as
needed for the story. It's usually enough to
know if a certain action takes a few minutes,
or about an hour, or several weeks, or anything
in between. Narrative time is most often used
outside of combat and other situations where
the precise order of actions is unimportant.
Structured Time
In contrast to the abstract approach of
narrative time, structured time is important for
resolving complex encounters, such as combat, where every second counts and the order
in which things happen is crucial. Structured
time is divided into Rounds, Turns, and Actions.
*A Round consists of every character
participating in the encounter taking one turn
each. It is assumed that characters act more or
less simultaneously in an encounter, so a
round is approximately five seconds long, re-
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COMBAT OVERVIEW
Combat is usually resolved using
structured time divided into Rounds, Turns,
and Actions. Each character, including NPCs,
takes one Turn each round. The order in
which turns are resolved depends on initiative
order. When a new combat begins, follow
these steps to determine what happens.
CHAPTER XIV:
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Step 1: Surprise
At the beginning of a combat, the SM
determines if any characters are Surprised.
This can only happen once at the beginning of
a combat, and there will be many combats
where nobody is surprised. A surprised character loses his turn on the first round of combat because he has been caught unawares by
his enemies.
SURPRISE
Surprise only affects the beginning of
a new combat. It is up to the SM to decide if
any of the combatants are Surprised. Ultimately, this comes down to a judgement call
on the SM's part, based on the circumstances
and the actions of the various combatants
leading up to the encounter. The SM should
take the following into account when determining surprise:
* Is anyone hiding? Successful stealth
checks may mean that some combatants are
hidden.
* Are there any unusual circumstances that would mask the approach of attackers? This can cover nearly anything, from
pouring rain to whining engines to nearby explosions.
* Are there any distractions? It's possible that something quite distracting is going
on. A cultist's attention may be so fixated on
the sermon of his confessor that he doesn't notice his attackers approaching.
Bearing all of this in mind, the SM
must decide which combatants are surprised.
Whilst it's often the case that one entire side
or the other is surprised, there can be individual exceptions.
If no one is surprised, proceed with
the combat as normal.
A surprised character loses his Turn
in the first Round. he can do nothing except
stand dumbfounded. Furthermore, he grants
combat advantage to all non-Surprised attackers. After the Surprise round completely resolves, all surprised characters recover their
wits and can act normally.
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ACTIONS IN COMBAT
Name
Aid Another
Aim
H
H/F
All-Out Attack
Brace
Bull Rush
Test opposed Strength, move target 2m, plus 2m for every raise.
Called Shot
Charge
Delay
Disarm
Dodge
Feint
Opposed Weaponry + Dex Test, if you win your next attack cannot
be dodged or parried.
Fight Defensively
Focus Power
Cast a spell.
Full Defense
Grapple
Healing Surge
Knock Down
Move
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Type Description
Multiple Attacks
Attack more than once in the same round - requires two weapons,
a feat, or both.
Opportunity Attack
Fr
Overwatch
Parry
Ready
Reload
Run
Shift
Stand
Standard Attack
Suppressing Fire
Tactical Advance
Use a Skill
Withdraw
CHAPTER XIV:
PLAYING THE GAME
Actions
During each normal round, every
character gets a Turn to act. On his Turn, a
character can take one or more action. There
are five types of actions in DUNGEONS
THE DRAGONING, and every action also
has one or more subtypes.
TYPES OF ACTIONS
Every action is categorized into one of
the following types: Full actions, half actions,
reactions, free actions, and Extended actions.
Full Actions
A full action requires a character's
complete attention to accomplish. A character
can take one Full Action on his turn and cannot take any Half Actions. Grappling an opponent is an example of a Full Action.
Extended Actions
Some actions take more than a single
round to complete. Once a character commits
to an Extended Action, he is considered to be
working towards completing it for as long as
necessary. If the character abandons the Extended action, or is interrupted, all progress
towards completing the Extended Action is
lost.
Action Subtypes
In addition to its type, every action is
also categorized into one or more subtypes.
Action subtypes don't do anything in and of
themselves, but they are used to clarify what a
character is and is not allowed to do in a variety of special circumstances. For example, a
character that is Immobilized cannot perform
any Actions with the movement subtype.
Half Actions
A half action is fairly simple; it requires some effort or concentration, but not so
much that it consumes a character's entire
turn. A character can take two different Half
Actions on his turn instead of taking one full
action. A character cannot take the same half
action twice in the same turn. Readying a
weapon or making a Standard Attack are both
examples of Half Actions.
Reactions
A Reaction is a special Action made
in response to some event, such as an attack.
A character receives one Reaction each
Round, which may only be used when it is not
his turn. Examples include making a Dodge
Test or parrying an attack.
Free Actions
A free action takes only a moment
and requires no real effort by the character.
Free actions may be performed in addition to
any other Actions on a character's turn, and
there is no formal limit to the number of Free
Actions one character can take. The SM
should use common sense to set reasonable
limits on what can be done in a few seconds.
USING ACTIONS
During his turn, a character may perform one Full Action or two different half actions. A character could, for example, make a
charge attack (Full action) or aim and shoot
(two half actions). It's important to remember
that a round is only a few seconds long, so the
character's turn within that round is but a few
moments.
Any action can be combined with
talking, banter, battle cries, and other short
verbal expressions - these are considered free
actions. It is left to the SM to decide what a
player might be able to say in that amount of
time. A wry aside to a companion or a terse insult to an enemy is always reasonable, but recounting the intimate details of one's seven
duels-to-the-death between swings of a
daiklave should probably count as something
more than just a Free Action.
Most actions are started and completed within the active character's same turn.
For example, a character does not begin a
charge one Turn and then finish it on a later
turn; he performs the entire Charge (which is
a full action) at once on his turn. But, there
are two exceptions. Reactions are almost al-
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AID ANOTHER
Half Action
Subtype: Miscellaneous
The character creates an opportunity for another character. By working together with
them, the active character gives them +1k0 to
their next Test. If the Test is to be a skill, the
character must have at least one dot in that
skill or this Aid Another bonus does not apply.
Supernatural template abilities and spells cannot get bonuses via this method. The active
character must be adjacent to the character
performing the Test. The Aid Another bonus
cannot be used on Free Actions, and the
bonus cannot be given on Tests made to resist
disease, poison, Fear, or anything else the SM
deems inappropriate, and no more than two
characters may attempt to assist another on a
single Test.
AIM
Half or Full Action
Subtype: Concentration
The active character takes extra time to make
a more precise attack. You may take a half action to get +1k0 on your next attack or a full
action to get +2k0 on your next attack. The
next action the aiming character performs
must be an attack or the benefits of aiming are
lost. Aiming benefits are also lost if the character performs a reaction before making his attack. Aiming can be used with both melee and
ranged attacks.
ALL-OUT ATTACK
Full Action
Subtypes: Attack, Melee
The character attacks with everything they've
got, making a melee attack with a +2k0 bonus.
However, the active character loses the ability
to use reactions until their next turn.
244
BRACE
Half Action
Subtype: Miscellaneous
Heavy weapons must be braced before firing.
Bracing a heavy weapon can involve using a
stand, propping it up on a windowsill, or simply assuming a wide stance or kneeling. The
firer cannot move after bracing without losing
the benefits, and depending on how it's
braced, may be unable to traverse the weapon
very far. If a heavy weapon is fired without
bracing, the firer takes -3k0 to his attack roll.
BULL RUSH
Half Action
Subtypes: Attack, Melee, Movement
The character body slams into an opponent
and attempts to move him. The character and
a target in melee range make opposed strength
Tests. If the active character succeeds, she
moves the target 2m, plus 2m for every raise
she gets on this opposed Test.
CALLED SHOT
Full Action
Subtypes: Attack, Concentration, Melee or
Ranged
The character attempts to attack a specific or
vulnerable area on his target. The attacker declares a location on his target (Head, Body,
Left Arm, Right Arm, Gizzards, Left Leg or
Right Leg), then makes an attack at -2k0. Instead of rolling for a hit location, if the attack
is successful it hits the named location.
CHARGE
Full Action
Subtypes: Attack, Melee, Movement
The character rushes at his target and makes
a single melee attack. The target must be at
least four meters away, and a character may
charge up to twice their Speed in meters. The
movement of the charge must be in a straight
line so the attacker can build speed and line
up with his target. The attacker gains a +1k0
bonus on the attack made at the end of the
charge. If the charging character is unarmed,
he can attempt to grapple his opponent instead of inflicting damage.
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DELAY
Half Action
Subtype: Miscellaneous
Instead of acting immediately, the character
saves an action for later. At any time before
her next turn, she may take any half action. If
the character uses this stored action in response to someone taking an action, this action occurs first.
DISARM
Half Action
Subtype: Attack, Melee
The character attempts to disarm an opponent. Both the active character and her target
make opposed Dexterity + Weaponry checks.
If the active character gets two or more raises
on this opposed check, the opponent drops
their weapon.
DODGE
Reaction Action
Subtype: Movement
Dodge is a Reaction that a character can perform when it is not her turn. After an attack is
declared on the character, the character may
spend a Reaction Action to make a Dodge
Test (Dexterity + Acrobatics). A character
must be aware of the attack in order to make
the Test. Half of the result of this test is added
to the character's Static Defense against the attack they are attempting to dodge.
FEINT
Half Action
Subtype: Attack, Melee
The character attempts to use guile and combat training to trick her opponent into a mistake. The character and her target make an
opposed Weaponry Test. If the active character wins, her next melee attack against that
same target cannot be dodged or parried. If
the active character's next action is anything
other than a standard attack, the advantage of
feinting is lost.
FIGHT DEFENSIVELY
Half Action
Subtype: Attack, Concentration, Melee
The character performs a careful attack, making sure she remains well poised to defend herself. The character suffers a -1k0 penalty to
her Weaponry Test, but she gains a +1k0
bonus to all dodge and parry Tests until the
start of her next turn.
FOCUS POWER
Variable Action
Subtype: Varies by power, Provokes
The character casts a spell. The spell will list
the target difficulty and the skill Tested. If the
character succeeds, the spell works. If not, the
spell fails.
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character has a pistol in each hand, both capable of fully automatic fire, she mat fire both
with this action.
The attacker makes a Ballistics Test
with a +2k1 bonus. If she succeeds, the attack
scored a hit normally. Furthermore, each raise
on the Ballistics Test means another shot has
hit the target. Each additional hit adds +1k0
to the damage of the attack, up to a maximum
of the weapons Rate of Fire.
A character using this action with a
pistol or basic class weapon may also move up
to his Dexterity in meters. However, if he does
so, he gains no bonus to his Ballistics Test and
instead suffers a -1k0 penalty.
FULL DEFENSE
Full Action
Subtype: Concentration, Melee
The character makes no attacks and instead
concentrates entirely on self-defense. Until the
start of her next turn, the character can make
one additional reaction and gains a +10 bonus
to her static defense.
GRAPPLE
Half or Full Action
Subtype: Attack, Melee
If the character is not in a grapple, she may use
the Grapple action to enter a grapple with target opponent. Make a Brawl Test. If it is successful, she begins grappling the target as the
controller of the grapple.
The controller of a grapple must spend a full
action every turn to maintain this grapple. If
she doesn't, the grapple immediately ends. She
may then make an opposed strength Test. If
she succeeds, she may take one of the following actions:
Attack with Weapon: The controller
of the grapple can attempt to damage the opponent with your fists or a held weapon. The
opponent cannot make any reactions to this
attack. Roll damage normally. You cannot use
weapons that require both hands in a grapple.
Throw Down Opponent: The controller of the grapple can wrestle the Grappled
opponent to the ground. The grappled opponent becomes prone.
Push Opponent: The controller of the
246
HEALING SURGE
Half Action
Subtype: Miscellaneous
While normally a character cannot spend resource points during combat to heal, they do
CHAPTER XIV:
PLAYING THE GAME
KNOCK DOWN
Half Action
Subtype: Attack, Melee
The attacker smashes her opponent in the
hopes of knocking him off his feet. Make an
Opposed Strength Test. if the attacker wins,
the target is knocked prone and must make a
Stand action on his turn to regain his feet. If
the target wins the opposed strength Test, he
keeps his footing. If the target wins with two
or more raises, the attacker is knocked prone
instead.
MOVE
Half or Full Action
Subtype: Movement, Provokes
The active character can spend a Half Action
to move a number of meters equal to their
Speed. As a Full Action, she may move twice
that distance. If the active character ends her
movement adjacent to an opponent, she may
engage that opponent in melee. If the active
MULTIPLE ATTACKS
Full Action
Subtype: Attack, Melee or Ranged
This action allows a character with an appropriate feat to make one or more attacks on his
turn. The character must spend one Reaction
Action for each attack beyond the first. A character must be wielding two weapons or have
an appropriate feat such as Swift Attack or
Lightning Attack in order to use this action.
OPPORTUNITY ATTACK
Free Action
Subtype: Attack, Melee
Whenever an character uses an action with the
provokes keyword while engaged in melee
with an opponent, she provokes an Opportunity Attack. All opponents in melee range of
the Provoking character may use this action in
order to make a Standard Attack against the
Provoking character. This is a special free action that you can use once per turn, during any
character's turn.
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OVERWATCH
RELOAD
Full Action
Subtype: Attack, Concentration, Ranged
The active character guards a specific area or
target, poised to shoot at an opportune moment. When Overwatch is declared, the active
character establishes a kill zone, which is any
general area, such as a corridor or tree line,
which encompasses a 45 degree arch in the direction the active character is facing.
The active character then specifies either Full Auto Burst or Suppressing Fire,
along with the conditions under which she will
perform the chosen attack. At any time the
specified conditions are met before the start of
the character's next turn, she can perform that
attack. If a character on Overwatch performs
any actions or reactions, such as dodge, her
overwatch immediately ends. Note this does
not include free actions such as speech.
Varies
Subtype: Miscellaneous, Provokes
The active character can reload a ranged
weapon. The amount of time the reload action
takes depends on the weapon.
PARRY
Reaction Action
Subtype: Defense, Melee
If the character is wielding a melee weaponc
capable of parrying, she can attempt to thwart
an incoming melee attack by making a
Weaponry Test. This test is made just like a
melee attack - roll and keep a number of dice
equal to your Weaponry, and you get a +Xk0
bonus (X being your Level) if you're proficient
with the weapon. Half of the result of this test
is added to the character's static defense
against this attack. A character must be aware
of the attack being made on them in order to
parry it.
248
RUN
Full Action
Subtype: Movement, Provokes
The active character runs, covering a distance
equal to six times their speed. This makes the
character harder to hit with ranged weapons,
but easier prey for melee attacks. Until the beginning of the character's next turn, ranged attacks made against her suffer a -2k0 penalty,
while melee attacks gain a +2k0 bonus.
SHIFT
Half Action
Subtype: Movement
The character moves a distance equal to her
dexterity in meters.
STAND
Half Action
Subtype: Movement, Provokes
If the active character is on the ground, she
can stand.
STANDARD ATTACK
Half Action
Subtype: Attack, Melee or Ranged
The active character makes one melee or
ranged attack.
READY
SUPPRESSING FIRE
Half Action
Subtype: Miscellaneous, Provokes
The active character draws a weapon or retrieves an object stowed in a pouch or pocket.
A weapon or item can also be properly stowed
away with this action (but note that simply
dropping an item is considered a free action).
This action can also be used to do things such
as apply a bandage, coat a blade with poison,
and so forth.
Full Action
Subtypes: Attack, Ranged
The active character unleashes a devastating
hail of firepower to force her opponents to take
cover. This action requires a weapon capable
of full automatic fire. When Suppressing Fire
is declared, the active character establishes a
kill zone (or uses one previously established,
such as through overwatch), which is any general area, such as a corridor or tree line, that
encompasses a 45 degree arch in the direction
the active character is facing. Then, the active
CHAPTER XIV:
PLAYING THE GAME
TACTICAL ADVANCE
Full Action
Subtype: Concentration, Movement
The active character moves from one position
of cover to another position of cover. In so
doing, she may cover a distance up to her Full
Move. For the duration of the move, she is
considered to benefit from the cover she left,
even though she is in the open for a brief time.
USE A SKILL
Variable Action
Subtypes: Concentration, Miscellaneous
The active character may use a skill. How long
this takes and what kind of check they need to
make are covered in the descriptions of the individual skills.
WITHDRAW
Full Action
Subtypes: Concentration, Movement
The active character breaks off from melee
combat and may make a half move.
Other Actions
If a player wants to take some action not covered in the rules, the SM should make a judgement about how long this will take and any
relevant checks. Generally most actions should
be resolved with some sort of Test: Characteristic Test, skill Test, or opposed Test. Keep in
mind that a round is only a few seconds long,
which is a very limited amount of time to accomplish a task.
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The Attack
The most common action in combat is the attack - the characters are fighting, after all.
Whether armed with a melee or ranged
weapon, the process is the same. Before an attack is made, the SM should verify that the attack is even possible by checking the basic
requirements for the attack.
Melee attacks require the attacker to
be engaged in melee combat with his target.
Ranged attacks cannot be made if the attacker
is engaged in melee unless he is firing a pistol
class weapon. In either case, the attacker must
be aware of his target.
Assuming the attack is possible, follow these steps
Step One: Apply Modifiers to the Attack Test
Step Two: Attacker Makes a Test
Step Three: Determine Hit Location
Step Four: Attacker Determines Damage
Step Five: Apply Damage to Hit Points
250
Static Defense. A targets normal Static Defense is equal to 10, plus 3 for every dot he
has in Wisdom and Dexterity. Bigger characters are easier to hit, though, so they take twice
your Size as a penalty to their static defense.
Dodge and Parry Reactions
If a character is hit by an attack, they
have an opportunity to make a Dodge or Parry
reaction as an opposed roll against the attack.
If successful, the attack is negated and no
damage is dealt.
HIT LOCATIONS
Roll (1d10)
Location
Left Leg
Right Leg
3-6
Body
Gizzards
Left Arm
Right Arm
10
Head
CHAPTER XIV:
PLAYING THE GAME
spell, Armor Points do not apply, but the target may instead subtract his Aura value from
the spell's damage. If this reduces the damage
to zero or less, the target shrugs off the attack.
Any remaining damage is compared
against the target's resilience. For every multiple of the target's resilience he takes in damage, he loses one hit point. For example, if the
target has a resilience of 4, and he takes 15
points of damage from a sword attack, he loses
3 Hit Points. (15 divided by 4 is 3, with 3 left
over. The left over damage is simply wasted.)
If a targets resilience would be 0 or lower for
some reason, it is considered to be 1 for determining hit points lost from damage.
If the target has run out of Hit Points,
he begins taking Critical Damage, one point
of Critical Damage for every Hit Point hed
otherwise lose.
UNARMED COMBAT
Not every fight in DUNGEONS
THE DRAGONING requires bolters and
daiklaves. Some conflicts can be settled the
old-fashioned way with fists (not to mention
feet and, if you're the bloodthirsty type, teeth).
Unarmed attacks are resolved in the
same way as any other melee attack, with some
differences. Unarmed attacks can be used for
any Melee combat action, but wherever the
normal combat action calls for the use of the
Weaponry Skill, an Unarmed attack uses
Brawl instead.
Unarmed attacks cannot be used to
parry attacks made with weapons except with
a Stunt. Unarmed attacks typically deal 0k1
damage, adding the character's Strength as
rolled dice as normal for melee attacks.
If a target loses at least one hit point
from an unarmed attack, the attack also inflicts one level of Fatigue.
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Combat Situations
DUNGEONS THE DRAGONING
offers endless potential for gripping, dramatic,
white-knuckle action. Combat is an essential
element for such action, and each combat,
from simple corridor shoot-outs to titanic civilization-crushing battles, should offer unique
experiences. The combat circumstances described in this section offer many ways to help
make every combat exciting, varied, and dangerous.
Combat circumstances can be used to
reflect the effects of terrain, the weather, tactical situations, and a variety of other factors.
Many circumstances alter the difficulty of
tasks by providing bonuses or penalties to
Tests, while others provide opportunities for
characters to leverage good fortune, or exploit
misfortunes that befall their enemies. Adventurers should make as much use of beneficial
circumstances as possible. A good plan, suitable equipment or skillful use of tactics can
often mean the difference between life and
death for a hero. The following circumstances
are some of the most common ones encountered in combat. For situations not covered
here, use these as a guide. Remember, the SM
has the final say about the difficulty of any particular Test or the outcome of any unusual situation.
Combat Advantage
Damaging Cover
Cover is not invulnerable. Attacks can
damage or destroy the protection afforded by
cover. Each successful hit against cover that
deals any amount of damage in excess of the
Armor Points it provides reduces the cover's
Armor Points by 1.
COVER EXAMPLES
Cover Type
AP
12
32
Concealment
Cover
Difficult Terrain
Cover is a vital part of surviving a firefight and a good Adventurer knows that you
go for cover first and draw your gun second.
There are no penalties to Ballistics Test made
to attack targets standing partly behind cover.
However, there is a chance that the shot may
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Engaged in Melee
Ganging Up
Extreme Range
Higher Ground
Falling
Long Range
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Short Range
Target that are at a distance of less
than half the range of a character's weapon are
at short range. Tests made to attack targets at
short range are made at +1k0.
A character may combine multiple attacks from a feat like Swift or Lightning Attack
with the extra attack from two weapon fighting. In this case, simply combine any applicable penalties.
Weapon Jams
Two-Weapon Fighting
Many warriors fight with a weapon in
either hand. There are some important advantages and disadvantages to this style of fighting.
A character fighting with two
weapons may attack with either weapon when
making attack actions. If he is able to make
multiple attacks, he may split up his attacks
between the two weapons if they are applicable
(one can't use Lightning attack with a pistol,
for example).
A character wielding two weapons
may use the Multiple Attacks action to attack
once with each weapon, but each attack is
made at -3k0. If the character has Ambidextrous, the penalties are reduced by 1k0. If he
has the Two Weapon Fighting feat, the penalites are further reduced by 2k0. If he has
both, he suffers no penalty with his attacks.
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Injury
A natural consequence of pushing
one's luck in far reaches of the Wheel is getting
hurt. Adventurers can get into fights with an
endless array of enemies, machinery can malfunction, pilots can discover exciting new ways
to land that don't involve leaving their craft in
one piece, and careless sorcerers can invite all
sorts of horrors from the Warp to show up and
ruin everyone's day.
Common physical injuries to DUNGEONS THE DRAGONING characters are
represented by Damage and Fatigue. Additionally, characters can also experience several
types of conditions and special damage such
as fire, suffocation, being stunned, and the
amputation of limbs. With all these different
types of punishment waiting to befall characters, it's important to know how much physical
abuse a character can take and a key measurement of this is how many Hit Points he possesses.
HIT POINTS
Hit Points are a measurement of how
much punishment a character can take before
suffering debilitating effects and, ultimately,
death. Every character in DUNGEONS THE
DRAGONING has a specified number of Hit
Points. When you create your character, you
determine his Maximum Hit Points, which is
his Constitution plus his Willpower. There
may be feats, racial abilities, or effects from
your character's template that add to your
maximum hit points as well. Whenever a character loses Hit Points, they are subtracted
from the character's Current Hit Points. Once
a character's current Hit Points drop to zero
or below, he is in real trouble.
DAMAGE
Damage is physical trauma dealt to a
character. Characters can suffer damage in
any number of ways - being shot by a boltgun,
lacerated by daemon claws, falling into a lavafilled crevasse, exposure to the vacuum of
space, and worse.
When a character suffers Damage,
compare the damage he takes against his Re-
Damage Types
All damage is divided up into four
types: Energy (lasers, fire, plasma), Explosive
(grenades, bolt rounds), Impact (clubs, bullets, falling), and Rending (swords, claws). If
a source of Damage does not specify a type,
treat it as impact. Damage type is usually only
important for determining Critical Effects resulting from Critical Damage.
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CRITICAL DAMAGE
Whenever a character runs out of Hit
Points, he begins to take critical damage.
Each time a character suffers Critical Damage, he also suffers one or more Critical Effects. These are determined by consulting the
appropriate Critical Effects Table based on
the affected body location (Arm, Body, Gizzards, Head, or Leg) and the type of damage
(Energy, Explosive, Impact, or Rending).
As with normal damage, Critical
Damage is cumulative and remains with the
character until he either heals naturally over
time or receives medical attention. Each critical effect also has its own duration (including
permanent). If a Critically Damaged character loses more Hit Points, the amount is
added to his existing critical damage and a
new set of critical effects are applied based on
his Critical Damage.
HEALING
A character who has gotten injured
will probably like to get healed at some point.
As a character takes wounds, he progresses
through three different states: Lightly
Wounded, Heavily Wounded, and Critically
Wounded. Characters naturally recover from
wounds at a slow rate that varies depending on
the character's state. Rest, medical attention,
and a few spells can speed up wound recovery.
Lightly Wounded
A character is considered Lightly
Wounded if he has lost Hit Points equal to or
less than his Willpower. A lightly wounded
character recovers 1 hit point per day through
natural healing. If a lightly wounded character
devotes an entire day to bed rest, he recovers
a number of hit points equal to his Constitution.
Heavily Wounded
A character is Heavily Wounded
whenever he has lost Hit Points greater than
his Willpower. A Heavily Wounded character
recovers 1 hit point per week through natural
healing. If a heavily damaged character de-
256
votes an entire week to complete rest, he recovers an amount of hit points equal to his
Constitution. Once a Heavily Wounded character's hit points are equal to or less than his
Willpower, he becomes Lightly Wounded.
Critically Wounded
A character is Critically Wounded
whenever he has lost Hit Points in excess of
his hit points. Critical Damage does not heal
on its own - it requires medical attention. With
rest and medical attention, a character removes 1 point of Critical Damage per week.
After all Critical Damage has been removed,
a character becomes Heavily Wounded instead.
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Effect
Energy Arm
1
2
A blast to the arm leaves it numb. All Tests using the arm are made at -2k0 for one round
The attack wreathes the arm in flame, scorching clothing and armor. The target's attack rolls require two additional
raises to hit for one round and the target takes 1d5 levels of fatigue.
Energy sears through the arm at the shoulder, causing the limb to be severed from the body. The target suffers 1d10
levels of fatigue and is inflicted with Blood Loss.
The attack reduces the arm to a cloud of ash and sends the target to the ground where he immediately dies from shock.
The energy leaves the target's arm burned and useless for 1d5 rounds and the character takes one level of fatigue.
Energy Body
1
The blast takes the breath from his lungs. He can only take a single half action on his next turn.
The target is burned badly, cooking the flesh on his chest and abdomen, and suffers 1d5 levels of fatigue.
Struck by the full force of the attack, the target is sent reeling to the ground, smoke spiralling out of the wound. The
target is knocked prone and stunned for 1d10 rounds.
The attack blackens and burns off the target's skin. The target is stunned for 2d10 rounds, and his Str, Con, and Dex
are halved until the critical damage heals.
The target is completely encased in fire, melting his skin and popping his eyes like superheated eggs. He falls to the
ground a blackened corpse.
Energy Gizzards
1
2
3
4
Ripples of heat make the character stumble and vomit. The target is stunned for one round.
The target falls to the ground in a heap of burning flesh. Any grenades or missiles on the character's body detonate.
The character is very dead.
The target falls to the ground screaming and suffers 1 level of fatigue.
The intense power of the energy attack scorches the target's heart and lungs. The target is stunned for 2d10 rounds.
The character's flesh and organs are cooked completely through. He falls to the ground, splitting open and steaming.
Energy Head
1
2
A grazing blow to the head dazzles the target for one round.
The attack cooks the target's face, melting his features and damaging his eyes. The target is blinded for 1d10 hours
and reduces Fellowship by 1 permanently.
In a gruesome display, the flesh is burned from the target's head, exposing charred bone and muscle underneath. He
does not survive.
Superheated by the attack, the target's brain explodes, tearing apart his skull and sending flaming chunks of meat flying
at those nearby.
All of the target's hair is burned off, and he is blinded for 1d5 rounds.
Energy Legs
1
A grazing strike against the leg slows the target for a bit. The target's movement is halved for 1 round.
A solid blow to the leg sends electric currents of agony coursing through the target. Target's movement is halved for
1d5 rounds and suffers 1 level of fatigue.
The attack burns the target's foot, charring the flesh. The target must successfully Test Constitution (TN 20) or lose
the foot. On a success, the target's movement is halved until he receives medical attention.
Energy sears through the bone, causing the leg to be severed. The target must Test Constitution (TN 20) or be stunned
for 1 round. The target gains 1d10 levels of fatigue and is suffering from blood loss.
In a terrifying display of power, the leg immolates and fire consumes the target completely. The target dies in a matter
of agonizing seconds.
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Effect
Explosive Arm
1
The target's arm fractures, making the character's hand spasm in pain. The character drops anything he is holding.
The blast causes the target to scream in agony. The target is stunned for 1 round and the limb is useless until the
critical damage is healed.
Fragments from the explosion tear into the target's hand, ripping away flesh and muscle. He must Test Constitution
(TN 20) or lose the hand. The target takes 1d5 levels of fatigue.
In a violent burst of shattering power, the target's arm is mangled. He must make a TN 20 Constitution Test or else
die from shock. He suffers Blood Loss.
The arm disintegrates into a red mist, taking a good portion of the shoulder and chest with it. The target is sent screaming to the ground, dying in a pool of his own blood and organs.
Explosive Body
1
The target is blown backwards 1d5 meters and takes 1 level of fatigue per meter travelled. He lands prone.
As above, but if the character was wearing any armor, the armor is breached and no longer protects the body until it
has been repaired.
Chunks of the target's flesh are ripped free by the force of the attack, leaving large weeping wounds. The target is
stunned for one round, takes 1d10 levels of fatigue, and is now suffering blood loss.
Pieces of the target's body fly in all directions as he is torn into giblets by the attack.
As above, and anyone within 1d10 meters of the target is drenched in gore and must make a TN 20 dexterity check or
else become dazzled for one round as blood fouls their sight.
Explosive Gizzards
1
The target is blown backwards 1d10 meters, taking one level of fatigue for ever meter traveled.
The explosion sends the target sprawling to the ground. He takes 1d5 levels of fatigue and becomes prone.
Concussion from the explosion knocks the target to the ground and tenderizes his innards. The target falls down
Stunned for 1 round, takes 1d10 levels of fatigue and is now suffering Blood Loss.
The target's chest explodes outwards, disgorging a river of cooked organs onto the ground, killing him instantly.
As above, and in addition if the character was carrying any ammunition or explosives, they detonate.
Explosive Head
1
The flash and noise leaves the target Blinded and Deafened for 1 round.
The detonation knocks the target to the ground and stuns him for one round. The target takes two levels of fatigue.
The target's head explodes under the force of the attack, leaving his headless corpse to spurt blood from the neck for
the next few minutes. The target takes -1k0 to all perception checks for one round and, worse, is killed instantly.
In a series of unpleasant explosions the target's head and torso peel apart, leaving a gory mess on the ground. You
don't get much deader than this except...
As above, except such is the unspeakably appalling manner in which the target was killed that any allies of the target
who are within 2m of where he once stood must Test against Fear 1.
Explosive Legs
258
The concussion cracks the target's leg, leaving him stunned for one round and halving all movement for 1d5 rounds.
The target takes 1 level of fatigue.
Explosive force removes part of the target's foot and scatters it over a wide area. The target must make a TN 20 Constitution Test or permanently lose the use of his foot, inflicting 1d5 levels of fatigue.
The explosion reduces the target's leg into a hunk of smoking meat. The target must make a TN 20 Constitution Test
or die from shock. On a successful Test, the target is merely stunned for 1d10 rounds, takes 1d10 levels of fatigue, and
suffers Blood Loss. He now has only one leg.
The leg explodes in an eruption of blood, killing the target immediately and sending bloody bits of him in all directions.
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PLAYING THE GAME
Effect
Impact Arm
1
The attack numbs the target's limb, causing him to drop anything held in that hand.
The impact leaves crushing pain and the target takes one level of fatigue.
The attack pulverizes the target's hand, crushing and breaking 1d5 fingers (a thumb counts as a finger). The target
takes 1 level of fatigue and loses the use of his hand until he gets medical attention.
With a loud snap, the arm bone is shattered and the limb is left hanging limply. The arm is broken and useless until
healed. The target also takes two levels of fatigue.
In a rain of gore, blood, and met, the target's arm is removed from his body. He screams incoherently for a few seconds
before collapsing to the ground and dying.
Impact Body
1
The target is momentarily knocked off balance by the attack, and can take only a half action on his next turn.
The attack breaks a rib and inflicts two levels of fatigue. The target is also stunned for one round..
A solid blow to the chest winds the target and he momentarily doubles over in pain, clutching himself and crying in
agony. The target takes 1d5 levels of fatigue and is stunned for two rounds.
With an audible crack, 1d5 of the target's ribs break. The target can either lay down and stay still awaiting medical attention or continue to take actions, though if he takes any actions he begins suffering Blood Loss.
The target jerks back from the force of the attack, throwing back his head and spewing out a jet of blood before crumpling to the ground dead.
Impact Gizzards
1
2
The impact punches the air from the target's body, inflicting one level of fatigue.
The attack knocks the target to the ground, sending him flying 1d5 meters away and falling prone. The target takes
1d5 levels of fatigue and is stunned for 2 rounds.
The force of the attack ruptures several organs and knocks the target down gasping in wretched pain. The target suffers
Blood Loss and takes 1d10 levels of fatigue.
The target's organs are turned into a fine paste. While this would be great for spreading on crackers, it's not so great
for being alive. The target dies instantly.
The blow batters the target, almost stopping his heart. The target takes 1d5 levels of fatigue and is stunned for 1 round.
Impact Head
1
2
The attack causes the target to see stars. The target takes one level of fatigue and becomes dazzled for one round.
The target's head is snapped back by the attack, leaving him staggering around trying to control mind-numbing pain.
The target is stunned for 1d5 rounds and takes 2 levels of fatigue.
Blood pours from the target's nose, mouth, ears, and eyes as the attack pulverizes his brain. He does not survive.
The target's head explodes like an overripe fruit and sprays blood, bone and brains in all directions.
The target's nose explodes in a torrent of blood, blinding him for one round and dealing two levels of fatigue.
Impact Legs
1
A light blow to the leg leaves the target stumbling. His movement is halved for one round.
The blow breaks the target's leg, leaving him stunned for one round and halving all movement for 1d5 rounds. The
target takes one level of fatigue.
Several if the tiny bones in the target's foot snap like twigs with cracking noises. The target must make an immediate
Constitution Test (TN 20) or permanently lose the use of his foot. On a success, halve all movement until medical attention is received. The target takes two levels of fatigue.
The force of the attack rips the lower half of the leg away in a stream of blood. The target must make a TN 20 Constitution Test or else die from shock. On a success, the target is stunned for 1d10 round, takes 1d5 levels of fatigue
and suffers blood loss. He now only has one leg.
The hit rips apart the flesh of the leg, causing blood to spray out in all directions. Not only does he not even have a leg
to stand on, but he also dies horribly in a spreading pool of gore.
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Effect
Rending Arm
1
2
The slashing attack tears anything free that was held in this arm.
The blow mangles flesh and muscle as it hacks into the target's hand, liberating 1d5 fingers in the process. The target
takes 3 levels of fatigue and must make a TN 20 Constitution Test or lose the use of his hand.
With an assortment of interesting wet ripping sounds, the arm flies free of the body, trailing blood behind it in a crimson
arc. The target is now missing an arm and suffering blood loss.
The attack slices clean through the arm and into the torso, drenching the ground in gore and killing the target instantly.
The shredding attack sends the target screaming in pain. As above, and the target takes 2 levels of fatigue.
Rending Body
1
If the target is not wearing armor on this location, he takes 1 level of fatigue from a painful laceration. If he is wearing
armor, there is no effect.
The attack rips a large patch of skin from the target's torso, leaving him gasping in pain. The target is stunned for one
round and takes 2 levels of fatigue.
The blow opens up a long wound in the target's torso, causing him to double over in terrible pain. The target takes
1d5 levels of fatigue.
The target is sent screaming to the ground, clutching at his wounds. He goes prone and takes 1d10 levels of fatigue.
The powerful blow cleaves the target in twain. Unfortunately, he doesn't survive the experience.
Rending Gizzards
1
The attack hits a weak point on the target's armor, tearing at straps or between joints and reducing its Armor Points
by 1 until it is repaired. The target takes one level of fatigue.
A torrent of blood spills from the deep cuts, making the ground slick with gore. He takes 1d5 levels of fatigue.
The attack cuts open the target's abdomen. The target suffers from blood loss and can either use one arm to hold
himself together or else roll twice for blood loss each turn. He also takes 1d5 levels of fatigue.
As above, except the area around the target is awash in gore and counts as difficult terrain for the rest of the fight.
Rending Head
1
The attack tears skin from the target's face dealing 1 level of fatigue. If the target is wearing a helmet, there is no effect.
The attack scoops out one of the target's eyes, inflicting 1d5 levels of fatigue and leaving the target stunned for 1 round.
The attack opens up the target's face, leaving him stunned for 1d5 rounds and inflicting 1d5 levels of fatigue. If the
target is wearing a helmet, the helmet is torn free.
With a sound not unlike a wet sponge being torn in half, the target's head flies free of its body and sails through the air,
landing harmlessly 2d10 meters away. The target is instantly slain.
As above, only blood spews out in a torrent, drenching all those nearby and dazzling them as gore fills their eyes.
Rending Legs
260
The target's kneecap splits open. He must make a TN 20 Dexterity Test or fall prone. He takes 1 level of fatigue.
The attack rips a length of flesh from the leg, causing blood to gush from the wound. The target takes 1 level of fatigue
and suffers Blood Loss.
The blow slices a couple of centimeters off the end of the target's foot. The target must make a TN 20 Constitution
Test or lose the foot. In either case, movement is halved until the character receives medical attention and takes 1d5
levels of fatigue.
In a single bloody hack the leg is lopped off the target. The target must immediately make a TN 20 Constitution Test
or die from shock. On a success, the target is stunned for 1d10 rounds, takes 1d10 levels of fatigue, and suffers Blood
Loss. He now has only one leg.
With a meaty chop, the leg comes away. The target pitches to the ground howling, before dying moments later.
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Conditions
Common injuries are far from the only forms
of bodily harm facing those who dare to venture into the unknown. Spells, monsters,
traps, and the environment can all afflict your
character with various conditions. A condition
imposes a penalty, a vulnerability, a hindrance,
or a combination of effects.
AMPUTATED LIMBS
A character that loses body parts (except for the head, which almost certainly
means death) is also affected by Blood Loss
and must be treated for it quickly. If the character lives, someone with the medicae skill
must be found to ensure that it heals well. If
no medic is available, the character becomes
Diseased. Assuming the character survives the
Blood Loss, he'll also have to cope with the
disagreeable side-effects of the lost limb,
which are explained below.
Lost Hand
The character suffers a -2k1 penalty
on all skill and characteristic Tests that rely on
the use of two hands and she cannot wield
two-handed weapons. A shield can be
strapped to the injured arm, however. Should
this be the character's primary hand, she must
cope with the customary -2k0 penalty to
Weaponry using his secondary hand. For
every 100 xp she spends, she can reduce this
penalty by 1k0.
If a character loses both hands, she
should either secure at least one replacement
or get someone to sharpen her teeth.
Lost Arm
As with a lost hand, but a character
cannot strap a shield to the arm since he no
longer has it. Losing both arms is bad, plus it's
a bit difficult to reach those hard-to-clean
spots. Once again, look into replacement
limbs or consider rolling up a new character.
Lost Eye
Losing one eye permanently halves
Lost Foot
The character permanently reduces
all his movement by half (round up) and suffers a -2k0 penalty to all movement Actions as
well as Skill and Characteristic Tests that rely
on mobility, such as Stealth. Losing both feet
makes it hard to walk. Perhaps the ship's Engineseer has some spare wheels lying around...
Lost Leg
Treat this as a lost foot, but the character cannot use the Dodge action. Losing
both legs renders the character half the person
he was, but the good news is he also becomes
half the target for his enemies.
BLINDED
A blind character automatically fails
all Tests based on vision and automatically
fails all Ballistics Tests. She also suffers a -2k1
penalty to Weaponry Tests and most other
Tests that ordinarily benefit from vision.
Blinded characters grant Combat Advantage.
Needless to say, most heroes find blindness
very inconvenient.
BLOOD LOSS
Blood Loss is an effect that can result
from Critical Damage. Characters suffering
from Blood Loss are in danger of death at any
moment. Each round a character is suffering
from blood loss, she rolls 1d10. On a roll of 1,
the character dies. If the suffering character is
conscious, she may attempt a TN 20 Medicae
Test each Round to staunch the bleeding. If
the character is also trying to simultaneously
engage in strenuous activity, such as running
away from whatever caused the blood loss, attempts to staunch the bleeding instead requires a TN 30 Medicae Test. If the suffering
character is not conscious, or doesn't fancy her
chances, another character may attempt the
Test.
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DAZZLED
FATIGUE
Exhaustion, combat trauma, or swapping licks with bare fists can all leave a character battered, but more or less intact. Fatigue
measures the amount of non-lethal injury a
character can take over the course of game
play. Characters gain Fatigue from certain
types of attacks, some critical effects, and
some weapons and feats.
Fatigue is measured in levels. A character can take a number of levels of Fatigue
equal to his Constitution score and still function, albeit with some side-effects. Should a
character take a number of levels of fatigue in
excess of his Constitution, he collapses, unconscious, for 10-Constitution hours. After
the character awakens, his levels of fatigue revert to a number equal to his Constitution.
Characters suffering any level of fatigue suffer -1k0 to all Tests. A character recovers one level of fatigue per hour as long as
they can rest and relax.
DEAFENED
The character cannot hear at all, or at
least not well enough to communicate with
others. Until the character recovers or has his
disability repaired, he automatically fails any
Skill or Characteristic Test that relies on hearing. Apart from having trouble communicating with his fellow Adventurers, the SM is free
to decide what effects a deaf character will
have on the game.
DISEASED
While Exalts are immune to the vast
majority of diseases, there are some supernatural afflictions that can still knock them on
their arse. While Diseased, a character cannot
recover hit points. Most supernatural diseases
have their own effects in addition to this base
condition.
FIRE
A character suffers damage from fire
each round she is exposed to it. At the beginning of each round after the first in which a
character is exposed to the same source of
flames (or if he is hit by a weapon with the
Flame special quality) she must make a TN 15
Dexterity Test or catch on fire.
Once a character is on fire, she loses
one hit point and gains and one level of fatigue
each round until the fire is extinguished. All
damage from fire is treated as Energy damage
for the purpose of determining Critical effects
- if the location is not otherwise specified, use
the body location.
A character that is on fire may try to
extinguish the flames herself by dropping
prone and making a TN 15 Dexterity Test,
which counts as a full action. The SM can
make this Test easier or harder depending on
environmental conditions and whether the
blazing character is able to receive any help
from nearby allies.
262
HELPLESS
Tests made to hit a sleeping, unconscious, or otherwise helpless target automatically succeed. When rolling damage against
such a target, roll twice and add the results.
IMMOBILIZED
Characters who have been Immobilized have some serious problems moving. An
immobilized character cannot use any action
with the Movement subtype.
PINNED
Being shot at is a terrifying experience
at the best of times, and even the most inexperienced Adventurers know to keep their
heads down when the bullets and bolt shells
start flying. Pinning represents a character's
survival instincts telling him to stay in cover.
When a character is on the receiving end of
suppressive fire, even if he isn't hit, he must
make a Pinning Test. This is a Willpower Test
made at TN 20. On a success, the character
may act normally. On a failure, the character
becomes Pinned.
CHAPTER XIV:
PLAYING THE GAME
PRONE
A Prone character grants Combat advantage against melee attackers and ranged attackers within point blank range. Ranged
attackers beyond point blank range need an
extra raise to hit his Static Defense. A prone
character suffers -1k0 to all melee attack Tests
and -2k0 penalty to all dodge Tests. A character may drop prone as a free action.
RESTRAINED
It's easy enough for a character to end
up restrained. Perhaps he's gone and gotten
himself arrested, or he's having to fight off attackers in the middle of something intimate involving fuzzy handcuffs. Either way, a
restrained character grants combat advantage.
If his legs are bound, he's also immobilized.
All attack rolls he makes are at -1k0.
level. If a character is actively trying to conserve oxygen, he can hold his breath for a
number of minutes equal to his Constitution.
If a character is instead engaged in strenuous
activity (combat, swimming, etc) he may hold
his breath for a number of rounds equal to
twice his Constitution.
While holding his breath, a character
must make a TN 10 Con Test each minute (if
conserving oxygen) or each round (if getting
busy). If he fails, he suffers one level of fatigue.
If the character has not gained a fresh source
of oxygen by the end of the allotted time he
automatically falls unconscious regardless of
his levels of Fatigue.
If a character is both unconscious and
deprived of a fresh source of Oxygen, he loses
one Hit Point per round until he dies.
SURPRISED
When you're surprised or taken unawares, you grant combat advantage.
UNCONSCIOUSNESS
Unconsciousness is usually a temporary state that typically results from excessive
levels of fatigue or critical damage. The duration of a state of unconsciousness is usually included in the description of the effect that
caused it, but if no other duration is given, unconsciousness lasts for 10-Constitution hours.
An unconscious character is completely unaware of his surroundings and cannot take any actions. His is also treated as
being Helpless.
STUNNED
In addition to Damage and Fatigue,
characters may also become Stunned. A
stunned character grants combat advantage
and cannot take actions. A stunned character
is not helpless or unaware.
SUFFOCATION
There are many ways to suffocate, including drowning, smoke inhalation, and exposure to certain toxins. The rate of
suffocation depends on the character's activity
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Movement
In many game situations, it is unnecessary to worry about how fast a character can
run or how long it takes him to walk from his
private quarters to the ship's armory. On the
other hand, there are many situations that
come up during a game, such as combat,
where knowing how far a character can move
over a given period of time becomes very important.
Climbing
Climbing an object requires Athletics
rolls. Under most circumstances, as long as a
character has both hands free, has a dot in
Athletics, and isn't being distracted (by, say,
being shot at), a character can automatically
succeed at simple climbing tests like fences,
trees, boulders, and the like.
If he's trying to move quickly or is
being distracted, he needs to make an Athletics Test to climb. On a successful Test, he can
ascend up to half of his Speed. For every raise
on the Test, he can move an additional meter.
264
Jumping
A jump is, well, you should be familiar with this one. If a character gets a running
start of at least 4m before his jump, he makes
an Acrobatics and Strength Test against TN
10. On a success, he leaps a number of meters
horizontally equal to his Strength, plus another meter for every degree of success. On a
failure, he only leaps a number of meters equal
to half his Strength (round up). He can
achieve a height of one half of this distance
travelled in meters (round down). If he's just
making a vertical leap, make the Test as normal and simply ignore the horizontal distance
travelled. A character can attempt to make the
same jumps from a standing start, but the initial Test is made against TN 15 instead of TN
10.
Swimming
A character doesn't need to make a
Swim Test (Athletics and Strength) under
ideal circumstances, but hazardous conditions
such as rough waters, hands being tied, or
swimming while fighting all require Swim
Tests to move. A successful swim Test allows
the character to move at half speed through
the water. Normally, swim Tests are made
against TN 10, but difficult conditions might
increase the TN. A failed Test means the character doesn't get to move that turn. Heavy
equipment, especially armor, makes swimming extremely difficult. Swim Tests made
while wearing Medium or heavier armor is
made against TN 20. A character must, normally, hold their breath if they're completely
submerged.
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Social Combat
Of course, Heroes don't always need
to solve problems and differences by punching
each other in the face, launching bolts of
plasma, and accidentally opening a gate to the
Warp because someone rolled *really* badly
on a Perils of the Warp check. There is also
the option to simply talk things over.
Any great heroic epic has heroes who
can motivate a nation through force of personality, making speeches to open up the hardest
heart, wooing the princess, and so forth. While
simple skill checks might be enough to pass for
a lie or two, important debates and social situations with far-reaching implications shouldn't be left to succeed or fail on the basis of a
single roll - or at least no more than combat.
A really serious social situation should
be handled with the same seriousness and
depth as a fight to the death - especially since
death might really be on the line!
For the most part, Social Combat is
handled like real combat. Initiative is rolled,
actions are taken, and then people take turns
until the situation is resolved.
SOCIAL COMBAT
OVERVIEW
Just like regular combat, social combat is resolved with structured time. Social
combat rounds, however, are considerably
longer than normal rounds - social combat
rounds can be a minute or more long, though
Resolve
Resolve is a character's defense
against social attacks. Resolve is calculated by
adding a character's Willpower and Composure together. Resolve recovers more quickly
than Hit Points. Each morning, the character
may roll her Composure against TN 10. If the
roll succeeds, she regains one point of Resolve,
plus one for every raise on the roll. The character gains a point of resolve if they perform a
stunt that furthers their Alignment (at the
SM's discretion).
Type
Description
Monologue/Study
H/F
Move
Fr
Poker Face
Refute
Social Attack
Speak Carefully
Support
Wordplay
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Mental Defense
Just as a character's static defense in
normal combat is determined by their Dexterity, a character's Mental Defense is determined by their Composure. A character's base
Mental Defense value is 5 + (5 x Composure).
Monologue/Study
Half Action
The active character takes some time to prepare himself, building a fortress or words or
considering carefully the arguments of another
for flaws. You may take a half action to get
+1k0 on your next social attack or a full action
to get +2k0 on your next social attack. The
next action the monologuing character performs must be a social attack or the benefits of
this study are lost. These benefits are also lost
if the character performs a reaction before
making his attack.
Move
Free Action
Unlike in a normal combat situation where
bullets are going all over the place and cover
is a very nice thing to have, movement during
social combat is more for flavor than anything
else. Unless someone is specifically making a
withdraw action or otherwise fleeing the scene,
movement is a free action that is simply taken
while making other actions.
Poker Face
Full Action
The character makes no social attacks and instead concentrates entirely on self-defense.
Until the start of her next turn, the character
can make one additional reaction and gains a
+10 bonus to her static social defense.
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Refute
Reaction Action
Refuting a social attack can be done in a number of different ways. The two main methods
of social refutation are as follows, though given
the variety of social situations the SM may
allow a character to use a stunt to Test other
skills and characteristics:
Wisdom and Scrutiny - By Testing
wisdom and scrutiny a Hero is seeing through
the arguments people are making. A wisdom
and scrutiny Test can be made against any social attack.
Intelligence and Lore - The last thing
an adventurer wants to do is debate an expert
on their chosen topic. Whenever a Lore would
be appropriate, an Intelligence and Lore Test
may be used to refute social attacks, and gains
a free raise on his Test (he's got the facts on
his side, after all).
Social Attack
Half Action
Making a Social Attack depends on a number
of factors. A hero must choose exactly which
tactic they'll be using in order to determine
what they'll be rolling. First, the character
must decide if they're using Charisma (for
honest persuasion) or Fellowship (for guile
and seduction). A hero then selects from
Charm (for seduction and simply improving
disposition), Command (for giving orders),
Deceive (for attempting to get their way
through lies), Intimidation (for scaring the hell
out of people), Performer (for influencing
large crowds), and Persuasion (making an
honest attempt to talk to someone).
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Speak Carefully
Full Action
The character presents a careful argument,
making sure she remains well poised to defend
herself. The character suffers a -1k0 penalty to
her social attack Test, but she gains a +1k0
bonus to all Refute Tests until the start of her
next turn.
Support
Half Action
The character creates an opportunity for another character. He might support his argument, present more facts, or simply add
another voice. By working together with them,
the active character gives them +1k0 to their
next social skill Test. It cannot be used on any
actions the SM deems inappropriate, and no
more than two characters may attempt to assist another on a single Test.
Wordplay
Half Action
The character attempts to use guile and debate training to trick her opponent into a mistake. The character and her target make an
opposed Test, the active character using Deceive + Fellowship and the defending character using Scrutiny + Wisdom. If the active
character wins, her next social attack against
that same target cannot be refuted. If the active character's next action is anything other
than a social attack, the advantage of wordplay
is lost.
EFFECTS OF
SOCIAL ATTACKS
Social attacks don't reduce a target's
Hit Points. At least not under normal circumstances. The effects of a social attack are actually much more subtle, attacking a target's
Resolve. The TN of a social attack is made
against a target's Mental Defense.
Whenever a character is overcome by
a social attack, he has two options: he may
spend a point of Resolve to resist the effects of
the social attack or he may consent to the attack, performing the behavior described in the
initial attack declaration. Keep in mind that
additional raises on the social attack have no
effect - one that hits with ten raises has the
same effect as one with no raises at all.
In a given scene, a character can suffer only two points of Resolve drain from social attacks. Once this has happened, the
character becomes jaded and suspicious. Any
further attempts at persuasion automatically
fail unless the attacker uses a stunt to try a new
approach. Whenever a social attack would
make a character act against their alignment
they must spend a Resolve point in order to
resist. Social attacks can impose a range of
possible effects:
Building/Eroding Dispositions: The
most basic type of social attack effect, building
and eroding dispositions simply makes a character like or dislike a given cause, belief, or
other character. The results of a single social
attack aren't going to win an enemy over as a
lover or turn a patriot against their
nation, though - whenever a character consents to this effect, their disposition only moves one place, and
the change is typically temporary unless the same effect has been used a
number of times equal to the defender's willpower (the average person with Willpower 2 would need to
be subject to this effect twice for it to
become permanent).
Typically characters will
spend resolve to resist having existing
loyalties eroded, but they are less
likely to oppose attacks on a different
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DISPOSITION
The disposition of a character determines the general difficulty of influencing their
actions, as well as just what they're likely to do.
A low disposition (like Hostile) is likely to be
less than helpful, whereas a high disposition
might see you getting favors and even some assistance. The following table shows the general
attitudes of disposition as well as the effects
they have on Mental Defense to change these
attitudes and what they mean.
DISPOSITION
Attitude
TN Means
Kismesissitude +10
Hostile
+5
Unfriendly
Indifferent
Friendly
Helpful
+5
Fanatical
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FEAR
Fear comes into effect when the characters are confronted with scenes of atrocity or
horror, or when they are called on to battle
against terrifying aliens, insane perversions of
science, and nightmarish entities from the
warp. When a PC is confronted by such a
frightening event or adversary, he must make
a Fear Test. This is a Willpower Test, with the
TN determined by how frightening the thing
is. If the PC passes this Test, then he may continue to act as normal. If he fails, however, he
succumbs to fear.
TN Examples
Fear 1 - Disturbing 15
Walking Dead
Fear 2 - Frightening 20
Ebon Wraith
Fear 3 - Horrifying
25
Incarnate Daemon
Fear 4 - Terrifying
30
GOING INSANE
Characters in DUNGEONS THE
DRAGONING face things in their travels that
most people will forever remain unaware of,
spending prolonged periods in the warp, visiting ancient and terrible worlds, and dealing
with treacherous aliens are just a few of these.
Such are the stresses and horrors of these tasks
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Mental Trauma
Mental Trauma represents the relatively short-term damage to a character's state
of mind that he suffers after experiencing a
horrific or supernatural event. Each time the
character gains 10 Insanity Points he must
make a Trauma Test. This is a Willpower Test
with a variable difficulty. The Target Number
for this Test is 10, plus one for every five
points of Insanity the character has accumulated (12 at 10 Insanity Points, 20 at 50 Insanity Points, etc). If the Test is failed, roll on the
Trauma table, adding one to the roll for every
Check on the roll.
SHOCK TABLE
Roll
Result
(d10)
1-2
3-4
5-6
7-8
The character is frozen by terror. The character is Stunned until they snap out of it, and
then act at -1k0 to all Tests until the end of
the encounter. The character gains 1d5 Insanity Points.
10
11
12
The character crumples to the ground weeping. For 1d10 rounds they may do nothing
except sob, babble, and tear at their own
flesh. Even after returning to his senses, the
character is at -2k0 to all Tests for the rest of
the encounter and gains 1d10 insanity
points.
13+
GAINING MENTAL
DISORDERS
Mental disorders reflect the permanent, long-term effects on a character's mind
as a result of exposure to things horrific and
unnatural. A character automatically gains a
new disorder (or a more severe version of an
existing disorder) each time he acquires a certain number of Insanity Points. A character
gains one Minor Disorder when he gains 40
Insanity Points, one Severe Disorder when he
gains 60 IP, and one Acute Disorder when he
gains 80 IP. If a character reaches 100 Insanity
Points, they are removed from play - theyve
completely cracked and are now under the
control of the SM.
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a weapon, reciting verse, and so on, and pays little attention to anything else. All Tests that are
based on Intelligence, Fellowship, or Composure suffer a -1k0 penalty. This effect lasts for
3d10 hours.
5-6
The character is constantly fearful, seeing danger everywhere. The character gains a +1k0
bonus to all Perception-based Tests and is at -1
to his Willpower for the next 1d5 days.
7-8
10
The character suffers vivid and extreme nightmares whenever he tries to sleep. For the next
1d10 days, he is unable to recover Hit Points
through bed rest.
11
12
Extremely distressed and unfocused, the character refuses to eat or drink and looks in a terrible state. The character takes a -1 penalty to all
characteristics for 1d10 days.
13
14+
271
The man walked down the street. In the small town, he cut an imposing
figure, not least because he was an unknown, having ridden out of the dust
storms on a ragged-looking grox. The town had enough troubles already with
the Dark Eldarin raiders that had stripped it to shambles and the regular everyday human raiders that had taken over after the professionals had left. There
wasn't even enough left for anyone to care about stealing.
When he got into town, the man's grox had been run off by a couple of
local thugs with autopistols. He hadn't done anything then. He had just looked
at them, the kind of look that would have given a wise man pause. The thugs
just laughed.
But now he'd had a couple of drinks and learned enough about the town
and its past to get properly angry. He sucked on a Lho-stick and paused near
an old man hammering caskets together. The old man was singing to himself.
"Get three coffins ready," the man said, puffing on his lho-stick. The old
man looked over and nodded, not really understanding. The smoking man
walked away, towards the thugs that had run his grox off. The two strolled over
casually to meet him. Two more watched from behind them.
"Hello, friend," the taller of the two thugs said. "Listen here, didn't you
get the idea? We don't like to see sods like you in town. Why don't you go get
your dirty lizard and..." he sneered and looked around. "What, you let him get
away from you?" The two thugs laughed.
"See, that's what I want to talk to you about," the man said, calmly. "He's
feelin' real bad."
"Huh?" the shorter thug asked, confused.
"My grox. You see, he got all riled up when you went and fired those
shots at his feet." The two thugs looked at each other. The shorter thug narrowed his eyes.
"Hey, you makin' some kinda joke?" the short thug asked. The man
shook his head.
"No. See I understand that you berks were just playin' around. The grox
just doesn't get it." He looked around at the four men. "'Course if you were to
all apologize..." The two watching thugs laughed. The shorter thug joined in.
The tall one, though... he could sense something was wrong.
The man puffed on his lho-stick and opened his dust cloak. He was wearing a gunbelt. He clenched his jaw and looked at the laughing men with a gaze
that could cut stone.
"I don't think it's nice of you, laughin'." They all shut up. That wasn't a
normal look. "See, my grox don't like people laughin'. Gets the crazy idea you're
laughin' at him. Now if you'll apologize like I know you're going to..." the thugs
started slowly going for their guns. "I might be able to convince him that you
didn't really mean it."
The tension in the air was so thick you could almost choke on it. The
thugs were the first ones to lose their nerve. They scrambled for their guns and
in the moment they did, the man drew his gun and fired, fanning the hammer
of his hand cannon and catching all four of them. He waited a moment, then
holstered his gun.
The man turned around and walked back towards the bar. He paused
by the old man making caskets.
"My mistake. Four coffins."
XV
HISTORY OF THE
WHEEL
THE WAR IN HEAVEN 40,000 YEARS AGO
Long ago, a great race known as the
Syrne emerged, the first race to progress in
SETTING
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SETTING
THE DRACONIC
ASCENDENCY 10,000 YEARS AGO
When the Syrne were lost, their creations were left to their own devices. The Orks
immediately turned on themselves, the joy of
combat all they desired in life. Some of the Eldarin escaped their Crystal Spheres and constructed giant worldships, Craftworlds, to sail
through the astral sea. They repaired and
opened many Portal Relays, and found the city
of Sigil. The Lady of Pain was, even then, the
ruler of the city, already sitting on the throne
of blades before the Eldarin arrived.
But the Dragons were not content to
war among themselves, or to play at being
mere caretakers of the Syrneth ruins. The
Dragons spread out into the Astral Sea, their
personal power and their own uplifted soldiers, the Dragonborn, allowing them to conquer many worlds. They forged an empire,
seeking to unite all worlds under the guidance
of their ruler, the god Bahamut.
But nothing lasts forever, and the egos
of the Dragons meant that it wasn't long be-
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CHAPTER XV:
SETTING
276
THE GREAT
WHEEL
The Great Wheel is the galaxy, full of
thousands of Crystal Spheres floating in the
vastness of the Astral Sea. They're arranged in
CHAPTER XV:
SETTING
SPELLJAMMING SHIPS
It would be very difficult to get
around the Great Wheel without Spelljamming ships. Very few beings can simply leave
a gravity well under their own power, much
less crack a crystal sphere or travel through the
warp (true dragons, naturally, being the exception to those rules). A spelljamming ship is a
mix of technology and sorcery, the exact mix
depending on the skills of its builders and the
culture it comes from.
A Spelljammer ship can travel
through the vastness of space under its own
power, but without using a Portal Relay to
enter the Warp, their effective range is extremely low - even travel between two very
closely-spaced Crystal Spheres might take
decades.
Each race and culture has its own
style and construction methods for ships.
From the thickly-prowed human vessels of the
warlike human Imperium, to the graceful
skeletal shapes of Eldarin wraithbone ships, to
the bashed-together mess that defines an Ork
ship.
THE WARP
The Warp, Limbo, the Immaterium.
It is a co-existing universe that underlines the
physical universe, an endlessly broad and infi-
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278
THE UMBRA
The Umbra is a kind of shallow end
of the warp, an intermediary between the full
chaos of the warp and the real universe. It is
something like a shadow, not really a true
place or thing, just an image of the real universe that exists alongside it, separated by a
thin barrier. The geography of the Umbra is a
dark mirror of the real universe, warped by the
emotions and history of the place, empty of
people and changing to reflect the real world
when no one is looking.
Many supernatural beings and spirits
can cross between the Umbra and the real
world. Ghosts and weaker daemons can use
this shadowland to cause havoc. Damage done
to things in the Umbra does not cause immediate harm to anything in the real world,
though there are some odd parallels - something being destroyed in the warp tends to give
it bad luck in the real world, as an example.
CHAPTER XV:
SETTING
SIGIL
The City of Doors. The Greatest Metropolis. The Hub. Sigil is the center point of
the cosmos. The city itself is a beacon in the
Warp, a bright light that remains as fixed as a
north star, allowing travel through the infinities. Some say the light comes from the Lady
of Pain, the city's silent eternal ruler. The
Lady, naturally, has been mum on the matter.
She does not pass many decrees down through
her servants, the dabus, but when she does her
word is absolute and disobedience is met with
swift death. Even the gods themselves are not
immune - no God may manifest in Sigil. It is
said by the Eldarin that only one has tried in
their living memory, a god of travel whose
name is lost and whose worshippers were all
found flayed with even their souls lost one day.
Sigil is a free-floating space platform,
shaped something like a gigantic floating torus
with tightly-packed structures lining its inner
surface. It is located outside the Crystal
Spheres, just like the portal relays, and shares
a lot of technology with them. It is considered
the greatest creation of the Syrne and acts as
SIGIL'S FACTIONS
The Factions of Sigil are something
like political parties or philosophies, people organized along the lines of their beliefs and allegiances. While the Factions are, in many
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280
their own. They serve the faction in an auxillary function most of the time: they usually
have other jobs outside of the faction that conflict with their loyalty to that group. However,
they quite often are hired to do simple, mundane tasks: delivering parcels, asking a few
questions, passing along a message, that sort
of thing. None of these are really mandatory,
but shying away from aiding the faction is a
sure sign that they aren't going to get to the
higher ranks.
Higher up on the ladder are the Factotums. They work full-time for a faction, getting their salary from them and their very way
of life. They deliver the more important messages, contact people of interest to the faction,
serve as guards, and do almost anything that
their faction asks of them. At this rank, their
loyalty is noted and they can easily rise within
the ranks to gain wealth, fame, and other rewards. The life of a Factotum is never dull.
Those that gain enough influence and
prestige throughout their faction rise to the
rank of Factor. These are the highest up of the
highups, right next to only the factol themselves. They have great sway in Sigil and often
represent their faction in a public and official
matter.
At the very top of the line is the Factol. Leader and guider of the entire faction,
they set the tone for their members. Factols
are the representatives of their groups: to get
a basic idea about the current nature of a fac-
CHAPTER XV:
SETTING
Bleak Cabal
The Bleakers believe that there's no
greater meaning to the universe. It doesn't
make sense, and it isn't supposed to, and the
people running around looking for meaning
are just wasting their lives doing it. Things just
are, and whatever meaning there is in the
Wheel is what each being imagines into the
void. Bleakers believe in the hard truth, that
they live in a universe with no 'truth' and that
they're the only ones able to face it. Factol
Lhar keeps them moving, working through the
deep melancholy that most of the members
suffer through. He believes that since there is
no meaning in the universe, no plan, that people have only each other to count on. Under
his leadership, everyone is welcome to join the
Bleak Cabal and the Cabal makes itself useful
running orphanages, charities, soup kitchens,
and sanitariums.
Doomguard
tion, one only has to look at their factol. When
it comes time for factols to be replaced,
whether it is through natural death or some
foul play, a factol is chosen from among the
available factors by a group decision.
Dustmen
The Dustmen don't believe in life.
Everyone is already dead, even if they don't
know it yet. There wouldn't be such terrible
pain and misery in the universe if it was a place
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Fated
The universe belongs to those who
can take it. Everyone makes their own fate and
there's no one else to blame for it. People who
whine about their luck are just weaklings - if
they were meant to succeed, they could have.
Everyone has the potential to be great but that
doesn't mean it's going to happen.
It takes sweat and blood for
things to come true, not just a lot
of hoping. Those that work hard
get what they deserve. Nothing's
free in this life or any other. The
Takers handle the most hated
and needed task in the city - they
control the Hall of Records. It's a
vital piece of city administration
that records all the deeds, births,
and deaths in the station. What
makes them hated, though, is that
they're the tax collectors. Duke
Rowan Darkwood is the Factol of
the Fated, and he's had the kind
of hard life that shows he knows
how to rebound from being reduced to nothing.
Fraternity of Order
The universe has laws.
Mankind has laws. Sigil's got
laws. Even the Abyss has laws.
Once someone learns the laws, he
can use them to his advantage,
and learn how to use loopholes in
the laws, how to bend them to get
an edge. If someone could learn
all the laws of the universe, the
power he had would make sor-
282
Harmonium
The Harmonium have a simple philosophy: The Harmonium is always right. The
goal of every enlightened being in the multiverse is to live in perfect harmony with all oth-
CHAPTER XV:
SETTING
Mercykillers
Justice is everything, and there is no
one beyond its reach. The reason laws and societies exist is to see that justice is carried out,
to purge the evil in folks and make them better, fit to belong in the multiverse. And once
everything has been made just, once everyone
has been cleansed, the Wheel will be a perfect
place. The only tricky part of justice is making
sure it's correctly applied. A body's got to
know the criminals from the innocent so he
doesn't make a mistake. Mercy's an excuse
created by the weak and criminal, and every
crime must be punished. The Factol, Alisohn
Nilesia, is barely more than a child, and is one
of the cruelest and most bloodthirsty factols
the Mercykillers have ever had. If not for some
of the more level-headed people serving under
her, things could go very badly.
Sign of One
Every person is a unique and special
individual. This is the greatest glory of the
Wheel, that each creature living and dead is
different from all others. It's obvious, then,
that the universe centers arounds the self.
Each person is the most important person in
the universe, because the world only exists because the mind imagines it. Each Signer believes they are the one dreaming the universe,
but of course it's impossible to tell. The Signers' confidence that each person is the center
of their own universe makes them probably the
only folks who can internally govern Sigil, at
least as much as the place can be governed.
They run the Hall of Speakers, where the
Society of Sensation
The Sensates are one of the most important and influential Factions, with a massive membership. According to them, the
universe is known only by the senses. Without
experience, without sensation, a thing isn't. A
poem about a rose isn't a rose. Picking a rose,
feeling its thorns, smelling its fragrance, seeing
its color, that's real, and the only way to know
it is to experience it. Until you've experienced
everything, you can never know the secret of
the universe. Factol Erin leads the Society of
Sensation, a recent arrival in Sigil who has experienced a meteoric rise to power. The Sensates don't really have an official role, but the
city would go mad without them. They run
the Civic Festhall, a place where an incredible
variety of experiences can be had, from
Tiefling Ballet to debates between dragons
and dragonslayers. The Sensates ensure that
entertainment and diversion flow into the city.
Transcendent Order
To become one with the universe, one
must stop thinking and act. Action without
thought is the purest form of thought. When
a cutter can know what to do without even
thinking about it, then he has become one
with the universe. It is not enough to act without thinking - anyone can do that, especially
when they're drunk. One must work hard to
learn himself, learn his own mind and instincts
until the right action comes automatically,
training the body and mind to be one - the
hand moves before the thought reaches it.
Factol Rhys is a tiefling who epitomizes action
without thought. No one knows much about
her, and her motivations can only be described
as following the flow of the universe. The Ciphers are the truest diplomats of Sigil, advisors
accepted almost universally, even if not everyone takes their advice.
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CRYSTAL SPHERES
A Crystal Sphere is a kind of natural
barrier existing between planetary systems and
the void of the Astral Sea. They are thought to
represent barriers between different sets of
physical laws, perhaps arising from some sort
of energy or friction between those different
sets of physics. Others think the Astral Sea itself is somehow alive, and the Crystal Spheres
grew like pearls in an oyster as it protected itself from irritants.
Within a Crystal Sphere, the laws and
physics of the universe itself can change. In
most Crystal Sphere, the changes are too small
and unimportant for all but the most scientifically inclined to notice, but some have wildly
differing physical laws - there have been Crystal Spheres containing light years of fluidic
space that somehow resisted gravitational collapse, Crystal Spheres where the flow of time
was different or reversed, and even a Crystal
Sphere where matter cannot exist, quickly
breaking down into absolute nothingness.
Most Crystal Spheres contain only a
single planetary system, centered on the star
and with a diameter double that of the largest
orbiting planetary body. The barrier of the
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NOTABLE CRYSTAL
SPHERES
While there are countless crystal
spheres in the sky, there are a few that truly
stand out from the rest.
Abyss
Of all the Crystal Spheres, none is
more recognized than the Abyss. It looms
bright in the sky, a huge blight like a diseased
eye visible in every corner of the Astral Sea.
The Abyss is by far the largest Crystal Sphere,
uncounted, perhaps uncountable, worlds
within the roiling storms of glowing gas and
vapor within. Every world is mutable, horrible,
and different. The natives are the servants of
the Ruinous Powers of Chaos, barely restrained from overrunning the Astral Sea because of a fortress-world known as Cadia built
around the only Portal Relay out of The
Abyss. Some ships still manage to escape from
the Abyss' crystal sphere, but the chaotic currents around it make a journey near-suicidal
for those not blessed by the gods of Chaos.
PHYSICAL
CONDITIONS
The Abyss is an extraordinarily hostile
environment. A person would have to be insane to want to go there, but there's always
CHAPTER XV:
SETTING
ABYSSAL
INHABITANTS
While the mix of creatures that inhabits the abyss is vast beyond understanding,
there are some things that are the same on
most planets. As the Abyss is a twisted realm
that has the very warp itself hemorrhaging into
it, it is effectively entirely within the Umbra.
Ghosts, Elementals, and Daemons are all
quite common, far more easily found than in
any wholesome place. There are no native
mortal sentients. While there are some
Tieflings, they're typically recently born,
changed in a pilgrimage to bathe in the raw
power of the Warp. Most newborn Tieflings
don't survive to escape the Abyss.
ABYSSAL
LOCATIONS
There are countless worlds floating in
the Abyss, so trying to name them all would
be foolish. Here are a few of the more important worlds and systems in the Abyss:
Cadia
Cadia isn't a world, though it's as
large as one. Layer upon layer upon layer of
fortification and armor built right on top of the
only known safe rout out of the Abyss' Crystal
Sphere. Some of the deeper parts of Cadia are
tens of thousands of years old. It has been over
a decade since the last major attempt by warpcreatures to escape the Abyss, the fourteenth
such attempt since the latest ruler, Gerrard
Inkheart, took power. The place is a last resting point before the chaos of the Abyss. Enforcers are on hand at all times to give last
rights to those going into the abyss and to
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ADVENTURE SEEDS
* There are things, artifacts, coming
out of the Abyss that break every law of
physics and magic, and no one can explain
how they work except with a guess that they're
some form of solidified warp energy. Smugglers have been going into the Abyss to gather
these artifacts and sell them for vast sums. But
is this get-rich-quick scheme merely as dangerous as it sounds or do these artifacts represent something even worse just starting to rear
its ugly head?
* Cultists to one of the major Chaos
gods have kidnapped one of their god's enemies alive and are dragging him through the
abyss to sacrifice directly to their god. If the
heroes can't stop them in time, the poor man
(and probably the cultists as well) will suffer a
fate infinitely worse than death and, worse, the
magical significance of the act will allow the
Warp-entities to launch another attack on
Cadia, one that the fortress is ill-prepared for.
* A second Portal Relay has been discovered near the Abyss. While it is currently
inactive, it is also totally undefended, and it
would be short work for some misguided soul
to bring it online and give the Abyss a back
door hanging wide open.
* One of Cadia's most impressive features are the gigantic black pylons that jut
through it. They are some of the oldest parts
of Cadia, and no two are alike. No one has
ever managed to discover just what they are or
how they work, but they suppress Warp energy
around themselves, making it difficult for
magic to work anywhere near them.
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Arborea
Arborea is a Crystal Sphere that pulls
in an incredible tourist trade. Ossa, once a dismal, rain-soaked and unstable planet, was terraformed with a sophisticated weather control
network that provided nearly constantly desirable weather and seismic regulators to eliminate the geological instability. Today, Arborea
is known for its beautiful tropical resorts, the
abundance of pristine beaches, and the hospitality of its natives.
PHYSICAL
CONDITIONS
Arborea is a system that clearly has a
long history of interesting events. The Sphere
contains a planetary system that maintains a
stable, but complicated, orbit between two
stars. The natives name the two stars as Rah
and Risa. Rah is the larger of the two stars, a
pure-white sphere of flame. Risa is much
smaller, burning orange like a hot coal. Spectral analysis has shown beyond a shadow of a
doubt that Risa is billions of years younger
than Rah - impossibly young, in fact. Syrne
ruins and some legends from the Elves and Eldarin bear out the theory that Rah was a gas
giant not too long ago (in cosmological time)
and was ignited into a star by the Syrne.
Many think that the Syrne ignited
Risa to make terraforming three of the planets
in the system an easier task. It's certainly true
that three planets in-system are habitable, but
only the middle planet of the three, Ossa, is
visited by tourists. Its tropical beaches and
islands make it a beautiful place with extremely friendly natives who live to serve
the tourists that come here. The sea over
the planet is rarely more than a meter
deep, though remnants of its geologically
active past have left it with many rifts in the
sea, most of which are dead rock but some
of which have molten magma sizzling in
their depths.
The other two planets are not so
friendly. The first planet, Arvandor, is offlimits even to Elves from other systems. It's
a very private planet that the natives are
not willing to share with anyone. Now
288
that's not to say that people don't go there anyway, but they're typically sorry once the Elves
catch up with them, and they tend to find out
very quickly. Only those who are specifically
invited to Arvandor are really welcome here,
and the number of people who get invited are
small. The place is a forest grown to impossible scale, everything twice the size or more
that it should be. Even animals grow to surprising size, with trout the size of a man and
wolves standing two meters tall at the shoulder.
The third planet is one that doesn't
really get mentioned much by anyone. It's not
the kind of place that even the curious would
go - the entire planet is swirling dust storms
and thin air. A body can breathe it, but it's dry
as a bone and the dust will leave him choking
for days afterwards and spitting up thin mud.
There's a quarantine around the place, one
that is surprisingly well-enforced. The Elves
have some kind of large settlement here, but
what they do is kept a secret from everyone.
Rumors say it's connected to the reason the
planet's terraforming failed, that they're protecting something of terrible power.
The rest of the system is a place of
beauty. The night sky is dominated by a nebula of multicolored gas that makes the darkness shine like a rainbow of diamonds. The
first planet has a single, large moon that hangs
like an eye above the planet, whereas the other
two inhabited worlds have a multitude of small
moons that only serve to provide something to
look at. The remaining gas giant in the system
has a ring system considered a wonder of nature all on its own.
CHAPTER XV:
SETTING
Aumaan
ARBOREAN
INHABITANTS
The Elves are the true natives of Arborea, Eldarin who long ago decided to settle
here. Few can blame them for not wanting to
leave again. The worlds are amazingly beautiful, after all. What most don't notice, at least
not at first, is that they're alive with nature
spirits. Faeries and elementals can be found all
over the place in the system. The native elves
make small sacrifices to the nature spirits to
appease the elementals, and many of the ceremonies and parties that take place on the second world exist to keep visitors on the good
side of these creatures - when the natives say
you simply must give the Limbo a go, they really mean it.
ARBOREAN
LOCATIONS
Realm of Corellon
Hidden away on the Arvandor, and
one of the reasons the Elves don't allow others
on the planet, is the Realm of Corellon.
There's no proper boundaries or even buildings to show the extent of his domain. Corellon is a wandering god, appearing and
vanishing like the faeries. It's considered very
bad luck to praise anyone's skill too highly on
Arvandor because there's always a chance it'll
draw Corellon's attention and he'll appear just
to show off that he's better than everyone else.
While that sort of thing is really impressive the
first few times, natives have gotten tired of
Gilded Hall
The Gilded Hall is a structure of supernatural beauty on Ossa, a golden palace of
achingly beautiful spires and gracefully curving
halls. Describing the beauty of the place is a
thankless task, an overwhelming, thundering
glory that stops viewers in their tracks and
strikes each heart in a different light, as if it
were magically tailored to appeal to each eye
differently. The Gilded Hall's beauty seems to
bring out the best in everyone, and all are welcome as long as the follow the same rules as
on the rest of Ossa - no compulsions, only persuasion. Some have trouble leaving the Gilded
Hall, and it's said that some visitors find themselves unable to leave, like flies caught in a spider's web spun of beauty and vice.
Tribe of Tribes
On Arvandor, there is a secret society.
Well, secret from outsiders. Everyone on the
planet seems to know about it. Arvandor has
the single largest society of werewolves any-
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CHAPTER XV:
SETTING
where in the Wheel, and it's here that they induct new werewolves into the tribes and meet
to resolve situations. The ruler of all werewolves, the Marrok, lives here and spends almost all his time keeping people from tearing
each other's throats out. Pretty much every
werewolf comes to Arvandor to spend time
here learning how to use their power and control their instincts.
ADVENTURE SEEDS
* Ossa isn't quite as innocent and nice
as it seems. One of the major species of plant
life, a type of strange flower with an almost
choking scent, is said to have a psychoactive
effect on some, making emotions and passions
run wild. The Elves encourage these plants for
their own reasons, apparently to get blackmail
material or just to have their own kind of fun.
A major meeting of Faction heads is scheduled
on Ossa, and with the influence of the elves,
things might go poorly, or better than expected.
* Somewhere on Arvandor is said to
be a pool of pure glowing gold, a magical
fountain of youth that restores health and life
to all those who drink from it. It is said to reverse the aging process, which makes it worth
a fortune to mortals. The fountain is said to
move around the planet, and finding it is more
than just a matter of knowing the location - rumors say it only appears to the worthy after
290
Arcadia
Arcadia is one of the most important
breadbasket Crystal Spheres. The two habitable worlds within Arcadia's Crystal Sphere
have both been terraformed to the point that
any original features have been completely
erased and the worlds leveled so that only gentle hills and plains exist where once there were
mountain ranges. Even the seas have been
carefully regulated. The entire land mass of
both worlds have been turned into endless
farms, shipping out grain and produce across
the Great Wheel.
PHYSICAL
CONDITIONS
Arcadia is one of the most predictable
and stable crystal spheres. The planets move
in nice predicatable orbits, there aren't any
huge changes to normal physics, and even the
sun is a nice happy yellow color. Even better,
the natives are welcoming and the wildlife is
tame. Of course, there are some small, minor
caveats. They're really no big deal.
CHAPTER XV:
SETTING
ARCADIAN
INHABITANTS
The main one is that if you step out
of line, you're going to be in more trouble than
you can handle. The planetary militias are extraordinarily strict, with no tolerance for anyone who doesn't fit in. And fitting in isn't just
a matter of getting along with people, it's following every rule, even the ones that don't
seem significant. A native of Arcadia would
never think to disobey a posted sign, leave
marked roads, or overstep their authority.
Well, that last one isn't quite true.
Lately the militia has decided they need to
keep a firmer grasp on things. They've chosen
to go with the firm grasp of an iron fist rather
than a velvet glove. Sorcery, for example, is
frowned upon. And it's very unwise to do anything that is frowned upon on Arcadia.
Physically speaking, the system has
three planets. Had three planets. Of course,
ask a native and they'll tell you there have always only been two planets. The fact that the
third orbit around the star has a debris field
that hasn't even managed to spread out entirely, and is still glowing with residual heat, is
just a strange but perfectly natural event.
Rumors that the third planet was destroyed by some mismanaged working of sorcery designed to make sure no one could even
think out of order... those rumors are of course
simply wrong. The militia ships around the
debris field are merely keeping others safe
from dangerous, but perfectly natural, radioisotopes and micrometors. So no ships may
approach within several light-seconds under
penalty of death.
Besides, the other planets are much
more interesting. They're all flat land with only
ARCADIAN
LOCATIONS
Abellio
Abellio is a vast, flat grassland. Long
ago, it was terraformed to be almost as flat as
a cue ball. It's easily one of the smoothest planetary masses in the Wheel, the difference between the highest and lowest points on the
planet a matter of only a hundred meters or
so. Every tree is part of an orchard. Every field
has grazing livestock. Every centimeter of
Abellio's surface is made purposeful. Even the
oceans hold great stocks of fish, with reefs
keeping schools neatly separate from each
other. The place runs like clockwork, and
from the way the animals act, one gets the impression it would continue to do so for some
time even without the people there.
Buxenus
The second planet in the system,
Buxenus, is more tightly controlled than Abellio. While the first planet is open to visitors (as
long as they follow the rules), to get access to
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CHAPTER XV:
SETTING
ADVENTURE HOOKS
Buxenus requires all sorts of passes and permissions, which makes it a really trying experience for anyone attempting to get there.
Frankly, unless a person is sent an invitation
along with clearance, they'll just be given the
runaround and thrown at so much red tape
that they drown in it until they lose interest
and find something else to do. The militia
keeps its headquarters here, and there are supposedly reeducation camps for troublemakers
that are more like dog kennels, but proving the
stories has been impossible and natives simply
don't care.
Great Mirror
A massive construction with a diameter measured in thousands of kilometers, the
Great Mirror is a framework supporting huge
sheets of a reflective material designed to provide additional sunlight to Abellio. Thanks to
the Great Mirror, there is no real night, just a
second sunrise following a short dusk. Workers are constantly replacing panels in the Great
Mirror as they tear or lose their reflective coating, but the increased crop yields have been
incredible.
Nemausus
Nemausus was the name of the third
planet in the system. Now it's a slowly expanding cloud of debris tainted with sorcery that
creates dancing shows of violet energy through
the rubble. A militia fleet keeps a full-time cordon around the area and gives people exactly
one chance to turn away before firing on them.
All official records within Arcadia say that the
planet has been like that for billions of years.
292
* The planets of Arcadia are just a little too regular. Too well-defined and orderly on every level. When people can
actually make detailed observations - and
the militia usually kicks them out for disrupting things - the actions of the people
and animals of Arcadia seem to approximate logic gates. It can't be proven, but
some think the planets of Arcadia are
some kind of massive computer. What they're
computing is anyone's guess.
* The destruction of Nemausus wasn't an accident. It was done very deliberately,
and as a last resort after everything else had
failed. Something terrible happened there and reports say that something terrible was
modrons awakening and deciding to clean the
place up a bit. It's entirely possible that modrons are sleeping in other places as well, and
unless a better way can be found to deal with
them, there might be more asteroid fields in
the future.
* Buxenus is so well protected because the crops they grow there are extraordinarily valuable. There are medicinal herbs
and, well, the other sort of medicinal herbs.
The drug trade may seem like an odd thing to
see in such a law-abiding place, but it seems
that most of the drugs go to the native populations. New settlers sometimes have trouble
adjusting, you see, and they're given certain
medications to calm them and... erase those
emotions and feelings that don't fit well with
the way things are normally done here.
* Maybe the mortal mind can only
take so much law and order before it snaps.
Maybe there's something dreadfully wrong
about Arcadia. Rumors say that once every
season, the farmers of Arcadia get together for
big festivals. Festivals that involve sacrifices
burned to the gods. Farmers offer some of
their crop, an animal, or best of all, someone
who isn't fitting into their perfect order.
CHAPTER XV:
SETTING
Acheron
A Crystal Sphere that holds an immense Ork empire, Acheron is a place of eternal warfare, Ork tribes fighting each other in
an endless brawl between worlds so close together they occasionally collide and scrape
against one another. While it's incredibly dangerous to visit, many smugglers bring endless
caches of weapons that give one Ork tribe or
another a momentary advantage in the war
that consumes their lives. That said, the natives are content with their lot, Orks enjoying
fighting more than anything except fighting
and winning.
PHYSICAL
CONDITIONS
It would be wrong to say Acheron is
unlivable. The place is a huge crystal sphere,
not as large as the Abyss - not that anything
could be - but still larger by an order of magnitude than the average Crystal Sphere. Inside, it isn't filled
with vacuum but instead an airy void
that grows colder
and colder the deeper
you
get
towards
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CHAPTER XV:
SETTING
ACHERONIAN
INHABITANTS
Acheron is the home of battalions and
armies constantly at war. To most, this would
be a place of oppressive death and encroaching
horror, but to the native Orks it is nearly a paradise. They care not for glory or honor, just
the sheer excitement of a battle well-fought,
victory or death. Even the sides and comrades
constantly change - an Ork might fight for one
warband one day and against it the next.
When a battle isn't on, the orks can be surprisingly cheerful and even good company. There
are a surprising number of soldiers from other
races as well, most of them dispossessed soldiers with nothing left to fight for. They don't
typically last long, but most of them are just
seeking a place to die anyway. There's no real
native wildlife to speak of.
294
ACHERONIAN
LOCATIONS
Istvarhan, the Moving Fortress
Istvarhan is the kind of fortress that
only an Ork would think to build. It's a huge
place made of the only two resources that can
be found in Acheron in vast quantity - iron
and manpower. The walls of Istvarhan are literally made of armor and slaves, and the entire
fortress can be set into motion on their backs.
The jerky, bouncing motion of the fortress
makes anything besides sitting still a difficult
task. The Warboss commanding the fortress is
Grazdeff the Wise, an Ork with a surprising
grasp of tactics and an ability to put people
where they can do the most good. Which is
quite unfortunate for those who can do the
most good bolted into the walls of the fortress.
He allows anyone who wishes to join to become part of his warband, and has assembled
a grand fighting force of blood brothers. It's
said that he'll be the next to escape Acheron
and head out in a WAAAAAGH to fight the
greater foes of the Wheel, and his skill at diplomacy and technology will make him a dangerous foe when he does. For now, his main goal
is to assemble a ship to effect such an escape.
CHAPTER XV:
SETTING
Hammergrim
An inward-turned realm of Squats
and ironlike stone, Hammergrim is a dour
realm of grey light, grey stone, and somber
clothing. Even the squat festivals are grim,
with much sonorous chanting and invocations
of protection against the threat of the Orks.
Hammergrim was founded long ago as a
refuge and striking point against the Ork
hordes of Acheron - the Squat's ancient hatred
for the greenskins demanded they have a
foothold against them. It is one of the best
places in the Wheel to have a blade forged,
and the squats there will do so (not happily,
though - they're never happy) for a price. The
ruler of Hammergrim is currently the Living
Ancestor Branka, though no ruler of Hammergrim has ever ruled alone - the Court of Memory, where the ruler resides, is haunted by the
spirits of rulers past. Every ruler of Hammergrim goes insane over time, losing themselves
to the possession of these spirits and becoming
little more than a limp doll when not being
used by them. Branka has only ruled for a
short time, so the ill-tempered squat has not
yet lost herself to the whispering voices.
Tintibulus
Deep, deep within Acheron, things
start to change. In the area known as Tintibulus, cubes give way to other geometric shapes,
pyramids and prisms and octrahedrons and
shapes that have no name. The shapes here are
much smaller than the iron cubes before, most
scarcely larger than a house. The material of
the bodies here is also different, not the iron
of the first layer of cubes or the ironlike stone
of the second, but dull volcanic rock that fractures when collisions occur, cracking along
natural fault lines. The place is empty, even
sounds hardly carrying at all. It mostly resembles a very thick asteroid belt, with little to recommend it except as a place to hide.
Ocanthus
There are very few reports from this
part of Acheron. There are no cubes or shapes
to find here. Instead, there are razor-thin
shards of black ice, some barely a centimeter
across, others kilometers in width. Their collisions break them into progressively smaller
shards, eventually into needles and then dust.
The shards must all come from some single
source, though the night-black space filled
with flying razors doesn't lend itself well to exploration. Rumors speak of some bottom to
Acheron, a central sea of black ice as large as
a sun. The only ones who have claimed to
have gone there and come back are insane and
otherwise untrustworthy - but you'd have to
be insane to want to make the trip in the first
place. Tales of creatures made entirely out of
blades are similarly almost certainly false, and
even if they were true, who would want to go
to Ocanthus to find out?
ADVENTURE SEEDS
* The most powerful ship ever constructed, The Emperor's Wrath, has been
found floating in Acheron after thousands of
years lost in the warp. There may be survivors,
but more importantly the ship included an-
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CHAPTER XV:
SETTING
cient Syrneth technology that made it invincible in combat. The ship must be recovered before it can fall into the wrong hands or turn
into stone, and it's quickly turning into a race
between the Orks and everyone else in the
Wheel.
* Orks just seem to be everywhere in
Acheron. The rumors say that they aren't
born, but simply seem to come up out of the
tunnels in some of the cubes. Are the cubes of
Acheron some kind of massive farm of the Syrneth designed to produce warriors for their ancient war? And if so, what would happen if
someone managed to get them up to full production - or stopped them in their tracks?
* The Living Ancestor Braska will pay
a high price to anyone who can find a way to
keep her sane despite the spirits haunting her
palace. While it is forbidden in her society to
actually destroy the ghosts, she is more than
willing to look the other way if it will mean
she isn't doomed to insanity. However, the
ruthless ruler isn't beyond selling out the
PCs to her people if they're caught in the
act.
* The ocean at the very center of
Acheron isn't just a rumor - it's a real thing
and it isn't just a puddle of water. It's holding back some horror from ancient times. It
is the reason for the cubes existing in their
current state of disrepair, its power flinging
them out of perfect geometric alignments.
The shards of ice in Ocanthus are symptoms
of its awakening, and it might take more
than all the Orks working together to put it
down.
Baator
Nine worlds, each different and
each one sinister yet far from lawless. The
chain of command here is absolute, and discipline is enforced as much to crush the
spirits of those who don't conform as to
maintain order. The natives here plot and
scheme against one another, vying for
power. It is a place of great opportunities to
the ruthless, but the price of failure is absolute.
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PHYSICAL
CONDITIONS
Baator is a fairly normal-looking place
by most standards. One star, a red giant that
looks like a diseased and dying thing, and nine
planets. It's a dangerous place by anyone's
standards, but compared to some of the really
awful places in the universe, Baator's creeping
evil and sinister tones can seem downright
homey.
Baator is safe for ships to travel
through, following the normal laws and
physics of the Wheel at large. Of course, those
ships had best pay very careful attention to the
orders of the local traffic controllers - Baator
attracts a surprising number of visitors from
all parts of the Wheel and so traffic can be
quite thick. Naturally, Baator being what it is,
anyone breaking those orders has more to
CHAPTER XV:
SETTING
worry about than just some minor fender-bender. The might of Baator's armies come down
on those that dare break the law here, though
for the right price it's possible to get them to
look the other way.
BAATORIAN
INHABITANTS
Baator attracts all the wrong sort of
people. The natives here have a long history of
sorcery, the dangerous kind. Pacts with daemons are the only way to ascend in society,
testing not only a person's ability to call on the
daemons but also their cunning and ability to
cut deals that leave them ahead (and alive).
The more politically influential people in Baator are effectively immortal, with overlapping
contracts and deals that have left them with
little humanity in body or soul. Mutation and
corruption are common among Baator's inhabitants. Most worlds of Baator have little in
the way of wildlife - almost everything has
been subjugated and planned, used up in
quests for power. What there is was probably
once human but fallen to mutation to become
something less than a man.
BAATORIAN
LOCATIONS
Avernus
Avernus is the world closest to Baator's sun, a parched world of blasted, rockstrewn fields. The atmosphere is a thick haze
that turns the sky into a smear of glaring red.
There is no real water here, just dried up
riverbeds and dust. The greatest danger to
anyone coming here is the ever-present threat
of fireballs - seeping gasses from below waiting
for the slightest spark to erupt into an explosion that can burn a man to ash. One of the
few things to recommend on this world are the
quality of its gemstones, mined in a city of depraved halflings called Draukari. The stones
are all of the highest quality, often in shades
and colors that seem totally unreal. The ruler
of Avernus is a Tiefling named Bel. It's rumored that Bel runs training camps for the
armies of Chaos beneath the haze of Avernus'
Dis
Dis is the second world of Baator, and
the destination that most travellers to Baator
end up. The entire world is more or less a gigantic city, spires of blackened iron thrusting
their way into the ashen skies in the few open
areas surrounding the core of civilization on
this world, the city of Dis, a place so nice they
named it twice. The city is like a hive, crowded
and dirty, made of darkened iron that turns
red hot in the glare of the sun. The city of Dis
is a tightly controlled place, with passes
needed for almost everything and the activities
of visitors being strictly recorded and their
movements controlled. Most never leave the
Port Quarter of the city, though that's where
almost all the services for visitors are located
anyway. At the center of Dis, looking over
every part of the city from a tower so high it
reaches nearly into orbit, is the Iron Tower.
Edicts from the city's ruler, Dispater, come
down from on high like iron slabs hitting concrete.
Minauros
Minauros is best described as a stinking bog. Polluted acid rain washes down from
a leaden sky like the burning tears of a god.
The atmosphere is so thick and hot that lead
runs like water, and the surface is a bog of acid
muck and misery. Some very, very tough vegetation hangs on to life here, but nothing that
would really resemble life can survive outside
of Minauros' few cities. The most major city
is, perhaps unsurprisingly, both simply called
Minauros and also sinking into the swamp.
Rumors persist that the swamp of Minauros
has no bottom, and that you can sink forever
without ever hitting bedrock. Minauros' ruler,
Mammon, is terribly warped from the bargains he has made. His greed is said to be almost infinite, and he is willing to give up
almost anything to sate his avarice. The fact
that he has already given up his humanity (or
whatever race he was - being that he's thirty
meters tall with the lower body of a snake
means that it's anyone's guess at this point)
speaks volumes.
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SETTING
Phlegethos
Phlegethos is, like most
of Baator, a quite unpleasant
place to live. Some quirk of planetary formation left it with a volcanic cycle that causes massive
upheaval of the entire surface
every few thousand years. The
place is currently in the beginning
of another of these cycles, and
the entire surface is cracked and
flooded with rivers of magma and
seas of flame. It may seem like
this would be the last sort of place a
person would want to be, but the
same quirk of planetary formation that created
this cycle of volcanic activity also left the
planet with an incredible mineral wealth that
replenishes itself every cycle. The ruler of
Phlegethos is technically Lady Fierna, though
most in the know are aware that her father,
Lord Belial, runs most of the planet from behind the scenes. Both have little to do with the
mining operations directly, just managing the
managers, and spend their lives in incredible
hedonism.
Stygia
A place that seems like a refreshing
change from the heat-blasted first few worlds
of Baator, Stygia is a water world, a great
frozen sea, a place of crushing ice floes and
mammoth icebergs. Floating plants of several
types form floating swamps and forests on the
water, places that are fairly hospitable. Constant storms and lightning make the sky a dangerous place to be, though strong currents
create clear paths through the ice for those
willing to risk them. Ice floes are the dominant
surface here, upon which castles and cities are
built. The ruler of this layer is rumored to have
been imprisoned deep in the ice of a massive
iceberg, trapped and unable to die by some
badly-made contract with a daemon. The
planet has reverted to a sort of controlled anarchy, with private armies enforcing the laws
of their masters with an iron fist in the nowfractious city states.
298
Malebolge
Malebolge is a gas giant, standing out
among the other planets like a festering sore
and looking like a diseased boil. While the
planet itself is uninhabited, there are a number
of small moonlets and stations around it that
draw off valuable gasses from the planet. The
most interesting feature of Malebolge are the
massive corpses that orbit it, remnants of a
species that is likely long dead, space whales
hundreds of kilometers long. Their bone and
ivory are a fair bit of the trade from Malebolge,
the sheer size of the corpses meaning that the
supply is almost inexhaustible. The ruler of
Malebolge, Glasya, has only very recently been
installed, and is said to be the daughter of the
sovereign of Baator itself.
Maladomini
Maladomini is a planet of ruins, a
world of hard labor under a blood-black sky.
Granite and wasted cities scatter the surface of
the planet, polluted canals clogging up and
spilling waste across the scarred surface of the
planet. Everything natural has been defaced or
destroyed. Strip mines, slag heaps, landfills,
and crumbled ruins are the terrain of this
planet. The ruler, Triel, is an Aasimar who has
apparently been driven insane (or worse) by
the pressures of Baator. No one has seen him
in person in decades, and his orders have
grown more and more insane - he demands
perfection from all endeavors, and this is most
CHAPTER XV:
SETTING
Cania
Where Stygia is a frozen sea, Cania is
a place of ice and land even harsher than that
planet. Here the ice isn't just water, but the air
itself freezing in the almost-perfect cold. The
world has a unique industry, producing some
of the finest plasma weaponry there is. The
ruler of the planet, Mephistopheles, is a man
who displays a facade of charm, civility, and
wit. In reality, he has a terrible temper with
endless ambition. He is a powerful sorcerer,
and has recently developed a way to create a
type of warp plasma with his spells. He has
openly stated he intends to rule the entire system, and no doubt he intends to use this new
power to fuel that ambition.
Nessus
The final planet of the system, and
one of the best-protected places in the entire
Wheel. An armada of ships prevents anyone
from getting close. It is from here that Baator
is ruled. Nessus is a black planet crisscrossed
by rifts and trenches, some little more than a
few meters deep and others extending hundreds or even thousands of kilometers into the
depths. In the deepest pit, of incalculable and
impossible depth, broods Asmodeus, the ruler
of Baator. He is, from reports, soft-spoken, articulate, chillingly reasonable, and so powerful
as to defy comprehension.
Adventure Hooks
* The ruler of Stygia, Prince Levistus,
is only allowed one day of freedom every year
from his prison of ice. He is willing to give the
heroes almost anything if they can find a way
to free him, a task that may require the slaying
of a Daemon before the more mundane task
of cutting him free can even begin.
* An assassination attempt has recently been aimed at Glasya, and failed. Now
the entire crystal sphere is on lockdown and
martial law is getting worse and worse. Unless
someone can find the assassin soon, the paranoia and twistings of betrayal of the system
will erupt into a real war. Fortunately,
the heroes are beyond suspicion and
have been hired - apparently by Asmodeus himself - to take care of the
problem. Or else.
* A warp storm has been building
around Baator for some time now, and
ships are finding it more and more difficult to get into the crystal sphere and
out again. While this has driven the
prices of Baatoran goods up, it appears
that this may not be a natural warp
storm, but an attack from one of Baator's enemies.
* A man approaches the heroes begging for help - his child has been seduced and lured to Baator by the
promise of wealth, wine, and women.
The rumors suggest that this is a plot
by a high-ranking Baatorian to gather a
huge number of unwitting people to
serve as a sacrifice to ascend to some
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Beastlands
The Beastlands are a mysterious
Crystal Sphere. There are a number of planets
circling the star that are habitable, each one
covered in wilderness and with astoundingly
deadly wildlife. There are some ruins on the
planets and mysterious power signatures, but
attempts to investigate the ruins or establish a
colony have all met with failure as the fauna and even flora - turned actively hostile,
demonstrating abilities impossible for normal
plant and animal life that only increased in response to resistance.
PHYSICAL
CONDITIONS
To a casual observer, the Beastlands
seem like a fairly normal system, if one completely untouched by industry and the trappings of civilization. Someone more observant
might note that the worlds in the Sphere are
unusually flush and full of life, with every single solid surface - and even the system's sole
gas giant - supporting an advanced ecology.
The system has seven planets, and there's little
point in describing each of them in detail they are all nearly the same.
The sameness of the worlds is actually
quite startling. Very nearly the same ecosystems exist in every world, just adapting to survive in the conditions present on each of the
planets. From what few samples scholars have
been able to gather, the native organisms developed an astounding ability to survive in
nearly any environment, possibly thanks to a
massive planetary disaster. There's little evidence to support that theory, though. With the
active ecosystem on each system, finding
craters and other signs of disaster are difficult.
Any kind of active scan is almost inevitably
met with a response from the planet.
Naturally, it's this response that is of
greatest interest to people. Mostly because it's
what ends up killing just about everyone. The
300
ecosystems are astoundingly deadly to outsiders, functioning almost like a massive defense system at every scale from microscopic
to even defending from orbital threats. The
things that the life forms on these planets can
do border on the supernatural in scope, yet
there doesn't seem to be much actual magic to
it at all, merely biology so incredibly advanced
that it seems impossible, from trees that grow
as armored shells around high-energy hydrocarbons - firing upward as ballistic missiles
that can even achieve orbit - to plants with
leaves with almost perfectly reflective surfaces
that they use to focus ambient light into deadly
beams of heat.
The fauna is even worse than the
flora. Dragons can't even compete with them,
mostly because they all seem to work together
when intruders are around. When observed
from a great distance, the ecology seems to
settle and act like a fairly normal world, the life
forms preying on one another and so forth. It's
only when someone from the outside comes in
and disturbs things that they seem to spontaneously form an army. There doesn't seem to
be any central planning or hivemind effect - all
of the behavior seems to be emergent, developing from their normal behaviors.
Because of the sheer danger of the
CHAPTER XV:
SETTING
BEASTLANDS
INHABITANTS
The only real inhabitants are the
strange, extremely advanced life forms. Nothing else can really survive for long, either ending up becoming food or being torn apart and
then food. A few (very well armed) scientists
still study the local life forms, but their expeditions have to be very fast and unobtrusive even a slight disturbance can start the wildlife
on a killing spree.
BEASTLANDS
LOCATIONS
The Mothership
The remains of the first terraforming
attempt are still floating in-system. The massive ship is several kilometers long, and had a
crew numbering in the tens of thousands.
Had. Only a tiny fraction of the crew managed
to escape, and the rest became food and biomass for a growing infection that started after
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Adventure Hooks
* Recently, humanoid creatures have
been spotted on one of the planets in-system.
They didn't quite match the description of any
known race, but seem to combine features
from all of them. Are they intelligent life forms
that have somehow escaped detection until
now, a new development that has only recently
evolved, or are they part of a rumored cult of
survivalists that is said to have come to the
Beastlands to escape the sprawl of civilization?
* Some of the scientists returning
from studies of the Beastlands have been vanishing after returning home. At the same time,
there are reports of creatures that resemble the
native life of the Beastlands appearing on their
homeworlds. Is there some new disease or infection that is lying dormant in researchers and
waiting to spread the taint of the bizarre life
here across the Wheel?
* Increasingly, as research efforts become more uncommon and unmanned probes
become the norm, strange malfunctions and
glitches have been occurring. Probes are
recording passages of time that don't match
the time that passes outside the Sphere. It appears as though the longer that the Sphere
goes without being opened, the faster time
passes inside it. Some have suggested that this
time warp might be the cause for why the life
here is so evolved - it's had many more billions
of years without extinction-level events or outsiders becoming involved to become interconnected.
* Reports speak of strange ships being
seen around the Beastlands, both inside and
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Bytopia
Bytopia is a place of intense industry,
a pair of worlds that are covered in forges and
factories, industrial complexes soaring into the
sky and mine workings burrowing deep into
the crust. Bytopia boats the most impressive
factories in known space, its massive production able to supply armies throughout the
Wheel. Entire fleets are devoted to bringing
raw materials to Bytopia and bringing consumer goods away. The very void within the
Crystal Sphere of Bytopia is contaminated
with enough industrial pollution and smoke to
give it a thin atmospheric haze.
PHYSICAL
CONDITIONS
Bytopia is an old and used-up system.
There are only two planets left, encrusted with
factories and landing facilities for ships. Space
elevators hang down from artificial, solid, rings
around each planet that serve both as docking
ports for massive freight ships and mass accelerators for launching cargo loads to waiting
nets and waste loads into the sun. The planets
are only barely habitable, wastelands of industrial waste and mining debris. The vast majority of the large population spends their lives
inside, many never seeing the light of day.
Bytopia's system is thankfully free of
magical hazards. The place operates much as
you'd expect a space to, with few surprises in
terms of the actual physical laws. The composition of the plane might surprise a person,
though. As noted above, there's so much pollution and industrial waste floating around in
the sphere that it's actually somewhat pressurized, thicker than a nebula and made entirely
CHAPTER XV:
SETTING
out of pollution.
There's plenty of evidence that there
were a number of other worlds in the system.
The mined-out remnants of no less than three
gas giants and two other rocky planets float in
lazy orbits. There's little left now except ancient scaffolding from when they literally took
the planets apart, too old and in much disrepair, everything of value already taken away.
The only thing left are frameworks of metal
too difficult to work or scrap.
The first planet of Bytopia, Dothion,
is all rust-colored landscapes and tarnished
metal. Most of the natives live in massive arcologies that supply all their needs. Monorails
and moving walkways are the norm - there are
almost no personal transports except for the
very rich. Most live within walking distance of
their jobs, only know their neighbors and
workmates, and never even think about travel
or the outside world. Vacations are spent in
purpose-built recreation zones which offer
some modest simulation
of nature, albeit one
crowded shoulder-toshoulder with other people.
The
second
planet, Shurrock, is far
less forgiving. It produces many items that
are restricted or illegal on
other worlds - lockpicks,
weapons, military armor,
and spelljammer components. The natives don't
have the same sort of
freedoms enjoyed on the
first world - because of
the dangerous nature of
many of the items and
the value of them all,
they're
constantly
watched, searched, and
screened for dangerous
ideas. Outsiders are
viewed with suspicion
and kept away from the
general population, distracted by areas set aside
for just that purpose.
BYTOPIAN
INHABITANTS
The major inhabitants of Bytopia are
Squats and Humans. Halflings are found in
great numbers as well, though they typically
live in the underbelly of the factory-cities, surviving on scraps and cunning. Gnomes can be
found as well, working on the more arcane and
ancient machinery and keeping it running
from day to day. There
is no wildlife to speak of,
though there are some
working animals used in
a few factories, and pets
kept by the affluent.
BYTOPIAN
LOCATIONS
Ring 0
One of the oldest
parts of the system, Ring
0 is the scaffolding remnant of one of the inner
rocky planets. It was one
of the first planets completely strip mined, an
overbuilt prototype that
was refined as the Bytopians tore the rest of
the system apart. The
scaffolding surrounds a
useless core of slag rock
that no one has (yet)
found a use for. What
remains of Ring 0 is
what they couldn't easy
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GWOTT Headquarters
A government building as large as a
city, the Great Wheel Order of Trade and Tariffs is the organization that polices economic
activity and acts as a kind of police force to
protect the stability of the Wheel's economy
and to curtail trade in illegal goods and services. GWOTT keeps its headquarters separate
from Sigil to keep a distance both politically
and literally from the interests of the Factions.
The chief of GWOTT is a strict and collected
woman named Eclipse who makes few public
appearances. Rumors say that the GWOTT
employs teams of Exalts to take on the most
difficult and sensitive missions, often breaking
or ignoring local laws for a greater good.
ADVENTURE SEEDS
* In one of the best protected factories
of Shurrock is a legion of massive war machines, titanic walking tanks called Warstriders. Whoever gets their hands on them can
conquer entire Crystal Spheres, carve out empires among the stars. Next week, the bidding
is due to start. Now, though, they're vulnerable (relatively) and an extremely tempting target. A surprising amount of information on
their location and the security forces has been
leaked to the wrong people, almost as if they're
tempting someone to try taking them...
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SETTING
Carceri
Carceri is an unusual formation, a
matryoshka doll of Crystal Spheres nested one
inside the other. Each layer contains equipment of incredible age - most assume that it's
Syrneth, but some scholars claim that it seems
even older, though that is of course impossible. The center has never been reached, each
Crystal Sphere proving to be more and more
difficult to breach. But each new Crystal
PHYSICAL
CONDITIONS
Carceri is located in the scenic middle
of nowhere. It's not only out of the way, but
the crystal sphere is shrouded in a dark nebula
that makes it invisible until a spelljammer gets
close to it, when it suddenly looms up out of
the gloom. The portal relay that services
Carceri is well outside the nebula, making the
journey to the crystal sphere a trying task. The
outermost crystal sphere is easy to breach from
the outside. From the inside, though, the
once-easy navigation becomes a trying task,
the structure of the crystal sphere serving to
funnel ships inside.
As already mentioned, Carceri is a
unique structure, as far as is known. Inside are
nested crystal spheres - the exact number of
which aren't known. The first open area is the
most well-known, especially by treasure
hunters, as it's their first stop (and often the
last place they're seen alive). The space between the spheres on the first layer is quite
small, only a few kilometers like a shallow sea
of space with crystal spheres above and below.
Even on the first layer of Carceri, the
Sphere's various hazards appear. The two
most obvious are the massive storms and
clouds of floating debris. Because of a kind of
strange extradimensional friction, massive
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SETTING
306
CARCERIAN
INHABITANTS
No one sane would call Carceri
home, which means that humans have naturally tried to colonize the place. The attempts
have been universally met with failure. No one
wants to stay here. The creatures that seem
truly native to the place are among the worst,
and toughest, known to exist. Aside from
crawling things like giant bugs that scavenge
CHAPTER XV:
SETTING
CARCERIAN
LOCATIONS
The Vault
Carceri is a place that's hard to get out
of, with no helpful natives and nowhere to really run. It's a great place to build a prison, or
at least so thought some of the Factions. When
someone really, really needs to disappear, this
is where they're sent. It's a structure that resembles nothing so much as a blank sphere of
iron, with just one dock for a ship, no windows, and no lights, guide beacons, or anything else to draw attention. The warden,
named Staccato Thaman, is a man with a hard
head and an iron fist. No one has ever escaped
from the vault. As long as he's in charge, he's
going to make sure no one ever does.
Rostok
Rostok is one of the very few places in
Carceri that offers travellers any services. It's
a space station bodged together with scrapped
hulls of ships and garbage, giving it a ramshackle and overall dirty appearance. For the
gatecrashers who attempt to penetrate deep
into Carceri's layers, though, it's the place they
come for supplies and the latest information.
While no one is really in charge here,
Sidorovich is an old gatecrasher who has retired here, and has ended up keeping the place
running with repairs and patches. Anyone who
comes here can find things to buy, people willing to buy almost anything even a little useful,
and the occasional artifact brought back by a
lucky adventurer who managed to find a scrap
of Syrneth technology that hadn't been scavenged yet.
Shipyard X-18
Another highly defended point, X-18
is located three layers deep in Carceri, far from
prying eyes. The place is extremely difficult to
approach, as any unauthorized attempts to
Agathys
Agathys is the name scholars have
given to the sixth layer of Carceri, the deepest
one that has been reliably penetrated and
partly mapped. While some gatecrashers tell
stories of navigating through the crystal sphere
at its center and reaching another layer full of
ruins, but this is almost certainly nothing more
than just stories or dumb luck. Current thinking is that no human can actually penetrate the
Crystal Sphere here - the course changes
needed are too much for anything but a computer, but actually building the program that
can manage it and the ship that can fly the
course have proven difficult.
ADVENTURE HOOKS
* The unique properties of the plane
have inspired a group of mages to create a
unique form of magic that affects time itself.
They're not willing to just teach these secrets
to anyone, but if someone was persuasive
enough or managed to do some pretty impressive things for them, they might just be willing
to give him a hint or two.
* Beyond Agathys, in the deepest part
of Carceri, is a thing, a monolith or obelisk
that can grant wishes to anyone with what it
takes to get to it. Many have tried to reach it,
and almost all of them have failed. Their ambitions were mountains of artifacts and gold,
and anything else their greedy minds could
think of. Of course, it extracted from them a
price, and some people tell horror stories of
people who got exactly what they wanted.
* In the void between the spheres, impossible music sometimes finds its way to peo-
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SETTING
Commorragh
Not a real Crystal Sphere, the city of
Commorragh is a dark parallel to Sigil, a hidden place lying in the Warp itself, a place of
anarchy and terror ruled by the Dark Eldarin
and their dark god, Lolth, a demon spider
queen who protects them from the ravages of
the warp. Their depravity knows no bounds,
and what happens to the slaves and captives
they take is... unspeakable.
PHYSICAL
CONDITIONS
Commorragh is a difficult city to find,
existing in the Warp itself. It is built in and on
a massive series of constructs called the Webway, secret invisible passageways that create a
space not unlike the Umbra - not quite the real
world, but not quite the Warp either. It is a
place of shadows, the color drained out of
everything and leaving it black and white.
The Webway itself is akin to a giant
spider's web woven out of a strange material
that is rumored to be the lost souls of those
who have been captured by the Dark Eldarin
and sacrificed to the daemon Lolth. Lolth is
the weaver of the Webway, either having developed the technique herself or learned it in
some ancient time. Some parts of the Webway
seem quite different from the chaotic tangle
that Lolth has created, surprisingly orderly
and structured, hinting at another weaver.
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CHAPTER XV:
SETTING
COMMORRAGHAN
LOCATIONS
Daemonweb Pits
The domain of Lolth herself, the Daemonweb pits are said to exist near the very
heart of Commorragh, a tangle of webs in a
space tens of thousands of kilometers wide.
There, Lolth and her most trusted servants
(who rarely last long before they're suspected of betrayal and replaced with new
trusted servants) plot from a massive moving palace of darksteel and mithril shaped
like a vast spider crawling across the web
strands. Lolth herself is rumored to be a
rogue or fallen pattern spider, one of the
weavers of destiny. Lolth, of course, has
anyone killed if they speak of her as less
than a god, so the wise would take care to
keep these rumors to themselves.
Erelhei-Cinlu
COMMORRAGHAN
INHABITANTS
The most common inhabitants of
Commorragh are, of course, the Dark Eldarin.
They are the masters of the city, decadent and
full of terrible lusts. Slaves of all shapes and
sizes can be found everywhere, outnumbering
the Dark Eldarin but broken by the tortures
and horrors they've experienced. Lolth's daemonic minions wander the streets, toying with
the Dark Eldarin as they toy with others. Almost any kind of person or creature could be
found here, especially if one of the cruel mistresses of the Dark Eldarin would find it amusing.
Menzoberranzan
One of the oldest Dark Eldarin Kabals, Menzoberranzan is an archetypical Dark
Eldarin city-state, with huge numbers of slaves
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CHAPTER XV:
SETTING
existing only to serve the needs of their mistresses. The city is a matriarchy where the
most powerful rise to the top through assassination and torture. They say that visitors are
welcome here, and that's certainly true. What
most visitors learn quickly is that they're welcome as tools and playthings. Anyone visiting
Menzoberranzan will quickly become part of
the endless game of politics and death that underlies everything in the city. Because the city
is so old, it is deeper within the megastructure
of Commorragh than other Dark Eldarin Kabals, often finding itself under siege from the
terrors of the Underdark. Menzoberranzan's
ruler is Triel Baenre, a priestess of Lolth who
commands great respect and fear for her pacts
with the Spider Queen. She doesn't rule with
an iron fist but a cloaked blade, her enemies
simply vanishing.
Underdark
Vast spans of Commorragh are
labyrinths of steel and mist, entire worlds
worth of artificial caverns and illogical constructions that seem almost random in form
and completely without function. They are
often pitch-black, and in the vastness of these
spaces, strange forms of life encouraged by the
underlying taint of the warp and the radiation
of its mutating energies grow into strange
ecologies. There are nameless seas as wide and
deep as entire worlds that no mortal eye has
ever seen, endless twisting passageways
through the dark, forests of fungus and vines,
half-starved cannibalistic monsters descended
from escaped pets and experiments of the
Dark Eldarin, and roaming undead. There are
rumors of grand treasures in the Underdark,
of hordes of gold, weapons, and data that lie
for the taking, abandoned or hidden in some
lost scheme by one of the Dark Eldarin. Lifetimes could be spent wandering the Underdark, meeting no one, seeing nothing, just
alone in the utter darkness and silence.
Adventure Seeds
* The population of an entire Crystal
Sphere has vanished in a single day. Evidence
suggests that the Dark Eldarin have taken
them for some terrible purpose. But what
could the Dark Eldarin need with such a vast
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CHAPTER XV:
SETTING
extraordinary price on the head of the instigator. It has become a deadly race to find him,
and the heroes might find themselves on either
side of the conflict.
Elysium
A small group of worlds, Elysium is a
Crystal Sphere that almost seems an untouched paradise. Each world is blessed with
fertile richness and unsurpassed natural
beauty. However, these worlds are claimed by
the Eldarin, and those who seek to settle there
must take care not to disrupt the land or break
any of the Eldarin's mysterious laws.
PHYSICAL
CONDITIONS
There are a half dozen worlds in the
Elysium system, each one beautiful in its own
way. The system is somewhere between a garden and a wild paradise, the ancient Eldarin
allowing it to grow and trimming away undesirable growths. Speaking purely in terms of
natural hazards, Elysium is one of the safest
places in the Wheel. There are no deadly predators here (at least none that will attack people, anyway), no poisonous plants, and no
massive rivers of fire or atmospheres of poison
gas. The void between the planets is clean, free
of all debris both natural and artificial. There
aren't even micrometeorites here to scar a
ship's paint.
However, there is one extremely real
threat here. The Eldarin. While most Eldarin
live their lives aboard world-ships and rarely
even set foot on a
planet, they still
find planets useful
for some things,
and the world-ships
of the Eldarin occasionally need repair. They jealously
guard
Elysium
against all who
would dare to
enter. There are no
permanent settlements on any of the
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SETTING
ELYSIAN
INHABITANTS
Elysium has a large amount of
wildlife, the Eldarin having chosen only the
most beautiful and interesting animals to place
on their Maiden Worlds. Of course, there are
also the working animals that keep the ecosystem working - earthworms and ants, for example. There are always Eldarin in the system,
and it's one of the few places that Eldarin from
different craftworlds are likely to meet. Visitors
from other races are rare, as the Eldarin discourage other races. Violently. With lasers.
Still, if one is a true ally of the Eldarin, being
allowed to see Elysium is the greatest privilege
they can offer, and so even if it is rare, other
races can be found here (typically being
watched at all times from a polite distance).
ELYSIAN
LOCATIONS
The names of most of these locations
have been shortened from their extremely long
and poetic Eldarin names to shorter terms that
have roughly the same meaning.
The Array
A massive solar array like a net
around the sun, The Array provides power
throughout the system. The main target for
this power grid is to power weather-control devices buried beneath the crust of the six
312
The Axis
A massive space station built out of a
massive asteroid, Axis is the closest thing to a
real government capital of the Eldarin. It is a
meeting place where Eldarin from different
craftworlds come to meet and discuss events,
trade agreements, and plans for the future.
The tone of these meetings is always extremely
formal, something like a ball crossed with a
political debate. These formal meetings are
where many young couples and political alliances are formed. The current commander
of Axis is a young Eldarin named Haman
Karn. She has distinguished herself as a fighter
and a charismatic leader, and rumors say that
she Exalted shortly before assuming leadership. She is a dangerous woman, who has a
very dim view of the other races and would as
soon have them exterminated.
The Cradle
The Eldarin reproduce only slowly
and require time and great care to bear young.
The Cradle is a place they built specifically for
the purpose. It is a large space station that is
extraordinarily well defended. Outsiders are
not allowed in under and circumstances, and
automated systems ensure that even if every
CHAPTER XV:
SETTING
ADVENTURE HOOKS
* Elysium isn't just where the Eldarin
come to have children, but also where they
come to die. Under the surface of the worlds
are massive catacombs where the bodies and
belongings of the most powerful Eldarin lie. A
graverobber could make a fortune in a day if
he could find his way into these catacombs, if
he could somehow get in and out without getting killed in seconds.
* The Eldarin have been keeping it a
secret even from most of their race, but their
ability to control the six Maiden Worlds has
been slipping. Most recently, a terrible predator spawned on the second world, and has
slain dozens of brave Eldarin warriors and only
grown stronger from the experience. The Eldarin will reward anyone who can destroy this
creature extremely well, though anyone taking
the job had better make sure to get a promise
of safe passage in and out of Elysium.
* The Eldarin desperately need to
bring some fresh blood into the fold. Elves and
Dark Eldarin, though both are distasteful, are
perhaps the only answer. The heroes are going
to have to escort an Elven Prince and a Dark
Eldarin Archon to Elysium and get them both
there alive and happy - while defusing whatever plots they have.
Gehenna
Gehenna is a Crystal Sphere of massive volcanic activity - some obscure change to
the laws of reality have made every planetary
body turn into geothermal furnaces, with four
main planets like twin volcanoes hundreds of
thousands of kilometers tall and joined at the
base. Countless mountain-sized burning rocks
orbit and float with these 'earthbergs'. The
closer the 'earthbergs' are to their central star,
the more intense their geological activity, with
the innermost constantly erupting and the outermost a cold, almost dead place aside from
geothermal vents and cracks.
PHYSICAL
CONDITIONS
There's nowhere flat on Gehenna.
That's inevitably the first thing anyone notices
on entering the sphere, because it isn't just the
planets that are affected, even artifical gravity
systems can't compensate. Something about
the place makes it utterly impossible for anything to stay stable and perpendicular to gravity. Most ships seem to 'list' at somewhere
between ten and forty-five degrees, though
some go nearly vertical. This makes getting
around the system annoying, since most ships
are forced to turn off their gravity - and the
ones that can't are stuck with a hill climb just
to get around.
There are four main earthbergs, hundreds of thousands of kilometers tall, far larger
than a normal planet. Each is a hotbed of volcanic turmoil. Each has mostly cleared the
space in its orbit, though it's not uncommon
for smaller rocks to tumble out and smash into
the earthbergs. The dark void between the orbits of these primary earthbergs is dark and almost impenetrable, a minefield of hot rocks
and, away from the central sun, ice. It's impossible to see from one berg to the next, and
even trying to get a glimpse of the central sun
is difficult - not that anyone would want to.
Gehenna's sun is a sickly, half-dead thing that
produces dim red light and smoulders with
dark shadows like a coal.
The first berg is called Chamada, and
is pretty much the most hostile place in
Gehenna. In addition to the heat it gets from
the sun - the only berg to get much heat from
it at all - it also steams with heat from the internal volcanic activity. Though really, little
enough of the geological activity here is internal. Most of it seems ready to escape at any
moment, and very good at it. At any given
time, about half of the surface area of the berg
is molten rock.
The second berg is considered to be
the most gentle of the four. And it surprises
some to think that Khalas would ever be con-
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CHAPTER XV:
SETTING
GEHENNAN
INHABITANTS
The main inhabitants of Gehenna are,
surprisingly, Dark Eldarin. Just as the Eldarin
need somewhere in a gravity well to do their
thing, the Dark Eldarin do as well - and Commorragh is in the middle of the warp, making
it less than ideal for quite a few things.
Gehenna isn't well-traveled otherwise, making
it useful for them. The native plant and animal
life here is limited to fungus and insects of surprising size, some of which are dangerously aggressive. There isn't much here that isn't trying
to kill someone.
GEHENNAN
LOCATIONS
Vivec
Vivec is the largest Dark Eldarin settlement, a sprawling complex of small arcologies over roaring rivers, connected with
bridges deliberately unsafe bridges. The Dark
Eldarin decided long ago that safety railings
were a lot less entertaining than making the
edges of the bridges slippery and razor-sharp.
Elite warriors called Mandrakes patrol the arcologies and dispense their own brand of swift
and typically instantly-deadly justice. Of
course, as to what crimes the people actually
were guilty of, well... typically it's merely
314
catching the interest of the Mandrakes. A massive temple to Lolth dominates Vivec, and it's
said that one of her most powerful servants,
half Eldarin and half Daemon, lives there and
dispenses orders directly from her dark master.
Rura Penthe
Rura Penthe is a prison built on
Soltheim by the human Imperium. The place
has some of the harshest prison conditions in
the Wheel. There are no walls, few guards,
and a lot of cold, ice, and cliffs. Unlike most
prisons, plenty of people have tried to escape
Rura Penthe. The guards don't even give chase
when people leave the perimeter - the cold is
more than enough to take care of all but the
hardiest escapees, and the fact that there's
nothing to eat usually takes care of the rest. A
few prisoners are wise enough to return.
They're beaten, though it's more of a formality
than anything else, and put back in their cells
with no other mention made of the attempt.
CHAPTER XV:
SETTING
Nimicri
Nimicri is an extraordinarily strange
place. At some distant time in the past, some
race (possibly the Syrne, though it doesn't resemble any other examples of their technology) developed self-replicating machines
about a centimeter across. What they were
made for has never been proven, but Nimicri
is a planetoid made entirely of them. They've
formed into roads, terrain, buildings and even
crude replications of people made out of small
blocks of metal. The place is safe enough, and
Acererak's Tomb
Acererak makes his realm here on
Gehenna. It is not a place where people are
welcome. Magic - powerful magic - is required
to get around. The place is a dusty tomb, with
many sections sealed off and filled with deadly
guardians. There is no air, water, or food. Just
dry bones and dust, stone and silence. Those
who come seeking knowledge find themselves
faced with test after test, with deadly consequences for those who fail and knowledge gained in the passing of the test - for those who
succeed. Acererak does not meet with people.
He merely tests them, and lets them learn for
themselves.
ADVENTURE SEEDS
* On Mungoth, there is supposedly a
secret temple, a massive structure designed to
entrap a Daemon named Hircine. It's full of
traps, mazes, and lesser daemons - either
Hircine's servants or spawned from his power.
It's said that every hundred years, Hircine has
a chance to escape, but that someone called
by destiny always appears to gain entrance to
his prison and defeat him, sealing him away
again for another century.
* Though it seems impossible, rumors
say that there is someone living on Soltheim a tribe of werewolves that have gone totally
feral, preying on the prisoners of Rura Penthe
like cattle in a pen. The guards either don't
know, don't care, or they have some connection to the wolves that runs even deeper. Prisoners say that the guards *are* the wolves, and
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CHAPTER XV:
SETTING
316
PHYSICAL
CONDITIONS
The Grey Waste contains three star
systems, though there isn't really much left of
them. Endless war has reduced what planets
there are to shattered husks, gravel and rocks
floating around the three pale white stars of
Oinos, Niflheim, and Pluton. There isn't a
hint of color here - everything is a shade of
grey ranging from charcoal to off-white.
What people learn, very quickly, is
that this isn't a trick of the light or the material
of the system. The physical laws of the Grey
Waste simply don't allow for color. Even the
most vibrant colors are reduced to shades of
Grey. The effect is draining, emotionally and
mentally. Worse, losing the ability to see colors
is very bad on many ships that use colors to
display things like, oh, warnings, damage, engine condition, and so forth. A ship that goes
in unprepared can find itself with a number of
meters and displays that are simply useless.
Worse, the lack of color does something to a person, emotionally. People just
start losing hope, forgetting dreams and goals,
like the Waste is just training them of everything that they ever wished to be. For the most
part, the symptoms of this 'Waste Syndrome'
resemble post-traumatic stress. Which is certainly something else common enough here.
The Grey waste is a battleground, one that has
been fought over again and again.
CHAPTER XV:
SETTING
GREY WASTE
INHABITANTS
There are only two permanent inhabitants of the Grey Waste. The dead, and larvae, and it's hard to know which of the two is
more numerous. Larvae are a type of parasite
that somehow survived the destruction of their
planet and survived on the only kind of food
that was in great supply - the corpses (mostly
Aasimar and Tiefling) of the fools and soldiers
who come here. They're relatively harmless
things.
GREY WASTE
LOCATIONS
The Port at the Center
There's a point right at the middle of
the Waste, where the gravitational forces are
mostly stable and the orbits of the outermost
rocks overlap. A massive spaceport was built
there, and the owner and operator, Dandy
Will, has worked hard to keep it as neutral
ground. Mostly he does this by making the
place useful to both sides at once - especially
with medical technology. He's managed to ex-
Khin-Oin
This place is a massive tower, going
right through the middle of an asteroid and
out the other side. It looks like nothing more
than a spine almost eighty kilometers tall. It's
the most important fortress in the entire Crystal Sphere, and has traded hands over and over
again in massive battles. The only ones that
have held the tower for any significant length
of time are mercenaries, though who they were
accepting pay from changes fairly often.
Death of Innocence
The Death of Innocence is a small
town, made of scavenged supplies and emergency shelters joined up together on a middling sized rock (a kilometer or so across)
that's well out of the way of the fighting or anything interesting. Death of Innocence is a
haven for deserters and war criminals. People
who have grown disillusioned of war or simply
so shell-shocked they can't take any more. The
ruler of the town, Viliki Cainor, is a human
who signed up to help one side (she doesn't
say which, and here it doesn't matter much)
and found that it wasn't at all the glorious battle she had been expecting. She keeps the
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CHAPTER XV:
SETTING
Aeaea
Aeaea is the one remaining intact
planetoid. In most other systems, the former
moon would be an uninteresting lifeless rock,
but here it's one of the most dominating features of the system. Aeaea is never held by
anyone for long. There's always some fighting
here, and more of the craters come from orbital bombardments than asteroid impacts - an
impressive feat considering the Waste is filled
with chaotic orbits.
ADVENTURE SEEDS
* There is a strange group that shows
up to the largest and most important battles of
the Blood War and bets on the outcome of the
fighting. And when they fighting isn't interesting enough, the meddle to make things more
exciting. No one is sure just who they are, but
they must be extremely rich and extremely
powerful. And very interested in the ebb and
flow of the war.
* The native Larvae are more dangerous than they look. If they're left alone long
enough, they metamorphize into strange and
unique creatures, beautiful and utterly deadly.
They're hateful things, and rumors say they're
partly made of the anger and wasted lives of
the corpses they feed on, their faces twisted
parodies of the fallen and with wings reflecting
the moments of their lives they regret most.
* The Grey Waste is a place of constant decay and death. Because of the Blood
War, so much death occurs here that it would
have been impossible for there not to have
been some sort of major plague. There's a
wasting sickness going around that completely
destroys a person, body and mind (and, if the
rumors are correct, it even eats the soul). People would pay a lot of money for the man who
can cure the wasting sickness. Even more if,
as the rumors say, it's a weapon that got out of
control and someone could find the one who
made the thing.
* There are some exceptionally creative people in the Wheel, and some of them
318
Mechanus
The Dead Worlds. Mechanus is ordered and set like clockwork, entire worlds
merely gears within a great machine. It is a
lifeless place of constant machine motion and
cold law. This is not a place for living creatures, all traces of life quickly eradicated by the
Modrons, horrible immortal things of living
metal, nearly mindless, just cogs in the machine themselves. Where once they were just
rumor, the Modrons are awakening from their
great slumber. Some scholars warn of a great
March that will see them eradicating all life
from the Astral Sea, leaving it barren and pristine again.
PHYSICAL
CONDITIONS
Almost none have returned to speak
of it, but the inside of the sphere of Mechanus
is one great machine, a Dyson Sphere that
presses against the confines of the Crystal
Sphere. Gears the size of worlds turn in space,
pistons pump, and everything is bathed in terrible green light. The Modrons are not yet
fully awake, and so Mechanus is merely as
dangerous as being inside of an engine while
it's running, rather than actively attempting to
destroy everything that infests it.
Mechanus is a hellish place, beyond
the imaginings of most. It is like a vast clockwork tomb, lifeless and yet full of movement.
Necrodermis forms the bulk of the structures
of the realm, that nightmare metal that somehow lives. Warp energy simply does not function in Mechanus. Spells fail, enchanted
CHAPTER XV:
SETTING
MECHANIAN
INHABITANTS
Modrons, and nothing else. And the
gods themselves can't help you if you run into
a significant force of Modrons. Turn tail and
run and hope that you're very quiet
or you're with someone you don't
care much for and can easily outrun.
Fighting the Modrons here is a fool's
task - not only will they just come
back almost instantly, but every second a berk fights, more and more of
the damned things will wake up to
kill him.
The Afterlife
It's where you end up if you spend too
bloody long here.
MECHANIAN
LOCATIONS
Black Oil Sea
One of the most obvious features in Mechanus are the seas of
glistening black oil. The stuff seems to be as
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CHAPTER XV:
SETTING
ADVENTURE HOOKS
* A worried scholar thinks that the
Modrons are awakening, very soon. He needs
hard data to back up his theories, though, and
there's only one place he knows to get it. He
needs the heroes to capture a modron alive (or
whatever you call one that's still kicking) and
extract the data from its clockwork shell.
* The black oil of Mechanus is a powerful poison, one that can even fell one of the
Exalted, and this fact is not lost on those who
deal in death. An alchemist is willing to pay
through the nose for raw Mechanus Oil, especially if the heroes can find a large supply for
him. Getting in and out is only half the danger, though. Who knows what it might do, just
sitting around. Or worse, if even a drop got
into the workings of the ship...
* It's a dangerous job, but someone
needs to destroy the Mechanus Portal Relay.
While it could serve as a way to mount an offense against Mechanus, the risk of the machines escaping is simply too great to ignore.
The heroes must find a way to take the Portal
Relay offline forever - no easy task when
they've been running for tens of thousands of
years with no sign of wear.
Mount Celestia
An impossibly giant mountain, larger
than worlds, rising from an ocean that fills half
of a Crystal Sphere, Mount Celestia is the
home turf of the Blessed Pantheon in the same
way The Abyss is to the Ruinous Powers. No
mortal has ascended to the top of the mountain and returned to tell what he found at its
glittering peak. Aasimar call this place home.
PHYSICAL
CONDITIONS
Mount Celestia is one of the
more impossible places in the Wheel.
While some other impossible places are
roiling chaos or great machines, Mount
Celestia looks fairly normal at first. It's
simply a mountain rising up out of the
ocean. The problem is that the mountain is the size of a solar system, and
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CHAPTER XV:
SETTING
CELESTIAN
INHABITANTS
Almost any sentient race can be found
on Mount Celestia. Almost any. Tieflings are
not welcome, and any Tiefling that does happen to find their way here are kindly asked to
leave. Asked once and then exiled. Animals
here are universally tame and small, with nothing larger or more dangerous than the sheep
CELESTIAN
LOCATIONS
The Fortress of Sigmar
Sigmar's realm on Celestia is a massive palace the size of a continent, centered on
a golden throne that wouldn't fit in many nations. Sigmar's most trusted servants, the Custodes, are all Aasimar Chosen
with thousands of years of
experience. Sigmar has a
large personal army,
though they're almost always out
among
the
Spheres, on one
crusade or another. He isn't
the type to have
an army and not
actively use it.
Anyone
approaching Sigmar's
fortress
finds that every
stream and hill,
every tree and
rock, everything
is purposeful and
planned. There is
nothing here that
is untouched and
made useful, and
that includes the
people. Any heroes entering his realm find that they're directed where they need to go rather than his
fortress, and can only approach if Sigmar allows.
Bahamut's Palace
Bahamut's Palace is a glittering wonder built entirely out of treasure, with windows
of gemstones in settings of gold and silver,
walls of inlaid copper and ivory, and floors of
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CHAPTER XV:
SETTING
The Soulforge
Moradin's realm is a gigantic forge,
with an anvil forty meters high and a river of
pure divine energy. Moradin creates great
wonders here. The Squats say that the souls of
their race are forged here, each one personally
made by Moradin. It's also said that this is the
place where the Aasimar are born, reforged
from what they were before into their new
forms, like tempering a sword. No one is sure
just what the process entails - the Aasimar lose
almost all their memories of their former lives
and all memory of whatever is done to them.
General concensus is that it's probably better
that they don't remember. The process is likely
a long and painful one, given the massive
changes made to their bodies.
322
ADVENTURE HOOKS
* There's a man willing to pay a small
fortune to anyone who can get one of his
friends out of Cuthbert's prison. The chap
seems to know the location of some hidden
trove of relics from a massive theft before getting locked up on Mount Celestia for some
minor crime. Getting him out is only going to
be half of the problem - the heroes are going
to have to find some way to deprogram him,
and he doesn't want to return to his old ways.
* One of the Traverses of Mount Celestia has taken to worship of the Grey Council. The Blessed Pantheon is having the entire
Traverse purged, and evidence suggests that
this isn't the first time it has happened. The
heroes are caught in the middle, and must find
a way to escape or somehow stop this purge.
* On the first Traverse, an underground trade in a strange new drug has surfaced. Apparently someone has managed to
get their hands on some of the divine energy
that Moradin uses to forge his wonders, and is
using it as an ingredient in this new, highlyaddictive drug. If they can find the alchemist
CHAPTER XV:
SETTING
Pandemonium
We don't go to Pandemonium anymore. Not since the reports came out. Endless
screaming tunnels in the blackness. Madness
and death are all that await here. Dont go to
Pandemonium.
PHYSICAL
CONDITIONS
So for some reason you're stupid
enough not to follow my good advice and stay
away. More's the pity. The three things a person has to get used to in Pandemonium are
323
CHAPTER XV:
SETTING
324
PANDEMONIUM
LOCATIONS
The Black Flag
PANDEMONIUM
INHABITANTS
Pandemonium isn't some summer resort where people go to spend holiday. There
are not a lot of people who want to come here
and spend any amount of time. It's one of the
least populated Crystal Spheres, especially
after some of the recent events. See, not too
long ago one of the few permanent cities in
Pandemonium was destroyed by something no one knows what - and what was left behind
Ravenholm
CHAPTER XV:
SETTING
Phlegethon
Phlegethon is a region of rare beauty
in Pandemonium. This part of the Sphere is
surprisingly cold, like the composition of the
walls leeches heat away, but the walls are
beautiful, dripping water giving rise to great
columns, stupendous stalactites and stalagmites, and incredible curtains of rock in magnificent variations of color. The colors of this
place make it great for sightseeing, but there
are stories that there's something terrifying
here, spirits of earth and air and cold, phantoms and faeries that lure people deeper into
the tunnels where they're never seen again.
Agathion
Somewhere close to the core of Pandemonium is an area that explorers call Agathion, where the passages stop, and caverns are
sealed away, bubbles in the endless rock.
Where breaches exist, the wind howls into
ADVENTURE SEEDS
* The eldest daughter of a royal line,
next in line for their throne, left her home
Crystal Sphere and became a pirate. Unfortunately, her father has just found his way into
the next world thanks to an assassin, and even
if she isn't a fan of the idea she's needed back
at home. Someone is going to have to go to the
Black Flag and find her - before the assassin
can.
* Whatever happened to Ravenholm,
it's spreading. Several other small outposts
have stopped responding after transmitting
messages of such horror and fear that it's been
hard to find anyone to even fly over the sites.
Unless the cause of these disasters can be
stopped, the entire place might become a charnel house. The last thing Pandemonium needs
is to be an even worse place than it is.
* Rumors say that Aboleth and Mind
Flayers have a massive city here, hidden somewhere in some massive underground sea. If
there's truth to these rumors, then this hidden
city represents a grave threat to the Great
Wheel.
325
Marina Pheonix waited, perfectly still, behind the chest-high wall of reinforced concrete. She
had only noticed the trouble moments after she had entered the room and her sensors picked up the
fresh exhaust fumes. She had only just barely managed to get her light-bending implants active before
the walking tank locked onto her. The thing was just waiting for her to leave cover now.
And she didn't have much choice. Her target was down there, the tank standing over it like a
mountain of steel. She checked her rifle. She wasn't sure why she was checking her lasgun. It'd be as
effective as shining a flashlight at the hulk of metal. She was really starting to wish she'd brought a
bigger gun.
"Marina, can you read me?" came the whisper on her comm implant. It was Chief Anya. Marina touched her chin, a reflex from when she had been merely human and wore a radio instead of
being one.
"Yeah," Marina subvocalized.
"We have your transponder location again. What's the situation?" Marina quickly glanced over
the wall. She was able to look for half a second before a hail of fire from the tank's heavy machine
gun blasted into the concrete of the wall. She ducked down as the bullets tracked up and nearly hit
her.
"He's in the back of a ground transport. There's a spider-tank covering him. It's going to be
hard to get to him like this."
"The ship will be directly overhead in thirty seconds. If you can get it out in the open and give
us a firing solution, we can give you fire support." The sound was nearly drowned out by the thundering impact of the shells against the concrete. Marina wondered how long it would hold out. She
felt it crack. Not long enough.
Marina activated her Veil system, and light bent around her as she channeled warp energy
through her artificial body. She got up and ran for it just as the barrier shattered. The tank must have
had one hell of a sensor suite - the bullets started tracking her motions after just a moment. She'd
have only one chance.
The arcane pyros flowing through her mechanical heart flared, and power surged into her legs.
The promethean jumped down to the lower level of the room, level with the tank, and ran serpentine
for it. A lucky shell bounced into her left arm, shredding her artifical flesh and exposing orichalcum
bones to the air. Marina ignored the warning alerts flashing in her vision and jumped again, cooling
vanes on her body springing out and flaring with discharge as the Pyros surged through her again.
She landed on top of the car, and with another quick motion as the tank scrambled to get a
firing solution that didn't include the thing it was trying to protect, she got on top of it. The tank
stumbled off to the side, confused, and got right under the shattered skylight.
Marina grabbed the hatch with both hands, pulling with all her might. The hatch popped, and
her damaged left arm went with it. She swore, then drove her right hand into her chest, tearing her
transponder free.
"I want you to fire directly on my transponder signal!" Marina shouted, forgetting to subvocalize. She threw the transponder into the tank's hatch, then jumped away, rolling as she hit the
ground. The tank spun to face her. The gun started tracking her. She had landed wrong. She had no
speed. She couldn't run.
"Understood. Firing lance battery." Just as Marina was looking into the black void of a gun
barrel, a blinding red light struck down from the heavens, and a hole was burned right through the
tank. There was a crack as the superheated air expanded. The tank shook like a leaf for a moment as
the VI systems inside it crashed. The beam drifted slightly, cutting the tank in two. Molten steel
dripped to the floor.
"I think you got it."
"Is the target still in one piece?" Marina walked over to the transport, a mixture of machine oil
and blood dribbling from her severed arm. She opened up the back door and unzipped the black bag
there. A blank face stared up at her. She smiled.
XVI
GETTING STARTED
As Story Master, your first goal is to
focus the options for the DUNGEONS THE
DRAGONING game. You need to create
some general parameters for your game, and
the players need to do the same for potential
characters. Next, you need to figure out the
style of game you're trying to run and where it
will occur in the Great Wheel. Finally, you
need to work with your players so they can figure out how their characters interact with your
campaign.
THE STORY
MASTER
Initial Questions
Before you begin a DUNGEONS
THE DRAGONING campaign, you and your
players need to answer some basic questions
about the characters, the setting and the rules.
Story Masters need to figure out the following:
* Are there any elements of the setting
that you want to explicitly avoid? Will you
need to change or ignore any of the rules before you play?
* Who are the direct antagonists and
recurring characters the Heroes will encounter
throughout the campaign? With what allies do
the heroes begin, or what aid can they initially
procure? How far across the Wheel do you expect the game to span?
* Where are the characters from?
How did they arrive at the game's starting location? How do they know one another?
* What areas of knowledge and expertise does each character bring to the party?
Are there any hooks characters should possess
or avoid? Should the characters have vastly different capabilities, or is it okay to overlap?
* Should the characters form a balanced party with healing, skills, fighting, and
magic? Can they possess similar Backgrounds
such as belonging to the same organization or
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CHAPTER XVI:
THE STORY MASTER
KEEPING
CHARACTERS UNIQUE
It's okay if characters have similar
Characteristics and Skills or have the same
race or Exaltation. If players have character
ideas that overlap, have them work together to
make sure their concepts aren't too similar. As
long as nobody feels her character is overshadowed by another (whether by numbers on a
sheet or involvement in the story), each should
be able to fill her own niche. Character choices
are broad and customizable enough that no
two characters need be alike.
THEMES IN
DUNGEONS THE
DRAGONING
The universe of the Great Wheel, and
the DUNGEONS THE DRAGONING
game which resides within it, are different
from any other science fiction setting. To better evoke this universe and weave its flavour
and colour into his games, the Story Master
should become familiar with its key themes.
Being able to add these themes to a game will
help to make it undeniably set within the
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CHAPTER XVI:
THE STORY MASTER
Points of Light
Civilization is not the norm in the
Great Wheel. Most of the galaxy is unexplored
wilderness and the centers of civilization are
few and far between. There are great empires
and powerful worlds, but the void and the unknown dangers in it separate them by huge
gulfs of time and space. Anything could be
lurking off the beaten path, and any journey
carries with it the inherent dangers of Warp
Travel. Almost anything could happen to a
world without anyone noticing for a long time.
Game Styles
There is no one true way to play
DUNGEONS THE DRAGONING, but
there are basic assumptions many players
329
CHAPTER XVI:
THE STORY MASTER
Outlander
Perhaps the known Crystal Spheres
don't interest you much at all. Whether the call
of the stars has lured the characters to a life of
searching out lost treasure or simply exploring
to see what lies at the second star on the right,
there are alien ways of living and surviving in
the stars that might appeal to the Heroes. An
Outlander game brings the character in close
contact with these foreign elements, letting
them boldly go where no man has gone before.
The Storyteller should concentrate on
the differences between the new expanses the
players are exploring and the familiar places
they come from, highlighting the peculiar
denizens and the strange logic by which they
operate. Remember that the Heroes are powerful on a large scale, so even in these alien
worlds they represent a force to be reckoned
with - don't make them the smallest fish in a
very big pond.
Focus: Lore skills.
The Clans
Similar to a standard
game of DUNGEONS THE
DRAGONING, this style of game
focuses more on a single common
background. Each character belongs to the same race or has the
same Exaltation, allowing them to
focus on the internal politics of
that group.
This style of game can encompass smaller and more focused
330
Miscellany
There are many other game styles you
can apply to your DUNGEONS THE
DRAGONING game. Here are a few more
suggestions:
Bolter and Chainsword with Daiklave
is a lighthearted, goofy take on the DUNGEONS THE DRAGONING setting. Perhaps the characters are all teenagers in a Sigil
academy or must prove their worth to be a
ruler by finding the Lady of Pain a date for an
exclusive ball. This style doesn't take much of
anything seriously and is mostly played for the
lulz.
Invasion! presents your standard
DUNGEONS THE DRAGONING game
with a massive influx of otherworldly beings
bent upon conquering, enslaving, or destroying the Great Wheel. The characters attempt
to fight, delay, or flee from the seemingly unstoppable enemy, be they Daemons, the
armies of the Modrons, terrible beings from
beyond the stars, aliens from a newly-opened
Crystal Sphere, angry ghosts, or anything else.
CHAPTER XVI:
THE STORY MASTER
FORMING A PARTY
There are many reasons why a group
of Heroes might form a party. Some of the
most common are these:
Supernatural Conspiracy
There is no shortage of people looking
to improve their position, and naive Heroes
can make perfect tools if properly controlled.
At least, that's how the ambitious and the arrogant view it, be they one of the Factions of
Sigil, a collection of daemons, an ambitious
government, a cunning Pirate Prince or any
number of supernatural movers and shakers.
While the characters begin the game serving a
power they are told is greater than their own,
they should have many opportunities to disabuse their controllers of this notion.
331
CHAPTER XVI:
THE STORY MASTER
RUNNING THE
GAME
DUNGEONS THE DRAGONING
is unlike a lot of roleplaying games when it
comes to the level of control provided to the
players. This can be daunting to even the most
experienced Story Masters, to say nothing of
those running a roleplaying game for the first
time. The important thing for both you and
the players to realize is that the characters control the direction of the game. While they regularly react to circumstances you provide
them, you will just as often be the one improvising a response to what they are doing.
The Prelude
You might want to run a short session
called a prelude as the players get a feel for
their characters' personalities. We recommend
you do this with each player individually before the first session. A prelude should be a
short session focused more on roleplaying and
involve few, if any, dice rolls. They provide a
way to explore a character outside of the nor-
332
CHAPTER XVI:
THE STORY MASTER
EXPERIENCE
Character growth is measured with
numerical points provided by the Story Master
to the players, known as Experience Points.
There are two kinds of experience points:
banked and total experience. Banked experience is any experience stored by the player for
future improvement of a character's traits.
Players who spend experience in this manner
reduce their banked experience by the amount
spent.
Total experience is the total amount
received from the Story Master and is never
spent or reduced. When the Story Master
awards experience, the player adds this
amount to banked and total experience. Keeping track of total experience gives you a good
idea of the overall power level of your character, and makes sure you have the same amount
as the other characters in the campaign.
There are two main ways for the SM
to award experience to his players: the Abstract Method and the Detailed Method.
Abstract Method
This is the easiest and recommended
(certainly for beginning SMs) way to award
experience. It relies simply on the amount of
time spent gaming and ensures a steady and
smooth rise in power for the characters. For
each game session each player should receive
500 xp. The SM can adjust the reward for
longer or shorter sessions.
333
CHAPTER XVI:
THE STORY MASTER
Detailed Method
A more detailed method of awarding
experience is also possible, in which each reward is broken down on a case-by-case basis
and players gain experience for completing
specific tasks. For this method to work, however, the SM must assign a value to each encounter. For example, he might have a session
that includes a dangerous journey through the
warp, a space battle against orks, and a tense
negotiation with some hostile natives. In this
case, each of the three encounters would be
worth a set amount of XP that would be
awarded to the players when the encounters
are completed or overcome.
The Encounter Difficulty table gives
examples of encounters based on difficulty. To
work out the difficulty of an encounter, consider how much it taxes the resources of the
group and what it costs them in Hit Points,
equipment, or time.
When using this method, it is important to remember to award experience for only
meaningful encounters and obstacles, lest the
players embark on the wholesale slaughter of
worlds simply for the 'experience'. Likewise, as
the player characters gain in power, some challengers will be so easily overcome as to be
worth little or no experience.
Encounter Difficulty
Difficulty
Award
Easy
50
Routine
70
Ordinary
100
Average
130
Challenging
170
Hard
200
Very Hard
250
Spending Experience
Players can spend a character's
banked experience to purchase new traits or
increase existing ones. Increasing a trait costs
banked experience equal to a multiple of its
current rating. This is the value of the trait before it is raised. Players should always bring up
334
Spending Experience
Improve a Characteristic 100 x Current Rank
Improve Devotion
50 x Current Rank
Improve a Skill
50 x Current Rank
100
New Skill
100
200
Other Rewards
There are plenty of other rewards that
a player can get aside from raw Experience.
Backgrounds are the most obvious of these - a
character may well be rewarded with a highranking position in some group (gaining Backing), a mystical talisman of power (gaining an
Artifact), or simply a lot of cash (gaining
Wealth). Fame and Status are probably the
easiest to get - an Exalt will naturally get both
as long as they arent trying to keep their activities a secret.
A character can also gain Assets in
this way. They might necessitate some downtime - a promethean might be rebuilt to use
Necrodermis in his construction, or a Chosen
could undergo a ceremony to gain the Mark
of their patron. Similarly, a Vampire or Werewolf can become a member of a clan or tribe.
Some Assets might be rather difficult to get in
this way - theres no simple method for someone to become Large, after all.
XVII
ANTAGONISTS
TRAIT DESCRIPTIONS
Amphibious
Amphibious creatures are more suited
for underwater movement than crawling
around on the ground. When moving underwater, Amphibious creatures never need to
make tests to advance through less-than-ideal
conditions like rushing water. They also double their listed speed while swimming.
Amorphous
Traits
Skills and Feats represent ability and
knowledge gained over a character's life.
Traits, then, are innate abilities gained by
virtue of birth and racial circumstance. They
may be gained through other means later in
life, but almost never by choice. Racial abilities
are one example of traits, albeit extremely specific ones that are limited just to their given
races. Other characters can have various traits,
features inherited from their particular type of
species or their environment.
335
CHAPTER XVII:
ANTAGONISTS
Aura (X)
As armor reduces damage from physical sources, Aura reduces damage from magical ones. Aura always protects all hit
locations. Creatures with this trait typically
have great magical power of their own, or are
warded against spells.
Auto-Stabilized
The creature always counts as braced
when firing heavy weapons and may fire on
fully-automatic mode as a half action.
Flyer
A creature with this trait has the natural ability to fly, whether with broad leathery
wings, strange Warp energies, or inflatable gas
sacs. This trait typically includes a number to
indicate the Speed it uses while flying. If not
otherwise listed, this Speed is double the creatures normal movement speed.
Machine
Caster
A creature with the Caster trait can
cast a number of spells. Their effective ranks
in magic schools are listed after caster. They
follow all the normal rules for casting spells. A
creature with Caster always counts as being
sanctioned.
Crawler
Worms, serpents, and similar creatures crawl and slither rather than walk. The
base speed for a creature with this trait is
halved, but they don't take any penalties due
to terrain.
Daemonic
Daemonic creatures are creatures of
the Warp, but can manifest in realspace through sheer strength of will,
hunger, or occult rituals. Creatures
with this trait gain extra hit points
and armor equal to their Constitution score. This armor stacks with
all other sources of armor.
Dark Sight
A creature with this trait
sees normally even in areas of total
darkness, and never takes a penalty
due to lighting conditions.
Fear
Creatures with a fear rating
are horrifying things that can inspire
terror in all those who see them.
They gain the listed fear rating.
When a hero encounters a creature
336
Mindless
Mindless creatures have no Charisma,
Fellowship, Composure, or Intelligence
scores. They automatically fail all social skill
tests, are immune to social attacks, and are immune to any attempts to control their mind,
since they don't have anything there to control.
CHAPTER XVII:
ANTAGONISTS
Phasing
A creature with this trait can transform its body into an insubstantial state, passing ghostlike through solid objects or barriers
of any sort. A creature may change to and
from corporeality as a half action. An incorporeal creature gains two extra raises on Stealth
checks when hiding inside an object and are
immune to normal weapons. Magic weapons
and weapons with the Power Field property
can affect them normally.
Unnatural Toughness
Creatures with Unnatural Toughness
are almost impossible to put down. Their hit
points are doubled, including from sources
like Sound Constitution.
Dramatis
Personae
Quadruped
Quadrupeds are much quicker over a
distance than their bipedal counterparts. Their
ground speed is doubled as they can use all
four legs to sprint.
Regeneration
Creatures with this trait heal very
quickly. Every round, at the start of its turn,
the creature may regain a number of lost hit
points equal to its regeneration score.
Resource Stat
A creature with a resource stat has a
pool of points to pull from, just as an Exalt
does. These follow all the normal rules for resource stats. The type and number of resource
stats the creature has to spend are listed with
the trait.
General Noncombatant
The Wheel contains countless billions
of men and women, from the hab-workers
trudging to and from factories day after day,
to the ratings that blister their hands working
impossible hours onboard military ships, to
ore miners providing fuel and raw material to
fuel the galaxy's lust for wealth.
Stuff of Nightmares
Some warp entities and bizarre creatures are so terribly powerful that the will perpetuating their bodies in our reality is almost
impossible to break or disrupt. Such entities
are completely immune to the effects of poisons, diseases, the need to breathe, most environmental hazards, bleeding, stunning, and
any critical result other than one that would
destroy them outright unless caused by a
Spell, Power Weapon, or similarly unusual
source.
Undead
An undead creature isn't really alive.
They're animated by terrible forces of sorcery
and warp energy. They don't need to breathe,
eat, drink, or really to do anything. Mindless
Skills
337
CHAPTER XVII:
ANTAGONISTS
Skills
Acrobatics 1, Perception 1,
Common Lore 1, Intimidate 2,
Scrutiny 1, Weaponry 1, Ballistics 1.
Speed
5
Size/Resilience
4/4
Static Defense
12
HP
5
Feats
Weapon Proficiency (Ordinary, Parrying)
Armor Leathers (2 AP; Arms, Body, Legs)
Attacks Knife (4k2 R; Pen 0),
Autopistol (30m; S/6; 2k2 I; Pen 0; Clip
12; Reload Full)
Gear
Threadbare clothing, leathers, 2 autopistol clips, a few coins.
Level
1
Regular Troops/Rebels
A common, every day soldier, armed
with standard service weapon and armor.
They've gone through basic training, unlike
conscripted soldiers forced into service, and
can present an actual threat if there are enough
of them around to concentrate fire.
Str Dex Con Cha Fel Cmp Int Wis Wil
3
Skills
Acrobatics 1, Perception 1,
Common Lore 1, Intimidate 2,
Scrutiny 1, Weaponry 2, Ballistics 2.
Speed
6
Size/Resilience
4/4
Static Defense
13
HP
7
Feats
Weapon Proficiency (Ordinary, Parrying,
Las). Sound Constitution x 2, Jaded, Armor Proficiency (light, medium)
Armor Flak Vest, Gauntlets,(5 AP; Arms, Body)
338
Elite Soldiers/Raiders
Elite Soldiers are special forces, distinct not just in having somewhat better equipment, but also in having better training and
experience. They tend to not only preform
better in combat than the standard soldier, but
also know when it's time to leave.
Str Dex Con Cha Fel Cmp Int Wis Wil
4
Skills
Acrobatics 1, Perception 2,
Common Lore 1, Intimidate 2,
Scrutiny 1, Weaponry 2, Ballistics 3.
Speed
7
Size/Resilience
4/5
Static Defense
13
HP
8
Feats
Weapon Proficiency (Ordinary, Parrying,
Las). Sound Constitution x 2, Jaded, Armor Proficiency (light, medium, Heavy)
Armor Carapace Armor (7 AP; Arms, Body,
Legs, Head)
Attacks Knife (5k2 R; Pen 0), Lasgun (60m; S/3;
3k2 E; Pen 0; Clip 60; Reload Full)
Gear
Uniform, Carapace Armor, Lasgun, 2 Energy Packs, Micro-bead, Torch, Rebreather, 2 Frag
Grenades
Level
3
CHAPTER XVII:
ANTAGONISTS
Mortal Hero
Sabbat Thug
Acrobatics 2, Perception 2,
Common Lore 2, Intimidate 2,
Scrutiny 1, Weaponry 3, Ballistics 3.
Speed
9
Size/Resilience
4/6
Static Defense
20
HP
10
Feats
Weapon Proficiency (Ordinary, Parrying,
Las, Chain). Sound Constitution x 2, Jaded, Armor
Proficiency (light, medium, heavy, extreme,
power), True Grit, Blind Fighting, Luck
Armor Light Power Armor (10 AP; All)
Attacks Chainsword (8k2 R; Pen 4, Tearing), Lasgun (100m; S/4; 2k2 E; Pen 2; Clip 40; Reload
Full)
Gear
Flashy clothing, Light Power Armor,
Pulse Rifle, 2 Energy Packs, Micro-bead, Torch,
Rebreather, 2 Frag Grenades
Level
3
Skills
339
CHAPTER XVII:
ANTAGONISTS
Skills
Sabbat Prince
A Sabbat Prince is considerably
higher up in the organization than the thugs
they command. They have a huge amount of
personal power, not just from their undead
abilities, but also because they're so well connected with the local political scene. They are
rarely seen alone or in any kind of vulnerable
position, usually accompanied by bodyguards
and hired thugs.
Str Dex Con Cha Fel Cmp Int Wis Wil
5
Skills
Zoanoid Thug
Werewolves are a divided group, and
Zoanoids are the worst of the worst, changed
and mutated by the powers of the Warp.
They're barely distinguishable from daemons
in their warforms, and it's entirely possible that
they'll have abilities and traits that aren't listed
here as a consequence of these mutations.
Str Dex Con Cha Fel Cmp Int Wis Wil
3[6]
340
4[6]
Zoanoid Heavy
More powerful than the standard
Zoanoid, these monsters are deadly, sometimes simply berserk monsters that go wild in
the streets but occasionally one with exceptional power or charisma will form a gang of
mutant monsters and terrorize a city. Most appear as horrible abominations in their warform, a mix of insect and aquatic features that
look unreal and terrible.
CHAPTER XVII:
ANTAGONISTS
5[7]
Skills
Monodrone Modron
Modrons. The very name causes
some of the bravest heroes in the Wheel to
shudder in terror. They are immortal things,
battle shells of an unholy living metal. Their
weapons fire beams that tear their targets apart
layer by layer. They slowly and methodically
seek out living things and destroy them, implacable and terrible. Monodrones are the
most common Modron, simple creatures like
metal spheres of skeletal metal with baleful
eyes and long, birdlike legs.
Str Dex Con Cha Fel Cmp Int Wis Wil
4
Skills
Weaponry 3, Ballistics 3,
Brawl 3, Perception 3
Speed
3
Size/Resilience
5 /5
Static Defense
10
HP
10
Feats
True Grit
Armor Armor Plating 4 (All)
Attacks Gauss Flayer (80m; S/-; 2k2 X; Pen 12;
Clip -; Reload -; Tearing), Melee Attachment (8k3
R; Pen 4)
Abilities
Gauss Weapon - Whenever a creature takes damage
from the Modron's Gauss Flayer, they suffer 1 crit-
Duodrone Modron
Duodrones are more advanced and
powerful than monodrones, capable of not
only destroying life, but seeking out new targets when they have eliminated their targets.
They have even more deadly weapons than
monodrones, and are even tougher and
stronger.
Str Dex Con Cha Fel Cmp Int Wis Wil
5
Skills
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CHAPTER XVII:
ANTAGONISTS
Arch-Heretic
A dangerous and fanatical champion
of their god, typically the leader of a radical
sect. They might even worship a daemon directly. Regardless of their cause or master,
they are dangerous, not just because they have
magical blessings but because they cannot be
reasoned with.
Cultist
A cultist is, naturally, a member of
one of the more extreme arms of a religion.
They're not any stronger, faster, or smarter
than the average person, but they've got just
enough crazy to make them really dangerous
and the blessings of their gods mean that they
shouldn't be underestimated.
Str Dex Con Cha Fel Cmp Int Wis Wil
2
Skills
342
CHAPTER XVII:
ANTAGONISTS
Heretek
A Heretek is a failed promethean, a
being more machine than man and often
driven insane by the bionic upgrades and surgeries that they've suffered in their attempt at
immortality. Some are the poor victims of mad
scientists, others are the mad scientists themselves, men with the will and drive to experiment even on themselves.
Str Dex Con Cha Fel Cmp Int Wis Wil
3
Skills
Gear
Tattered robes, Combi-tool, Data Slate
filled with illegal data, Chrono, Laspistol, 2 power
packs, Heavy wrench
Level
2
Dark Mechanius
A powerful and dangerous opponent,
the Dark Mechanius is almost everything the
Heretek wants to
be, merely the
barest traces of
flesh remaining
inside a machine shell.
Nearly every
part of them
has been replaced with
bionics, and
many are little more than
a few scraps
of brain tissue controlling
a
machine.
Skills
343
CHAPTER XVII:
ANTAGONISTS
Skills
Perception 1, Arcana 2, Brawl 3
Speed
6
Size/Resilience
4/4
Static Defense
17
HP
9
Feats
None
Armor Daemonic Toughness (3, All)
Attacks Claws and Teeth (5k2 R; Tearing)
Traits Daemonic, Dark Sight, Fear 1, Resource
Stat (Essence; 7)
Gear
None
Level
2
Skills
Perception 1, Arcana 2, Brawl 4
Speed
10
Size/Resilience
8/7
Static Defense
14
344
Beast of Burden
This stat block represents a great variety of creatures. From oxen to heavy horses
or grox, the Beast of Burden takes as many
shapes as there are worlds. They're hardly dangerous, but they're usually stubborn.
Str Dex Con Cha Fel Cmp Int Wis Wil
HP
17
Feats
Frenzy, Swift Attack
Armor Daemonic Toughness (6, All)
Attacks Claws and Teeth (8k3 R; Tearing), Warp
Fire (50m; S/-; 4k3 E; Flame)
Traits Daemonic, Dark Sight, Fear 2, Resource
Stat (Essence; 14)
Gear
None
Level
4
Skills
Perception 2, Athletics 2, Brawl 1
Speed
8
Size/Resilience
8/1
Static Defense
4
HP
6
Feats
Armor None
Attacks Kick (5k2 I)
Traits Quadruped
Gear
Level
1
CHAPTER XVII:
ANTAGONISTS
Ferocious Creature
A predatory creature much more dangerous than the simple beast of burden, the
Ferocious Creature is typically cat- or wolflike. They tend to be much less fearful than
most animals, and many are not afraid to hunt
people for food. Or sport.
Str Dex Con Cha Fel Cmp Int Wis Wil
4
Skills
Flying Creature
From large hawks to severely pissed
off swans, there are plenty of things that fly
around that might give a Hero some trouble.
They are more dangerous because their mobility and agility makes them difficult to hit
than because of
t h e i r
l o w
damage
potential.
Skills
Slithering Creature
Most worlds have some form or another of sneaky ambush predator that uses poison and stealth to get to its prey. Snakes are a
surprisingly common type of creature, with
variants throughout the stars. This stat block
represents something like a large rattlesnake or
viper with a dangerous enough bite to prove
toxic even to a Hero.
Str Dex Con Cha Fel Cmp Int Wis Wil
2
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CHAPTER XVII:
ANTAGONISTS
Static Defense
18
HP
14
Feats
Armor Machine Toughness (6, All)
Attacks Claw (6k2 I; Snare), Multilas (60m; S/8;
3k2 E; Pen 0; Reliable)
Traits Machine (6)
Gear
Level
3
Skills
Perception 2, Stealth 3, Brawl 2
Speed
3
Size/Resilience
3/1
Static Defense
24
HP
4
Feats
None
Armor None
Attacks Bite (4k2 R; Toxic)
Traits Crawler
Gear
Level
1
Walking Creature
A primitive humanoid creature like a
gorilla or vegetarian, these beasts are fairly rare
creatures on most worlds, but are sometimes
surprisingly intelligent and capable of learning
limited speech.
Str Dex Con Cha Fel Cmp Int Wis Wil
4
Skills
Brawl 4
Speed
7
Size/Resilience
6/5
Static Defense
13
HP
6
Feats
None
Armor None
Attacks Fist (4k2 I)
Traits Gear
Level
1
Industrial Servitor
Combat Servitor
A robot designed to kill, the Combat
Servitor is a dangerous machine with an integrated multi-barrel las weapon that can put
down an impressive volley of fire. It isn't a terribly intelligent machine, however, and its programming typically has it do little else but keep
an overwatch over an area and fire at anything
that moves.
Str Dex Con Cha Fel Cmp Int Wis Wil
5
Skills
346
A more modest machine, the industrial servitor is designed to work in environments where people would be put too much
at risk. They have hardened plating designed
to stand up to the difficulties of an industrial
workplace and an arc welder that can be set to
an amazingly dangerous power level if it is programmed or ordered to defend itself.
Str Dex Con Cha Fel Cmp Int Wis Wil
4
Skills
Brawl 1, Crafts 1, Tech Use 1
Speed
6
Size/Resilience
5/5
Static Defense
10
HP
8
Feats
Armor Machine Toughness (2, All)
Attacks Claw (6k2 I; Snare), Arc Welder (10m;
S/-; 3k3 E; Flame)
Traits Machine (2)
Gear
Level
2
CHAPTER XVII:
ANTAGONISTS
Dragon
Giant killing machines made of scales,
wings, and fire. They're also smarter than you
are, centuries old, and with more magic in
their fingernail than the typical wizard has in
his entire body. The stats presented here are
only representative of a fairly small and young
dragon. Ancient wyrms can be far, far more
powerful.
Str Dex Con Cha Fel Cmp Int Wis Wil
7
Skills
Lich
Not everyone can become an immortal Exalt. That doesn't mean there aren't other
paths to immortality. Well, being a Lich isn't
quite immortality - being an undead horror is
more accurate - but it's a pretty attractive option for a sorcerer getting on in his years and
feeling mortality creeping up on him. Becoming a lich is a terrible process that involves the
death of someone the lich deeply cares about
as a sacrifice.
Str Dex Con Cha Fel Cmp Int Wis Wil
2
Skills
Academic Lore 3, Acrobatics 2,
Arcana 5,
Athletics 2, Brawl 4, Charm 3,
Command 5, Common Lore 2,
Forbidden Lore 5, Intimidation 2,
Perception 3, Politics 2, Scrutiny 4
Speed
5
Size/Resilience
4/5
Static Defense
17
HP
7
Feats
Wizard Tradition (All), Spell
Specialization (All), Tested
Armor
None
Attacks
Unarmed
347
CHAPTER XVII:
ANTAGONISTS
Abilities
Phylactery - Every Lich has hidden their death
somewhere safe. They cannot be killed as long as
their Phylactery exists. A lich's phylactery is invariably a constructed and typically valuable item.
Traits Undead, Dark Sight, Caster (Evocation 4,
Illusion 3, Abjuration 3, Conjuration 3)
Gear
Musty but expensive robes, staff, ancient
gems and jewelry.
Level
4
Skills
Aboleth
Aboleths come from the same blasted
and forsaken place as the Mind Flayers.
They're even more powerful and evil than
Mind Flayers, if that's possible. They're
bloated, scaled fish things with bony ridges
and four powerful tentacles. They don't eat
brains with them. They just poison with the
barbs on them, and anyone who dies from this
poison turns into a sludge that the aboleth
consume. They typically have a few slaves on
hand to deal with interlopers.
Mind Flayer
Mind Flayers are some of the most
dangerous creatures in the Wheel. They are
evil, mind-controlling things with only simple
desires. Desires like the subjugation of all living things, brains to eat, and countless slaves.
They're humanoids with slick slimy skin, long
fingers, and tentacles sprouting around a
beaked mouth. They use those tentacles to pry
open skulls from their victims and extract their
brains.
Str Dex Con Cha Fel Cmp Int Wis Wil
2
348
CHAPTER XVII:
ANTAGONISTS
Elemental
Elementals are spirit creatures that
create and inhabit bodies made of one of the
four primary primal elements - Earth, Air,
Fire, or Water. They're not really properly life
forms, and are quite common in the Umbra
and places where one of the elements is found
Skills
Brawl 2, Perception 2
Speed
5
Size/Resilience
4/4
Static Defense
12
HP
4
Feats
None
Armor None
Attacks Claws and Teeth (3k1 R)
Traits Undead, Mindless
Gear
Bloody and torn clothing.
Level
1
349
CHAPTER XVII:
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Fire Warrior
Ghost
When someone dies, their spirit can
linger, vengeful and angry. A ghost is just such
a spirit, a warp echo of someone who has died.
They're most commonly seen in the Umbra,
but their influence can extend to the real world
in places where the veil is thin.
3
Skills
Skills
Brawl 2, Perception 2, Arcana 3
Speed
5
Size/Resilience
4/4
Static Defense
12
HP
4
Feats
None
Armor None
Attacks None
Abilities
Possession - The Ghost may test Charisma and Arcana to affect a target as the Dominate spell.
Traits Undead, Flyer (10), Phasing, Fear 1
Gear
None
Level
2
350
2
Acrobatics 1, Perception 1, Persuasion 2,
Common Lore 2, Scrutiny 1,
Weaponry 1, Ballistics 3.
Speed
6
Size/Resilience
4 /4
Static Defense
17
HP
5
Feats
Weapon Proficiency (Ordinary, Parrying,
Las). Sound Constitution x 1, Armor Proficiency
(light, medium), Deadeye Shot
Armor Flak Vest, Gauntlets,(5 AP; Arms, Body)
Helmet (4 AP; Head)
Attacks Knife (4k2 R; Pen 0), Pulse Rifle (100m;
S/4; 2k2 E; Pen 2; Clip 40; Reload Full; Reliable)
Abilities
Fall Back - As the Tau racial power.
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Gear
Uniform, Flak Armor, Pulse Rifle, 2 Energy Packs, Micro-bead, Torch
Level
2
Slayer
When a Squat does something truly
disgraceful and dishonorable, there is only one
option left for them in their society. They go
to find an honorable death, taking only the
most basic equipment - an Axe, their body
marked with the traditional paint used to bless
those who are already dead, and a grenade to
give them a way out that can take an enemy
with them.
Str Dex Con Cha Fel Cmp Int Wis Wil
3
Skills
Ratling
Halflings typically live their life on the
wrong side of the law. They've fallen through
the cracks in modern society, and Ratlings are
just such halfling, thieves and pickpockets that
prey on unsuspecting people to survive in the
slums and gutters of the Wheel.
Skills
Acrobatics 2, Perception 2,
Common Lore 3, Deceive 2, Scrutiny 1,
Weaponry 1, Larceny 3, Ballistics 1.
Speed
5
Size/Resilience
2/3
Static Defense
21
HP
5
Feats
Weapon Proficiency (Ordinary, Parrying),
Sneak Attack
Armor Leathers (2 AP; Arms, Body, Legs)
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Skills
Living Ancestor
A wise and respected member of
Squat society, the title of Living Ancestor is
only given to those with wisdom and ability
that comes only once in a hundred years. All
other Squats try to emulate the Living Ancestors, and whenever a Squat is declared a Living Ancestor, they become the head of a new
noble house founded in their name. While
they have no special political position save as
the head of their noble family, they have great
pull in Squat society thanks to the respect others give them.
Str Dex Con Cha Fel Cmp Int Wis Wil
5
Command 2, Weaponry 3,
Intimidation 2, Ballistics 2, Brawl 2,
Athletics 2. Acrobatics 2, Perception 2
Speed
6
Size
5
Static Defense
13
HP
6
Feats
Armor Proficiency (Medium), Weapon
Proficiency (Ordinary, Fencing)
Armor Flak Jacket (5; Arms, Body, Legs)
Attacks Fencing Sword (6k2 R; Balanced), Pump
Shotgun (30m; S/-; 3k2 I Pen 0; Clip 8; Reload
2Full; Scatter)
Abilities
Dragon Breath - As the Dragonborn racial abilities
Gear
Flak Jacket, Pump Shotgun, 24 extra
shells, Fencing Sword, Micro-Bead, Tough clothing
Level
2
Skills
Talon of Tiamat
Tiamat's followers have never died
out. Some dragonborn carry on in her name,
seeking to destroy Bahamut and avenge their
fallen lord. Some rumor that Tiamat is still
alive, taking a hundred centuries to recover
from her wounds, almost ready to resume her
war against Bahamut and forge a new Draconic Empire in her fivefold image.
Str Dex Con Cha Fel Cmp Int Wis Wil
4
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Dragonfire Adept
Some Dragonborn focus on the
power within themselves, training themselves
in magic. Especially fire magic. And when that
doesn't work, they carry a really big gun that
they can use to shoot people to death. Typically one or the other will work in any given
situation.
Str Dex Con Cha Fel Cmp Int Wis Wil
4
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Skills
Command 2, Weaponry 3,
Intimidation 2, Ballistics 3, Brawl 2,
Athletics 2. Acrobatics 2, Perception 2,
Arcana 2, Academic Lore 2
Speed
7
Size/Resilience
5/5
Static Defense
15
HP
8
Feats
Armor Proficiency (Medium), Weapon
Proficiency (Ordinary, Fencing), Spell Focus (Evocation)
Armor Flak Jacket (5; Arms, Body, Legs)
Attacks Fencing Sword (6k2 R; Balanced), Meltagun (20m; S/-; 4k3 E Pen 12; Clip 5; Reload
2Full)
Abilities
Dragon Breath - As the Dragonborn racial ability
Traits Caster (Evocation 3)
Gear
Flak Jacket, Meltagun, 2 extra reloads,
Fencing Sword, Micro-Bead, Brightly colored
robes
Level
3
Tinkerer
Gnomes are generally harmless people, more concerned with playing with new
technology (and fixing old technology) than
hurting anyone. Sometimes, though, they have
to defend themselves against thieves or, worse,
saboteurs.
Ork Freeboota
Orks love nothing more than a good
fight. An Ork freeboota is a fairly typical ork
warrior with little experience, almost no scars,
and all his own teeth. All of which mark him
Skills
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Ork Nob
Aspect Warrior
4
Skills
Skills
Eldarin Farseer
Eldarin Farseers are leaders in their
race, using powerful divinations and other
magics to see through the veil of the warp and
determine the best course of action. They're
really too valuable for the Eldarin to lose, but
because their powers are so useful they end up
in all sorts of dangerous situations. Most Eldarin have the sense to start running once they
see the Farseer absconding.
Str Dex Con Cha Fel Cmp Int Wis Wil
2
Skills
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Space Marine
Armed with the best weapons, the
thickest armor, knowing no fear and with the
sole purpose of bringing the forces of Chaos
to their knees. These are the Space Marines.
They are Aasimar who are part of the elite
forces of the Blessed Pantheon, going out into
the Wheel to smite the enemies of their gods.
Str Dex Con Cha Fel Cmp Int Wis Wil
5
Skills
Static Defense
13
HP
12
Feats
Sound Constitution x3, Combat Master,
Armor Proficiency (all), Weapon Proficiency (all)
Armor Power Armor (12, All)
Attacks Chainsword (8k2 R; Pen 4; Tearing),
Boltgun (90m; S/3; 4k2 X Pen 6; Clip 24; Reload
Full; Tearing)
Abilities
And They Shall Know No Fear - As the Aasimar
racial ability
Gear
Power Armor, Chainsword, Boltgun, 2
Bolt clips, Plain clothing, charms
Level
3
Grey Knight
If the Space Marines are the best of
the best, the Grey Knights are the best of the
best of the best. They are issued relics and
equipment that is of such value that it must
only be given to those who can make the best
use of it. They have training superior even to
that of a Space Marine, and are sent to carry
out missions with nearly no chance of success
but which they cannot afford to fail.
Str Dex Con Cha Fel Cmp Int Wis Wil
6
Skills
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Chaos Marine
As the Space Marines serve the forces
of the Blessed Pantheon, the Chaos Marines
serve the Ruinous Powers of Chaos. They are
a more varied lot than the Space Marines,
their armor altered to serve the various mutations each Tiefling gains over time, and covered in spiky bits and garish colors for good
measure.
Skills
Obliterator
There is a kind of curse or magic or
virus (or all three) that infects some Chaos
marines. They become one with their weapons
and armor, mutating to become a mass of
weaponry with flesh stretched over gunmetal.
They've almost all been driven insane by the
torment of their condition, but serve well as
engines of death and destruction.
Str Dex Con Cha Fel Cmp Int Wis Wil
6
Skills
Speed
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Size/Resilience
8/7
Static Defense
14
HP
15
Feats
Sound Constitution x5, Armor Proficiency (all), Weapon Proficiency (all), Frenzy
Armor Armor Plating (10, All)
Attacks MP Lascannon (300m; S/-; 5k4 E Pen 10;
Clip -; Reload -; Recharge), Heavy Bolter (120m; /10; 4k2 X Pen 8; Clip -; Reload -; Tearing),
Crushing Fist (6k3 I).
Abilities
Bloody Minded - As the Tiefling racial ability
Integrated Weapons Array - The Obliterator can
create nearly any weapon from its body. In addition
to the listed attacks, it can generate nearly any Ordinary, Las, Plasma, Melta, Bolt, or Flame weapon
it needs to. An obliterator has effectively infinite
ammunition with all of its weapons. It requires a
full round action to shift weapons, and can have any
two at a time.
Traits Auto Stabilized, Machine (10)
Gear
Level
4
Static Defense
29
HP
5
Feats
Blademaster, Armor Proficiency (Light),
Backstab, Catfall, Defensive Mobility, Decadence,
Fleet of Foot, Sneak Attack, Weapon Proficiency
(Fencing, Exotic, Parrying)
Armor Mesh Overcoat (4, All)
Attacks Officer's Cutlass (5k2 R; Shocking), Needle Gun (180m; S/-; 2k2 E Pen 0; Clip 6; Reload
2Full; Accurate, Toxic)
Abilities
Warp Miasma - As the Dark Eldarin Racial ability.
Gear
Needle Gun, 2 Needle Packs, 3 Smoke
Grenades, Officer's Cutlass, Mesh Overcoat, spider
silk suit.
Level
3
Skills
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Minions
In a setting Where heroes are expected to be more than human, some people
simply aren't a threat. While there are supplied
statblocks for peasants and the like, in larger
combat areas it can be more fun and easy to
abstract large groups of enemies into Minion
Squads.
Minions come in groups of up to six,
since it's hard for more people than that to attack a single person at once. These groups are
referred to as "Minion Squads". Minions do
not attack the same way as everything else in
DUNGEONS THE DRAGONING does.
Since they appear in large groups, they use a
simplified version of the combat rules that allows them to act en masse.
Minions have a Threat Rating (from
1 to 5). This represents their general competence and ability. Peasants, hobos, and untrained men would have a threat rating of 1;
Pirates, military men, and so on would be
around a threat rating 3; and Lusty Vampire
Bitches and Ninja Assassins would be a threat
rating 5.
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Ninja Slayers
Threat Rating: 4
Damage Rating: 2R (Shortswords), Ranged
2R (Shuriken)
Fluffy Bunnies
Threat Rating: 1
Damage Rating: 5R (Sharp pointy teeth)
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these kids probably don't understand, considering World of Warcraft pretty much ended
before they were born.
Jane Shepard looks at Ai. "Yeah?"
Ai Yamashiro hands her a slip. She's
blissfully ignoring what everyone is talking
about.
Jane Shepard takes the mysterious
note. Terribly mysterious.
Anthony Hartman: "I should have
made him instead on second thought. He'd be
easier to stat out, even if he did kill nineteen
Sardaukar on his own."
Ai Yamashiro looks at Rei and then
looks at her notes, then looks at Rei again and
then looks at her notes.
Rei Ayanami stares at Ai now, bringing another cheese puff to her mouth.
Ai Yamashiro seems very focused on
her own gazing.
Jane Shepard helps herself to food.
Ai Yamashiro: At some point she
shrugs and continues on with whatever she's
doing.
Rei Ayanami: "Is something wrong?"
Ai Yamashiro looks up "No, nothing."
super casual.
Rei Ayanami finally stops eating in a
steady, slow stream, one cheese puff at a time,
to finally comment. "These are good."
Ai Yamashiro grabs her notebook and
fiddles with it just as mysteriously as with her
notes behind the GM screen.
James Arroyo reaches to the bag to try
one.
Ai Yamashiro hits a few keys and then
grins.
James Arroyo: "Hm," he eats one.
"These are good," he examines his slightly orange thumb and index finger. "Little messy
though," he licks off the cheese powder.
Ai Yamashiro: "It is done! So... everyone ready?"
James Arroyo: "We got lots of japanese food too," he remembers, standing up so
that he can open the bag and lay it all out on
the table. "I wasn't sure what everyone wanted
so we just got everything."
Rei Ayanami has avoided the problems involved with cheese powder by taking
hold of them as lightly as possible, using her
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17 too."
Rei Ayanami: "Thirteen."
Ai Yamashiro: "You sense the smell
of alcohol in their breath, and though one of
them was going to ask for a bribe Traya's request has the other one tell the group to go on
ahead."
Jane Shepard: "Traya winks at him
and blows him a kiss as we walk in."
Ai Yamashiro: "He gets berated at
and starts to argue with his friend."
Jane Shepard: "See? That was easy
enough."
James Arroyo: "They're not going to
get in trouble, are they?" James asks.
Ai Yamashiro: "Maybe!"
Jane Shepard: "Who cares?"
Anthony Hartman: "Getting drunk
and letting in some armed strangers?"
Jane Shepard: "We're not strangers. I
got an *official* invitation."
Rei Ayanami: "They will get over it.",
Rei says. "Moreover, they will likely forget
when a fire alarm goes off. I will follow Traya
and look subservient."
Ai Yamashiro: "Beside the pathway
you follow is a natural labyrinth of wood and
rock. In the distance you can see the figure of
the manor. Do another wisdom and perception test and tell me if it is over 15."
Jane Shepard sighs. "Nope."
Anthony Hartman: "Yep." He rolls
dice. "Well...I got 15 exactly."
James Arroyo: "I got a..." James
rerolls, "a..." James rerolls again, "I got a 33"
he looks up.
Rei Ayanami rolls but doesn't say anything.
Ai Yamashiro: "Anthony, you think
for a moment that you see- huh. Okay, um,
James, you see a big cat watching you guys
walk by from a tree, its eyes flashing in the
evening."
James Arroyo: "I tell Ms. Ayanami because she likes cats."
Rei Ayanami: "I can't get distracted.
A cat like that can find its own food."
James Arroyo: "Maybe its dangerous?
I tell everyone."
Anthony Hartman: "Peter gets nervous. 'Did you see what kind of cat it was?'"
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Yet."
Ai Yamashiro: "Relax, you're not
going to fight anyone unless you look for it yet.
Your disguise is solid enough, and Traya does
turn a few heads. A dome-shaped hall the
color of red wine mingled with stone welcomes
you, rows of draconic caryatids are lined up on
all sides around a huge central table full of ornaments and refreshments. Several portraits
hung up on the walls depict dragonborn of
various attire, all well-dressed and of a notable
morbid gaze." she queues another track.
"Some of the attendees are dancing, others are
engorging themselves on food that may or may
not be alive, others are talking and laughing,
most of them with bound retainers at their
side, of origins as varied as their states of well
being." She pauses. "Most of them are a tad
more bruised than the group though."
Jane Shepard: "Well the first thing I
should do is present myself to the host."
James Arroyo: "OH. The guard
thought we were slave?" James asks aloud.
Ai Yamashiro: "Yyyyyep."
Rei Ayanami: "I will follow her. Also,
can I befriend living food?"
James Arroyo: "Okay, that makes a lot
more sense. I've got Law o' the Stars, we really
should do something to free them."
Jane Shepard: "Slavery is probably
perfectly legal here."
James Arroyo: "Legal doesn't mean
good," James says pointedly.
Anthony Hartman: "No, but trying to
free them is a good way for us to get caught."
Ai Yamashiro: "There's an aristocratic
looking red Dragonborn that isn't talking with
anyone and just appears to be looking at the
other guests in general. Yuzuki, most of the
living food are invertebrates. There's worms,
worm looking things with legs and pincers,
things that may not be cockroaches but sure
do look the part, etc."
Rei Ayanami: "We'll free them when
the fire alarms go off and things become
chaotic. I do not think it is ethical to eat stillliving animals."
Jane Shepard thinks. "...So they have
fresh Gagh?"
Anthony Hartman laughs at her comment.
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Ai Yamashiro is grinning.
Rei Ayanami: "We should keep up the
act until they've passed completely." She is
completely straight-faced.
James Arroyo: "Even Jacov was surprised," he tries to get back in character,
"...and he has flash." He then facepalms when
he realizes how that can be taken.
Ai Yamashiro gives James a folded
note.
Jane Shepard: "Hey, Ai - do we see
like a Gazebo or anything?"
Ai Yamashiro: "Sure, there is a gazebo
near the fountain and another one in the terrace."
Rei Ayanami: "When they're gone, I
want to hack the control to turn all alarms on,
and to not shut off unless destroyed."
James Arroyo reads the note, and then
covers it with his hand and makes a sort of
helpless expression.
Ai Yamashiro: "That's pretty specific,
add together your intelligence and tech use,
you want 20 or more as a result."
James Arroyo: "Are the guards past
yet?" he asks Ai.
Ai Yamashiro: "They're gone, yes."
Jane Shepard: "Perfect. Tony, Atreides has a laspistol, right?"
James Arroyo: "Um, 'Let's go look for
that fire alarm,' Jacov says."
Anthony Hartman: "Uh yeah." he's
pretty much given up trying to correct them.
Rei Ayanami: "I will spend a hero
point to lower the difficulty by five. Also, I will
spend two pyros to gain two rolled dice, which
gives me an extra kept one due to being made
from orichalcum.", Rei then rolls.
Ai Yamashiro nods.
James Arroyo: "Hold on," James
checks his sheet. "Is there any way I can help
her roll?" he asks.
Ai Yamashiro: "You're antithetical to
technology, aren't you?"
Rei Ayanami: "Twenty-two."
Ai Yamashiro: "Rei, make the roll and
we'll pause with you two for a bit to see what
the others are doing."
James Arroyo: "Oh right. Can I like,
use pressure to cheer her on?"
Ai Yamashiro: "Okay, good."
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hands."
James Arroyo: "I use two, why?"
James asks.
Rei Ayanami: "Because if anyone only
needs one free hand, they should hold the
bag."
Ai Yamashiro: "When Traya gets out
of the room she finds the elegant lord of the
manor is waiting outside, accompanied by a
large feral cat and a shorter than him harlequin
vampire 'Told ya there would be berks comin'
and she flicks hair looking at Traya, to which
the dragon replies 'Truly unfortunate. If I may,
before my two dozen guards come by to apprehend you, why would you ever want to activate the Tetractys Cross? Feel free to return
to your humanoid form to answer.'"
James Arroyo: "Ai, I just rolled 43
damage. With 12 penetration," James reports,
a little surprised himself.
Ai Yamashiro: "The door is completely busted."
James Arroyo: "Awesome," James
smiles.
Jane Shepard: "Guess I might as well
shift back. Oh, that reminds me - one of you
is going to have to collect my clothing from the
vault and bring it with you. It's nothing personal. We were hired to do a job."
Ai Yamashiro: "No one seems to
mind, though Mond is making an unimpressed face. 'Pbbbht, 'tis burg out of town will
be a fine place for you sods to get lost.' a somewhat incredulous Angelus replies 'And you accepted in ignorance?'" She pauses "'Or are you
accomplices to the people that want to use the
powers of The Tumor?'"
Jane Shepard: "Traya looks at Mond.
Oh shut up you tart. The pay was right for a
simple retrieval job."
Ai Yamashiro: "Tart? I ain't the one
in the birthday suit, dear. A closed mouth
gathers no feet.'Ya'll wish you had a less cuttin'
bone-box when this is over with'."
Jane Shepard smiles. "So, are we
going to do this the easy way, or the hard
way?:" She glances at her sheet. "Can I roll intimidate?"
Ai Yamashiro: "Roll for it, you're at a
-2 for being naked. The rest can arrive anytime
they want. 'To solve this quandary in a diplo-
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Rei.
look.
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amount of damage.
James Arroyo: "Uh, who's left?" James
asks.
Jane Shepard: "You guys are. For the
next two rounds. Start running." She does a
terrible wolf howl
Rei Ayanami: ".....Did she drop the
bag?"
James Arroyo: "I'll grab the bag and
run like hell," James says.
Ai Yamashiro: "Angelus, who just
stares between those surrounding him 'Mammon Nashim, what are you planning!? You
will not get away with this!' 'Your security is
busy hallucinating. It is over, and he casts a
stunning spell on Angelus before blinking way
like Eldarin usually do."
Rei Ayanami: "I run, then."
Ai Yamashiro passes Jane yet another
mysterious note.
Anthony Hartman jumps at her howl,
"You sure you're not actually a werewolf?" He
looks at Ai. "Oh, and I run as well."
Jane Shepard: "If I was a werewolf
you'd probably know by now."
Ai Yamashiro: "That was a nice
touch."
Jane Shepard reads the note and
smiles.
Ai Yamashiro: "You have a scared
shitless dragonborn ripe for the, well, ripping."
Jane Shepard: "I'll go and kill him,
since he seems to be holding his ground."
Ai Yamashiro: "Sure, want to describe? You sound like you're having fun." she
smirks.
Jane Shepard laughs. "Traya bounds
over, running almost on all fours, and leaps at
him, driving him to the ground. She holds him
down, even though he can't move, and her
jaws slowly close like a vice full of teeth on his
throat before twisting and ripping. A fountain
of blood fills the air and coats her fur."
James Arroyo can only run his hair
through his fingers in response to that.
Rei Ayanami looks a bit perturbed.
Ai Yamashiro nods.
Jane Shepard: "She howls as he dies
under her massive form, then shifts back, still
covered in blood. She runs a hand through her
hair and sighs." Jane mimics this. "And looks
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RULE ZERO
It bears repeating that this is a game. It's about
having fun. If it ain't broke, don't fix it. If it is broke,
though, don't be afraid to nudge things around to solve
a problem.
ROUNDING FRACTIONS
In general, if you wind up with a fraction,
round down, even if the fraction is one-half or larger.
CHARACTERISTIC CHANGES
If a character's characteristics change because
of magical effects, transformations, or so forth, it can
have an effect on more than just their rolls. For example, a bonus to strength or dexterity will increase a character's speed. More interesting is when a character's
constitution or composure changes, which affects a
character's hit points. If a character's maximum hit
points would increase, they get the additional hit points
right away. If a character's maximum hit points would
decrease, though, things get dangerous for them. The
amount of damage they've taken has *not* decreased,
so they lose hit points immediately. This can put a character into critical damage or even kill him.
STACKING BONUSES
Bonuses from different sources stack unless
they specifically say they dont. Bonuses from the same
source dont stack. So two mithril weapons dont stack
their bonus to static defense, but a Get of Fenris ability
to increase their strength stacks with the ability changes
of Warform.
Glossary
Action: A character activity. Actions are divided into the following categories, according to the
time required to perform them: Full Action, Half Action, Reaction Action, and Free Action.
Adventuring Party: A group of characters who
adventure together. An adventuring party is composed
of player characters plus any followers, familiars, pets,
hirelings, minions, or mercenaries they might have.
merical measurement of a character's personal achievement and advancement. Characters earn experience
points by overcoming challenges and defeating opponents. At the end of each adventure, the SM assigns XP
to the characters based on what they have accomplished. XP are spent to buy new feats, and improve
skills and characteristics.
Exploding Dice: Whenever a die comes up as
a natural 10, the dice 'explodes'. Roll an additional die
and add it to the first die's result. If this second die also
comes up 10, roll a third. Continue rolling dice until
they come up with something other than 10.
Failure: An unsuccessful result on a check, saving throw, life, or other determination involving a die
roll.
Fatigue: Tired to the point of impairment.
Many critical effects, as well as some weapons, can
cause fatigue effects. When a character gets enough fatigue, they call unconscious and become helpless. Even
if they have only one level of fatigue, suffering -1k0 to
all tests.
Fellowship (Fel): The measure of how attractive and expressive a character is, and their power to coerce or manipulate others.
Free Action: A free action is a type of action
that takes almost no time at all. During their turn, a
character may preform any number of free actions, to
reasonable limits of what the SM allows, and no more
than one action of a given type per turn.
Full Action: Full actions take up a character's
full concentration. When a character takes a full action,
it pretty much takes their entire turn aside from free actions.
Half Action: Most common actions are half actions. A character may preform two half actions instead
of one Full Action. A character may not take the same
half action twice in a turn.
Hero: A Hero is a character with heroic traits
like an Exaltation or Hero Points.
Intelligence (Int): The measure of how good a
character's memory, understanding, reasoning and deductive ability.
Kept Dice: How many dice are kept from a
roll. Typically this is equal to the characteristic used in
the roll.
Level: A character's level could be said to be a
measure of his mastery and focus rather than
raw ability or experience. The more a character devotes himself to a single path, the
faster a character's level increases. The very
best characters gain all the levels. All of
them. Yeah!!!!!!!!
Grapple: Engaging in wrestling or some other
form of hand-to-hand struggle with one or more
attackers. Grappling and being grappled
as -Z.
Perfect Attack: A perfect attack automatically
hits. There is no need to roll. The only way to stop a
perfect attack is with a perfect defense.
Perfect Defense: A perfect defense automatically stops any attack, even a perfect attack. No rolls are
made.
Player Character: A character controlled by
one of the players.
Prone: A prone character has been knocked on
their ass. They have to spend an action to stand up and
until they do, they have a variety of penalties, though it
does make them a bit harder to hit with ranged
weapons.
Raise: Beating the target number by 5. You get
an additional raise for every 5 you beat the target number by. If an ability says you get an additional raise on
a test, you simply add 5 to the result.
Range: Guns and other ranged weapons have
a given range. Beyond this range, they're less likely to
hit, and past a certain point they simply become ineffective. At short range, it's easier to hit with weapons
and at point blank range you get big bonuses. Of
course, at point blank range you're also more likely to
have the enemy walk up and stab you.
Ranged Attack: Ranged attacks are attacks
made with guns, bows, and missile launchers (among
other things). They're made with the Ballistics skill, and
can't be used in melee range.
Ranged Weapon: Ranged weapons are the
guns, bows, and missile launchers mentioned above,
ideal for putting someone down without getting your
hands dirty.
Reaction Action: A reaction action is the effort
a character keeps in reserve to deal with problems as
they come, their reflexes and reaction time. Typically,
Reaction Actions are made to dodge or parry attacks,
but there are other actions that use up Reaction Actions
as well.
Resilience: Resilience represents just how
tough you are, and how much it takes to truly hurt you.
Resolve: Resolve represents how well a character can resist charms, arguments, and the points of view
of others.
Restrained: A restrained character has managed to get himself tied up, figuratively or literally. They
grant combat advantage and take -1k0 to attack rolls.
If someone has thrown him in leg irons, he's also immobilized.
Result: What you determine by rolling dice. It's
compared against a Target Number to see if you succeeded or failed.
Rogue Trader: One of the insanely rich and
powerful merchants who plies their trade across the
stars.
Rolled Dice:
The first number in
the equation, the X in
the XkY that tests are
expressed as. This is
how many dice you
roll during a test,
rather than how many
dice you keep. This is
usually the sum of the
characteristic and skill
used in a test.
Size: How big a creature is, which determines
their resilience.
Skill: One of the many fields in which a character can apply his characteristics. They represent education and training they've acquired.
Skill Test: A test made using a skill and characteristic, the most common type of test a character will
be asked to make.
Sorcerer: A character with the ability to cast
spells. A Sorcerer is viewed with respect, or at least fear,
in most places.
Sorcery: Spellcasting ability. Sorcery is a rare
talent, since not everyone has the ability or talent
needed to rip power out of the Warp and bend it to their
own ends. Most Heroes at least have some ability to
learn the basics.
Speed: How quickly a character moves.
Spell: A one-time magical effect created by a
Sorcerer. A spell is powered by warp energy and controlled by the will of the Sorcerer using it.
Spelljamming: The process of sailing a spelljamming ship through the void. It's more a traditional
name than anything else, as very few ships are purely
driven on spells.
Spelljamming Ship: A ship that moves through
the Astral Sea. Also called starships, voidships, spaceships, and so forth.
Static Defense: How difficult it is to hit someone. A person's static defense is the Target Number
needed to hit them.
Strength (Str): How physically strong a character is, how much they can lift and how much damage
they do when they hit something.
Stunned: A stunned character grants combat
advantage and cannot take actions. They are neither
helpless nor unaware.
Success: The opposite of a failure. The good
kind of opposite! Try to get lots of these.
Syrne: The Syrne were one of the first races in
the Great Wheel, and most of the artifacts and ruins are
attributed to them. While some claim there is evidence
of even earlier civilizations, there is almost no evidence.
Knight of the Post: A thief, cheat, and a liar clearly not a compliment unless, of course, that's what
the basher wants to be.
Long Walk: Being pushed out an airlock, which
is where some berks wind up after they've been
scragged.
Leatherhead: A dolt, a dull or thick-witted fellow. Use it to call somebody an idiot.
Lost: Dead. "He got lost," means he ain't coming back.
Mercykillers: A faction of Sigil that believes
there is an absolute justice.
Music: The price a cutter usually doesn't want
to pay, but has to anyway. "Pay the music or you'll never
find your way out of here."
Out-of-Touch: Outside of the material universe. A body is said to be "out-of-touch" when he's
traveling through the warp. It derives from the fact that
a spelljammer in the warp can't be contacted by any
normal means.
Out-of-Town: In a different Crystal Sphere.
Peel: A swindle, con, or a trick is the peel. It's
often used as a verb. Peeling a Space Marine is usually
a bad idea.
Pike It: A useful, all-purpose phrase, as in,
"Take a short stick and pike it, bubber."
Put in the Dead-book: Dead. Some people
have others "put in the dead-book."
Scragged: Arrested or caught.
Sensates: Nickname for the Society of Sensation, a faction. It's members believe life's got to be experienced to be understood.
Signers: A faction nickname for the Sign of
One. Its members figure everybody is the center of their
own universe
Sod: A poor, unfortunate soul. Use it to show
sympathy for an unlucky cutter or use it sarcastically for
those who get themselves into their own mess.
Turn Stag: To betray somebody or use treachery. Saying "he's turned stag" is about the worst thing
that can be said about a cutter.
Name:
Race:
XP:
Age:
Exaltation:
Campaign:
Player:
Alignment:
Faction:
CHARACTERISTICS
Power Intelligence 5;;;;; Strength
5;;;;; Charisma
Finesse Wisdom
Resistance Willpower
5;;;;;
Dexterity
5;;;;;
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Physical
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Social
Animal Ken
Charm
Command
Deceive
Disguise
Intimidation
Performer
Persuasion
Scrutiny
Fellowship 5;;;;;
Power Stat:
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Backgrounds
Mental
Acrobatics*
Athletics
Ballistics
Brawl
Drive
Larceny
Pilot*
Stealth
Weaponry
5;;;;;
OTHER TRAITS
SKILLS
Academic Lore*
Arcana*
Common Lore*
Crafts
Forbidden Lore*
Medicae*
Perception
Politics*
Tech-Use*
5;;;;;
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Resource Stat:
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Devotion:
Feats
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Damage
Pen
ROF
Clip
Range
Armor
L. Leg
(1)
R. Leg
(2)
Body
(3-6)
Gizzards
(7)
L. Arm
(8)
R. Arm
(9)
Head
(10)
Special Abilities
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Class List
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Derangements
Equipment
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Languages
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Description
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Spells and Special Attacks
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Characteristics 6/4/2 * Skills 8/6/4 * Backgrounds 7 * (Buying the fifth dot in any area costs two points) * Hit
Points = 2 x (Con + Willpower) * Resolve = Composure + Willpower * Static Defense = 10 + (3 x Dex) +
(3 x Wis) - (2 x Size) * Speed = Strength + Dexterity * Starting Hero Points = 2 * Starting Devotion = 6
.5
ROLEPLAYING IN THE BRIGHT NOBILITY
OF THE 41ST MILLENIUM
Prepare to venture forth with your bold companions into a world of heroic fantasy. Within
these pages, youll discover all the tools and options you need to create characters worthy of
song and legend for the Dungeons the Dragoning game, and how to create adventures to show
them the horrors and wonders of the Great Wheel.
Wars rage over airless moons, in the dark, twisted depths of hive worlds and in the cold waste
of the Astral Sea. From the immaterial realm of the Warp, malicious entities send their unspeakable horrors to corrupt the universe. Terrible beings from the depths of ancient time
awaken to begin their March. The Blood War between the forces of Law and Chaos leaves only
ruin and death in its wake. Even the bastion of galactic civilization, Sigil, isnt safe.
There is no time for peace.
No respite.
No forgiveness.
There is only adventure.