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Михаил Герасимов (Order #27301389)
Михаил Герасимов (Order #27301389)
Михаил Герасимов (Order #27301389)
CREDITS Concept design and writing by R.G. de Barros Graphic design by Diogo Martins Editing and proofreading by Stephi Cham and Hamish Leese Cover art by Zahir Aghakhani Original interior art by Zahir Aghakhani, Oana Dascalu, Trí Nguyễn, Rafael Sarmento, and R.G. de Barros. Licensed interior art by Rafael Sarmento, Krystyna Novachuk, Fabrice Bertolotto, Dominick Critelli, Oliver Denker, Oleksandr Dziatko, Daniel Eskridge, Matt Forsyth, Konstantin G., Daniele Gay, Yaroslav Gerzhedovich, Forrest Imel, Evangelia Kaliva, Vuk Kostic, Camille Kuo, Roman Kybus, Tithi Luadthong, Laslo Ludrovan, Andrei Pervukhin, Joe Prachatree, Lucas Rossatti, Roni Setiawan, Max Shevchenko, Keith Tarrier, Joe Therasakdhi, Alex Tooth, Mark Turner, KhDuy Vo, Liu Zishan, Pavel Zhovba, 80’s Child, Algol, Blackdog1996, Crudelitas, d1sk, Digital Storm, Donma Digital Art, Fotogrin, Fotokostic, Freehand Transmute, Getmilitaryphotos, GrandeDuc, Khius, Kozlik, kzww, Microstoker1, m.o.arvas, newsteach, NextMarsMedia, Nyord, Refluo, RikoBest, Roman3dArt, Shu_it, SimpleB, Stach, SugaBom86, WarmTail, Yasnarada, Art Furnace, Bidaj Studio, Parabol Studio, and T Studio. Some artwork copyright © by Rafael Sarmento, Matt Forsyth, Forrest Imel, Freehand Transmute, Jan, and Shutterstock; used with permission. All rights reserved. Some artwork © 2015 Vagelio Kaliva, used with permission. All rights reserved. Public domain work by Willem van de Velde and NASA. Playtesting by Felipe Barros, Paulo M. Di Bernardi, Nacib Elias, Naim Elias, Giovanni Gil, Daniel Holthausen Nunes, Diogo Martins, Rodrigo Petry Nunes, and Miquel Vadell. Consulting by Paulo M. Di Bernardi, Caroline Giaretta, Renato Raso, and Miquel Vadell. Published by Abascanto Press Copyright © 2019 by R.G. de Barros. All rights reserved. byterpg.com
Михаил Герасимов (Order #27301389)
CONTENTS INTRODUCTION........................................................8
Archery...................................................................53
CHARACTER CREATION......................................12
Athletics..................................................................55
Overview......................................................................13
Charm.....................................................................57
Ancestries....................................................................16
Craft........................................................................59
Humans..................................................................17
Deception...............................................................62
The Amerfein.........................................................18
Dodge.....................................................................65
Beastmen................................................................19
Driving...................................................................67
Brau’haques...........................................................20
Engineering ...........................................................69
Cirimids..................................................................21
Exotic Weapons.....................................................71
Daramohns.............................................................22
Fencing...................................................................73
Dweorgs.................................................................23
Heavy Weapons....................................................75
The Edohyn............................................................24
Intimidation...........................................................77
Elves........................................................................25
Leadership.............................................................79
The Gherfidr..........................................................26
Legerdemain..........................................................82
Gnomes...................................................................27
Marksmanship ......................................................84
Goblins....................................................................28
Martial Arts............................................................86
Jeods........................................................................29
Medicine.................................................................88
The Jurkhya............................................................30
Melee Weapons.....................................................91
Muratirs..................................................................31
Perception..............................................................93
Nondalus................................................................32
Persuasion..............................................................96
Orcs.........................................................................33
Piloting ..................................................................98
Purzaris..................................................................34
Seamanship..........................................................100
Raikurs....................................................................35
Stealth...................................................................102
The Sidhe................................................................36
Survival................................................................104
Taullians ................................................................37
Taming..................................................................106
The Vorsh...............................................................38
Technology ..........................................................108
Yasogons.................................................................39
Finishing Touches....................................................110
Zaavelds.................................................................40
Cultures................................................................111
Demi-Humans.......................................................41
Languages and Talents.......................................111
Main Stats....................................................................42
Background Points..............................................112
Attributes...............................................................43
Money and Social Classes..................................112
Advantages............................................................43
Multiple Characters............................................114
Disadvantages.......................................................44
Superhero Characters.........................................114
Weaknesses............................................................44
GAMEPLAY RULES................................................117
Skills........................................................................45
Game Mastering.......................................................118
Abilities........................................................................48
Overview..............................................................119
Overview................................................................49
Dice and Modifiers.............................................120
Arcana.....................................................................50
Attribute Tests.....................................................120
Михаил Герасимов (Order #27301389)
Attribute Contests...............................................121
Spellcraft....................................................................170
Weakness Tests....................................................121
Spellcasters...........................................................171
Skill Tests..............................................................121
Spells.....................................................................171
Skill Contests.......................................................123
Arcane Symbols .................................................172
Difficulty and Outcome.....................................124
Learning Arcane Symbols..................................173
Assistance.............................................................124
Mana Points ........................................................174
Impromptu Tests.................................................125
Mana Sources.......................................................175
The Token.............................................................125
Alchemy...............................................................183
Combat.......................................................................126
Spell Aspects........................................................185
Initiative...............................................................127
Deflecting and Dispelling Spells.......................188
Rounds, Turns, and Actions..............................127
Grimoire...............................................................189
Attack and Defense.............................................129
List of Spells ........................................................189
Wounds, Healing, and Death............................131
Divine Powers...........................................................215
Fencing Duels......................................................134
Overview..............................................................216
Dueling With Pistols...........................................135
List of Divine Powers.........................................216
Showdown...........................................................135
Vitality Powers.........................................................225
Brawls...................................................................135
Overview..............................................................226
Chases...................................................................136
List of Vitality Powers........................................229
Survival......................................................................138
Psychic Powers.........................................................234
Food and Water...................................................139
Overview .............................................................235
Diseases................................................................139
List of Psychic Powers........................................237
Drugs and Poisons..............................................140
Psychic Creatures................................................243
Radiation-Like Effects........................................141
Mutations...................................................................245
Hazardous Conditions.......................................142
Overview..............................................................246
Drowning and Suffocation................................142
List of Mutations.................................................246
Falling...................................................................143
Dreamscapes.............................................................249
Massive Destruction...........................................143
Overview..............................................................250
Money and Equipment...........................................144
Creating a Dreamscape .....................................250
Money ..................................................................145
The Rules of a Dreamscape ..............................253
Buying ..................................................................145
Dreamscape and The Mind...............................254
Selling ..................................................................146
The Morpheus Machine ....................................255
Rewards ...............................................................146
Trackers......................................................................256
Equipment and Properties.................................146
Overview .............................................................257
Weapons and Artillery.......................................150
Darkness ..............................................................257
Firearm Attachments .........................................156
Fortune ................................................................259
Protective Items...................................................157
Hope and Despair ..............................................260
Encumbrance.......................................................158
BESTIARY.................................................................262
Final Rules and Example of Gameplay...............159
Creatures....................................................................263
Between Stories...................................................160
Overview..............................................................264
Experience and Retirement...............................161
Companion Creatures........................................266
Non-Player Characters.......................................162
Sample Creatures................................................270
A Brief Example of Gameplay..........................164
Denizens of The Night............................................280
MIND, SOUL AND POWERS...............................169
The Undead ........................................................281
Михаил Герасимов (Order #27301389)
Undead Types and The Horde ........................282
Ship Classes.........................................................361
Vampires..............................................................285
Naval Warfare......................................................362
Vampire Player Characters ...............................289
Starships....................................................................368
Lycanthropy ........................................................293
Overview..............................................................369
Fiends....................................................................295
Starship Classes...................................................371
TECH..........................................................................302
Building a Starship.............................................372
Networks and Hacking...........................................303
Starship Battles....................................................375
Overview..............................................................304
SOCIETY....................................................................384
Hacking Contests................................................305
Organizations............................................................385
Programming.......................................................307
Factions ................................................................386
Hacking Advanced Tech ...................................308
Noble Houses......................................................387
Neural Hacking ..................................................310
Secret Societies.....................................................387
VR Net..................................................................313
Religious Orders.................................................388
Relayed Feedback Burn......................................315
Mercenary Companies.......................................388
Potentials..............................................................316
Merchant Companies.........................................389
AI and Automata......................................................317
Missions................................................................389
AI...........................................................................318
Corporations........................................................390
AI Player Characters...........................................318
The League...........................................................393
Automata..............................................................319
Funds....................................................................394
Automaton Player Characters...........................322
Support Personnel...............................................394
Cybernetic Implants................................................324
Communities.......................................................395
Overview .............................................................325
Followers..............................................................395
List of Cybernetic Implants...............................326
Crises....................................................................397
Neural Software..................................................328
Collapsed Economic Systems................................400
Mechas........................................................................330
Starting Equipment.............................................401
Overview .............................................................331
Bartering...............................................................401
Mecha Suits..........................................................331
Games and Sports....................................................402
Mecha Vessels......................................................332
Bastion and Knuckles.........................................403
Building a Mecha Vessel ...................................337
Tento and Spikedball..........................................403
Mecha Combat....................................................340
NO COIN FOR CHARON.....................................407
VEHICLES.................................................................342
Rules Index................................................................408
Land Vehicles............................................................343
Setting Overview and Advice................................409
Overview..............................................................344
Setting Toolkit..........................................................411
Building a Ride....................................................344 Road Wars............................................................347
Instructions..........................................................412 Non-Player Character Tables.............................413
Land Vehicles vs Creatures ..............................351
Faction Tables......................................................419
Flying Machines.......................................................353
Location Tables....................................................424
Overview..............................................................354
Community Tables..............................................428
Building a Flying Machine................................354
Hexcrawl....................................................................432
Air Combat..........................................................357
Sample Factions........................................................438
Flying Machines vs Flying Creatures..............359
Sample Characters...................................................440
Ships and Airships...................................................360
ACKNOWLEDGEMENTS.....................................445
Overview..............................................................361 Михаил Герасимов (Order #27301389)
INTRODUCTION Михаил Герасимов (Order #27301389)
What is a roleplaying game? Roleplaying games may assume many forms, but for the purposes of this book, it will be defined as collective storytelling tabletop games for two or more players that may be played face-to-face or through any video or audio chat. In a roleplaying game (RPG), one of the players is the game master: the one responsible for laying out a story and its possible events and challenges in a setting of choice and populating that fictional world with characters (non-player characters) of their own design. Each of the remaining players will create a character whose actions they will choose and roleplay during a gaming session, following not only the roleplaying game’s rules, but also the setting’s peculiarities. What a character—either a player character or non-player character—may do in a roleplaying game is governed by the rules of the roleplaying game, the dice rolls, and, above all, the good judgment of the game master.
Roleplaying games do not have a set ending. Each story may comprise one or more gaming sessions, each of which may last from a couple of hours to many more. Once concluded, a story will most likely be followed by another, and any surviving player characters will grow in experience and, generally speaking, become more capable. Players that lost their characters will be able to create new (albeit less experienced) characters to rejoin with the remaining player characters from their party. Together, stories in a same setting will link with one another to form a saga that will reach its end when the game master has told all the stories they wish to tell within that setting (at least for the time being). The game master may then create a new saga in the same or a different setting.
Михаил Герасимов (Order #27301389)
Within this book, players will find the BYTE Roleplaying Game (BYTE RPG), a ruleset for players to create complete settings and characters for roleplaying games of their liking. This book gives players everything they need to play in an unlimited number of settings, with thematic elements ranging from cowboys to spies, Roman gladiators to Mecha pilots, elven knights to vampires, and private investigators to galactic rulers, with everything supported by the rules, from using a bow to firing a machinegun, riding a horse to commanding a fleet, and casting a spell to running a corporation. The BYTE RPG uses only one type of dice: eight-sided ones, with faces numbered 0 to 7. Five such dice will be enough for a gaming group, but you may also use regular eight-sided dice with the BYTE RPG—just treat any rolled eights as zeros. The core resolution mechanism used in most situations in the BYTE RPG for actions that characters attempt is as follows: have the player roll a number of dice corresponding to the Score of one of the character’s four Attributes, and check whether at least one die rolled a result equal to or fewer than the number of Ranks in the Skill pertinent to the task. If so, the character succeeds in the action, otherwise, a failure happens. The BYTE RPG doesn’t require miniatures or measurements. The BYTE RPG has many rules modules that allow a game master to design a ruleset tailored specifically to the setting of their own liking. Each rule and thematic element in this book is marked for easy reference regarding the applicable BYTE RPG setting or general Technological Level (TL). In Sections III—VII of this book, game masters
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INTRODUCTION
It is important to note that roleplaying games are neither competitive affairs between the game master and the other players nor fully cooperative distractions in which the game master should always bend or break the rules to help and protect the player characters at all costs. Instead, the game master and players should strive together for fairness and exciting, compelling storytelling, even if that means a tragic outcome should befall the player characters.
It is important to know that players are completely free regarding how they want to run roleplaying games as a group. Sagas may last many years, and players may alternate in the role of the game master, simultaneously creating stories in the same or different settings. The game master in a gaming group may play a player character in another player’s saga.
will find many chapters that they may drop or add as building blocks to create their settings without any inconsistencies or incompatibilities in the rules, and with total cohesion regarding the BYTE RPG’s core rules found in Sections I and II. When designing their own settings, game masters may want to limit themselves to elements from one or a couple of technological levels. For that purpose, they should use the scale below for reference throughout the many chapters in this book: TL 0 : the Stone Age ♦ Tech Level 0 TL 1 : from the ancient civiliza♦ Tech Level 1
INTRODUCTION
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merchant corporations, and secret societies. This is a world filled with intrigue, swashbucklers and musketeers, magicians with deep arcane knowledge, and strange machinery fueled by meteorites with embedded divine power: the Gods’ Embers.
YERAKSYS: DYING WORLD
TL 2-8
tions of the Bronze Age to the fall of Rome TL 2 : the Middle Ages and its ♦ Tech Level 2 knights, Vikings, and the samurai TL 3 : from the Age of Sail of ♦ Tech Level 3 pirates and gunpowder to the Napoleonic Wars TL 4 : from cowboys and the ♦ Tech Level 4 gothic Victorian Era to the Great War TL 5 : from the Roaring Twenties ♦ Tech Level 5 to the end of WWII TL 6 : the Atomic Age and the ♦ Tech Level 6 Cold War, from the late forties to the seventies TL 7 : from the eighties to ♦ Tech Level 7 today’s technological world TL 8 : the cyberpunk world of ♦ Tech Level 8 tomorrow TL 9 : the far-away era of space♦ Tech Level 9 faring civilizations
Player characters will be scavenging survivors from diverse ancestries roaming the deadly Yeraksys, a supernatural and superstition-filled carcass of a world bearing the scars of a long-forgotten cataclysmic event of global proportions. They will travel on the backs of strange creatures or inside rusty war roadsters in a continuous search for hope and the meaning of life in a desolate place, all the while having to avoid or confront the many human or inhuman threats found in its barren lands.
Besides being connected to TLs, most Skills, Abilities, equipment, and other rules may also refer to one or more BYTE RPG settings.
Two hundred years after Ashes of the Heavens, a dream of prosperity fills the streets of the great metropolises, as Niorthus seems to have healed from the scars of the Great War of the Twenties. Player characters will be people hailing from diverse backgrounds and living in a world filled with new inventions, such as the car, the airplane, the semiautomatic pistol, and the telephone. These people will be pulled by the many mysteries residing in the dark corners of society where magic still exists, big corporations mingle secretly with the sacred or the profane, and rebels rise against authoritarianism and exploitation of the masses.
The BYTE RPG settings are:
ASHES OF THE HEAVENS: CHRONICLES OF NIORTHUS I
TL 3
THE CITY AND THE NUMINA: CHRONICLES OF NIORTHUS II
GHOSTS OF T’KELTI Player characters will be the Children of Ashes— people from diverse cultures imbued with mysterious powers during a devastating event in the world of Niorthus and sought after by queens, kings, powerful Михаил Герасимов (Order #27301389)
TL 5
TL 9
A space opera filled with mysteries greater than those housed in the darkness between the
NO COIN FOR CHARON
stars. Player characters will be traveling aliens from many bizarre worlds in a universe where machines mingle with mystical powers and where the miracles of technology alone are useless against the invisible creators’ dark designs.
AUDIO TAPES FROM THE END TIMES: CHRONICLES OF NIORTHUS III
TL 7-8
Fifty years after the events of the City and the Numina, players will return to a different Niorthus, a divided world filled with eighties-flavored memorabilia and retropunk elements. They will roleplay specialists from diverse backgrounds who take part in the mysterious League, a secret society dedicated to facing supernatural threats, while trying to avert nuclear Armageddon as the world’s superpowers come closer to triggering total annihilation with each new proxy war. TL 2
An undead apocalypse survival mini-setting included at the appendix of this book. With the exception of the occasional stats regarding important characters and factions, BYTE RPG setting books will deal solely with the narrative peculiarities of a particular world (e.g., its history, geography, people, cultures, legends, conflicts, in addition to many options and randomizing tables to assist game masters in creating unique characters, locations, and stories on the fly), leaving the rules to be found in this main book. When a Skill, Ability, equipment, or any rule in this book refers to one or more TLs or settings, it automatically means that it is not applicable to any other TLs or settings not mentioned in that chapter. On the other hand, whenever a chapter doesn’t refer at all to any TLs and settings in its header, then it is applicable to all TLs and settings. Also, some rules may be labeled with a symbol: they are neither applicable to any specific TL, nor to any BYTE RPG setting, and are simply presented in this book as more options for game masters to create their own unique settings. While potential game masters should read the first three Sections of this book, other players should preferably read at least Section I (pertaining to character creation) and any chapters from Sections III—VII relating to specific perks their characters may have.
After a long war that shattered the Great Ancient Empire, the remaining kings, queens, and warlords signed the Eternal Treaty, a dream of peace resting on the shoulders of the Magistrates. Player characters will take this mantle and its responsibilities as delegates of a slain empress and go on a journey to every corner of the known world, imbued with the mystical ability to perform incredible physical feats and the administrative power to deal justice whenever necessary. In their day-to-day struggle for righteousness, they will face both supernatural threats and evils that are very much man-made.
Михаил Герасимов (Order #27301389)
For first-time players who wish to better visualize how a roleplaying gaming session can go, see page 164 for a brief example of gameplay. That chapter is also important for new game masters coming into touch with the BYTE RPG just now to get a feel for how a gaming session might flow, especially regarding action resolution. Finally, it is important to note that game masters should always feel free to modify any rules found in this book to tailor them to their tastes whenever necessary.
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INTRODUCTION
BLADES FOR THE DEAD EMPRESS
TL 7
CHARACTER CREATION Михаил Герасимов (Order #27301389)
CHAPTER 1
OVERVIEW
Михаил Герасимов (Order #27301389)
OVERVIEW
Players create a character by writing on a sheet of paper all the relevant information about them. At the end of this book, players will find a generic form—called the character sheet—for any characters created with the BYTE RPG, which will be useful for organizing relevant details. Each BYTE RPG setting book will also come with a character sheet personalized for the corresponding setting. The first thing a player should do when creating a character is choose an Ancestry from those found in page 16. Some settings will only have Humans as the sole Ancestry, while others may have many. Sometimes Ancestries may refer to people living together in the same world, while in other settings they may refer to people hailing from different planets or even realities. After choosing an Ancestry, the player can then fill in the following list to define their character’s main traits:
♦ Name (in accordance with the peculiarities of
CHARACTER CREATION
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the Ancestry and setting) ♦ Age (normally an adult age, as defined by the peculiarities of the Ancestry) ♦ Appearance (in accordance with the peculiarities of the Ancestry and setting) ♦ Occupation (in accordance with the peculiarities of the setting) ♦ Faith or Philosophical Belief (in accordance with the peculiarities of the setting) ♦ Main Allegiance (if any and in accordance with the peculiarities of the setting) ♦ Name and Description of one Friend ♦ Name and Description of one Rival, Enemy, or Enemy Faction ♦ One Secret Any missing information may be filled in by the game master in any way they desire (and cannot be changed later by the player). Players should also consider writing a background text of at least a couple of paragraphs recounting the character’s main life events up until the start of the first story. While writing such background text—at least a short one—is usually expected by many game masters, there are no mandatory consequences regarding the
Михаил Герасимов (Order #27301389)
lack of one. Still, game masters are free to award in creative ways dedicated players who write compelling backgrounds for their characters, as well as to bar some of the more exotic Background Points expenditures (see page 112) or to increase their cost when such character creation choices are not supported by any background text. After choosing an Ancestry and giving the character a personality, general look, and backstory, the player will then get to the more mathematical side of things regarding the character’s creation. The player will:
1 Choose which Weaknesses (page 44) to give
their character (if any), both for roleplay purposes as well as means to obtain additional Attribute Points or Background Points, but in exchange for less Skill Points.
2 Spend Attribute Points (page 43) to increase
some or all of their character’s four Attribute Scores, which are the character’s foundation and will determine the aspects of life in which they have potential to perform efficiently. For instance, are they an athletic individual, a bookworm, or a people’s person?
3 Choose
Advantages and Disadvantages (if any; pages 43 and 44), if the character’s Attribute Scores are, respectively, higher or lower than the average. Are they Tough, Clumsy, Insightful, or Naïve?
4 Spend
Skill Points (page 45) to increase some of the character’s Skill Ranks, which will determine what practical things they specialize in, such as Martial Arts, Fencing, Engineering, and Leadership.
5 Choose
Abilities (page 48) to give the character an edge when trying to succeed in certain specific scenarios or perform unique actions such as deflecting an arrow with their bare hands or repairing starships.
6 Choose a Culture (page 111), which will define
the character’s native language and possibly give them additional special Abilities for certain Skills.
7 Choose
additional desired languages and talents (page 111). Talents are areas of expertise that serve primarily to complement.
8 Spend Background Points (if any; page 112),
Points and learn about finishing touches regarding cultures, languages, social classes, and wealth.
9 See
Regarding pages 50 - 109, first-time players should read just those related to the Skills in which they actually invested Skill Points, with attention to the settings to which each Ability is applicable.
to give the character unique powers or perks such as casting spells or being a noble. how much money the character begins the game with and spend some of it to buy equipment (page 112).
10 Give
the character finishing touches by looking at the pertinent chapters in Sections III—VII. Are they a spellcaster (page 170), cybernetic warrior (page 324), or leader of a Faction (page 385)?
11 Make a second character to serve as a backup (page 114).
It is advisable that game masters be open-minded about allowing late, non-radical changes to any characters created by first-time players, as they may discover only after a couple of gaming sessions that minor adjustments to a couple of Skills or Abilities would make their characters more aligned with what they first envisioned.
OVERVIEW
It is advisable that players creating characters for the first time follow the step-by-step above, but after choosing one of the Ancestries from page 16, they should at least read pages 42 - 109 to gain an initial grasp on how Attributes, Weaknesses, Skills, and Abilities come together to form the backbone of any character. After that, read pages 111 - 112 to glance over the possibilities given by Background
After that, first-time players should consult with their game masters to check on any possible special powers allowed by the setting and to receive orientation regarding the chapters from Sections III—VII pertaining to the characters created.
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CHARACTER CREATION
Михаил Герасимов (Order #27301389)
CHAPTER 2
ANCESTRIES
CHARACTER CREATION
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Михаил Герасимов (Order #27301389)
HUMANS The People with Many Tongues. Their adaptability and affinity to science changed the world and brought them to power. In many settings, they form the majority of the world’s population. Native Language: per Culture Character Points: 8
ANCESTRIES
Special: Humans start with 1 bonus Background Point. A player may spend 1 Background Point once to give their Human character a single Advantage relating to an Attribute with a Score equal to 2, as long as they don’t have any Attributes with a Score above 2.
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CHARACTER CREATION
Михаил Герасимов (Order #27301389)
THE AMERFEIN
ANCESTRIES
The Divine Offspring. The Amerfein are a humanoid Ancestry—taller than Humans—with brown, yellow, or white skin, hairs from many possible colors (including white and silver), and strange eyes with no irises or pupils and a faint glow of white, blue, yellow, or green. They have large wings with a black, white, grey, or brown color. Adulthood Age (in Earth years): 20 Life Expectancy (in Earth years): 120 Average Height: 180 cm (or 5’11”) Average Weight: 70 kg (or 155 lb) Native Language: per Culture Character Points: 6 Attribute Bonuses: Presence (increasing its Score from 3 to 4 costs 3 Character Points) Weakness Modifiers: Pride (grants 3 Character Points or 2 Background Points)
CHARACTER CREATION
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Skill Penalties (increasing each Skill Rank costs 2 Skill Points): Stealth, Survival, Taming Bonus Abilities: Start with the Inspiring Ability from the Leadership Skill, regardless of the number of regular Skill Ranks in that Skill and any requirements (but conditions for its use apply) Special: They can use their wings to fly, reaching altitudes as high as their Might times one thousand in meters or yards. While flying, they cannot hover, thus making all their ranged attacks hard contests for themselves, as they must keep moving while firing. In , Amerfein may be nobles without having to spend a Background Point.
Михаил Герасимов (Order #27301389)
BEASTMEN
Adulthood Age (in Earth years): varies Life Expectancy (in Earth years): varies Average Height: varies Average Weight: varies Native Language: Forest-Speech Character Points: 7 Attribute Bonuses: Vigor (increasing its Score from 3 to 4 costs 3 Character Points) or Dexterity (increasing its Score from 3 to 4 costs 3 Character Points), but not both
Skill Penalties (increasing each Skill Rank costs 2 Skill Points): Engineering, Technology Special: Start with either the Tough Advantage— if the Vigor Attribute Score is 2 or higher, in addition to other Advantages if the Vigor Attribute Score is 3 or 4—or the Deft Advantage—if the Dexterity Attribute Score is 2 or higher, in addition to other Advantages if the Dexterity Attribute Score is 3 or 4. In settings with social classes, such as , it costs 1 more Background Point to be a noble. All Medicine Skill tests on the character are hard, unless the healer has the Xenomedic Ability from the Medicine Skill or is also a Beastman with similar physical complexion.
Михаил Герасимов (Order #27301389)
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CHARACTER CREATION
Skill Bonuses (increasing a Skill Rank from 0 to 2 costs 1 Skill Point, and also just 1 Skill Point when increasing it from 3 to 4): Choose two from the following: Athletics, Dodge, Martial Arts, Stealth
ANCESTRIES
The Blessed Ones. Beastmen are a humanoid Ancestry with varied animal features. One may be a stout anthropomorphic boar; another may be a very humanlike being with birdlike features and feathers along the arms; another may have a furry body and a wolf-like head; another may appear completely human except for cat-like ears and tail. Some may be larger than humans. Legend says such beings, while so different among themselves, have an ancient common origin: creatures elevated by the Forest Spirits to face the threat of civilization. Some, however, believe they are descendants from humans lost in forbidden forests—humans cursed into becoming animal-like beings a long time ago.
BRAU’HAQUES The Resilient Ones. The towering Brau’Haques are distinguished by their muscular bodies, lack of hair, white eyes with no irises, and multicolored, striped skin patterns.
ANCESTRIES
Adulthood Age (in Earth years): 18 Life Expectancy (in Earth years): 80 Average Height: 200 cm (or 6’7”) Average Weight: 120 kg (or 265 lb) Native Language: per Culture Character Points: 8 Attribute Bonuses: Vigor (increasing its Score from 3 to 4 costs 3 Character Points) Attribute Penalties: Wits (increasing its Score from 2 to 3 costs 3 Character Points) Weakness Modifiers: Wrath (grants 3 Character Points or, as a third or fourth Weakness, 2 Background Points) 20
CHARACTER CREATION
Special: +1 damage for unarmed attacks against targets without worn and natural armor. In and , it costs 1 more Background Point for a Brau’Haque to be a noble.
Михаил Герасимов (Order #27301389)
CIRIMIDS The Oracles of the Void. A hermaphrodite, larger-than-human Ancestry with high intelligence and strong tentacles, capable of moving upright on land and swimming underwater. They can change their natural skin tone to match their surroundings to try to hide from predators. They have a hyper-developed sixth sense.
Attribute Bonuses: Wits (increasing its Score from 3 to 4 costs 3 Character Points) Weakness Modifiers: Wrath (grants 1 Character Point or, as a third or fourth Weakness, no Background Points), Pride (grants 1 Character Point or, as a third or fourth Weakness, no Background Points), Greed (grants 1 Character Point or, as a third or fourth Weakness, no Background Points), Hedonism (grants 1 Character Point or, as a third or fourth Weakness, no Background Points) Skill Bonuses (increasing a Skill Rank from 0 to 2 costs 1 Skill Point, and also just 1 Skill Point when increasing it from 3 to 4): Arcana, Stealth
Bonus Abilities: Start with the Iron Lungs Ability from the Athletics Skill, regardless of the number of Ranks in that Skill. Special: Start with the Insightful Advantage if the Wits Attribute Score is 2 or higher, in addition to other Advantages if the Wits Attribute Score is 3 or 4. Cannot have the Beautiful Advantage. For all purposes, they are considered to have the Unattractive Disadvantage, regardless of their Presence Attribute Score, in addition to another Disadvantage, if said Score is 1. The prescient Cirimids make excellent navigators and, as such, will roll 1 extra die for normal and hard astrogation tests with the Arcana Skill ( ). Cirimids that are psychics will likewise roll 1 extra die for Psychic tests and contests when performing Mind over Ether Psychic Powers. Their many tentacles allow them to hold many items and weapons at once but won’t allow a Cirimid to do more than a single attack per round. Can breathe underwater and thus can never drown. All Medicine Skill tests on the character are hard, unless the healer is a Cirimid or has the Xenomedic Ability from the Medicine Skill. They cannot speak additional learned languages; without a voice translator, a Cirimid may only communicate through their strange speech with another Cirimid or with a person who understands Cirimidish.
Михаил Герасимов (Order #27301389)
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CHARACTER CREATION
Skill Penalties (increasing each Skill Rank costs 2 Skill Points): Athletics, Charm, Taming
ANCESTRIES
Adulthood Age (in Earth years): 20 Life Expectancy (in Earth years): 200 Average Height: 230 cm (or 7’7”) Average Weight: 160 kg (or 350 lb) Native Language: Cirimidish Character Points: 8
DARAMOHNS
ANCESTRIES
The Grays. The Daramohns are humanoid beings with smooth gray-colored skins, somewhat large hairless heads, and on average smaller and slender than humans. They are evolved beings with a deep sense of collectiveness among themselves and an aptitude for certain Psychic Powers. Adulthood Age (in Earth years): 25 Life Expectancy (in Earth years): 160 Average Height: 160 cm (or 5’3”) Average Weight: 50 kg (or 110 lb) Native Language: Daramohnese Character Points: 8 Attribute Bonuses: Wits (increasing its Score from 3 to 4 costs 3 Character Points) Attribute Penalties: Vigor (increasing its Score from 2 to 3 costs 3 Character Points)
CHARACTER CREATION
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Weakness Modifiers: Greed (grants 1 Character Point or, as a third or fourth Weakness, no Background Points) Skill Bonuses (increasing a Skill Rank from 0 to 2 costs 1 Skill Point, and also just 1 Skill Point when increasing it from 3 to 4): Perception Skill Penalties (increasing each Skill Rank costs 2 Skill Points): Leadership, Melee Weapons Special: Cannot have the Mighty Advantage. For all purposes, Daramohns are considered to have the Weak Disadvantage, regardless of their Vigor Attribute Score, in addition to another Disadvantage, if said Score is 1. A Daramohn may be a psychic regardless of having the Insightful Advantage, but only as long as they have a Score of 2 or more in the Presence Attribute and spend a Background Point for it. Daramohns that are psychics roll 1 extra die for Psychic tests and contests when performing Mind over Matter Psychic Powers.
Михаил Герасимов (Order #27301389)
DWEORGS The Mountain Dwellers. Sturdy people with long beards and masterful crafting abilities. Adulthood Age (in Earth years): 30 Life Expectancy (in Earth years): 200 Average Height: 135 cm (or 4’5”) Average Weight: 100 kg (or 220 lb) Native Language: Dweorgish Character Points: 7
Attribute Penalties: Dexterity (increasing its Score from 2 to 3 costs 3 Character Points) Weakness Modifiers: Greed (grants 3 Character Points or, as a third or fourth Weakness, 2 Background Points)
Skill Penalties (increasing each Skill Rank costs 2 Skill Points): Athletics, Driving, Piloting, Technology Special: Start with the Resilient Advantage if the Vigor Attribute Score is 2 or higher, in addition to other Advantages if the Vigor Attribute Score is 3 or 4. They can see through darkness as if it was bathed in direct sunlight.
Михаил Герасимов (Order #27301389)
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CHARACTER CREATION
Skill Bonuses (increasing a Skill Rank from 0 to 2 costs 1 Skill Point, and also just 1 Skill Point when increasing it from 3 to 4): Craft
ANCESTRIES
Attribute Bonuses: Vigor (increasing its Score from 3 to 4 costs 3 Character Points)
THE EDOHYN
ANCESTRIES
The Forest Spirits. Widely regarded as descendants from an ancient Sidhe faction that abandoned the Veiled Realm for reasons unknown since long forgotten times, they are an insightful Ancestry with a profound connection to nature. The Edohyn are very humanlike—slightly smaller than Humans and the Sidhe—but with pointed ears, somewhat long incisors, and the occasional green, purple, or blue hair. Adulthood Age (in Earth years): 20 Life Expectancy (in Earth years): 150 Average Height: 165 cm (or 5’5”) Average Weight: 65 kg (or 145 lb) Native Language: Sidhe Character Points: 6 Attribute Bonuses: Dexterity (increasing its Score from 3 to 4 costs 3 Character Points) Weakness Modifiers: Greed (grants 1 Character Point or, as a third or fourth Weakness, no Background Points)
CHARACTER CREATION
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Skill Penalties (increasing each Skill Rank costs 2 Skill Points): Engineering Bonus Abilities: Start with the Nimble Ability from the Athletics Skill, regardless of the number of regular Skill Ranks in that Skill and any requirements (but conditions for its use apply). Start with the Animal Whisperer Ability from the Taming Skill, regardless of the number of regular Skill Ranks in that Skill and any requirements (but conditions for its use apply). Special: Start with the Insightful Advantage if the Wits Attribute Score is 2 or higher, in addition to other Advantages if the Wits Attribute Score is 3 or 4. In settings with divine powers such as , the character may start the game with the Spellcaster power without spending a Background Point, but other requirements may apply depending on the setting. If the character is a spellcaster, they may draw Mana from their surroundings as if they were attuned to the place, but they will be incapable of corrupting it (i.e., draining its last Mana Point) or receiving Mana from Blood Sacrifices. In and settings with a TL 3 , they cannot use the Wits Attribute bonus to learn other languages besides Sidhe. Such extra languages must only be acquired through Skill Points or Experience Points. In and , the Edohyn cannot be nobles.
Михаил Герасимов (Order #27301389)
ELVES The Forest Dwellers. Graceful and slender people with pointed ears. Adulthood Age (in Earth years): 40 Life Expectancy (in Earth years): 500 Average Height: 170 cm (or 5’7”) Average Weight: 65 kg (or 145 lb) Native Language: Elvish Character Points: 7
Attribute Penalties: Vigor (increasing its Score from 2 to 3 costs 3 Character Points)
ANCESTRIES
Attribute Bonuses: Dexterity (increasing its Score from 3 to 4 costs 3 Character Points)
Weakness Modifiers: Pride (grants 3 Character Points or, as a third or fourth Weakness, 2 Background Points) Skill Bonuses (increasing a Skill Rank from 0 to 2 costs 1 Skill Point, and also just 1 Skill Point when increasing it from 3 to 4): Arcana
Special: Start with the Deadeye Advantage if the Dexterity Attribute Score is 2 or higher, in addition to other Advantages if the Dexterity Attribute Score is 3 or 4. They can see through darkness as if it was bathed in direct sunlight.
Михаил Герасимов (Order #27301389)
CHARACTER CREATION
Skill Penalties (increasing each Skill Rank costs 2 Skill Points): Engineering, Heavy Weapons, Seamanship, Technology
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THE GHERFIDR
ANCESTRIES
The Silent Ones. A humanoid Ancestry with four pitch-black eyes, skins with vivid colors ranging from blue, purple, red and green tones, pointy ears, and four tentaclelike appendages on the top of their heads, which grant Psychic capabilities to many of its members. Adulthood Age (in Earth years): 18 Life Expectancy (in Earth years): 80 Average Height: 170 cm (or 5’7”) Average Weight: 70 kg (or 155 lb) Native Language: per Culture Character Points: 7 Attribute Bonuses: Presence (increasing its Score from 3 to 4 costs 3 Character Points) Attribute Penalties: Vigor (increasing its Score from 2 to 3 costs 3 Character Points)
CHARACTER CREATION
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Weakness Modifiers: Hedonism (grants 3 Character Points or, as a third or fourth Weakness, 2 Background Points), Wrath (grants 1 Character Point or, as a third or fourth Weakness, no Background Points) Skill Bonuses (increasing a Skill Rank from 0 to 2 costs 1 Skill Point, and also just 1 Skill Point when increasing it from 3 to 4): Charm Skill Penalties (increasing each Skill Rank costs 2 Skill Points): Arcana, Intimidation Special: A Gherfidr may be a psychic without the Insightful Advantage and having to spend a Background Point for it, but only if they have the Astute Advantage.
Михаил Герасимов (Order #27301389)
GNOMES The Merry Folk. Small people with an affinity for innovations and a penchant for leisure. Adulthood Age (in Earth years): 40 Life Expectancy (in Earth years): 200 Average Height: 115 cm (or 3’9”) Average Weight: 45 kg (or 100 lb) Native Language: Gnomish Character Points: 7
Attribute Penalties: Vigor (increasing its Score from 2 to 3 costs 4 Character Points)
ANCESTRIES
Attribute Bonuses: Wits (increasing its Score from 3 to 4 costs 3 Character Points)
Weakness Modifiers: Hedonism (grants 3 Character Points or, as a third or fourth Weakness, 2 Background Points) Skill Bonuses (increasing a Skill Rank from 0 to 2 costs 1 Skill Point, and also just 1 Skill Point when increasing it from 3 to 4): Dodge, Engineering
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Skill Penalties (increasing each Skill Rank costs 2 Skill Points): Driving, Heavy Weapons, Intimidation, Martial Arts
CHARACTER CREATION
Special: Start with the Inventive Advantage if the Wits Attribute Score is 2 or higher, in addition to other Advantages if the Wits Attribute Score is 3 or 4. Cannot have the Tough Advantage. For all purposes, they are considered to have the Frail Disadvantage regardless of their Vigor Attribute Score, in addition to another Disadvantage if said Score is 1. They can see through darkness as if it was bathed in direct sunlight.
Михаил Герасимов (Order #27301389)
GOBLINS The Green Ones. Small folk with serrated teeth and long ears and noses.
ANCESTRIES
Adulthood Age (in Earth years): 18 Life Expectancy (in Earth years): 50 Average Height: 120 cm (or 3’9”) Average Weight: 40 kg (or 90 lb) Native Language: Goblin Character Points: 7
CHARACTER CREATION
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Attribute Bonuses: Dexterity (increasing its Score from 3 to 4 costs 3 Character Points) Attribute Penalties: Vigor (increasing its Score from 2 to 3 costs 3 Character Points), Presence (increasing its Score from 2 to 3 costs 3 Character Points) Weakness Modifiers: Wrath (grants 3 Character Points or, as a third or fourth Weakness, 2 Background Points), Greed (grants 3 Character Points or, as a third or fourth Weakness, 2 Background Points) Skill Bonuses (increasing a Skill Rank from 0 to 2 costs 1 Skill Point, and also just 1 Skill Point when increasing it from 3 to 4): Dodge, Stealth Skill Penalties (increasing each Skill Rank costs 2 Skill Points): Charm, Driving, Heavy Weapons Special: Start with the Agile Advantage if the Dexterity Attribute Score is 2 or higher, in addition to other Advantages if the Dexterity Attribute Score is 3 or 4. Cannot have the Tough Advantage. For all purposes, they are considered to have the Frail Disadvantage regardless of their Vigor Attribute Score, in addition to another Disadvantage if said Score is 1. In settings with a TL 3 , they cannot use the Wits Attribute bonus to learn other languages besides Goblin. Such extra languages must only be acquired through Skill Points or Experience Points. They can see through darkness as if it was bathed in direct sunlight.
Михаил Герасимов (Order #27301389)
JEODS The First People. The elegant Jeods are, on average, slightly smaller and more slender than Humans, with skin tones varying from light red to white, light blue, brown, tan, light pink, and light golden. Their hairs are blue, black, brown, golden, or silvery, and they have a pair of horns with various possible shapes.
Attribute Bonuses: Wits (increasing its Score from 3 to 4 costs 3 Character Points)
ANCESTRIES
Adulthood Age (in Earth years): 20 Life Expectancy (in Earth years): 120 Average Height: 165 cm (or 5’5”) Average Weight: 65 kg (or 140 lb) Native Language: Jeod Character Points: 8
Attribute Penalties: Vigor (increasing its Score from 2 to 3 costs 3 Character Points) Weakness Modifiers: Pride (grants 3 Character Points or, as a third or fourth Weakness, 2 Background Points), Wrath (grants 1 Character Point or, as a third or fourth Weakness, no Background Points)
Special: In , , and , it costs 1 more Background Point for a Jeod to be a noble.
Михаил Герасимов (Order #27301389)
CHARACTER CREATION
Bonus Abilities: Start with the Nimble Ability from the Athletics Skill, regardless of the number of regular Skill Ranks in that Skill and any requirements (but conditions for its use apply).
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THE JURKHYA
ANCESTRIES
The People with the Sight. The Jurkhya are taller than humans, with muscular bodies, white, orange or brown skins, no eyebrows, pointy ears, and one round sign over each of their eyes. The signs are white, yellow, green or blue and are referred to as their “Night Eyes” and these enhance their senses and reflexes against imminent dangers while in darkness. Their eyes have yellow, blue, or green pupils. They have four pairs of incisors. Their hairs are white, yellow, black, blue, or green. Adulthood Age (in Earth years): 20 Life Expectancy (in Earth years): 90 Average Height: 180 cm (or 5’11”) Average Weight: 80 kg (or 175 lb) Native Language: Jurkhya Character Points: 7 Attribute Bonuses: Vigor (increasing its Score from 3 to 4 costs 3 Character Points)
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Bonus Abilities: Start with the Endurance Ability regular Skill Ranks in that Skill and any requirements (but conditions for its use apply).
CHARACTER CREATION
Special: They can see through darkness as if it was bathed in direct sunlight.
Михаил Герасимов (Order #27301389)
MURATIRS The Mischievous Folk. An intelligent, bipedal, smaller than-human Ancestry that resembles an anthropomorphic frog. They have multicolored skins with vivid colors, like bright yellow or green, and varied patterns.
Attribute Bonuses: Dexterity (increasing its Score from 3 to 4 costs 3 Character Points) Attribute Penalties: Vigor (increasing its Score from 2 to 3 costs 4 Character Points) Weakness Modifiers: Hedonism (grants 1 Character Point or, as a third or fourth Weakness, no Background Points)
Skill Penalties (increasing each Skill Rank costs 2 Skill Points): Heavy Weapons, Intimidation, Martial Arts Bonus Abilities: Start with the Iron Lungs Ability from the Athletics Skill, regardless of the number of Ranks in that Skill. Special: Start with the Inventive Advantage if the Wits Attribute Score is 2 or higher, in addition to other Advantages if the Wits Attribute Score is 3 or 4. Cannot have the Tough Advantage. For all purposes, they are considered to have the Frail Disadvantage regardless of their Vigor Attribute Score, in addition to another Disadvantage if said Score is 1. Can breathe underwater and thus can never drown. All Medicine Skill tests on the character are hard, unless the healer is a Muratir or has the Xenomedic Ability from the Medicine Skill.
Михаил Герасимов (Order #27301389)
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CHARACTER CREATION
Skill Bonuses (increasing a Skill Rank from 0 to 2 costs 1 Skill Point, and also just 1 Skill Point when increasing it from 3 to 4): Dodge, Piloting
ANCESTRIES
Adulthood Age (in Earth years): 18 Life Expectancy (in Earth years): 70 Average Height: 100 cm (or 3’3”) Average Weight: 30 kg (or 65 lb) Native Language: Muratir Character Points: 8
NONDALUS
ANCESTRIES
The Ancient Ones. A strong, larger-than-human, bipedal, pachydermic Ancestry with trunk noses, thick skins with a dark or greyish tone, two pairs of tusks, and deep voices. Adulthood Age (in Earth years): 30 Life Expectancy (in Earth years): 150 Average Height: 220 cm (or 7’3”) Average Weight: 180 kg (or 395 lb) Native Language: Nondal Character Points: 6 Attribute Bonuses: Vigor (increasing its Score from 3 to 4 costs 3 Character Points and increasing its Score from 4 to 5 costs 3 Character Points) Attribute Penalties: Dexterity (increasing its Score from 2 to 3 costs 3 Character Points)
CHARACTER CREATION
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Weakness Modifiers: Wrath (grants 3 Character Points or, as a third or fourth Weakness, 2 Background Points) Skill Bonuses (increasing a Skill Rank from 0 to 2 costs 1 Skill Point, and also just 1 Skill Point when increasing it from 3 to 4): Leadership Skill Penalties (increasing each Skill Rank costs 2 Skill Points): Athletics, Dodge, Stealth Special: Natural armor with a rating of 2. Start with the Tough Advantage if the Vigor Attribute Score is 2 or higher, in addition to other Advantages if the Vigor Attribute Score is 3 or 4. All Medicine Skill tests on the character are hard, unless the healer is a Nondalus or has the Xenomedic Ability from the Medicine Skill.
Михаил Герасимов (Order #27301389)
ORCS The Sturdy Ones. Strong humanoids with pointed teeth and superior stamina. Adulthood Age (in Earth years): 18 Life Expectancy (in Earth years): 70 Average Height: 200 cm (or 6’7”) Average Weight: 110 kg (or 240 lb) Native Language: Orc Character Points: 7
Attribute Penalties: Wits (increasing its Score from 2 to 3 costs 3 Character Points)
ANCESTRIES
Attribute Bonuses: Vigor (increasing its Score from 3 to 4 costs 3 Character Points)
Weakness Modifiers: Wrath (grants 3 Character Points or, as a third or fourth Weakness, 2 Background Points) Skill Bonuses (increasing a Skill Rank from 0 to 2 costs 1 Skill Point, and also just 1 Skill Point when increasing it from 3 to 4): Melee Weapons
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Skill Penalties (increasing each Skill Rank costs 2 Skill Points): Charm, Engineering, Piloting, Technology
CHARACTER CREATION
Special: Start with the Mighty Advantage if the Vigor Attribute Score is 2 or higher, in addition to other Advantages if the Vigor Attribute Score is 3 or 4. In settings with a TL 3 , they cannot use the Wits Attribute bonus to learn other languages besides Orc. Such extra languages must only be acquired through Skill Points or Experience Points. They can see through darkness as if it was bathed in direct sunlight.
Михаил Герасимов (Order #27301389)
PURZARIS
ANCESTRIES
The Eyeless Ones. An underground humanoid Ancestry that dwells inside deep caves. They have no eyes, white hair, pointy teeth, pale skin, and an advanced intellect. Adulthood Age (in Earth years): 18 Life Expectancy (in Earth years): 70 Average Height: 160 cm (or 5’3”) Average Weight: 65 kg (or 145 lb) Native Language: Purzari Character Points: 10 Attribute Bonuses: Wits (increasing its Score from 3 to 4 costs 3 Character Points, and increasing its Score from 4 to 5 costs 3 Character Points) Attribute Penalties: Dexterity (increasing its Score from 2 to 3 costs 4 Character Points)
CHARACTER CREATION
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Weakness Modifiers: Greed (grants 3 Character Points or, as a third or fourth Weakness, 2 Background Points) Skill Penalties (increasing each Skill Rank costs 2 Skill Points): Charm, Dodge, Driving, Heavy Weapons, Legerdemain, Marksmanship, Perception, Piloting Bonus Abilities: Start with the Danger Sense Ability from the Dodge Skill, regardless of the number of regular Skill Ranks in that Skill and any requirements (but conditions for its use apply). Start with the Blind Fury Ability from the Martial Arts Skill, regardless of the number of regular Skill Ranks in that Skill and any requirements (but conditions for its use apply). Special: Cannot have the Deadeye Advantage. For all purposes, they are considered to have the Nearsighted Disadvantage regardless of their Dexterity Attribute Score, and another Disadvantage if said Score is 1. They cannot see but have a bat-like sonar inside their heads. They can hear and smell very far and read print by touch. The lack of vision may also change some tests and contests from normal to hard or make them outright impossible for the Purzari.
Михаил Герасимов (Order #27301389)
RAIKURS The Outsiders. The Raikurs are large hermaphrodite creatures with purple, red, or green chitin exoskeletons and faces resembling that of a supersized mantis. They have four arms.
Attribute Bonuses: Vigor (increasing its Score from 3 to 4 costs 3 Character Points, and increasing its Score from 4 to 5 costs 3 Character Points) Attribute Penalties: Presence (increasing its Score from 2 to 3 costs 3 Character Points)
ANCESTRIES
Adulthood Age (in Earth years): 14 Life Expectancy (in Earth years): 100 Average Height: 240 cm (or 7’10”) Average Weight: 150 kg (or 330 lb) Native Language: Raikur Character Points: 9
Weakness Modifiers: Hedonism (grants 1 Character Point or, as a third or fourth Weakness, no Background Points)
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Skill Penalties (increasing each Skill Rank costs 2 Skill Points): Charm, Legerdemain, Taming Special: Natural armor with a rating of 2. Raikurs have four arms which allow them to hold, for instance, two twohanded weapons or four one-handed weapons, which may be used alternatively for attacking or parrying, but they won’t allow the Raikur to attack twice in the same turn. All Medicine Skill tests on the character are hard unless the healer is a Raikur or has the Xenomedic Ability from the Medicine Skill. In settings with divine powers or mutations, the character may not start the game with a free power or mutation or acquire them through Background Points. The character will die if they acquire a divine power or a mutation because of an in-game event. The character is incapable of casting spells. The character cannot have Fortune Points. They cannot speak additional learned languages; without a voice translator, a Raikur may only communicate through clicking sounds from their mandibles with another Raikur or with a person who understands Raikur. They can see through darkness as if it was bathed in direct sunlight. Михаил Герасимов (Order #27301389)
CHARACTER CREATION
Skill Bonuses (increasing a Skill Rank from 0 to 2 costs 1 Skill Point, and also just 1 Skill Point when increasing it from 3 to 4): Technology
THE SIDHE
ANCESTRIES
The Enchanted Ones. In , the mysterious Sidhe come from a shadow world—or parallel dimension—called the Veiled Realm. Their own origin is a mystery, probably even to themselves. They have mysterious abilities such as using magical portals to cross to “mirrored” locations in other dimensions. The Sidhe are both beautiful and terrifying, a powerful Ancestry that disregards reason and values only emotions, with an innate ability to cast spells, a profound love for nature, and a violent distaste for technology. A Sidhe’s appearance is very humanlike, except their pointed ears and the occasional silvery or golden hair. Adulthood Age (in Earth years): 30 Life Expectancy (in Earth years): 300 Average Height: 170 cm (or 5’7”) Average Weight: 70 kg (or 155 lb) Native Language: Sidhe Character Points: 6 Attribute Bonuses: Presence (increasing its Score from 3 to 4 costs 3 Character Points, and increasing its Score from 4 to 5 costs 3 Character Points)
CHARACTER CREATION
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Attribute Penalties: Wits (increasing its Score from 2 to 3 costs 3 Character Points) Weakness Modifiers: Wrath (grants 3 Character Points or, as a third or fourth Weakness, 2 Background Points), Pride (grants 3 Character Points or, as a third or fourth Weakness, 2 Background Points), Greed (grants 1 Character Point or, as a third or fourth Weakness, no Background Points), and Hedonism (grants 3 Character Points or, as a third or fourth Weakness, 2 Background Points) Skill Penalties (increasing each Skill Rank costs 2 Skill Points): Engineering, Technology Special: In settings with spellcasting or divine powers such as , all Sidhe are considered spellcasters regardless of Background Point expenditure or other requirements. A Sidhe may draw Mana from their surroundings as if they were attuned to the place, but they will be incapable of corrupting it (i.e., draining its last Mana Point) or receiving Mana from Blood Sacrifices. In settings with divine powers such as , the character may not start the game with a free power or acquire one through Background Points. The character will die if they acquire a divine power because of an in-game event. In and settings with a TL 3 , the Sidhe cannot use the Wits bonus to learn other languages besides Sidhe. Such extra languages must only be acquired through Skill Points or Experience Points. In , the Sidhe may crossover freely from a place on the world of Niorthus to its “shadow” on the Veiled Realm and vice versa,
Михаил Герасимов (Order #27301389)
as long as they are outdoors and not tied, chained, restrained, or shackled. Crossing over takes approximately 1 minute, in which the Sidhe must be able to concentrate undisturbed. When crossing over, the Sidhe may take with them only what they are able to carry.
TAULLIANS The Feline People. The Taullians are a strongwilled people who are larger than humans. They resemble humanoid lions, tigers, and panthers.
Attribute Bonuses: Vigor (increasing its Score from 3 to 4 costs 3 Character Points) and Dexterity (increasing its Score from 3 to 4 costs 3 Character Points) Weakness Modifiers: Wrath (grants 3 Character Points or, as a third or fourth Weakness, 2 Background Points), Pride (grants 3 Character Points or, as a third or fourth Weakness, 2 Background Points), and Greed (grants 1 Character Point or, as a third or fourth Weakness, no Background Points)
Skill Penalties (increasing each Skill Rank costs 2 Skill Points): Legerdemain Special: Unarmed attacks deal +1 damage, are from the Slashing type (instead of the Blunt one), and negate 1 point of the target’s armor (be it natural or worn). All Medicine Skill tests on the character are hard, unless the healer is a Taullian or has the Xenomedic Ability from the Medicine Skill. In settings with divine powers or mutations, such as and , the character may not start the game with a free divine power or mutation but may acquire divine powers only by spending Background Points. However, the character will die if they acquire a mutation because of an in-game event. They can see through darkness as if it was bathed in direct sunlight.
Михаил Герасимов (Order #27301389)
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CHARACTER CREATION
Bonus Abilities: Start with the Parkour Ability from the Athletics Skill, regardless of the number of regular Skill Ranks in that Skill and any requirements (but conditions for its use apply)
ANCESTRIES
Adulthood Age (in Earth years): 18 Life Expectancy (in Earth years): 60 Average Height: 200 cm (or 6’7”) Average Weight: 100 kg (or 220 lb) Native Language: Taullian Character Points: 7
THE VORSH
ANCESTRIES
The Merfolk. A bipedal, amphibian, Ancestry with a head resembling a cross between those from a fish and a human. They have thick skins with scales of silvery, vivid colors ranging from yellow to red, blue, and green. They are larger than humans. Adulthood Age (in Earth years): 20 Life Expectancy (in Earth years): 80 Average Height: 190 cm (or 6’3”) Average Weight: 90 kg (or 200 lb) Native Language: Vorsh Character Points: 8 Attribute Bonuses: Wits (increasing its Score from 3 to 4 costs 3 Character Points). Attribute Penalties: Presence (increasing its Score from 2 to 3 costs 3 Character Points).
CHARACTER CREATION
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Bonus Abilities: Start with the Iron Lungs Ability from the Athletics Skill, regardless of the number of Ranks in that Skill. Special: Natural armor with a rating of 1. Can breathe underwater and thus can never drown. All Medicine Skill tests on the character are hard, unless the healer is a Vorsh or has the Xenomedic Ability from the Medicine Skill. In settings with divine powers, such as and , the character may not start the game with a free power and will die if they acquire a divine power because of an ingame event. The character is incapable of casting spells. In , it costs 1 more Background Point to be a noble.
Михаил Герасимов (Order #27301389)
YASOGONS The Celestial Artificers. An Ancestry that resembles a cross between humans and snakes, with skins covered in reptilian scales, human-like facial features, large dark eyes, forked tongues, and a long ophidian tail for a lower body.
Attribute Bonuses: Vigor (increasing its Score from 3 to 4 costs 3 Character Points) and Dexterity (increasing its Score from 3 to 4 costs 3 Character Points)
ANCESTRIES
Adulthood Age (in Earth years): 18 Life Expectancy (in Earth years): 80 Average Height: 210 cm (or 6’11”) Average Weight: 110 kg (or 240 lb) Native Language: Yasogonish Character Points: 6
Weakness Modifiers: Hedonism (grants 3 Character Points or, as a third or fourth Weakness, 2 Background Points) Skill Penalties (increasing each Skill Rank costs 2 Skill Points): Driving, Taming
Михаил Герасимов (Order #27301389)
CHARACTER CREATION
Special: Natural armor with a rating of 1. Start with the Resilient Advantage, if the Vigor Attribute Score is 2 or higher, in addition to other Advantages if the Vigor Attribute Score is 3 or 4. Yasogons have a prehensile tail to hold objects, which may be used to hold weapons to fight with or to grapple enemies. All Medicine Skill tests on the character are hard, unless the healer is a Yasogon or has the Xenomedic Ability from the Medicine Skill.
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ZAAVELDS
ANCESTRIES
The Lizard People. The Zaavelds are an Ancestry capable of feats of extreme agility. They are bipedal humanoids characterized by their scaled, greenish or greyish skins, lizard-like facial features, forked tongues, and prehensile tails.
CHARACTER CREATION
40
Adulthood Age (in Earth years): 18 Life Expectancy (in Earth years): 50 Average Height: 185 cm (or 6’1”) Average Weight: 85 kg (or 190 lb) Native Language: Zaaveld Character Points: 6 Attribute Bonuses: Dexterity (increasing its Score from 3 to 4 costs 3 Character Points) Weakness Modifiers: Greed (grants 3 Character Points or, as a third or fourth Weakness, 2 Background Points), Hedonism (grants 1 Character Point or, as a third or fourth Weakness, no Background Points) Skill Bonuses (increasing a Skill Rank from 0 to 2 costs 1 Skill Point, and also just 1 Skill Point when increasing it from 3 to 4): Athletics Skill Penalties (increasing each Skill Rank costs 2 Skill Points): Charm, Medicine, Technology Special: Natural armor with a rating of 1. Zaavelds have a prehensile tail that can hold objects but that cannot use weapons effectively. They can regenerate lost limbs (tail, arms, hands, legs, and feet), but it takes around seven days. In and settings with a TL 3 , they cannot use the Wits Attribute bonus to learn other languages besides Zaaveld. Such extra languages, then, must only be acquired through Skill Points or Experience Points.
Михаил Герасимов (Order #27301389)
DEMI-HUMANS It is very rare, but not impossible, for members from different humanoid Ancestries (Humans, the Amerfein, Brau’Haques, the Edohyn, Jeods, Jurkhya, and the Sidhe) to have offspring. More often than not, the mother is a Human and the child has mostly Human features. Still, the child may develop new, special traits not presented in any other Ancestry (and possibly, not even in any other person). In settings other than , , and , game masters may still choose to allow Demi-Human characters as offspring from a Human and an Elf, a Gherfidr ( ), an Orc, or a Purzari ( ).
Михаил Герасимов (Order #27301389)
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CHARACTER CREATION
Special: Depending on the setting peculiarities and with the game master’s consent, the player may choose for the character one additional divine power or mutation without cost as the character’s special ability resultant from their and other settings that allow unique genetic code. In characters to start with one divine power for free, the player will still be allowed to roll for a second divine power (or choose one by spending 1 Background Point).
ANCESTRIES
Adulthood Age (in Earth years): per the Ancestry of one of their parents, or an average of both. Life Expectancy (in Earth years): per the Ancestry of one of their parents, or an average of both. Average Height: per the Ancestry of one of their parents, or an average of both. Average Weight: per the Ancestry of one of their parents, or an average of both. Native Language: per Culture Character Points: 8
CHAPTER 3
MAIN STATS
CHARACTER CREATION
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Михаил Герасимов (Order #27301389)
ATTRIBUTES Attributes constitute the foundation of a character. In sum, they serve to measure the potential a character has regarding physical or mental tasks. Depending on the character’s Attribute Scores, they may also have distinct Advantages or Disadvantages that will, respectively, give them an edge or hinder them during stories. All characters have the same four Attributes: Vigor, Dexterity, Wits, and Presence.
ADVANTAGES A character with one or more Attributes with a Score equal to or higher than 3 will receive one or more Advantages according to the table below: TABLE 2
ATTRIBUTE SCORE
NUMBER OF ADVANTAGES
1
0
2
0
3
1
4
2
5
3
The Dexterity Attribute relates to speed, agility, reflexes, and hand-eye coordination. The Wits Attribute relates to the character’s amount of knowledge as well as their awareness of their surroundings. The Presence Attributes relates to looks, charisma, self-assuredness, social skills, and willpower.
The following table shows how many Character Points are needed to attain each Attribute Score: TABLE 1
ATTRIBUTE SCORE INCREASE COST IN CHARACTER POINTS FROM 1 TO 2
2
FROM 2 TO 3
2
FROM 3 TO 4
4
FROM 4 TO 5
4
VIGOR:
♦ ♦ ♦
Mighty (the character is very strong) Resilient (the character is less susceptible to diseases and other ailments and has good stamina) Tough (the character is generally harder to kill)
DEXTERITY:
♦ ♦ ♦
Agile (the character has good reflexes and is fast) Deadeye (the character has superior handeye coordination) Deft (the character has great finesse in physical activities)
WITS: Note: depending on the chosen Ancestry, the amount of Character Points to increase an Attribute from a certain Score to the next one may change.
Михаил Герасимов (Order #27301389)
43
♦ ♦ ♦
Erudite (the character is very knowledgeable) Insightful (the character has a deep intuition about mystical powers) Inventive (the character is uniquely creative)
CHARACTER CREATION
At the start of character creation, each Attribute will have a Score of 1, but they may be increased up to a maximum of 5. To increase one or more of their character’s four Attributes, the player must spend Character Points, which may be obtained from two sources: the chosen Ancestry and any acquired Weaknesses (for Weaknesses, see page 44).
Advantages must be chosen by the player from the following lists, depending on the Attributes with a Score equal to or higher than 3:
MAIN STATS
The Vigor Attribute relates to strength, endurance, general health, and resistance against lifethreatening wounds.
Players are free to choose which Attribute Scores their characters will have, as long as the rules above are observed, but they should be mindful that for most Ancestries, characters of a very young age will probably have Vigor with a Score of 1, while those of a veritable age will probably have Dexterity with a Score of 1.
PRESENCE:
♦ Astute (the character is hard to deceive and very apt about influencing other people’s actions) ♦ Beautiful (the character’s looks are remarkably above average) ♦ Brave (the character is fearless)
MAIN STATS
Besides specific rule effects, Advantages may be brought into play at any moment by the game master for roleplay reasons, to the benefit of the characters who have them. An Attribute that is temporarily raised to a Score of 3, 4, or 5 through in-game effects won’t net any Advantage, but if it is temporarily decreased from a Score of 3, 4, or 5 to a Score of 1 or 2 through ingame effects, it will temporarily lose its associated Advantages and any Skill Abilities that have those Advantages as requirements.
DISADVANTAGES Characters will receive a single Disadvantage per Attribute with a Score equal to 1. 44
CHARACTER CREATION
Disadvantages must be chosen by the player from the following lists, depending on the Attributes with a Score equal to 1:
poisoned) ♦ Weak (incapable physical tasks)
of
(lacking basic common knowledge; in , , , and settings with a TL 3 , an Uneducated character will also be illiterate)
PRESENCE:
♦ Craven (afraid of everything) ♦ Naïve (easily deceivable and
incapable of deceiving others) ♦ Unattractive (possibly scarred or born with a deformation) Besides specific rule effects, Disadvantages may be brought into play at any moment by the game master for roleplay reasons to the detriment of characters who have them. An Attribute that is temporarily decreased to a Score of 1 through in-game effects won’t net any Disadvantage, but if it is temporarily increased to a Score of 2 or higher through in-game effects, it will temporarily lose its associated Disadvantage.
WEAKNESSES Weaknesses are negative qualities that characters may have, as a means to foment roleplay opportunities and as a trade-off to achieve higher Attribute Scores or certain powers. A character may have up to four Weaknesses: Wrath, Pride, Greed, and Hedonism.
VIGOR:
♦ Frail (prone to injuries) ♦ Sick (prone to getting
♦ Uneducated
sick, drugged, or doing
demanding
A character will earn 2 Character Points the first time they acquire a Weakness and 2 more Character Points the second time they acquire a Weakness.
♦ Clumsy (lacks coordination) ♦ Nearsighted (cannot see well
A character will earn 1 Background Point the third time they acquire a Weakness and another Background Point the fourth time they acquire a Weakness.
WITS:
If a character has 2 or less Weaknesses, the player may trade Character Points per Background Points, at the rate of 1 Character Point per Background Point, but no more than two times.
DEXTERITY:
beyond very close distance) ♦ Sluggish (slow of movement and reaction)
♦ Superstitious (believer of stories and myths of all kinds) ♦ Technophobe (incapable of using technological devices, inventions and advanced equipment, according to the setting’s TL) Михаил Герасимов (Order #27301389)
Depending on the chosen Ancestry, the number of Character Points and Background Points earned through Weaknesses may vary.
Weaknesses have roleplay effects that should be enforced by the game master regardless of any dice rolls. The game master may bring them into play for various roleplay reasons. Below are some examples of possible characteristics or quirks related to each Weakness, which may be explored by the game master and players alike when roleplaying characters:
♦ ♦ ♦ ♦
Wrath: bloodthirsty, intolerant, vindictive Pride: overconfident, stubborn, vain Greed: avaricious, corrupt, selfish Hedonism: addict, glutton, voluptuary
a character may be naturally very knowledgeable (high Wits Attribute) but not know how to design an engine if they don’t take the time to study the subject (Engineering Skill). The BYTE RPG has a total of 27 Skills. From that amount, settings will usually assemble a total of 24 Skills equally divided into four groups. Each group is related to one of the four Attributes. In any given setting, a character will have access to all of the setting’s Skills, although they will only be competent with some of them.
Nevertheless, the game master is always free to choose when to call for such tests: it is very advisable to skip Weakness tests in situations where the character is in a controlled, safe place. In sum, Weakness tests should ideally only be taken when there is a real possibility of relevant, negative repercussions for the character.
SKILLS
The Heavy Weapons Skill is usually present in settings with a TL 1 (from catapults and cannons of old to the modern artillery, machine guns and other personal heavy-range weapons such as the flamethrower). The Driving Skill is usually present in settings with a TL 4-8 (from the invention of the car and the motorcycle to right before their replacement by their hovering counterparts of the future), such as , , , and . The Marksmanship Skill is usually present in settings with a TL 3 (from the first muskets to the modern light firearms), such as , , , , , and . It is also present in , as black powder weapons exist in that setting. The Piloting Skill is usually present in settings
TABLE 3
VIGOR SKILL GROUP
DEXTERITY SKILL GROUP ARCHERY
ATHLETICS
DODGE
CRAFT
DRIVING
EXOTIC WEAPONS HEAVY WEAPONS MARTIAL ARTS MELEE WEAPONS
TL 1
FENCING
TL 1-3
PRESENCE SKILL GROUP
ARCANA*
CHARM
ENGINEERING
TL 1
DECEPTION
TL 4-8
MEDICINE
INTIMIDATION
TL 9
PERCEPTION
LEADERSHIP
LEGERDEMAIN
SEAMANSHIP
MARKSMANSHIP
TL 3
PILOTING
TL 4
STEALTH
Михаил Герасимов (Order #27301389)
TL 3
WITS SKILL GROUP
TL 4
TAMING
SURVIVAL TECHNOLOGY
PERSUASION
TL 6
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CHARACTER CREATION
While Attributes refer to a character’s physical and mental potentials, Skills relate to the actual competences that the character took time to learn and develop; for instance, while a character may be naturally very strong (high Vigor Attribute), knowing how to effectively fight bare-handed is something that requires training (Martial Arts Skill). Likewise,
The Skill groups in the BYTE RPG, with all of their respective Skills, are in Table 3.
MAIN STATS
Note: a character may not be tested more than twice in a single gaming session for the same Weakness. Further Weakness tests should be considered automatic successes.
with a TL 4 (from the first biplanes to the hovercar and spaceships of the future), such as , , , , and . The Arcana Skill is present in settings with spellcasting or other forms of supernatural power, such as , , , , , and .
MAIN STATS
The Engineering Skill is usually present in settings with a TL 1 (from the great architectural feats of the first civilizations to the marvels of the future). The Technology Skill is usually present in settings with a TL 6 (with the popularization of the electronic computer), such as , , , and . It is also present in , as advanced mechanical computers are easily found in that setting.
CHARACTER CREATION
46
Михаил Герасимов (Order #27301389)
When creating their own settings, game masters should know that the TLs are broad generalizations. For instance, a game master designing their own late European Middle Ages setting TL 2 may add the Marksmanship Skill to it, as gunpowder weapons were already present in that region during that period. On the other hand, Skills such as Archery, Fencing, and Seamanship may be dropped from modern settings TL 4 due to their limited usability, with any remaining desirable Abilities incorporated into other Skills, like Marksmanship, Melee Weapons, and Piloting, respectively. The Fencing Skill, however, may still be useful in settings with TL 9 , as it encompasses the use of the Energy Sword (if such a weapon is available in the setting).
Just like Attributes, Skills have a value associated with them, called the Skill Rank, which measures how much a character is proficient in it. All Skills start with a Rank of 0 and may reach up to Rank 5. During character creation, a Skill Rank may go up through the expenditure of Skill Points—regular or bonus ones. Each Skill Rank acquired also grants the character an Ability from those related to that Skill (see page 48).
TABLE 4
ATTRIBUTE SCORE
AMOUNT OF REGULAR SKILL POINTS
1
2
2
4
3
5
4
6
5
7
Characters may also receive a number of bonus Skill Points depending on the number of Weaknesses they possess according to the table below: TABLE 5
NUMBER OF WEAKNESSES ACQUIRED
AMOUNT OF BONUS SKILL POINTS
0
6
1
4
2
2
3
1
4
0
Михаил Герасимов (Order #27301389)
The following table shows the cost in Skill Points (either regular or bonus ones) to increase a Skill Rank: TABLE 6
INCREASE IN SKILL RANKS
COST IN SKILL POINTS
FROM 0 TO 1
1
FROM 1 TO 2
1
FROM 2 TO 3
1
FROM 3 TO 4
2
FROM 4 TO 5
2
Note: depending on the chosen Ancestry, the amount of Skill Points required to increase the Rank of a certain Skill may change. A Skill may also increase its Rank with bonus Skill Ranks, which may be obtained through some game situations such as cooperation in a task between two characters. Bonus Skill Ranks never grant Abilities. Refer to page 50 through 109 for specifics regarding what each Skill encompasses and peculiarities about tests and contests involving each one. Before considering designing a new Skill altogether for their setting, game masters should look into the Abilities that encompass the Skills already in this book (page 48), as well as the rules about talents (page 111).
47
CHARACTER CREATION
Regular Skill Points not used in Skills from the Skill group related to their Attributes may be used in Skills of another group with a 2-per-1 rate. For instance, an unspent Skill Point from the Vigor Skill group may be added to another unspent Skill Point from the Dexterity Skill group to be converted into a single Skill Point to be spent in the Wits Skill group.
These bonus Skill Points may be used to acquire Ranks in any Skills regardless of the group they belong to, as if they were regular Skill Points from the group Skill in question.
MAIN STATS
Characters will receive a number of regular Skill Points to be spent in each Skill group depending on the Score of the Attribute related to said Skill group according to the table below:
CHAPTER 4
ABILITIES
the player only rolled seven type of special benefit rega Bonus: May convert a sing test or a contest with the pe withpresent, this Skill, notAbilit a co are thebut said Situation: Taking norma As long as theaconditio
METHODICAL
they do not satisfy its cond all rolled sevens into sixes. character won’t receive the Bonus: If one or or other more zero related Skill req for free a an bonus, regard Skill, butas not unopposed members; so, thea charact Situation: if Taking norma SomeCOMPETITIVE Ancestries may
example. Skill for purposes of spellca Abilities fromAbility the Charm Special: This may nS superseded. See the Tem this Skill by 1 to roll one ex from the same skill in pla Bonus: Temporarily reduc an opportunity to acquire with thisIfSkill. useless. so, the game mas Situation: Taking a norm another they already had rolling any dicean inAbility a test orth their character Conditions: the u In some Declare rare instances
ABILI KNACK
be acquired at a later time. character newwith Ability imm single die aonce a resu is obtained, the playe cancelled outorbyifrolled seve acquire a new Abilityiswhen no success obta Bonus: If If for whatever reas
CHAPT
with this Skill. ABILITIES
Situation: Taking a norma conditionEFFORT (if any) is satisfie an Ability may only be us
such as an Ancestry they m rolled. Disadvantages they may no Skill; this is in addition to all of its requirements: Adv RankTo foracquire all normal or hard an Ability, Bonus: The assisted chara normal or hard test or cont grant Abilities. Situation: Giving or rece has in the said Skill. Bo COOPERATIVE each Skill for each nonbonus Skill Ranks: on in Characters every Skill: acquire Ab Five generic Abilities
any Skill. or to some actions or situa contest. Skill, some may grant two orbut more Abilities to bea eff of an Ability us oneects another, as longwill as all allow thegranted character to ere per bonuses by diff trying to succeed in certain Unless an Ability des specializations that give th Abilities function case they will always be sta contradict it, but there ma Ability will always supers Generally speaking, a spec
OVER
CHARACTER CREATION
48
Михаил Герасимов (Order #27301389)
OVERVIEW Abilities function as special perks or specializations that give the character an edge when trying to succeed in certain specific scenarios, or that allow the character to perform unique actions. The effects of an Ability will usually pertain to the related Skill, but some may grant a bonus to a different Skill or to some actions or situations that do not involve any Skill.
To acquire an Ability, the character must satisfy all of its requirements: Advantages they must possess, Disadvantages they may not possess, or other criteria, such as an Ancestry they must belong to. Besides that, an Ability may only be used during a scenario if its condition (if any) is satisfied. If for whatever reason the character cannot acquire a new Ability when a new regular Skill Rank is obtained, or if the player chooses not to give their character a new Ability immediately, the Ability may be acquired at a later time.
Unless an Ability description states otherwise, bonuses granted by different Abilities may stack over one another, as long as all conditions are present for two or more Abilities to be in play in a given test or contest. Five generic Abilities are available for choosing in every Skill:
COOPERATIVE Situation: Giving or receiving assistance during a normal or hard test or contest with this Skill. Bonus: The assisted character receives 1 bonus Skill Rank for all normal or hard tests or contests with this Skill; this is in addition to the usual 1 extra die to be rolled.
EFFORT Situation: Taking a normal or a hard test or contest with this Skill. Bonus: If no success is obtained or if all successes are cancelled out by rolled sevens, the player may reroll a single die once with a result other than 7, if any.
Some Ancestries may also grant Abilities to its members; if so, the character will receive the Ability for free as a bonus, regardless of any Ranks in the related Skill or other requirements. However, the character won’t receive the benefits of said Ability if they do not satisfy its conditions. As long as the conditions specified by an Ability are present, the said Ability will grant a bonus for a test or a contest with the pertinent Skill or some other type of special benefit regarding a specific situation.
Михаил Герасимов (Order #27301389)
Conditions: Declare the use of this Ability before rolling any dice in a test or contest with this Skill. Situation: Taking a normal or hard test or contest with this Skill. Bonus: Temporarily reduce the number of Ranks in this Skill by 1 to roll one extra die. Special: This Ability may not be used with the Arcana Skill for purposes of spellcasting.
COMPETITIVE Situation: Taking a normal or hard contest with this Skill, but not an unopposed test. Bonus: If one or more zeros are rolled, may convert all rolled sevens into sixes.
METHODICAL Situation: Taking a normal or hard unopposed test with this Skill, but not a contest. Bonus: May convert a single rolled 7 into a 6, unless the player only rolled sevens.
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CHARACTER CREATION
KNACK In some rare instances, a player may acquire for their character an Ability that completely supersedes another they already had, rendering it completely useless. If so, the game master should give the player an opportunity to acquire, for free, another Ability from the same skill in place of the Ability that was superseded. See the Tempter and the Captivating Abilities from the Charm Skill in page 59 for an example.
ABILITIES
Characters acquire Abilities through nonbonus Skill Ranks: one Ability chosen from each Skill for each non-bonus Rank a character has in the said Skill. Bonus Skill Ranks do not grant Abilities.
Generally speaking, a special benefit granted by an Ability will always supersede any rule that would contradict it, but there may be exceptions, in which case they will always be stated by the rules.
CULTURAL SPECIALIZATION There is also a possible sixth generic Ability, depending on the setting and the character’s Culture (the Cultural Specialization Skill Ability; see page 111). Besides the above generic Abilities, Skills have specific Abilities (ten for each Skill, with the exception of the Arcana Skill, that has twenty), but some may be restricted to some Ancestries, settings, or TLs.
ABILITIES
Depending on the setting or TL, certain Abilities may be available in a Skill other than the one they were originally attached to. For instance, this may occur when the original Skill is not in the setting.
CHARACTER CREATION
50
ARCANA The Arcana Skill is mostly used to cast spells. Casting a spell is always a hard test or contest. It may also be used by any spellcaster or character with pertinent Ability to identify actions, events, effects, creatures, objects, or places as magical or supernatural, along with their properties, with normal or hard tests. It may also be used to perform some mystical rituals, such as when spellcasters try to attune themselves to a place. In , the Arcana Skill is used by navigators to plot astrogation courses (see page 369). The Arcana Skill may also be used for theoretical purposes, when a character is trying to remember specific information regarding occult things or supernatural beings, with a normal or hard test. For more details regarding the Arcana Skill, see page 170. ARCHMAGE Advantage requirement: Insightful Miscellaneous requirements: Being a Sidhe. Situation: Casting a spell. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. ALCHEMIST Advantage requirement: Inventive
Михаил Герасимов (Order #27301389)
Miscellaneous requirements: Being a spellcaster and knowing both the Nature and the Attune Arcane Symbols. Conditions: Having access to a lab set. Situation: Making a potion with the effects of a spell. Special: The character is a proficient alchemist who knows how to imbue potions with the effects of a spell, according to the rules found in page 183. Without this Ability, a character may not do Alchemy. CULTIST Miscellaneous requirements: Being a spellcaster, knowing the Wicked Arcane Symbol and having the Alchemist Advantage. Situation: Casting a spell with the Wicked or Virtue Arcane Symbols. Special: The player receives one extra die to roll or increase a Spell Aspect whenever their character casts a spell with the Wicked Arcane Symbol. When this Ability is acquired, the player will also receive a penalty of one fewer die to roll whenever their character casts a spell with the Virtue Arcane Symbol. DREAMSCAPER Advantage requirement: Astute Situation: Taking any Wits or Presence Attribute tests or contests while inside a Dreamscape, such as changing the Dreamscape, and resisting nightmares. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. Special: The bonus won’t apply to Wits or Presence Attribute tests or contests regarding actions unrelated to the Dreamscape or minds of dreamers, such as any action that is physically possible outside the Dreamscape without the use of any arcane powers. ENCHANTER Advantage requirement: Inventive Miscellaneous requirements: Being a spellcaster and knowing the Object Arcane Symbol. Situation: Casting a spell on an item of superior quality with either Attune or Corrupt as the Second Arcane Symbol, with the maximum Duration of the Effects Spell Aspect. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. Special: The character is a proficient enchanter who knows how to enchant unique objects of superior quality into mystical artifacts, according to the rules
ABILITIES
found in page 175. Without this Ability, the character may not create mystical artifacts.
APPRAISER Advantage requirement: Insightful Situation: Trying to assess if an item possesses negative or positive Fortune Points and how many. Special: May do a hard Arcana Skill test to assess if an item possesses negative or positive Fortune Points (page 259), and how many it has. In the instance of a failure, no retry is possible by the same character. Such appraisal cannot be attempted without this Ability except through spellcasting. HEALING TOUCH Advantage requirement: Insightful Situation: Trying to stop someone from dying. Special: Once per day, may do a hard Arcana Skill test Михаил Герасимов (Order #27301389)
51 VIRTUOUS Advantage requirement: Not being Craven. Miscellaneous requirements: Being a spellcaster, knowing the Virtue Arcane Symbol and possessing no Weaknesses. Situation: Casting a spell with the Virtue or Wicked Arcane Symbols. Special: The player receives one extra die to roll or increase a Spell Aspect whenever their character casts a spell with the Virtue Arcane Symbol. This bonus die won’t apply to the spellcasting if it involves corrupting a place or acquiring one or more Darkness Points. When this Ability is acquired, the player will also receive a penalty of one fewer die to roll whenever their character casts a spell with the Wicked Arcane Symbol. MINDFULNESS Advantage requirement: Insightful Situation: Taking a Vigor Attribute test to avoid receiving Wound Points from insufficient daily consumption of food and water. Special: May immediately redo the test once if it failed, unless the player only rolled sevens.
CHARACTER CREATION
FAR-SIGHTED Advantage requirement: Insightful Situation: Plotting an astrogation course with the Arcana Skill. (or in other TL 9 settings with Special: In -like astrogation), a character with this Ability may plot an astrogation course, according to normal rules found in page 369. If a character doesn’t have this Ability, all Arcana Skill tests to plot an astrogation course will be hard ones, and all failures in such tests will be critical ones.
instead of a hard Medicine Skill test to stop someone from dying. Such a test is considered to be a mystical healing and thus may be used even if a Medicine Skill test has already failed, and vice versa. This Ability, however, won’t stop someone from dying from a disease, a poison, or lack or food or water.
ABILITIES CHARACTER CREATION
52
SIXTH SENSE Advantage requirement: Insightful Conditions: Having at least as many Ranks in the Arcana Skill as in the Perception Skill (at the time this Ability is acquired). Situation: Taking a hard Perception Skill test or contest. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. Special: If the character is ambushed, they may still act during the first round of combat, but they will have a modifier of -8 to their Initiative roll (regarding ambushes and the advantage from attacking with the element of surprise, refer to page 102). Also, the character may try to dodge attacks dealt with the Assassin or the Sniper Abilities, but the Dodge Skill contest will be a hard one for the character. This Ability may not be combined with the Acrobatic, Graceful, Reflexes, Sidestep, Swiftness, or Tumble Abilities. ELEMENTALIST Advantage requirement: Insightful Miscellaneous requirements: Being a spellcaster and knowing the pertinent elemental Arcane Symbol (see below). Situation: Casting a spell with a pertinent elemental Arcane Symbol (see below). Special: The player receives one extra die to roll or
Михаил Герасимов (Order #27301389)
to increase a Spell Aspect whenever their character casts a spell with either the Air, Earth, Fire, or Water Arcane Symbols. This bonus die applies to only one of such Arcane Symbols and the choice must be made at the moment the Ability is acquired. When this Ability is acquired, the player will also receive a penalty of one fewer die to roll whenever their character casts a spell with the Arcane Symbol relating to the element that opposes the chosen Arcane Symbol: Air opposes Earth (and vice-versa) and Fire opposes Water (and vice-versa). MONSTER HUNTER Advantage requirement: Brave Situation: Fighting a supernatural creature, such as a Fiend, or a rare wild one, such as a Wyrm. Special: With a Free Action or a Reaction, the character may take a normal or hard Arcane Skill test to try to identify the strengths and weaknesses of a specific supernatural creature or rare wild one, or a group of similar such creatures. If successful, the player will receive a bonus die to roll in a single contest against one such creature per round. If the character is fighting multiple creatures of different types, this Ability may be used against all of them, but each type of creature will require a separate Arcane Skill test, and the player may still not receive more than a single bonus die per round with this Ability. This Ability may not be combined with the Scholar Ability.
NECROMANCER Advantage requirement: Not being Craven. Miscellaneous requirements: Being a spellcaster and knowing both the Time and Shadow Arcane Symbols. Situation: Casting a spell with both the Time and Shadow Arcane Symbols. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
PRODIGY Advantage requirement: Insightful Condition: Possessing Psychic Points, Vitality Points, or Potential Points. Special: When this Ability is acquired, the character increases either their total Psychic Points, Vitality Points, or Potential Points by 2.
SCHOLAR Advantage requirement: Erudite Situation: Taking a normal or hard Arcana Skill test to assess whether the character has specific theoretical knowledge about a certain arcane, mythical or supernatural dogma, event, fact, place, person, or tome. Special: May immediately redo the test once if it failed, unless the player only rolled sevens. This Ability may not be Михаил Герасимов (Order #27301389)
MYSTIC Advantage requirement: Erudite Situation: Trying to identify the properties of a spell, divine or Psychic power, or supernatural ability. Special: May do a hard Arcana Skill test to try to identify the properties of a spell, divine or Psychic power, or supernatural ability the character just saw being cast or used, or whose effects are still present near them. In the instance of a failure, no retry is possible by the same character. Such assessment cannot be attempted without this Ability except through spellcasting. This Ability may not be combined with the Scholar Ability.
ARCHERY TL 3 The Archery Skill is used for attacks with bows and crossbows. For combat or hunting purposes, most bows and crossbows have an effective range of about 100 meters (or yards). Any shot at a target beyond 20 meters (or yards) will be a hard contest for the attacker by default. In most settings with a
TL 4
, the Archery Skill will
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ANTIQUARIAN Advantage requirement: Erudite Situation: Trying to identify an object as an enchanted, mystical or supernatural one. Special: May do a hard Arcana Skill test to try to identify an object as an enchanted, mystical or supernatural one and its special properties. In the instance of a failure, no retry is possible by the same character. Such assessment cannot be attempted without this Ability except through spellcasting. This Ability may not be combined with the Scholar Ability.
SURGE Advantage requirement: Brave Condition: Having spent one or more Psychic Points, Vitality Points, or Potential Points. Situation: Taking a Focus Action with intent of recouping spent Psychic Points, Vitality Points, or Potential Points. Special: The character may do a hard Arcana Skill test. If successful, the character immediately regains a number of either Psychic Points, Vitality Points, or Potential Points equal to 1 plus the roll of a die, limited to the character’s maximum number of such points. A character may not take this test more than once per day, regardless of having more than one type of such powers. Without this Ability, a character’s Psychic Points, Vitality Points, and Potential Points can only regenerate after a new day rises.
ABILITIES
ORACLE Advantage requirement: Insightful Miscellaneous requirements: Being a spellcaster and knowing the See Arcane Symbol. Situation: Casting a spell with the See Arcane Symbol. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
combined with the Antiquary, Monster Hunter, or Occultist Abilities.
most likely give room entirely to the Marksmanship Skill. If that is the case, the Marksmanship Skill will encompass bows and crossbows, and a player may use Ranks in that Skill to acquire Abilities from the Archery Skill for their character. However, these Abilities will only be applicable to bows and crossbows, and never to firearms or other kinds of ranged weapons.
ABILITIES
Shooting an arrow from a bow with a flaming or explosive tip or from a bow or crossbow with a rope tied to its end is, by default, a hard test or contest for the character.
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TL 3 AIMED ARROW Advantage requirement: Deadeye Situation: Attacking with a bow. Special: If the attack is successful with a margin of 1 or more successes over the target’s defensive roll, negate all of their natural and worn armor rating. This Ability may not be combined with the Rain of Arrows Ability. This Ability may not be used with non-regular arrows such as flaming or explosive ones, or ones with a rope tied to their end. TL 3 BOW PROFICIENCY Advantage requirement: Not being Nearsighted Situation: Taking a hard test or contest with the Archery Skill when shooting a bow. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. This Ability may not be combined with the Rain of Arrows Ability. TL 3 CROSSBOW SPECIALIST Advantage requirement: Not being Nearsighted Situation: Taking a hard test or contest with the Archery Skill when shooting a crossbow. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
DOUBLE SHOT
TL 3
Advantage requirement: Deft Situation: Attacking with a bow. Special: With a hard Archery Skill contest, the character shoots two arrows at the same time at a single target. If a hit occurs, increase damage dealt by the bow by 2. This Ability may not be combined with the Rain of Arrows Ability. This Ability may not be used with non-regular arrows such as flaming or explosive ones, or ones with a rope tied to their end.
Михаил Герасимов (Order #27301389)
TL 3 DEADLY Advantage requirement: Deadeye Situation: Attacking with a crossbow. Special: If the attack is successful with a margin of 1 or more successes over the target’s defensive roll, negate all of their natural and worn armor rating. This Ability may not be used with non-regular bolts such as flaming or explosive ones, or ones with a rope tied to their end. TL 3 SWIFT SHOT Advantage requirement: Mighty Situation: Reloading a crossbow. Special: May reload and shoot a crossbow with a single Ranged action. Doing so, however, will always make the shot a hard Archery Skill contest for the attacker. This Ability may not be used with nonregular bolts such as flaming and explosive ones, or ones with a rope tied to their end. TL 3 STRONG DRAW Advantage requirement: Mighty Situation: Attacking with a bow. Special: If a hit occurs, increase damage dealt by the bow by 1. This Ability may not be combined with the Rain of Arrows Ability. This Ability may not be used
with non-regular arrows such as flaming or explosive ones, or ones with a rope tied to their end. TL 3 UNBALANCED ARROW Advantage requirement: Not being Clumsy Situation: Shooting an arrow with a flaming or explosive tip from a bow, or with a tied rope to its end from a bow or crossbow. Bonus: The Archery Skill test or contest becomes a normal one rather than a hard one as it would be by default. The test or contest may become a hard one again from other factors.
Михаил Герасимов (Order #27301389)
The Athletics Skill encompasses many physical actions such as running, jumping, climbing (with or without equipment), swimming, deep diving, parachuting, gliding, flying with a jetpack, tight roping, swinging with a rope or whip over a chasm, and performing acrobatics. When calling for an Athletics Skill test or contest, the game master should be mindful that many of those activities can be performed by any reasonably physically fit character. Thus, failing to roll a success in a test or contest may not mean the character won’t finish the task, but perhaps, only that they complete it in a clumsy way or take more time than usual to complete the action. Regarding climbing mountains, buildings, and obstacles, the Athletics Skill test or contest will be a hard one by default if the character doesn’t have the necessary equipment (e.g., rope, grappling hook, pike, climbing harnesses, carabiners), unless the character is facing a small or easily climbable obstacle, in which case no test will be required and any contests (such as to assess who among two characters climbs it faster) will be normal ones.
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TL 3 TRUE ARROW Advantage requirement: Deadeye Miscellaneous requirements: Being an Edohyn or an Elf.
ATHLETICS
ABILITIES
TL 3 RAIN OF ARROWS Advantage requirement: Agile Situation: Attacking with a bow. Special: May take two successive attacks with a bow in a single turn with the Ranged action. Both attacks are hard Archery Skill tests or contests for the attacker. If any attack hits, reduce damage dealt by 1 for each hit (to be able to shoot quickly, the attacker won’t pull the bow’s string to its fullest extent). This Ability may not be combined with the Aimed Arrow, Bow Proficiency, Double Shot, or Strong Arm Abilities. This Ability may not be used with non-regular arrows such as flaming or explosive ones, or ones with a rope tied to their end.
Situation: Taking a hard test or contest with the Archery Skill when shooting a bow. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
ABILITIES
While critical failures in Athletics Skill tests and contests may have tragic consequences (e.g., falling from a cliff, drowning, breaking a bone) depending on the scenario, regular failures may not necessarily mean the same. For instance, the game master may consider that a character who non-critically fails an Athletics Skill test when jumping over a gap between two five-story buildings may mean that the character grabs a ledge and stays there for a while rather than falling some meters or yards to the ground, or that they get injured by crash-landing on a balcony on the fourth floor of the opposite building.
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ACROBATICS Advantage requirement: Deft Conditions: Neither wearing any armor nor holding a shield or heavy firearm. Situation: Dodging a melee attack. Special: Once per round, may use the Athletics Skill instead of the Dodge Skill to dodge an incoming melee attack. The contest will be a hard one for the defender. If successful by a margin of 1 or more successes over the attacker (even if the attacker didn’t roll any successes at all), the defender jumps over (or rolls under) the attacker and automatically deals damage with an unarmed strike or with any melee weapon the character might be wielding. This Ability may not be used against the Assassin or Death from Above Abilities. This Ability may not be combined with the Danger Sense, Endurance, and Sixth Sense Abilities. PARKOUR Advantage requirement: Agile Conditions: Not wearing armor with an armor rating equal to 2 or more, and having both hands free. Situation: Taking a normal or hard Athletics Skill test or contest to climb, run, or jump when chasing or escaping from someone. Special: When chasing or escaping from someone, all regular successes (or automatic ones—see page 136) count as critical ones if all of the character’s opponents don’t roll a single success in the contest or in their respective tests during the same round in a chase. EXPERT CLIMBER Advantage requirement: Not being Weak Conditions: Not wearing any armor with an armor
Михаил Герасимов (Order #27301389)
rating equal to 2 or more, using a rope with both hands and, depending on the location, other required climbing gear (e.g., grappling hook, pike, climbing harnesses, carabiners) Situation: Taking a normal or hard Athletics Skill test or contest to climb up or down a mountain, building, or obstacle with the required climbing equipment. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. Special: If taking a normal or hard Athletics Skill test to climb up or down a mountain with the required climbing equipment, may immediately redo the test once if it failed. DEATH FROM ABOVE Advantage requirement: Deft Situation: Attacking with an unarmed strike or a melee weapon by jumping down from a higher position onto a target. Special: The attack is dealt with a hard contest with the Athletics Skill. The attacker must first climb to the spot with a successful Athletics Skill test. If successful, increase the Base Damage Rating from the attack by 2. The target may not use the Acrobatics, Piercer, Pushback, Riposte, or Sidestep Abilities against this Ability. This Ability may not be combined with the Backstab and Endurance Abilities. ENDURANCE Advantage requirement: Resilient Conditions: Not wearing armor with an armor rating equal to 2 or more and having both hands free. Situation: Doing a hard Athletics Skill test or contest. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. Special: This Ability may not be combined with the Acrobatics and Death from Above Abilities. FREE CLIMBER Advantage requirement: Not being Weak Conditions: Not wearing any armor with an armor rating equal to 2 or more, and having both hands free. Situation: Taking an Athletics Skill test or contest to climb a mountain, building, or obstacle that is hard only because the climber is not using any climbing gear, as long as its surface is not perfectly smooth. Special: The hard test or contest will become a normal one.
PARACHUTIST Advantage requirement: Not being Sluggish. Situation: Taking a normal or hard Athletics Skill test or contest to use a parachute or glider, or to eject from a flying machine or starship before it explodes. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. NIMBLE Advantage requirement: Not being Weak Conditions: Neither wearing any armor nor holding a shield or heavy firearm. Situation: Taking a normal or hard Athletics Skill test or contest.
IRON LUNGS Advantage requirement: Not having the Sick Disadvantage Conditions: Not wearing any armor and having both hands free. Situation: Taking a normal or hard Athletics Skill test or contest to swim or deep dive. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
Михаил Герасимов (Order #27301389)
The Charm Skill may be used to gather information by socializing with others or to charm someone as a means to obtain an advantage of any kind. A Charm Skill contest against the target’s Deception Skill will take place when the character attempts to charm another with further intentions. The contest will be a hard one by default for the charmer only, unless the target already has a romantic interest in that character, in which case the contest will be a normal one for both. If at least a success is obtained, a draw will favor the character attempting to charm the other. If no party obtained at least a success, a draw will favor the character resisting the charming attempt.
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Special: If taking a normal or a hard Athletics Skill test to swim or deep dive, may also immediately redo the test once if it failed, unless the player only rolled sevens.
CHARM
ABILITIES
Special: May substitute Vigor for Dexterity as the related Attribute to take normal or hard tests or contests with the Athletics Skill.
SUBMARINER Advantage requirement: Not having the Sick Disadvantage Miscellaneous requirements: Being a Cirimid, a Muratir, or a Vorsh Conditions: Not wearing any armor. Situation: Taking a hard test or contest with the appropriate Skill to attack someone or something with an unarmed strike or a personal ranged or melee weapon while underwater or otherwise swimming, as long as no other additional condition makes the test or contest hard. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
A charming attempt will probably only have a chance of being successful if the charmer’s Ancestry and gender correlate with ones the target might be at least somewhat attracted to. Still, many other factors (e.g., known past actions, relationship status, looks, interests, prejudices, ideologies, vows, inconveniences, time, location) may render a charm attempt impossible.
ABILITIES
An otherwise impossible Charm Skill test to charm someone or a non-critically failed one may still be a successful one if the target has the Hedonism Weakness and if they fail a subsequent Weakness test.
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Note: sometimes the effects of a successful charming attempt may not be immediate, and they are usually fleeting. Sincere attempts of romancing someone do not fall into the scope of the Charm Skill—or any other Skill—and instead depend on how the story is roleplayed by those involved. A Charm Skill test will also take place when someone tries to gather information from another person or group of people. The time takes to gather information depends on the size of the area that the character will search for what they need: from an hour to socialize with a single person or with a group of people in a single place (e.g., tavern or party), to eight hours or so to survey those living in a neighborhood or village. The Charm Skill test to gather information will be a normal one by default, but no test will be required if the character is not after specific information and is only seeking the latest rumors or news. If the information that the character aims to obtain is a secret, it may only be obtained if its disclosure won’t be a liability to the person relaying the information or to someone very close to them. When the disclosure of a secret is possible, it will require a contest between the character’s Charm Skill and the target’s Deception Skill, instead of a Charm Skill test. The contest will be a hard one by default for the character trying to obtain the secret. If at least a success is obtained, a draw will favor the character
Михаил Герасимов (Order #27301389)
attempting to obtain the secret. If no party obtained at least a success, a draw will favor the character withholding the secret. Still, if the target was already willing to disclose the secret to the other character—or to anyone— beforehand, then no contest will be required, but a Charm Skill test may still be needed for the character to first find out who possesses the secret information. This test will usually be a hard one by default. Sometimes, the person with the information that the character is trying to obtain will only disclose it if a payment of some kind is made (e.g., a bribe, service, favor, disclosure of certain information). If that is the case, the Charm Skill test or contest will only reveal to the character who has said information—perhaps with proof—and its price, and the compensation must still be fulfilled for the information to be fully disclosed. A Persuasion Skill contest may still take place to lessen the price being asked by the informant, but the information won’t become free. When an informant is withholding a secret or requiring compensation for its disclosure, sometimes they may nevertheless be manipulated into revealing it freely due to a Weakness regardless of any Charm Skill test or contest, but only if there is a correlation between the attempted manipulation and said Weakness, and if the informant fails the Weakness test in question. When a player character is targeted by a successful Charm Skill test or contest, the game master simply should relay to the player how their character is feeling regarding the consequences, but, it is ultimately up to the player how exactly to roleplay it. On the other hand, the game master may use the Token rules found in page 125 to reward or penalize the player depending on whether they roleplayed their character according to the result of said test or contest. Regarding Skills that pertain to social relations, the game master may change normal tests or contests to hard ones or vice-versa depending on character interaction and roleplaying. In exceptional circumstances, a test or a contest may even be adjudicated as an automatic success or failure, such as when the character possesses certain Advantages or Disadvantages.
ASKING AROUND Advantage requirement: Not being Naïve Situation: Taking a normal or hard Charm Skill test to gather information, but not a contest. Special: Subtract 1 from the result of a single rolled die, but not from a rolled 7. BEWITCHING Advantage requirement: Beautiful Situation: Taking a normal or hard Charm Skill contest to charm someone. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
TEMPTER Advantage requirement: Not being Unattractive Situation: Triggering someone’s Hedonism Weakness after a failed or impossible charming attempt. Special: The target will fail their Hedonism Weakness test if they roll a 2 or higher on a die. This Ability is superseded by the Captivating Ability and thus may not be combined with it. FLAMBOYANT Advantage requirement: Not being Craven Михаил Герасимов (Order #27301389)
INVESTIGATIVE Advantage requirement: Not being Naïve Situation: Taking a normal or a hard Charm Skill test to gather information, but not a contest. Special: May substitute Presence for Wits as the related Attribute. INTRIGUE Advantage requirement: Not being Naïve Situation: Taking a hard Charm Skill contest against the target’s Deception Skill to obtain a secret. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
59 MANIPULATIVE Advantage requirement: Astute Situation: Taking a hard Charm Skill contest against the target’s Deception Skill to obtain a secret. Special: The contest will also become a hard one for the target, unless the target is also Astute.
CRAFT The Craft Skill is used to make or repair objects (e.g., melee and ranged weapons, suits of armor, shields, clothing, utensils, tools, jewelry, other personal items) and art pieces (e.g., sculptures and paintings) using diverse materials (e.g., metal, wood, leather, stone, bone, textiles). With the pertinent Ability, the Craft Skill will also be used to make forgeries, from fake art to fake seals, signatures, paper money, or documents. By default, the Craft Skill may not be used to build large or complex things such as buildings, vehicles, large or electric machines, and electronic devices,
CHARACTER CREATION
CAPTIVATING Advantage requirement: Beautiful Miscellaneous requirements: Being a Gherfidr or a Sidhe. Situation: Triggering someone’s Hedonism Weakness after a failed or impossible charming attempt. Special: The target will fail their Hedonism Weakness test if they roll a 1 or higher on a die. If the target doesn’t have the Hedonism Weakness, they will be considered to have it for purposes of this Ability and will fail the Weakness test with a roll of 7. This Ability supersedes the Tempter Ability and thus may not be combined with it.
SNOOP Advantage requirement: Astute Situation: Taking a normal or a hard Charm Skill test to gather information, but not a contest. Bonus: May immediately redo the test once if it failed.
ABILITIES
CHARISMATIC Advantage requirement: Not being Unattractive Conditions: Having at least as many Ranks in the Charm Skill as in the Persuasion Skill (at the time this Ability is acquired). Situation: Taking a normal or hard Persuasion Skill test or contest. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
Situation: Taking a hard Charm Skill contest to charm someone. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
ABILITIES CHARACTER CREATION
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which fall under the scope of the Engineering Skill. In TL 0 settings, however, the Craft Skill will still be used to build primitive structures such as mudbrick houses, stone walls, and small bridges. The character will be limited by the setting’s TL (or TLs) regarding what they are able to craft, as long as they don’t require electronic components, in which case making the object will require an Engineering Skill test. Thus, a character from a TL 4 setting can craft a Revolver with the Craft Skill, while a character from a TL 9 setting will need the Engineering Skill to make an Energy Blast Handgun. Besides that, inventions and prototypes that exceed or push the limits of the setting’s TL will always fall under the scope of the Engineering Skill, regardless of their types. In some situations, however, the Craft Skill may be used to do simple repairs of objects originally made with the Engineering Skill; a character may use the Craft Skill to repair a door inside an apartment, a vehicle’s bumper, a sailing ship’s mast, or even an automaton’s metal body (as long as no internal electronic parts were affected).
Михаил Герасимов (Order #27301389)
In the end, it is up to the game master to adjudicate if the repair attempt is simple enough to allow the use of the Craft Skill, but when in doubt, the Skill used to do the repair should be the same one used to build the object (for more regarding repairs, see page 69—Engineering). A Craft Skill test will always be a hard one by default (even for repair attempts), unless the character has a pertinent Ability to turn it into a normal one (if no other present conditions would make the test a hard one again). Still, in some cases—such as when trying to craft an item of superior quality or make a forgery—an attempt will not be possible without the corresponding Ability. Besides requiring the necessary tools, materials, and a forge or workshop to craft an item, the task will also demand some significant time and effort from the crafter, which may take up to a die plus one day of work, with at least 4 hours of hard work per day. Because of that, many crafting projects will most likely happen between stories (see page 160). A failed Craft Skill test means a day of work is lost and a new attempt may be initiated the next day. Also, if the failure is a critical one, any materials used will be lost.
ARTISAN Advantage requirement: Not being Weak Conditions: Having all the necessary tools and materials. Situation: Taking a normal or hard Craft Skill test. Special: May substitute Vigor for Dexterity as the related Attribute to take normal or hard tests with the Craft Skill. Also, when crafting delicate things such as paintings, statues, jewelry, and clothing, the related Craft Skill test will be a normal one by default instead of a hard one, but it may become hard again because of other factors. This Ability may not be combined with the Damage Control Ability.
ARMORSMITH Advantage requirement: Not being Weak Conditions: Having all the necessary tools and materials. Situation: Crafting any armor or shield with diverse materials, such as metal, leather, and wood, depending on the setting and with adequate materials, or repairing objects made of wood, metal, leather or cloth. Special: The Craft Skill test becomes a normal one by default instead of a hard one, but it may become hard again from other factors. WEAPONSMITH Advantage requirement: Not being Weak
Михаил Герасимов (Order #27301389)
TL 3 GUNSMITH Advantage requirement: Not being Nearsighted Conditions: Having all the necessary tools and materials. Situation: Crafting a firearm or some ammunition, or repairing metal objects. Special: The Craft Skill test becomes a normal one by default instead of a hard one, but it may become hard again from other factors.
TOOLSMITH Advantage requirement: Not being Clumsy Conditions: Having all the necessary tools and materials. Situation: Crafting objects not encompassed by other Craft Skill Abilities, such as ropes, grappling hooks, saddles, horseshoes, harnesses, lock picks, surgical
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MASTER CRAFTER Advantage requirement: Not being Clumsy Conditions: Having all the necessary tools and materials. Miscellaneous requirements: Being a Dweorg, a Jurkhya, a Vorsh, or a Yasogon. Situation: Taking a normal or hard Craft Skill test. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
FORGER Advantage requirement: Deft Miscellaneous requirements: Having the Artisan Ability Conditions: Having all the necessary materials and tools and a visual reference of the thing to be forged. Situation: Crafting a forgery, such as a fake painting, passport, money, or document. Special: Without this Ability, the crafter will not be able to forge things. The forgery attempt will be a hard Craft Skill test for the forger and the Dexterity attribute will be the one related to it. Regardless of how successful the forger was, a forgery may be detected upon close inspection with a successful hard Perception Skill test by someone with the Examiner Ability from the Perception Skill. If a failure happens, a crude forgery will be resulted from the attempt, which may possibly be identified by anyone (and most certainly will be by someone with the Examiner Ability—see page 93 for more regarding forgery identification) with a normal Perception Skill test. Also, if the failure is a critical one, the forger will be unaware that their forgery is a crude one.
ABILITIES
BLADESMITH Advantage requirement: Not being Weak Conditions: Having all the necessary tools and materials. Situation: Crafting a sword or any blade weapon, including throwing ones, or repairing metal objects. Special: The Craft Skill test becomes a normal one by default instead of a hard one, but it may become hard again from other factors.
Conditions: Having all the necessary tools and materials. Situation: Crafting any non-blade, melee weapon, including exotic and throwing ones, or repairing objects made of wood or metal. Special: The Craft Skill test becomes a normal one by default instead of a hard one, but it may become hard again from other factors.
ABILITIES
instruments, backpacks, spyglasses, magnets, workshop tools, and household items, or repairing objects made of any materials. Special: The Craft Skill test becomes a normal one by default instead of a hard one, but it may become hard again from other factors.
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BOWSMITH Advantage requirement: Not being Nearsighted Conditions: Having all the necessary tools and materials. Situation: Crafting a bow, a crossbow, some arrows or bolts, or repairing objects made of wood. Special: The Craft Skill test becomes a normal one by default instead of a hard one, but it may become hard again from other factors. SUPERIOR QUALITY Advantage requirement: Deft Miscellaneous requirements: Having the Artisan or the Master Crafter Ability Conditions: Having all the necessary tools, besides materials of superior quality, for crafting the item, which may be expensive and rarely found. Situation: Crafting an object for which the character possesses the appropriate Ability. Special: The crafter will be able to make an item of superior quality. The Craft Skill test, which would be a normal one, will be a hard one instead. If successful, besides being a beautiful thing, the object will be capable of being enchanted by a spell. It will also grant its user a bonus: while taking a test or contest with a Skill pertinent to the item being used, a single rolled 1 will count as a rolled 0 for all purposes, including not being cancelled by a rolled 7, adding up to another rolled 0 for purposes of achieving a critical success, and counting as two successes if a critical success is achieved or if the player has the Token. An item of superior quality will have a price of 2 more points than the price of a similar item of regular quality.
DECEPTION The Deception Skill has many uses such as acting on a stage, disguising oneself, impersonating someone else, dissimulating intentions, lying convincingly, and withholding information. A couple of Deception Skill Abilities also greatly increase the chances of making someone fail a Pride Weakness test.
Михаил Герасимов (Order #27301389)
Acting on a stage will require, by default, a normal Deception Skill test. Success will mean the audience is pleased. Disguising oneself will require a contest between the character’s Deception Skill and the watcher’s Perception Skill. The contest will be a normal one for both characters by default. If the disguised character is trying to pass as someone specifically, the contest will be a hard one for them. On the other hand, if the watcher is a mere onlooker who is not alert and not actively trying to get any trespassers, the contest will be a hard one for the watcher.
ABILITIES
If more than two characters are involved in the above situation, the contest will take place only between the disguised character with the lowest number of Ranks in the Disguise Skill and the watcher with the highest number of Ranks in the Perception Skill. In any case, if at least a success is obtained, a draw will favor the disguised character. If no party obtained at least a success, a draw will favor the watcher.
Note: if the character is not lying as a response against an interrogation or manipulation attempt but is actively trying to convince a passive party of some falsehood, then the action will call for a Persuasion Skill test and not a Deception Skill one (see page 93). Regarding Skills that pertain to social relations, the game master may change normal tests or contests to hard ones or vice-versa depending on character interaction and roleplaying. In exceptional circumstances, a test or a contest may even be adjudicated as an automatic success or failure, such
Михаил Герасимов (Order #27301389)
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Dissimulating intentions, lying convincingly, or withholding information against an opposing character actively trying to extract information, either through an interrogation or manipulation attempt, will require a contest with the character’s Deception Skill against the opponent’s Charm or Intimidation Skill, respectively. In these scenarios, the opposing character will be the active one and, as such, will have the benefit of achieving success if they roll the same number of successes as the deceptive character (see page 123). But, if no party obtained at least a success, a draw will favor the character using the Deception Skill in the contest.
as when the character possesses certain Advantages or Disadvantages.
ABILITIES
ACTOR Advantage requirement: Not being Naïve Conditions: Having the necessary material means to disguise their identity. Situation: Taking a normal or a hard Deception Skill contest to try to disguise oneself or to impersonate someone else. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
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BLUFFING Advantage requirement: Not being Craven Situation: Taking a Presence Attribute test or contest when playing a game with hidden information, such as poker or Knuckles. Bonus: Roll 1 extra die. CUNNING Advantage requirement: Astute Conditions: Having at least as many Ranks in the Deception Skill as in the Stealth Skill (at the time this Ability is acquired). Situation: Taking a normal or hard Stealth Skill contest to shadow someone. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. DASHING Advantage requirement: Not being Craven Conditions: Having at least as many Ranks in the Deception Skill as in the Charm Skill (at the time this Ability is acquired). Situation: Taking a normal or a hard Charm Skill test or contest. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. TAUNTING Advantage requirement: Not being Naïve Situation: Taunting someone directly or indirectly to try to trigger their Pride Weakness and make them react in some specific way. Special: The target will fail their Pride Weakness test if they roll 2 or higher on a die. This Ability is superseded by the Schemer Ability and thus may not be combined with it.
Михаил Герасимов (Order #27301389)
FEINT Advantage requirement: Astute Situation: Attacking with a melee weapon or an unarmed strike, or making a play in a sport such as football or Tento. Bonus: Roll 1 extra die for the test or contest. Special: This Ability may only be used once per match or combat and may not be used with a reactive attack, such as those dealt with the Acrobatics or the Sidestep Ability. MISLEADING Advantage requirement: Not being Craven Situation: Taking a Deception Skill contest against another person’s Intimidation Skill when being interrogated. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. SCHEMER Advantage requirement: Astute Miscellaneous requirements: Being a Jeod, a Gherfidr, or a Purzari. Situation: Taunting someone directly or indirectly to try to trigger their Pride Weakness and make them react in some specific way. Special: The target will fail their Pride Weakness test if they roll 1 or higher on a die. If the target doesn’t have the Pride Weakness, they will be considered to have it for the purposes of this Ability and will fail the Weakness test with a roll of 7. This Ability supersedes the Taunting Ability and thus may not be combined with it. DISSIMULATING Advantage requirement: Astute Conditions: Having at least as many Ranks in the Deception Skill as in the Legerdemain Skill (at the time this Ability is acquired). Situation: Taking a normal or hard Legerdemain Skill contest to pickpocket someone. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. DUPLICITOUS Advantage requirement: Not being Naïve Situation: Taking a Deception Skill contest against another person’s Charm Skill when being manipulated into revealing a secret.
Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
DODGE The Dodge Skill is used to avoid incoming attacks and other threats. It encompasses characters using reflexes, shields, cloaks, and nearby cover to avoid harm. It may be used against both melee and ranged attacks, including area-of-effect attacks such as explosions.
By default, dodging an attack will be a normal Dodge Skill test if it is both a melee attack and the first attack targeting the character during the same round; otherwise the test will be a hard one. When the Dodge Skill is used to avoid a harmful event other than an intentional direct attack, such as an incoming out-of-control speeding vehicle or an incoming stampede, it will be resolved with a normal or hard Dodge Skill test depending on the scenario’s difficulty.
Михаил Герасимов (Order #27301389)
Regarding traps, the Perception Skill will be used to avoid them (see page 93). Once triggered, no Dodge Skill test will take place and the character will suffer its consequences. ARMOR PROFICIENT Advantage requirement: Not being Weak Conditions: Wearing armor with no Initiative penalty. Special: May use Skill Abilities that normally cannot be used while wearing armor, as long as the armor being worn has no Initiative penalty, regardless of its armor rating. SHIELD BEARER Advantage requirement: Not being Weak Conditions: Holding a shield. Miscellaneous requirements: Being a Sidhe or a Zaaveld. Situation: Dodging a melee or ranged attack.
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Some harmful events are massive and cannot be
Likewise, escaping a downing aircraft or one about to explode by parachuting or using an ejector seat or escape pod will also require an Athletics Skill test (see page 55).
ABILITIES
When a character tries to parry an incoming melee attack, the pertinent weapon Skill will be used rather than the Dodge Skill.
dodged, such as being inside a collapsing building. Such scenarios will be completely unavoidable or require success in an Athletics Skill test for the character to maneuver through obstacles in time to exit the dangerous area safely.
ABILITIES
Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. Special: The bonus from this Ability doesn’t apply against area-of-effects attacks or ranged attacks other than those dealt with a bow, crossbow, or a thrown weapon, such as the high-velocity, ballistic ones from flintlock guns and firearms.
CHARACTER CREATION
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CLOAK USE Advantage requirement: Not being Clumsy Conditions: Having a cloak and one free hand to maneuver it, besides not wearing armor with a higher armor rating than 1. Situation: Dodging a melee attack. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. Special: The bonus from this Ability doesn’t apply against melee weapons that cannot be parried or that are hard to be parried by default, or if the opponent is attacking with the Overhead Strike Ability from the Melee Weapons Skill (see page 91). DANGER SENSE Advantage requirement: Not being Sluggish Conditions: Neither wearing armor nor holding a shield or heavy firearm. Situation: Dodging an attack or harmful event while blind or blinded by darkness. Special: The attempt that otherwise would be impossible becomes possible with a hard test or contest with the Dodge Skill. Also, if the character is ambushed, they may still act during the first round of combat, but they will have a modifier of -8 to their Initiative roll (regarding ambush and the Advantage from attacking with the element of surprise, see page 102). Besides that, the character may try to dodge attacks dealt with the Assassin or Sniper Abilities. This Ability may not be combined with the Acrobatic, Graceful, Reflexes, Sidestep, Swiftness, or Tumble Abilities. SECOND WIND Advantage requirement: Resilient Miscellaneous requirements: Being a Beastman, a Brau’Haque, an Orc, or a Raikur. Situation: Dodging a melee attack for a second time in the same round. Special: A second dodge attempt against a melee attack in the same round will be a normal contest for the character by default if the character has
Михаил Герасимов (Order #27301389)
not attempted a parry during the round and if no condition that would render the contest a hard one is present. REFLEXES Advantage requirement: Not being Sluggish Conditions: Neither wearing armor, nor holding a shield or a heavy firearm. Situation: Taking a normal or a hard Dodge Skill test or contest. Bonus: Once per round, subtract 1 from the result of a single rolled die, but not from a rolled 7. Special: This Ability may not be combined with the Danger Sense, Sidestep, or Sixth Sense Abilities. GRACEFUL Advantage requirement: Agile Miscellaneous requirement: Having the Reflexes Ability. Conditions: Neither wearing armor nor holding a shield or heavy firearm. Situation: Taking a normal or hard Dodge Skill test or contest. Bonus: Once per round, subtract 1 from the result of a single rolled die, but not from a rolled 7. Special: This Ability may not be combined with the Danger Sense, Sidestep, or Sixth Sense Ability. SIDESTEP Advantage requirement: Agile Conditions: Neither wearing any armor, nor holding a shield or a heavy firearm. Situation: Dodging a melee attack. Special: Once per round, may use the Dodge Skill to dodge an incoming melee attack and counterattack it. The contest will be a hard one for the defender. If successful by a margin of 1 or more successes over the attacker—and even if the player rolled no successes— the defender steps to the side and automatically deals damage with an unarmed strike or with any melee weapon they might be wielding. This Ability may not be used against the Assassin or Death from Above Abilities. This Ability may not be combined with the Danger Sense, Graceful, Reflexes, Sixth Sense, Swiftness, or Tumble Abilities. SWIFTNESS Advantage requirement: Agile Miscellaneous requirements: Being a Gnome, a
Goblin, or a Muratir. Conditions: Neither wearing armor, nor holding a shield or a heavy firearm. Situation: Taking a hard Dodge Skill test or contest. Bonus: Once per round, subtract 1 from the result of a single rolled die, but not from a rolled 7, when trying to avoid an attack with a hard Dodge Skill contest regardless of it being hard because it is a ranged attack, a second attack against the character in a single round, or any other condition. This Ability may not be combined with the Danger Sense, Sidestep, or Sixth Sense Abilities.
TL 4-8 In settings with a TL between 4 and 8, the Driving Skill is used to maneuver land vehicles such as cars, motorcycles, and pickups. A Driving Skill test should not be called for when a character is doing ordinary, unopposed driving with such vehicles, unless they suddenly face a problem on the road that demands a fast reaction. In the instance the driver attempts to maneuver a heavy-duty vehicle such as a large hauler, a bulldozer, or a tank, a Driving Skill test will always be called for and any tests and contests with such vehicles will be hard ones by default. When a character tries to tail another without being noticed while both are driving vehicles, a contest will take place between their Driving Skill and the target’s Perception Skill. The contest will be a hard one for the active character if the target is driving very quickly or recklessly, or if very little to no is traffic around; otherwise it will be a normal one by default. The contest will be a normal one for the target if they are suspect they might be followed and
ABILITIES
TUMBLE Advantage requirement: Not being Clumsy Conditions: Neither wearing armor nor holding a shield or heavy firearm. Situation: Situation: Taking a hard Dodge Skill test or contest, but not a normal one. Bonus: Once per round, subtract 1 from the result of a single rolled die, but not from a rolled 7, when trying to avoid an attack with a hard Dodge Skill contest regardless of it being hard because it is a ranged attack, a second attack against the same target in a single round, or any other condition. This Ability may not be combined with the Danger Sense, Sidestep, or Sixth Sense Abilities.
DRIVING
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Михаил Герасимов (Order #27301389)
are actively looking out for tailers; otherwise it will be a hard one by default. Any draws will favor the tailer, as they are considered the active character in the contest. The Driving Skill will be completely replaced by the Piloting Skill in settings with TL 9 , as land vehicles will give room to more sophisticated models capable of not only traveling by road but also flying and hovering.
ABILITIES
For more details regarding the Driving Skill, see page 343.
CHARACTER CREATION
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TL 4-8 ATTENTIVE Advantage requirement: Not being Nearsighted Conditions: Not wearing armor with an armor rating equal to 2 or more, and having both hands free. Situation: Taking a Driving Skill test to avoid a collision against an obstacle or a Driving Skill contest to tail another vehicle without being noticed. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. TL 4-8 NATURAL Advantage requirement: Deft Miscellaneous requirements: Being a Human or a Demi-Human. Conditions: Not wearing armor with an armor rating equal to 2 or more, and having both hands free. Situation: Taking a normal or hard Driving Skill test or contest with the vehicle’s Maneuverability Stat, modified by the driver’s Dexterity Attribute. Bonus: Roll 1 extra die. TL 4-8 RACER Advantage requirement: Not being Clumsy Conditions: Not wearing armor with an armor rating equal to 2 or more, and having both hands free. Situation: Taking a Driving Skill contest to overtake or block the passage of another vehicle. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. TL 4-8 ROAD WARRIOR Advantage requirement: Not being Craven Conditions: Not wearing armor with an armor rating equal to 2 or more, and having both hands free. Situation: Taking a Driving Skill test to ram into another vehicle.
Михаил Герасимов (Order #27301389)
Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. TL 4-8 STEADY Advantage requirement: Not being Clumsy Conditions: Not wearing armor with an armor rating equal to 2 or more, and having both hands free. Situation: Taking a Driving Skill test to maintain control of the vehicle, such as when it receives 2 or more points of damage in a single attack or collision. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. TL 4-8 MOTORCYCLIST Advantage requirement: Not being Craven Conditions: Not wearing armor with an armor rating equal to 2 or more, and having both hands free. Situation: Taking a normal or hard Driving Skill test or contest with a motorcycle. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. TL 4-8 MOTORIST Advantage requirement: Not being Sluggish Conditions: Not wearing armor with an armor rating equal to 2 or more, and having both hands free. Situation: Taking a normal or hard Driving Skill test or contest with a car with a default Maneuverability Stat equal to or higher than 4. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. TL 4-8 HEAVY FOOT Advantage requirement: Not being Sluggish Conditions: Not wearing armor with an armor rating equal to 2 or more, and having both hands free. Situation: Taking a Driving Skill contest to pursue or break away from another vehicle. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. TL 4-8 TANK OPERATOR Advantage requirement: Not being Nearsighted. Conditions: Having both hands free. Situation: Taking a Driving Skill test or contest with a tank or any other military heavy-duty land vehicle. Special: The Driving Skill test or contest becomes a normal one by default instead of a hard one, unless
machines (some powered by divine power sources) such as the Antikythera Mechanism, the Difference Engine, and the first Automata. However, to do so, the character must have the Inventor Ability.
TL 4-8 TRUCKER Advantage requirement: Not being Clumsy Conditions: Having both hands free. Situation: Taking a Driving Skill test or contest with a large hauler or any other civilian heavy-duty land vehicle. Special: The Driving Skill test or contest becomes a normal one by default instead of a hard one, unless another condition makes the test or contest a hard one again. Also, no test will be called for ordinary situations outside of combat or devoid of any risks or surprises.
Besides requiring the necessary space, machines, tools, materials, and support personnel to create something with the Engineering Skill, the task will also demand significant time and effort from all people involved, which may take a few days to many years depending on the complexity and the size of the object being designed and built (game master’s discretion applies). Thus, most engineering projects will most likely happen between stories (see page 160).
ENGINEERING TL 1 Depending on the setting, its technological level, materials and support personnel available to the character, the Engineering Skill may be used to design, build, and repair structures, large or electric machines, electronic devices, vehicles, flying machines, Mechas, sailing ships, and starships.
Personal items and equipment that don’t require electronic components fall under the scope of the Craft Skill. As such, a character from a TL 4 setting will use the Craft Skill to make a Revolver, while a character from a TL 9 setting will use the Engineering Skill to make an Energy Blast Handgun. However, the Engineering Skill will be used to create new inventions and prototypes that exceed or push the limits of the setting’s TL regardless of their size and to integrate things with mystical sources of power if needed. Such creations, however, will be impossible to make without the Inventor Ability. For settings with a TL 4 , the Engineering Skill will also encompass operating and programming primitive mechanical computers and advanced
Михаил Герасимов (Order #27301389)
An Engineering Skill test will always be a hard one by default unless the character has a pertinent Ability to turn it into a normal one (if no other conditions present would make the test a hard one again). Still, in some cases, such as when trying to create an invention, an attempt will not be possible without the corresponding Ability. ARCHITECT TL 1 Advantage requirement: Erudite Conditions: Having all the necessary space, machines, tools, materials, and support personnel. Situation: Designing, building, or repairing small or large structures such as bridges, houses, buildings, castles, monuments, roads, and railways. Special: The Engineering Skill test will be a normal one by default instead of the usual hard one, unless other present conditions make the test a hard one again. TL 4 AVIATION ENGINEER Advantage requirement: Erudite Conditions: Having all the necessary space, machines, tools, materials, and support personnel. Situation: Designing, building, or repairing small or large ordinary, civilian or military flying machines, such as balloons, helicopters, fighter jets, airliners, and hovercars, but not starships or Mecha Vessels. Special: The Engineering Skill test will be a normal one by default instead of the usual hard one, unless
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The Engineering Skill is available in settings with TL 1 or higher. In TL 0 settings, however, the Craft Skill will be used in place of the Engineering Skill to build primitive structures such as mudbrick houses, stone walls, and small bridges.
A failed Engineering Skill test means at least a day (and possibly more) of work is lost and a new attempt may be initiated the next day. Also, if the failure is a critical one, any materials used will be lost.
ABILITIES
another condition makes the test or contest a hard one again. Also, no test will be called for ordinary situations outside of combat or devoid of any risks or surprises.
ABILITIES other present conditions make the test a hard one again.
CHARACTER CREATION
70 TL 4 MECHANIC Advantage requirement: Not being a Technophobe Conditions: Having all the necessary space, machines, tools, materials, and support personnel. Situation: Designing, building, or repairing small or large land vehicles, from motorcycles and cars to large, heavy-duty vehicles such as haulers, excavators, and tanks, but not hovercars or Mecha Vessels. Special: The Engineering Skill test will be a normal one by default instead of the usual hard one, unless other present conditions make the test a hard one again. TL 8 WEAPON DESIGNER Advantage requirement: Not being a Technophobe Conditions: Having all the necessary space, machines, tools, materials, and support personnel. Situation: Designing, building, or repairing weapons and armor with electronic components, siege weapons, artillery guns, and small or large Mechas, from Mecha Suits to Mecha Vessels. Special: The Engineering Skill test will be a normal one by default instead of the usual hard one, unless other present conditions make the test a hard one again.
Михаил Герасимов (Order #27301389)
TL 1 ENGINEER Advantage requirement: Not being a Technophobe Conditions: Having all the necessary space, machines, tools, materials, and support personnel. Situation: Designing, building, or repairing electronic devices (e.g., watches, phones, radios, computers, scanners, and cybernetic implants) and large stationary machines (e.g., tower clocks, windlasses, treadwheels, capstans, and pumps). Special: The Engineering Skill test will be a normal one by default instead of the usual hard one, unless other present conditions make the test a hard one again.
ARTIFICER Advantage requirement: Inventive Miscellaneous requirements: Being a Dweorg, a Gnome, a Raikur, or a Vorsh. Conditions: Having all the necessary space, machines, tools, materials, and support personnel. Situation: Taking a normal Engineering Skill test. Special: May immediately redo the test once if it failed, unless the player rolled only sevens. TL 9 STARSHIPWRIGHT Advantage requirement: Erudite
Conditions: Having all the necessary space, machines, tools, materials, and support personnel. Situation: Designing, building, or repairing small or large starships, from short range starships to space dreadnaughts. Special: The Engineering Skill test will be a normal one by default instead of the usual hard one, unless other present conditions make the test a hard one again.
Situation: Taking a hard Engineering Skill test to repair something that falls under the scope of the Engineering Skill.
TL 1 SHIPWRIGHT Advantage requirement: Erudite Conditions: Having all the necessary space, machines, tools, materials, and support personnel. Situation: Designing, building, or repairing small or large naval ships, from canoes, motorboats and sloops to sailing boats, steamboats, frigates and cargo ships. Special: The Engineering Skill test will be a normal one by default instead of the usual hard one, unless other present conditions make the test a hard one again.
The Exotic Weapons Skill is used to attack and parry with exotic weapons, which are melee or throwing weapons that don’t fit in the category of fencing weapons (light blades) or melee weapons (which pertains to many kinds of heavy melee weapons). The Sling, a unique, exotic, ranged weapon, also uses this Skill.
Михаил Герасимов (Order #27301389)
Sometimes, a version of a fencing or melee weapon may fall into the exotic weapon category if sufficient differences in its balance or design merit a different martial style. To check if a weapon is categorized as an exotic one, refer to page 150. By default, the Exotic Weapons Skill will be mostly used through normal contests, but a parry against a second or later attack in the same round will be a hard one for the character, as well as when the character wielding such a weapon performs some Abilities. ACCURACY Advantage requirement: Not being Clumsy Situation: Attacking with an exotic melee weapon. Special: If a hit occurs, negate 1 point of the target’s both worn and natural armor rating, if any. This Ability doesn’t apply to reactive attacks, such as those dealt with the Sidestep Ability. BLIND WARRIOR Advantage requirement: Not being Clumsy Situation: Melee attacking or parrying with an exotic melee weapon while blind or blinded by darkness. Special: The attempt, which otherwise would be impossible, becomes possible with a hard contest with the Exotic Weapons Skill. Also, the character may try to parry attacks dealt by the Assassin Ability, but the Exotic Weapons Skill contest will likewise be a hard one for the character.
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TL 1 JURY-RIGGER Advantage requirement: Not being a Technophobe Conditions: Having all the necessary space, machines, tools, materials, and support personnel.
EXOTIC WEAPONS
ABILITIES
TL 1 INVENTOR Advantage requirement: Inventive Conditions: Having all the necessary space, machines, tools, materials, and support personnel. More often than not, an invention will demand the use of rare and expensive materials to power them, such as the Gods’ Ember . Situation: Designing, building, or repairing an invention. An invention is anything out of the ordinary for the setting that pushes its technological possibilities. The airship , the submersible , the Ironclad , the Difference Engine and its programs , the automaton’s body , the automaton’s programming , the Mecha , the computer , the cybernetic implant , and the rocket are all examples of inventions regarding their respective settings’ TLs. Special: Without this Ability, no attempt to create an invention is possible. The character may try to create an invention with a hard Engineering Skill test. In settings with a TL 4 , this Ability allows the character to operate mechanical computers and to program them as well program the minds of primitive automata.
Special: The Engineering Skill test will become a normal one, even if they don’t have the Engineering Ability specifically related to the thing being repaired.
Situation: Making a ranged attack against a target by throwing something at them. Special: The character is able to throw impromptu throwing weapons and hand grenades with the Exotic Weapons Skill. If an attack is made with an exotic weapon that is designed to be thrown (e.g., a Boomerang, Boleadora, Throwing Star, Edohynian Harpoon) or with an impromptu thrown weapon, increase damage dealt by 1 if a hit occurs.
ABILITIES
DISARMING ATTACK Advantage requirement: Not being Clumsy Conditions: Declaring a disarm attempt before rolling any dice. Situation: Attacking with a Chain, Weighted Net, or Whip. Special: If successful, instead of applying damage to the target, disarm them from one of the weapons they currently wield. Either the attacker gets the weapon with a free hand (if they have one) or the weapon is thrown out of the immediate reaches of both characters for the remainder of the combat. If the target is holding the weapon with two hands, the attacker will need to win the contest by a margin of 1 or more successes to disarm them. This Ability doesn’t apply to reactive attacks, such as those dealt with the Sidestep Ability.
CHARACTER CREATION
72 PRECISION Advantage requirement: Not being Weak Conditions: Not wearing armor with an armor rating of 2 or more. Situation: Taking a normal or hard Exotic Weapons Skill test or contest. Special: May substitute Vigor for Dexterity as the related Attribute to take normal or hard tests or contests with the Exotic Weapons Skill. DANGEROUS Advantage requirement: Deadeye. Situation: Attacking by throwing an exotic weapon or using an exotic, ranged weapon such as a Sling, Boomerang, Boleadora, Throwing Star, or Edohynian Harpoon. Special: If the attack is successful with a margin of 1 or more successes over the target’s defensive roll, negate all of the target’s natural and worn armor rating.
QUICK-DRAW STRIKE Advantage requirement: Agile Situation: Unsheathing a Hesionian Sword or a Katana and attacking with it in a single movement. Special: If the attacker has not yet parried or attacked with their Hesionian Sword or Katana in a combat, they may, with a single movement, unsheathe it and deliver an attack. The attacker may move up to 10 meters (or yards) before delivering the attack. Such an attack is a hard contest for the defender, either to dodge it or to parry it. If the character is ambushed, they may still act during the first round of combat, but they will have a modifier of -4 to their Initiative roll, and the only regular Turn Action they may take is the Melee one to attack with this Ability, which will also become a hard contest for them (regarding ambush and the Advantage from attacking with the element of surprise, see page 102). This Ability doesn’t apply to reactive attacks, such as those dealt with the Sidestep Ability. This Ability may not be combined with the Two-Handed Stance Ability.
THROWING WEAPONS Advantage requirement: Mighty
TECHNIQUE Advantage requirement: Deft
Михаил Герасимов (Order #27301389)
Miscellaneous requirements: Being a Beastman, Taullian, Yasogon, or Zaaveld.
FENCING
Conditions: Not wearing armor with an armor rating of 2 or more.
TL 1-3
Situation: Attacking with an exotic melee weapon. Special: If a hit occurs, deal damage as if the character had the Mighty Advantage. This Ability doesn’t apply to reactive attacks, such as those dealt with the Sidestep Ability. SKILLFUL WARRIOR Advantage requirement: Deft
Special: The Exotic Weapons Skill test or contest becomes a normal one instead of being a hard one by default, unless another condition besides the weapon’s design makes the attack a hard one again. TWO-HANDED STANCE Advantage requirement: Not being Weak Situation: Attacking with an exotic melee weapon by holding it with two hands. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
Михаил Герасимов (Order #27301389)
In some settings with a TL 4 , because of the prevalence of firearms, the Fencing Skill may be incorporated into the Melee Weapons Skill. If so, a character may acquire Abilities from the Fencing Skill with Ranks from the Melee Weapons Skill, but such Abilities will only apply to weapons still classified as fencing ones. To check if a blade is categorized under fencing, refer to page 150. By default, the Fencing Skill will be mostly used through normal contests, but a parry against a second or later attack in the same round will be a hard one for the character, as well as when the character wielding such a weapon performs some Abilities. TL 9 TL 1-3 SWASHBUCKLER Advantage requirement: Deft Miscellaneous requirements: Being a Human or a Demi-Human. Conditions: Not wearing armor with an armor rating of 2 or more. Situation: Attacking with a Fencing weapon.
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Special: This Ability doesn’t apply to reactive attacks, such as those dealt with the Sidestep Ability. This Ability may not be used with weapons that aren’t designed to be held with two hands.
The Fencing Skill is used to attack and parry with light or balanced blades, as well as when a character throws one such weapon against a target (if it is designed for that purpose).
ABILITIES
Situation: Attacking with an exotic weapon considered hard to attack with by default, such as a Boomerang, Boleadora, Chain, Chained Batons, Chainsaw, Laser Cord, Sling, Weighted Net, or Whip.
TL 9
Special: If a hit occurs, deal damage as if the character had the Mighty Advantage. This Ability doesn’t apply to reactive attacks, such as those dealt with the Riposte Ability.
ABILITIES
TL 1-3 BACKSTAB Advantage requirement: Not being Sluggish Conditions: May not wear armor with an armor rating of 2 or higher. Situation: Attacking an opponent who already attacked once or more since their last turn with a Dagger, a Combat Knife, or a Tanto. Special: If a hit occurs, increase damage dealt by 2. This Ability may not be combined with the Death from Above Ability. TL 9 POWERFUL STANCE Advantage requirement: Not being Clumsy Situation: Taking a normal or hard Fencing Skill test or contest to attack or parry with an Energy Sword by holding it with two hands. Special: May substitute Dexterity for Vigor as the related Attribute to take normal or hard tests or contests with the Fencing Skill.
CHARACTER CREATION
74 TL 9 DEFLECT Advantage requirement: Not being Sluggish Miscellaneous requirements: Having the Prescient Warrior Ability. Conditions: Not wearing armor with an armor rating of 2 or more. Situation: Parrying non-area-of-effect ranged attacks from personal weapons with an Energy Sword. Special: With a hard Fencing Skill contest, may try to parry incoming non-area-of-effect ranged attacks from personal weapons with an Energy Sword, which would be impossible without this Ability. If the attack is dealt with a non-area-of-effect Energy type ranged weapon (e.g., weapons that fire laser beams and energy blast shots), the attack will be redirected towards the attacker if the defender wins by a margin of 2 or more successes over the attacker. In that case, damage dealt to the attacker will be equal to the Base Damage Rating of the ranged weapon plus 1 point of additional damage per success the defender achieved over the attacker beyond the second one. Also, the character may try to parry attacks dealt with the Sniper Ability, but the attack may not be redirected toward any target, and the Fencing Skill contest will likewise be a hard one for the character.
Михаил Герасимов (Order #27301389)
TL 1-3
PRESCIENT WARRIOR
TL 9
Advantage requirement: Insightful Situation: Melee attacking or parrying with a fencing weapon while blind or blinded by darkness. Conditions: Not wearing armor with an armor rating of 2 or more. Special: The attempt, which otherwise would be impossible, becomes possible with a hard contest with the Fencing Skill. Also, the character may try to parry attacks dealt with the Assassin Ability, but the Fencing Skill contest will likewise be a hard one for them. Additionally, attacking with an Energy Sword when not blinded becomes a normal Fencing Skill contest for the attacker instead of being a hard one by default, unless another condition besides the weapon’s design makes the attack a hard one again. This Ability may not be combined with the Riposte Ability if the character is blind, blinded by darkness, or targeted by the Assassin Ability. FLAIR
TL 1-3
Advantage requirement: Deft Conditions: Declaring a disarm attempt before rolling any dice. Situation: Attacking with a fencing weapon other than an Energy Sword. Special: If successful, instead of applying damage to the target, disarm the target from one of the weapons they currently wield. Either the attacker gets the weapon with a free hand (if they have one) or the weapon is thrown out of the immediate reaches of both characters for the remainder of the combat. If the target is holding the weapon with two hands, the attacker will need to win the contest by a margin of 1 or more successes to disarm the target. This Ability doesn’t apply to reactive attacks, such as those dealt with the Riposte Ability. GUARD
TL 1-3
Advantage requirement: Not being Clumsy Situation: Parrying an incoming attack with a fencing weapon other than an Energy Sword while having a Dagger, Combat Knife, or Tanto as an off-hand weapon. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. Special: This Ability may not be combined with the Riposte Ability.
TL 1-3 PUNCTURE Advantage requirement: Not being Clumsy Situation: Attacking with a fencing weapon other than an Energy Sword. Special: If a hit occurs, negate 1 point of the target’s worn and natural armor rating. This Ability doesn’t apply to reactive attacks, such as those dealt with the Riposte Ability.
TL 9 TL 1-3 LUNGE Advantage requirement: Not being Sluggish Conditions: Not wearing armor with an armor rating of 2 or more and having one free hand. Situation: Melee attacking with a one-handed fencing weapon while having the off-hand free. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
TL 1-3 RIPOSTE Advantage requirement: Agile Conditions: Not wearing armor with an armor rating of 2 or more. Situation: Parrying a melee attack with a fencing weapon other than a Dagger, Combat Knife, Energy Sword, or Tanto. Special: Once per round, may use the Fencing Skill to parry an incoming melee attack and counterattack it. The contest will be a hard one for the defender. If successful by a margin of 1 or more successes over the attacker—and even if the attacker rolled no successes—the defender parries the attacker and automatically deals damage with the fencing weapon that the defender used to parry. This Ability may not be used against the Assassin or Death from Above Abilities. This Ability may not be combined with the Defensive Stance Ability or—if the character is blind, blinded by darkness, or targeted by the Assassin Ability—with the Prescient Warrior Ability.
HEAVY WEAPONS TL 1 The Heavy Weapons Skill is available in settings with a TL 1 or higher and is used to attack with artillery pieces.
ABILITIES
Some of these guns, such as mortars, cannons, trebuchets, and artillery guns, are designed for long-range combat and have a more accentuated ballistic trajectory. Others such as mounted heavy machineguns and gun turrets found in certain vehicles, airplanes, and starships are designed for close combat and have, in practical terms, a less accentuated and more direct ballistic trajectory. This distinction is important regarding some Abilities found below.
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Also, in settings with a TL 4 or higher, the Heavy Weapons Skill is likewise used to attack
CHARACTER CREATION
Михаил Герасимов (Order #27301389)
with personal heavy firearms that have high recoil (e.g., light machine guns) and other exotic, personal heavy-ranged weapons such as rocket launchers and flamethrowers.
ABILITIES
Most personal heavy weapons have bipods that allow them to be mounted and to be used more effectively, especially by characters who cannot handle them with solely their arm strength. Mounting or dismounting the bipod from a personal heavy weapon takes a regular Turn Action—the Reload one. While a character is operating a mounted heavy weapon, they may not dodge or parry any incoming attacks without interrupting its operation. If they (or anyone from the weapon’s crew, if it requires two or more characters to operate) do so, they will have to spend a regular Turn Action—again the Reload one— to set up their weapon again. To check if a weapon is categorized as a heavy one, refer to page 150.
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TL 4 AUTO FIRE Advantage or Miscellaneous Requirement: Either the Mighty Advantage or the Bipod Ability Situation: Attacking with a fully-automatic personal heavy firearm or mounted heavy machinegun. Special: May fire a burst of 10 bullets against 2 targets no more than 5 meters (or yards) apart from each other, with a single Ranged action. It is a hard Heavy Weapons Skill contest for the attacker. Both targets will roll separately to avoid the attack. If the character is not Mighty, the weapon must be mounted for this Ability to be used. This Ability may not be combined with the Burst Fire or the Suppressive Fire Abilities. TL 4 BURST FIRE Advantage or Miscellaneous Requirement: Either the Mighty Advantage or the Bipod Ability Situation: Attacking with a fully-automatic personal heavy firearm or a mounted heavy machinegun. Special: May fire a burst of 5 bullets against a single target with a single Ranged action. It is a hard Heavy Weapons Skill contest for the attacker. If a hit occurs, double the amount of damage dealt by the margin of success. If the character is not Mighty, the weapon must be mounted for this Ability to be used. This Ability may not be combined with the Auto Fire or the Suppressive Fire Abilities.
Михаил Герасимов (Order #27301389)
TL 1 CALCULATED SHOT Advantage requirement: Not being Uneducated Situation: Attacking with an artillery piece with an accentuated ballistic trajectory, such as a mortar, cannon, trebuchet, or artillery gun. Special: If a hit occurs, increase damage dealt by 1. This Ability does not apply to the Broadside action during a Naval Battle. TL 4 BIPOD Advantage requirement: Not being Weak Situation: Attacking with a personal heavy firearm while it is mounted on a bipod, or with a mounted heavy machinegun. Special: May substitute Vigor for Dexterity as the related Attribute to take normal or hard tests with the Heavy Weapons Skill while using a heavy firearm mounted on a bipod or a mounted machinegun. TL 1 EXPERT CREW Advantage requirement: Not being Weak Situation: Reloading an artillery piece operated with a crew of 2 or more. Special: If the artillery piece has twice its minimum required crew, the character may speed up the process of reloading the gun, thus allowing it to be reloaded with one fewer Turn Action than the usual required amount. This Ability does not apply to the Broadside action during a Naval Battle. TL 4 SUPPRESSIVE FIRE Advantage or Miscellaneous Requirement: Either the Mighty Advantage or the Bipod Ability Special: May fire a burst of 20 bullets against up to 4 targets no more than 10 meters (or yards) apart from each other, with a single Ranged action. It is a hard Heavy Weapons Skill contest for the attacker. All targets will roll separately to avoid the attack. Targets with the Brave Advantage will roll 1 additional die in the contest, while those with the Craven Disadvantage will roll 1 less. If the target is unsuccessful, they won’t take any damage but will drop to the ground and become stunned. If a character is not Mighty, the weapon must be mounted for this Ability to be used. This Ability may not be combined with the Auto Fire or the Burst Fire Abilities. TL 1 GUNNER Advantage requirement: Not being Uneducated Situation: Attacking with an artillery piece with an
accentuated ballistic trajectory, such as a mortar, cannon, trebuchet, or artillery gun, or with a gun turret from a vehicle. Special: May substitute Vigor for Dexterity as the related Attribute to take normal or hard tests or contests with the Heavy Weapons Skill while attacking with such an artillery piece. This Ability does not apply to the Broadside action during a Naval Battle.
TL 1 GUN-CAPTAIN Advantage requirement: Not being Nearsighted Situation: Taking a normal Heavy Weapons test or contest with an artillery piece with an accentuated ballistic trajectory, such as a mortar, cannon, trebuchet, or artillery gun, or with a gun turret from
TL 4 RECOIL CONTROL Advantage requirement: Mighty Situation: Taking a hard Heavy Weapons Skill contest with a personal heavy firearm or a mounted heavy machinegun. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
INTIMIDATION The Intimidation Skill is used to interrogate someone to try to extract information, to blackmail someone to try to force them into doing something in the near future, or to threaten someone to try to make them immediately back down from an imminent or current confrontation. Also, a couple of Intimidation Skill Abilities are useful for increasing the chances of making someone fail a Wrath Weakness test through provocation.
ABILITIES
TL 1 HEAVY WEAPONS SPECIALIST Advantage requirement: Deadeye Miscellaneous requirements: Being a Brau’Haque, an Orc, or a Nondalus Situation: Taking a hard Heavy Weapons Skill test or contest. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. This Ability also applies when taking a Broadside action during a Naval Battle.
a vehicle. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. Special: This Ability also applies when taking a Broadside action during a Naval Battle.
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CHARACTER CREATION
Михаил Герасимов (Order #27301389)
ABILITIES
Interrogating someone will be a contest where the interrogator will use their Intimidation Skill and the interrogated will use their Deception Skill. An interrogation is only possible if the interrogator has some kind of power or authority over the interrogated, such as the interrogator being an inquisitor or a judge, or the interrogated being a prisoner. If at least a success is obtained, a draw will favor the character attempting to interrogate the other. But if no party obtained at least a success, a draw will favor the character resisting the interrogation attempt.
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Threatening or blackmailing someone will be an Intimidation Skill test for the active character. The threatening or blackmail attempt will only be possible if the character has some kind of advantage or leverage over the target. In some situations, a character targeted by a threatening or blackmailing attempt may try to respond with a threat or blackmail of their own if they also have some advantage or leverage over the target; this may happen when there is an unstable balance of power or there is no clarity regarding who has the upper hand. When that is the case, an Intimidation Skill contest will take place instead, but if a draw occurs, no party will be effectively threatened or blackmailed. In any case, all Intimidation Skill tests and contests to try to threaten or blackmail a character will be hard ones unless the opponent is Craven, in which case it will be a normal one. On the other hand, if the opponent is Brave, no such attempt will be possible. Nevertheless, an Intimidation Skill attempt will always be bound to fail if the target is clearly in a superior position of power relative to the character trying to intimidate them. When assessing this, the game master should consider several factors, such as how each involving party perceives the situation, how a target may be resilient to such attempts because of their morals or personality, how and when the power one has over the other may be used, the possible negative repercussions for using said power, and the risks of retaliation and how imminent it could be. The power that a character may threaten to exert over another as a means to obtain information or make them do something may be of different kinds: economic or political retaliations, legal or social
Михаил Герасимов (Order #27301389)
repercussions, physical aggression, etc. Unless the character using the Intimidation Skill has the upper hand over the other—or at least appears to—no such test or contest should be possible. When a player character is targeted by a successful Intimidation Skill test or contest, the game master should simply relay to the player how their character is feeling regarding the consequences, but ultimately, it is up to the player how exactly to roleplay it. Still, the game master may use the Token rules found in page 125 to reward or penalize the player depending on whether they roleplayed their character according to the result of said test or contest. Regarding Skills that pertain to social relations, the game master may change normal tests or contests to hard ones or vice-versa depending on character interaction and roleplaying. In exceptional circumstances, a test or a contest may even be adjudicated as an automatic success or failure, such as when the character possesses certain Advantages or Disadvantages. BLACKMAILER Advantage requirement: Astute Situation: Taking a normal Intimidation Skill test to blackmail someone to try to force them into doing something in the near future. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. BERSERK Advantage requirement: Brave Miscellaneous requirement: Having the Wrath Disadvantage Situation: Rolling for Initiative at the start of nonduel combat. Bonus: Add 2 to the Initiative roll for a non-duel combat. COLD STARE Advantage requirement: Mighty Condition: Choosing an opponent at the start of a non-duel combat, after Initiative is rolled for but before any Turn Actions are performed. Situation: Intimidating an opponent as a free reaction at the start of a non-duel combat.
Special: If the target is not Brave, their Initiative total will be reduced to the intimidating character’s Initiative total minus 1 if they actually rolled a higher total. INTIMIDATING Advantage requirement: Mighty Situation: Taking a normal Intimidation Skill test to threaten someone to try to make them immediately back down from an imminent or current confrontation. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
GOADING Advantage requirement: Astute Miscellaneous requirements: Being a Brau’Haque, a Dweorg, an Orc, or a Yasogon Situation: Provoking someone directly or indirectly to try to trigger their Wrath Weakness and make them react aggressively. Special: The target will fail their Wrath Weakness test if they roll 1 or higher on a die. If the target doesn’t have the Wrath Weakness, they will be considered to have it for the purposes of this Ability and will fail the Weakness test with a roll of 7. This Ability supersedes the Provocation Ability and thus may not be combined with it. INTERROGATOR Advantage requirement: Not being Naïve
Михаил Герасимов (Order #27301389)
PROVOCATION Advantage requirement: Not being Craven Situation: Provoking someone directly or indirectly to try to trigger their Wrath Weakness and make them react aggressively. Special: The target will fail their Wrath Weakness test if they roll 2 or higher on a die. This Ability is superseded by the Goading Ability and thus may not be combined with it.
LEADERSHIP 79 The Leadership Skill is mostly used to motivate people—from a single person to millions—as a means to perform some desired action. The character using the Leadership Skill should have some hierarchy position over the people targeted by the Skill or must at least be a peer taking initiative and filling a power void left by inaction from current leaders or the complete lack of such figures, either temporarily or not. The Leadership Skill may be used in many scenarios, such as a commander and their military unit, a spiritual leader and their followers, an entrepreneur and their collaborators, a governor and their citizens, and a teacher and their class. Thus, the Leadership Skill differentiates itself from the Persuasion Skill in the following ways (also see page 96):
♦ it
requires a dynamic of power between the character and their targets, or at least an improvised or momentary one
CHARACTER CREATION
FRIGHTENING Advantage requirement: Brave Situation: Using the Taming Skill to try to scare off a creature. Special: The creature’s Ferocity Attribute Score will be considered to be 2 points lower for the Taming Skill contest. This Ability will not have any effects against creatures that never flee or characters. For more information, see page 106.
INQUISITOR Advantage requirement: Astute Situation: Taking a normal Intimidation Skill contest to interrogate someone. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
ABILITIES
MENACING Advantage requirement: Not being Craven Situation: Taking a normal or hard Intimidation Skill test to threaten someone to try to make them immediately back down from an imminent or current confrontation. Special: May substitute Presence for Vigor as the related Attribute to take normal tests with the Intimidation Skill while threatening someone.
Situation: Taking a normal or a hard Intimidation Skill contest to interrogate someone. Special: May substitute Presence for Wits as the related Attribute to take normal tests with the Intimidation Skill while interrogating someone.
♦ it may target way more people than a small group
ABILITIES
of characters ♦ it appeals to its target’s emotion or morale, and not to reason ♦ it tries to motivate people to perform an action rather than to convince them of some truth
Most scenarios will be resolved with a Leadership Skill test: a normal or hard one, depending on how difficult it will be to motivate the people to perform the desired action. But if there is a dispute for control inside the group or a conflict for power between two opposing factions, a Leadership Skill contest will take place. The contest will either be a normal one for both leaders or a hard one for the leader currently exerting less influence or leading the weakest faction. Regarding military contexts, the Leadership Skill will also be the one used to train soldiers and command an army against another in battle. So, many large-scale conflicts may be resolved with a Leadership Skill contest; if both armies are capable of defeating one another, then the contest will either be a normal one for both or a hard one for the one in a tactical disadvantage (fewer soldiers, sieging a fortress, having the supply line cut-off, etc.).
CHARACTER CREATION
80 Note: regardless of success in a Leadership Skill test or contest, some targets may automatically oppose performing an order from a leader for reasons such as low morale, rigid personal code of conduct, lawlessness of the order given, and personal prejudices.
Михаил Герасимов (Order #27301389)
Regarding Skills that pertain to social relations, the game master may change normal tests or contests to hard ones or vice-versa depending on character interaction and roleplaying. In exceptional circumstances, a test or a contest may even be adjudicated as an automatic success or failure, such as when the character possesses certain Advantages or Disadvantages. AMBUSH Advantage requirement: Not being Naïve Situation: Setting up an ambush against an incoming enemy or creature. Special: The leader and their group will roll a single normal or hard Stealth Skill contest to set up the ambush. Either the leader will use their own Stealth Skill Ranks for the contest, or a character designated by them will do the roll for the whole group. The number of Stealth Skill Ranks for the contest will be capped by the leader’s own Leadership Skill Ranks, regardless of who takes the contest. In ambushes set up without this Ability, the Stealth Skill roll will be made by the character with the lowest number of Ranks in that Skill. TACTICIAN Advantage requirement: Not being Craven Situation: Taking a normal or hard Leadership Skill test or contest involving commanding other characters in battle. Special: May substitute Presence for Wits as the related Attribute to take normal or hard tests or
contests with the Leadership Skill while commanding other characters in battle.
DECISION-MAKER Advantage: Not being Naïve Situation: Taking a normal Leadership Skill test or contest during non-combat situations. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
FEARLESS Advantage requirement: Brave Miscellaneous requirement: Having the Leading by Example Ability. Situation: Commanding allied characters during a combat with a Parley action. Special: The leader must take a Parley action and succeed in a normal Leadership Skill test. If successful, any allied characters with the Craven Disadvantage temporarily lose said Disadvantage for the duration of the combat. In addition to that, all allied characters gain the Brave Advantage for the duration of the combat if they don’t already have it. The allied characters must be able to hear the commanding character to receive these benefits. COMMANDING Miscellaneous requirement: Having the Leading by Михаил Герасимов (Order #27301389)
INSPIRING Miscellaneous requirement: Having the Fearless Ability Situation: Commanding allied characters during a combat with a Parley action. Special: The leader must take a Parley action and succeed in a normal Leadership Skill test. If successful, all allied characters may discard 1 rolled die with a result other than 7 to subtract 1 from the result of another rolled die, but not from a rolled 7. This bonus will apply to any and all tests or contests until the leader’s next turn. The allied characters must be able to hear the commanding character to receive the bonus. STRATEGIST Advantage requirement: Astute Situation: Taking a hard Leadership Skill test or contest. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
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CHARACTER CREATION
LEADING BY EXAMPLE Advantage requirement: Not being Craven Situation: Taking a normal Leadership Skill test or contest during combat. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
AUTHORITY Miscellaneous requirements: Being an Amerfein or a Gherfidr and having the Strategist Ability Conditions: Being the current leader of a faction of any kind. Special: Only while the character is the leader of the faction, the faction’s Attribute with the lowest Score will be considered to be 1 point higher. If the faction has two or more Attributes with the same lowest Score, the player is free to choose which Attribute to increase by 1.
ABILITIES
CHARGE Advantage requirement: Not being Craven Miscellaneous requirements: Being a Dweorg or a Nondalus Situation: Commanding allied characters right before Initiative is rolled at the start of combat. Special: As a reaction, before Initiative is rolled, the leader must succeed in a normal Leadership Skill test. If successful, all allied characters except the leader receive a bonus of 2 to their respective Initiative rolls. The allied characters must be able to hear the commanding character to receive the Initiative bonus.
Example Ability Situation: Commanding a single allied character during combat with a Parley action. Special: The leader must take a Parley action and succeed in a normal Leadership Skill test. If successful, a chosen allied character will be able to perform two actions during their next turn, but any tests or contests performed by the allied character during their second Turn Action will be hard ones by default. The allied character must be able to hear the commanding character to receive the bonus action. The second Turn Action may not be used to make a vehicle or a machine controlled by the allied character exceed its normal physical limitations, such as moving or attacking twice in a single round, but the character may, for instance, attack twice with a firearm.
LEGERDEMAIN
ABILITIES
The Legerdemain Skill is used to steal things unnoticed, set up or disarm traps and explosives, open non-electronic locks, hot-wire a vehicle, conceal objects between the character’s clothes or in a place, and perform prestidigitation (such as card tricks or the shell game).
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When pickpocketing with this Skill, it will be, by default, a normal contest with the thief’s Legerdemain Skill against the target’s Perception Skill, but the contest will be a hard one for the target if they are not worried about having something stolen from them at that location and time. On the other hand, the contest will be a hard one for the thief if there is no sufficient cover and noise for the attempt. If there are multiple people in an area worried about the possible presence of thieves—such as guards—the contest will be made against the watcher with the most Ranks in the Perception Skill. Still, the Legerdemain Skill contest to pickpocket a target may become a test instead—most likely a normal one—if the target and any people present are completely oblivious to the thief for some reason such as being asleep. In any case, if at least a success is obtained, a draw will favor the character who tried to steal from the other. But if no success is obtained by any party, the pickpocket will get caught in the act. When trying to conceal items with this Skill, a Legerdemain Skill test will take place—most likely a normal one unless the object is somewhat large or if the character’s clothes aren’t voluminous. But if the character is subjected to a body search, a Legerdemain Skill contest will take place instead against the searcher’s Perception Skill, and the contest will most likely be a hard one for the character concealing the object and a normal one for the character doing the searching. If at least a success is obtained, a draw will favor the character performing the body search. But if no success is obtained by any party, the character concealing the object will get away with it. Regarding disarming traps or explosives, such
Михаил Герасимов (Order #27301389)
attempts can only take place if the trap or explosive has been found with the Perception Skill first. The Legerdemain Skill test to set up and disarm a trap or explosive will be a normal one by default, unless the character is trying to disarm a trap or explosive that was specifically designed to activate itself against any tamperers rather than only trespassers or nearby people. If a character fails an attempt to disarm a trap or explosive, it will only go off if a critical failure happened, or, in any case, if the Legerdemain Skill test to disarm it was a hard one. Trying to open the lock (e.g., from a door, chest, handcuff) with a lock pick will be a normal Legerdemain Skill test unless the lock is exceptionally secure, complex, or reinforced, or if the character is trying to lock pick a handcuff they are wearing, in which cases it will be a hard test. In any scenario, the character must have the tools required for the job or at least some impromptu instrument, otherwise the task will be an impossible one. Sometimes a lock may break open with a hard Vigor Attribute test, or a normal one if it (or the object it is a part of) is somewhat fragile. Note that if the lock is an electronic one, the Technology Skill must be used instead to try to open it by means of a hacking attempt (see page 304). When a character tries to open a non-electronic lock protected by a non-remote alarm system, they will take a single Legerdemain Skill test to both disarm the alarm and open the lock, but the test will be a hard one by default and the alarm will go off if a failure happens, critical or otherwise. Finally, regarding the use of the Legerdemain Skill to perform card tricks, the shell game, or other types of prestidigitation, it will always be a contest against the audience—or the person in the audience with the highest number of Ranks in the Perception Skill. As tricks are designed to fool audiences, such contests will be hard ones for them by default, but without the pertinent Ability it will also be hard ones for aspiring prestidigitators.
character’s clothes or in an area. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
ESCAPE ARTIST Advantage requirement: Deft Conditions: Not wearing armor with an armor rating of 2 or more.
Special: May immediately redo the test once if it failed, unless the player only rolled sevens. SUBTLE Advantage requirement: Deft Miscellaneous requirements: Being a Gnome, a Goblin, a Jeod, or a Muratir. Conditions: Neither wearing armor with an armor rating of 2 or more nor holding a shield. Situation: Taking a hard Legerdemain Skill test or contest. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. CONCEALING Advantage requirement: Not being Clumsy Situation: Taking a normal or a hard Legerdemain Skill test or contest to conceal an object between the Михаил Герасимов (Order #27301389)
FAST DRAW Advantage requirement: Agile Conditions: Neither wearing armor with an armor rating of 2 or more nor holding a shield, and declaring an attack with a one-handed ranged weapon— including throwing weapons—before Initiative is rolled for any non-duel combat or for a duel with modern handguns. Situation: Rolling for Initiative. Bonus: Add 8 to the character’s Initiative roll. Special: If the character chooses to not perform an attack with a one-handed ranged weapon, they maintain their Initiative total but forfeit any action in the first round of combat. During the first round, the character may not move before their attack. If the character is ambushed, the character may still act during the first round of combat but will lose their bonus to the Initiative roll, and the only action they may take is a ranged attack with this Ability, which will also become a hard contest for them by default (regarding ambush and the Advantage from attacking with the element of surprise, see page 102).
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CHARACTER CREATION
Situation: Taking a normal or a hard Legerdemain Skill test to open a lock on handcuffs worn by the character.
EXPERTISE Advantage requirement: Deft Conditions: Neither wearing armor with an armor rating of 2 or more nor holding a shield. Situation: Taking a normal Legerdemain Skill test or contest. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
ABILITIES
PRESTIDIGITATOR Advantage requirement: Astute Conditions: Neither wearing armor with an armor rating of 2 or more nor holding a shield, and having an adequate setup to perform the prestidigitation act. Situation: Taking a hard Legerdemain Skill contest to perform a prestidigitation act such as a card trick or the shell game. Special: The Legerdemain Skill contest becomes a normal one by default for the prestidigitator instead of being a hard one as usual, unless another condition makes it hard again.
ABILITIES
GEARHEAD Advantage requirement: Not being Clumsy. Situation: Taking a normal or hard Legerdemain Skill test to arm or disarm a trap or an explosive, hot-wire a vehicle, or to open a lock with a lock pick, but not from a lock on handcuffs worn by the character. Special: May substitute Dexterity for Wits as the related Attribute to take normal or hard tests with the Legerdemain Skill while trying to arm or disarm a trap or an explosive, or to open a lock.
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SPECIALIST Advantage requirement: Not being Craven Situation: Taking a normal or hard Legerdemain Skill test to arm or to disarm a trap or an explosive or to hot-wire a vehicle. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. PICKPOCKET Advantage requirement: Not being Clumsy Conditions: Not wearing armor with an armor rating of 2 or more nor holding a shield. Situation: Taking a normal or a hard Legerdemain Skill test or contest to pickpocket. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. LOCKSMITH Advantage requirement: Not being Clumsy Situation: Taking a normal or hard Legerdemain Skill
Михаил Герасимов (Order #27301389)
test to open a lock with a lock pick, but not from a lock on handcuffs worn by the character. Special: May immediately redo the test once if it failed, unless the player only rolled sevens.
MARKSMANSHIP TL 3 The Marksmanship Skill is used to attack with light personal firearms such as flintlock pistols, muskets, revolvers, submachine guns, and rifles. The use of artillery pieces (e.g., cannons, trebuchets, and heavy machineguns) and personal heavy firearms (e.g., light machineguns, rocket launchers, and flamethrowers) is covered by the Heavy Weapons Skill instead. To check if a weapon is categorized as one covered by the Marksmanship Skill, refer to page150. In most settings with a TL 4 , the Archery Skill will not be present. If that is the case, the use of bows and crossbows will also be covered by the Marksmanship Skill. In such settings, the Abilities from the Archery Skill may be acquired with Ranks from the Marksmanship Skill, but such Abilities will only apply to bows or crossbows. Abilities from the Marksmanship Skill won’t apply to bows or crossbows. TL 3 AIMED SHOT Advantage requirement: Not being Nearsighted
Situation: Taking a normal or hard Marksmanship Skill test or contest with a flintlock weapon or light firearm that has the Single fire rate option, while holding it with two hands. Special: Only a single shot may be taken. The character must take a Focus action to aim at a chosen target for a round and fire at that target with a Ranged action the next round. If they do not try to dodge or parry until their next Turn Action, they may substitute Dexterity for Wits as the related Attribute to take normal or hard tests or contests with the Marksmanship Skill while firing a single shot from a light firearm held with both hands. TL 4
BURST MODE
Situation: Attacking with a fully-automatic light firearm or with a light firearm with a 3-round burst setting. Special: May fire a burst of 5 bullets, or, if the light firearm has a 3-round burst setting, a burst of 3 bullets against a single target with a single Ranged action. If the light firearm doesn’t have a 3-round burst setting, the Marksmanship Skill contest is going to be a hard one by default for the attacker. If a hit occurs, double the amount of damage dealt by the margin of success. This Ability may not be combined with the Bullseye or Spraying Bullets Abilities. TL 3
Advantage requirement: Deadeye Situation: Attacking with a flintlock weapon or a light firearm that has the Single fire rate option, while holding it with two hands. Special: Only a single shot may be taken. If the attack is successful with a margin of 1 or more successes over the target’s defensive roll, negate all of their natural and worn armor rating. This Ability may not be combined with the Akimbo, the Burst Mode, or the Fan Shot Abilities. DOUBLE TAP
Situation: Attacking with a fully-automatic light firearm. Special: May fire a burst of 10 bullets against up to 2 targets no more than 5 meters (or yards) apart from each other with a single Ranged action to try to force them to drop to the ground. It is a hard Marksmanship Skill contest for the attacker. Both targets will roll separately to avoid the attack. If a target is unsuccessful, they won’t take any damage but will drop to the ground and become stunned. This Ability may not be combined with the Burst Mode Ability. TL 4
FAN SHOT Advantage requirement: Agile Situation: Attacking with a Revolver.
Special: May fire two successive shots with a Revolver in a single turn with the Ranged action against the same or two different targets. The number and choice of targets must be made before any dice roll. Both attacks are hard, separate Marksmanship Skill tests or contests for the attacker. If the character targets a single opponent with both attacks, the second shot will be an automatic miss if the first one hits and knocks them out. This Ability may not be combined with the Bullseye Ability. DUELIST
TL 3
Advantage requirement: Not being Craven Situation: Firing a flintlock pistol in a duel. Special: May freely choose to use either Dexterity or Presence as the related Attribute to take normal or hard tests with the Marksmanship Skill to fire a flintlock pistol in duel, instead of using the one with the lowest Score (see page 135).
TL 4
Advantage requirement: Not being Nearsighted Situation: Attacking with a one-handed semiautomatic or a fully-automatic light firearm such as a Pistol while holding it with two hands. Special: May fire two consecutive shots against
Михаил Герасимов (Order #27301389)
Advantage requirement: Not being Weak
QUICK RELOAD
TL 3
Advantage requirement: Not being Clumsy Situation: Reloading a flintlock pistol or a musket. Special: May reload a flintlock pistol or a musket with one Ranged action instead of two.
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CHARACTER CREATION
BULLSEYE
TL 4
SPRAYING BULLETS
ABILITIES
Advantage requirement: Not being Clumsy
a single target with a single Ranged action. Only a single contest takes place. If a hit occurs, increase damage dealt by the light firearm by 1.
ABILITIES
TL 3 AKIMBO Advantage requirement: Deft Situation: Attacking with two one-handed light firearms in each hand. Special: May fire once with each firearm in a single turn with the Ranged action against the same or two different targets. The number and choice of targets must be made before any dice roll. Both attacks are hard, separate Marksmanship Skill tests or contests for the attacker. If the character targets a single opponent with both attacks, the second shot will be an automatic miss if the first one hits and knocks them out. This Ability may not be combined with the Bullseye Ability. TL 3 TRUE SHOT Advantage requirement: Deadeye Miscellaneous requirements: Being a Human, a Demi-Human, or an Elf. Situation: Taking a normal or hard Marksmanship Skill test or contest with a flintlock weapon or a light firearm. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
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MARTIAL ARTS The Martial Arts Skill is used to parry and attack opponents without any weapons, using punches, kicks, throws, ground techniques, etc. Without the necessary Ability, the Martial Arts Skill may only parry unarmed attacks, even those dealt with claws, beaks, tails, or other appendages from creatures, as long as the creature doesn’t have a Vigor Attribute equal to or higher than 6, or, if it does, the martial artist has a Vigor Attribute Score no more than 2 points below the creature’s. Unless the character is from an Ancestry with a naturally higher strength—such as a Brau’Haque—or with claws—such as a Taullian—the Base Damage Rating from an unarmed strike will be 1 by default and from the Blunt type, whether or not the character is using their hands, elbows, knees, or feet to attack. In some settings, such as , access to Martial Arts Skill Abilities is limited. This means that during character creation, if the character has at least 1 Rank
Михаил Герасимов (Order #27301389)
in this Skill, the player must first choose a Martial Arts school or style, which will list 5 generic or specific Martial Arts Skill Abilities that will be the only Martial Arts Skill Abilities available to the character. Alternatively, the player and the game master may, together, create a unique Martial Arts school or style. Whenever a setting has the Martial Arts school requirement in play, a character may never learn a Martial Arts Skill Ability outside of their adopted style without an in-game justification, such as abandoning their school to train under another master’s tutelage, constant sparring with the adepts of a different school, or getting hold of another master’s treatise on martial arts. Still, even when an in-game reason exists for a character to learn a Martial Arts Skill Ability outside those of their school, doing so will cost 3 Experience Points, which will be in addition to the normal cost of increasing the Skill Rank. MASTER Advantage requirement: Not being Uneducated Miscellaneous requirements: Having at least 4 other generic or specific Martial Arts Abilities Conditions: Not wearing armor with an armor rating of 2 or more and having both hands free. Situation: Attacking with the Martial Arts Skill. Special: Unless the opponent also has this Ability, all attempts to parry the character’s attacks with the Martial Arts Skill will be hard ones by default. This Ability doesn’t apply to reactive attacks the character may deal, such as those delivered with the Sidestep Ability. BLIND FURY Advantage requirement: Not being Clumsy Conditions: Not wearing armor with an armor rating of 2 or more and having both hands free. Situation: Attacking or parrying an unarmed strike with the Martial Arts Skill while blind or blinded by darkness. Special: The attempt, which otherwise would be impossible, becomes possible with a hard contest with the Martial Arts Skill. Also, the character may try to parry attacks dealt with the Assassin Ability, but the Martial Arts Skill contest will likewise be a
hard one for them. This Ability may not be combined with the Missile Parry Ability.
STRIKE TECHNIQUE Advantage requirement: Agile Conditions: Not wearing armor with an armor rating of 2 or more and having both hands free. Situation: Attacking with the Martial Arts Skill through a succession of punches or kicks. Special: If a hit occurs, increase damage dealt by 1. This Ability doesn’t apply to reactive attacks, such as those dealt with the Sidestep Ability. This Ability may not be combined with the Ground Technique or
THROW TECHNIQUE Advantage requirement: Not being Clumsy Conditions: Not wearing armor with an armor rating of 2 or more and having both hands free. Also, the player must declare this technique is being used before rolling for the attack Situation: Taking a hard Martial Arts Skill contest to throw an opponent violently to the ground. Special: This Ability may not target a character whose Vigor Attribute Score is at least 3 points higher than the martial artist’s Score. Base Damage Rating for the attack is 1 and of the Blunt type, even if the character is from an Ancestry with claws—such as a Taullian— but the damage dealt may, as usual, be increased by the Mighty Advantage, by the bonus from natural higher strength—such as that of the Brau’Haques— or by the margin of success over the defender. Apply armor normally. If the attack hits, the target is thrown to the ground. This Ability doesn’t apply to reactive attacks, such as those dealt with the Sidestep Ability. This Ability may not be combined with the Ground Technique or the Strike Technique Abilities. FINESSE Advantage requirement: Not being Weak Conditions: Not wearing armor with an armor rating of 2 or more and having both hands free.
ABILITIES
COUNTERMOVE Advantage requirement: Not being Clumsy Conditions: Not wearing armor with an armor rating of 2 or more and having both hands free. Situation: Taking a Martial Arts Skill contest to parry an armed melee attack or a creature’s one. Special: The attempt, which otherwise would be impossible, becomes possible with this Ability. Also, if successful with a margin of 2 or more successes over the defender, disarm the attacker from the weapon they used to attack; either the martial artist gets the weapon with a free hand, or the weapon is thrown out of the immediate reaches of both characters for the remainder of the combat. This Ability may not be combined with the Blind Fury Ability.
the Throw Technique Abilities.
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CHARACTER CREATION
Михаил Герасимов (Order #27301389)
ABILITIES
Situation: Taking a normal or a hard Martial Arts Skill test or contest. Special: May substitute Vigor for Dexterity as the related Attribute to take normal or hard tests or contests with the Martial Arts Skill.
CHARACTER CREATION
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GROUND TECHNIQUE Advantage requirement: Not being Clumsy Conditions: Not wearing armor with an armor rating of 2 or more and having both hands free. Also, the player must declare this technique is being used before rolling for the attack. Situation: Attacking a character with the Martial Arts Skill. Special: This Ability may not target a character who has a Vigor Attribute Score at least 3 points higher than the martial artist’s Score. If the attack hits, the martial artist drops the target on the ground and locks them. The target may be released with a Free Action or Reaction, but both characters will remain on the ground until they get up during their respective turns. If another character targets the attacker and if the character tries to dodge or parry the incoming attack, the target will be automatically released. While locked, the only action the target may take during their turns is to try to free himself with a successful Martial Arts Skill contest (a normal one for both characters). If the target is unsuccessful, the attacker has the option to automatically deal damage to them with a Base Damage Rating of 1. Damage dealt will be of the Blunt type, even if the character is from an Ancestry with claws—such as a Taullian—and it may, as usual, be increased by the Mighty Advantage, by the bonus from natural higher strength—such as that of the Brau’Haques—and by the margin of success over the target. No armor will apply to reduce the damage, be it worn or natural. The attacker, on the other hand, may do nothing during their turns while they keep the target locked. This Ability doesn’t apply to reactive attacks, such as those dealt with the Sidestep Ability. This Ability may not be combined with the Strike Technique or the Throw Technique Abilities. PUSHBACK Advantage requirement: Mighty Situation: Parrying a melee attack with any Skill. Special: Once per round, if the character successfully parries an incoming melee attack and wins the contest by a margin of 2 or more successes over the attacker, the attacker is pushed back by a punch, kick or shield
Михаил Герасимов (Order #27301389)
bash by the targeted character, loses their balance, and has their Initiative total reduced by the necessary amount of points to drop one position in the Initiative order, beginning next round. This Ability may not be combined with Abilities that perform reactive attacks, such as the Riposte Ability. This Ability may not be used against the Assassin or Death from Above Abilities. MISSILE PARRY Advantage requirement: Deadeye Miscellaneous requirements: Having the Countermove Ability Conditions: Not wearing armor with an armor rating of 2 or more and having both hands free. Situation: Parrying an incoming ranged attack with the Martial Arts Skill. Special: Without this Ability, the character may not parry ranged attacks. The martial artist may parry a weapon thrown, an arrow from a bow, or a bolt from a crossbow. Other kinds of ranged attacks, such as rockets or those dealt from firearms, cannot be parried. The Martial Arts contest is always a hard one for the targeted character. If successful by a margin of 2 or more successes over the attacker, the martial arts may grab the weapon thrown, arrow or bolt, instead of simply deflecting it to the ground. This Ability may not be combined with the Blind Fury Ability. BRAWLER Advantage requirement: Mighty Miscellaneous requirements: Being a Beastman, an Orc, a Raikur, or a Taullian. Conditions: Not wearing armor with an armor rating of 2 or more, and having both hands free. Situation: Taking a normal or hard Martial Arts contest. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
MEDICINE The Medicine Skill is used to heal characters and creatures. With a normal test, a character may use the Medicine Skill to increase their rate of healing (others or self) from 1 Wound Point per two full nights of rest to just 1. A First Aid Kit is required for that. This test
ABILITIES
is not possible if the character is dying.
With a hard test, a character may use the Medicine Skill to find and make a cure for a disease. The game master will decide the ingredients and time required to make the cure, and a Lab Set will be required. Once a cure is found, no test will be required for its successful ingestion or application. Once the character is saved, they will automatically be brought down to a total of 5 Wound Points if they had 6, and will start healing 1 Wound Point per two full nights of rest, which can only be sped up if they had less than 6 Wound Points. With a hard test, a character may use the Medicine Skill to find and make an antidote for a poison. The game master will decide the ingredients and time required to make the antidote, and a Lab Set will be required. Once the antidote is produced, no test will be required for its successful ingestion or application.
Михаил Герасимов (Order #27301389)
89 If no cure or antidote needs to be produced for a certain disease or poison, as in situations where such a medication already exists and the character has ample access to available remedies, only a normal Medicine Skill test rather than a hard one will be needed to prescribe the right one, and, as usual, no test will be required for its successful ingestion or application. Regarding creatures and Ancestries that are considered very different from humans, Medicine Skill tests will always be hard ones by default, unless the healer is from the same Ancestry as the patient or has the Xenomedic Ability. TL 1 APOTHECARY Advantage requirement: Erudite Conditions: Having all the required ingredients and a Lab Set. Situation: Finding and making a cure for a specific disease. Special: The Medicine Skill test becomes a normal one by default instead of a hard one, unless another
CHARACTER CREATION
With a hard test, a character may use the Medicine Skill to stop another one from dying, automatically bringing them to a total of 5 Wound Points if they have 6. A First Aid Kit is required for that. This test is not possible if the character is dying of poisoning, disease, or lack of food or water. Once the character is saved, they will start healing 1 Wound Point per two full nights of rest, which cannot be sped up. A character may not perform this test on their own self.
Once the character is saved, they will automatically be brought down to a total of 5 Wound Points if they had 6, and will start healing 1 Wound Point per two full nights of rest, which can only be sped up if they had fewer than 6 Wound Points.
condition renders the test a hard one again. This Ability may not be combined with the Shaman Ability.
ABILITIES
SHAMAN Advantage requirement: Insightful Conditions: Having all the required ingredients. Situation: Taking a Medicine Skill test without a Lab Set when trying to find and make a cure for a disease or an antidote for a poison. Special: Any Medicine Skill test that requires a Lab Set may be performed according to the normal rules and difficulty even without such equipment. This Ability may not be combined with the Apothecary and Healer Abilities. TL 1 CHEMIST Advantage requirement: Erudite Conditions: Having all the required ingredients and a Lab Set. Situation: Making a poison. Special: The character may use the Medicine Skill to make a poison of choice (see page 140). The game master will decide on the ingredients required and how long the process will take. The test will be a hard one by default.
CHARACTER CREATION
90 DOCTOR Advantage requirement: Erudite Conditions: Having all the required ingredients and equipment. Situation: Taking a Medicine Skill test. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. Special: Whenever a patient is saved from dying by this character, they will automatically heal at a rate of 1 Wound Point per two full nights of rest instead of 1 Wound Point per three full nights of rest. VETERINARIAN Advantage requirement: Not being Uneducated Conditions: Having both hands free and a First Aid Kit. Situation: Taking a Medicine Skill test to treat a creature. Special: The Medicine Skill test reverts to its default difficulty instead of being a hard one by default because of the patient being a creature. If the Medicine Skill test becomes a normal one because of this Ability, it may still become a hard one again because of other conditions.
Михаил Герасимов (Order #27301389)
FIRM HANDS Advantage requirement: Deft Miscellaneous requirements: Being a Jeod or a Cirimid. Conditions: Having both hands free and a First Aid Kit. Situation: Taking a Medicine Skill test to speed up the patient’s healing rate or to stop someone from dying. Special: May immediately redo the test once if it failed, unless the player only rolled sevens. TL 1 PHARMACOLOGIST Advantage requirement: Erudite Conditions: Having all the required ingredients and a Lab Set. Situation: Making a drug. Special: The character may use the Medicine Skill to make a drug of choice (see page 140). The game master will decide on the ingredients required and how long the process will take. The test will be a hard one by default. TL 1 HEALER Advantage requirement: Erudite Conditions: Having all the required ingredients and a Lab Set. Situation: Finding and making an antidote for a specific poison. Special: The Medicine Skill test becomes a normal one by default instead of a hard one, unless another condition renders the test a hard one again. This Ability may not be combined with the Shaman Ability.
PARAMEDIC Advantage requirement: Not being Craven Conditions: Having both hands free. Situation: Trying to stop someone from dying. Special: If the character has a First Aid Kit, the Medicine Skill test becomes a normal one by default instead of a hard one, unless another condition makes the test a hard one again. The character may also try to stop someone from dying without the required First Aid Kit, but such attempts will revert into the test being a hard one again. XENOMEDIC Advantage requirement: Not being Uneducated Conditions: Having both hands free and a First Aid Kit.
Situation: Taking a Medicine Skill test to treat a character from another Ancestry. Special: The Medicine Skill test reverts to its default difficulty instead of being a hard one by default because of the patient being from an Ancestry that is very different from humans. If the Medicine Skill test becomes a normal one because of this Ability, it may still become a hard one again because of other conditions.
MELEE WEAPONS
Some weapons from the Melee Weapons Skill are also blades, differentiated from their fencing counterparts by being heavier and not exclusively used with only one hand.
Михаил Герасимов (Order #27301389)
To check if a weapon is categorized as one pertaining to the Melee Weapons Skill, refer to page 150. POWERFUL ATTACK Advantage requirement: Not being Weak Situation: Melee attacking with a melee weapon held with two hands. Special: If a hit occurs, increase damage dealt by 1. This Ability may not be used with thrown weapons. This Ability doesn’t apply to reactive attacks, such as those dealt with the Sidestep Ability. This Ability may not be combined with the Non-Lethal Strike Ability. BLIND FIGHTING Advantage requirement: Not being Clumsy Situation: Attacking or parrying with a melee weapon while blind or blinded by darkness. Special: The attempt, which otherwise would be impossible, becomes possible with a hard contest with the Melee Weapons Skill. Also, the character may try to parry attacks dealt with the Assassin
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In settings with a TL 4-8 , the Fencing Skill is most likely not present, to make room for the more prevalent firearms and their Marksmanship Skill. In such settings, fencing weapons will fall under the scope of the Melee Weapons Skill. When that is the case, Abilities from the Fencing Skill may be acquired with Ranks from the Melee Weapons Skill, but such Abilities will only apply to fencing weapons. On the other hand, Abilities from the Melee
Whenever an Ability below refers to a “melee weapon,” it refers to a melee weapon specifically categorized as one pertaining to the Melee Weapons Skill and no other types of melee weapons that fall under the scope of the Exotic Weapons Skill or the Fencing Skill.
ABILITIES
The Melee Weapons Skill encompasses the use of heavy or unbalanced melee weapons that are differentiated from their exotic counterparts by a common style of handling. It also encompasses certain melee weapons also designed to be thrown, such as the Spear and the Small Axe.
Weapons Skill won’t apply to fencing weapons.
ABILITIES
Ability, but the Melee Weapons Skill contest will likewise be a hard one for them. This Ability may not be used with thrown weapons. This Ability may not be combined with the Piercer Ability for purposes of counterattacking while blind, blinded by darkness, or targeted by the Assassin Ability.
CHARACTER CREATION
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NON-LETHAL STRIKE Advantage requirement: Not being Clumsy Conditions: Attacking the target with the blunt side of a melee weapon or its pommel. Situation: Melee attacking with a melee weapon of the Slashing or the Piercing types. Special: The Melee Weapons Skill contest will be a hard one for the attacker. If a hit occurs, reduce damage dealt by 1 (minimum of 1). Also, damage dealt will be of the Blunt type. This Ability may not be used with thrown weapons. This Ability doesn’t apply to reactive attacks, such as those dealt with the Sidestep Ability. This Ability may not be combined with the Break Armor, Break Shield, Overhead Strike, Powerful Attack, or Whirlwind Attack Abilities. BREAK SHIELD Advantage requirement: Mighty Situation: Attacking with a melee weapon from the Blunt, Piercing or Slashing types with a Base Damage Rating of 3 or more while holding it with both hands. Special: If both defender and attacker rolled a single success and if the defender used both a shield and the Dodge Skill, then the shield is struck and shattered, deformed, or knocked out of the defender’s hand and their immediate reach for the remainder of the combat. The bonus granted by the shield will be lost for the following rounds of combat, but if it was damaged, the shield may be repaired later with the necessary tools and materials with a Craft Skill test. This Ability may not be used with thrown weapons. This Ability doesn’t apply to reactive attacks, such as those dealt with the Sidestep Ability. This Ability may not be combined with the Non-Lethal Strike Ability. BREAK ARMOR Advantage requirement: Mighty Situation: Attacking with a melee weapon from the Blunt or Piercing type with a Base Damage Rating of 3 or more while holding it with both hands. Special: If the attacker rolled one or more sucesses than the defender and dealt at least 1 Wound Point to them, reduce the defender's armor rating by 1 (minimum of 0). The armor rating will only lose 1
Михаил Герасимов (Order #27301389)
point after final damage is calculated and checked against the target’s Damage Thresholds. If the target was using a worn armor, it may be repaired later with the necessary tools and materials with a Craft Skill test. If the target had only their natural armor, the lost armor rating will heal the next time they heal 1 Wound Point. If the target had both worn and natural armor, damage will apply only to the worn armor. This Ability may not be used with thrown weapons. This Ability doesn’t apply to reactive attacks, such as those dealt with the Sidestep Ability. This Ability may not be combined with the Non-Lethal Strike Ability. STICK FIGHTING Advantage requirement: Deft Situation: Attacking or parrying with one Club or Small Axe in each hand or with a Staff held with both hands. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. Special: This Ability doesn’t apply to reactive attacks, such as those dealt with the Sidestep Ability. OVERHEAD STRIKE Advantage requirement: Mighty Situation: Attacking with a melee weapon from the Blunt or the Slashing types with a Base Damage Rating of 3 or more while holding it with both hands. Special: Any parry attempts against this attack will be considered hard ones for the targeted character. This Ability may not be used with thrown weapons. This Ability doesn’t apply to reactive attacks, such as those dealt with the Sidestep Ability. This Ability negates the effects of an opponent’s Cloak Use Ability from the Dodge Skill (see page 65). This Ability may not be combined with the Non-Lethal Strike or the Whirlwind Attack Abilities. WHIRLWIND ATTACK Advantage requirement: Mighty Miscellaneous requirements: Being a Brau’Haque or an Orc. Situation: Attacking with a melee weapon from the Blunt or the Slashing types with a Base Damage Rating of 3 or more while holding it with both hands. Special: May attack two opponents no more than 5 meters (or yards) apart from each other with a single Melee action. It will be a hard Melee Weapons Skill contest for the attacker. Each defender will roll separately to dodge or parry the attack, but in sequence in the attacker’s order of choice. If the first
defender to roll successfully parries the attack, or if they successfully counterattack the attacker with a reactive attack—such as the one from the Sidestep Ability—the attacker is stopped in their tracks and the second defender is no longer targeted. This Ability may not be used with thrown weapons. This Ability may not be combined with reactive attacks, such as those dealt with the Sidestep Ability. This Ability may not be combined with the Non-Lethal Strike or the Overhead Strike Abilities.
PERCEPTION The Perception Skill encompasses the active or passive use of one’s senses to detect threats, search for items of interest, investigate a place, find a specific book in a library or a certain document in
Михаил Герасимов (Order #27301389)
The Perception Skill may be used to spot an ambush or trespassers; by default, it will be a normal contest for all characters—the watcher with their Perception Skill, and the ambushers or trespassers with their Stealth Skill—unless the watcher is not actively looking for such activity, in which case it will be a hard contest for the watcher. In situations involving multiple watchers and ambushers or trespassers, the contest will take place only between the watcher with the most Ranks in the Perception Skill against the trespasser with the least Ranks in the Stealth Skill. If at least a success is obtained, a draw will favor the ambusher or trespasser. But if no success is obtained by any party, the ambusher or trespasser will be spotted anyway. The Perception Skill may be used to identify a disguised person or a person impersonating another; by default, it will be a normal contest for all characters—the watcher with their Perception Skill, and the disguised person with their Deception Skill—unless the watcher is not actively looking for such activity, in which case it will be a hard contest for the watcher. The contest will also be a hard one for the disguised character if they are trying to pass as someone specific. In situations involving multiple watchers and disguised characters, the contest will take place only between the watcher with the most Ranks in the Perception Skill against the disguised character with the least Ranks in the Deception Skill. If at least a success is obtained, a draw will favor the disguised character. But if no success is obtained by any party, the disguised character will be identified anyway. The Perception Skill may be used to spot pickpockets or tailer by default; it will be a normal contest for both characters—the target with their Perception Skill, and the pickpocket or the tailer with their Legerdemain Skill or Stealth Skill, respectively—unless the target is not actively looking for such activity, in which case it will be a hard contest for the target. In situations involving multiple watchers, pickpockets, or tailers, the contest
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CHARACTER CREATION
LETHAL THROW Advantage requirement: Mighty Situation: Making a ranged attack against a target by throwing a melee weapon that is designed to be also thrown. Special: If a melee weapon designed to be thrown— such as a Small Axe, a Fusion Spear, a Nanotech Blade, or a Spear—is used, and if a hit occurs, increase damage dealt by 1, as if it was dealt with the Mighty Advantage directly through a melee attack.
Note that the ability to find and examine tracks to follow someone falls under the scope of the Survival Skill.
ABILITIES
PIERCER Advantage requirement: Agile Situation: Attacking with a Spear or a Fusion Spear while holding it with two hands. Special: If a hit occurs, negate an additional 1 point of the target’s both worn and natural armor ratings, if any. Also, once per round, when targeted by a melee attack, may forgo their next Turn Action to use the length of the Spear or Fusion Spear to try to counterattack it. The contest will be a normal one for the defender, unless any condition would turn it to a hard one instead. If successful by a margin of 1 or more successes over the attacker—and even if they rolled no successes—the defender counterattacks and automatically deals damage with their Spear or Fusion Spear. Using this Ability to counterattack an opponent counts as a parry for the round. This Ability may not be combined with the Blind Fighting Ability for purposes of counterattacking while blind, blinded by darkness, or targeted by the Assassin Ability. This Ability may not be used against the Assassin or Death from Above Abilities.
an archive, identify a forgery, correctly guess how a prestidigitation trick is being performed, or, in some instances, to catch a lie.
ABILITIES
will take place only between the watcher with the most Ranks in the Perception Skill against the pickpocket with the least Ranks in the Legerdemain Skill or the tailer with the least Ranks in the Stealth Skill. If at least a success is obtained, a draw will favor the pickpocket or the tailer. But if no success is obtained by any party, the pickpocket or tailer will be spotted anyway.
CHARACTER CREATION
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If a character tries to tail another without being noticed while driving a vehicle, a contest will take place between the tailer’s Driving Skill and the target’s Perception Skill. If more than one character is inside the vehicle being tailed, the one with more ranks in the Perception Skill will make the roll. The contest will be a normal one by default for the tailer, unless very little to no traffic is around or if the character being tailed is driving very quickly or recklessly. On the other hand, the contest will be a hard one by default for the character being tailed, unless they are suspicious that they may be followed and are actively watching for tailers. Any draws will favor the tailer, as they are considered the active character in the contest. The Perception Skill may be used to identify whether and how a prestidigitation is being performed, including catching someone stealing in a card game or trying to find under which cup the ball is hidden in a shell game; by default, it will be a hard contest for both, with the Perception Skill being used against the opponent’s Legerdemain Skill. If there are multiple watchers, the contest will take place solely against the character with the highest number of Ranks in the Perception Skill. If at least a success is obtained, a draw will favor the prestidigitator. But if no success is obtained by any party, the prestidigitator will fail and their trick will be obvious to anyone watching. The Perception Skill may be used to search for a concealed object between someone’s clothes; by default, it will be a normal Perception Skill contest against the opponent’s Legerdemain Skill, and it will be a hard contest for the character concealing the object. If at least a success is obtained, a draw will favor the character doing the body search. But if no success is obtained by any party, the other character will get away with the concealed object. The Perception Skill may be used to spot a trap; by default, it will be a normal test, unless the spotter
Михаил Герасимов (Order #27301389)
is not actively looking for traps, in which case it will be a hard one. The Perception Skill may be used to spot a hidden object, a clue, or a secret passage; by default, it will be a normal test, unless the spotter is not actively looking for such important things, in which case it will be a hard one.
ALERT Advantage requirement: Not being Nearsighted Situation: Taking a hard Perception Skill contest to spot a character trying to tail (while on a vehicle), to shadow, to pickpocket someone, or to discover that someone is disguised. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. METICULOUS Advantage requirement: Deadeye Miscellaneous requirements: Having the Suspicious Ability. Михаил Герасимов (Order #27301389)
PERCEPTIVE Advantage requirement: Not being Nearsighted Situation: Taking a hard Perception Skill test to spot a trap, a hidden object, a clue, or a secret passage, or a hard Perception Skill contest to do a body search. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. EXAMINER Advantage requirement: Erudite Situation: Actively trying to identify whether an object is a forgery through close inspection. Special: Without this Ability, the character will not be able to identify a forgery unless it is a crude one resulting from a failed Craft Skill test. The forgery will be identified with success in a hard Perception Skill test, but no test will be required for a character with this Ability to identify a crude forgery. WATCHFUL Advantage requirement: Not being Nearsighted Situation: Taking a hard Perception Skill contest to spot ambushers or trespassers. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. GUARD Advantage requirement: Not being Naïve. Miscellaneous requirements: Having the Watchful Ability. Situation: Taking a normal Perception Skill contest to spot ambushers or trespassers. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
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In some circumstances, the game master may allow a character to take a Perception Skill contest against an opponent’s Persuasion Skill to try to assess if they are being told a lie—such as when they have reason to be suspicious. The contest will usually be a normal one for both. If the character is successful and if the opponent is indeed telling a lie, the character will only know that the opponent appears to be “insincere” or “withholding something”, otherwise they won’t receive any information. A draw will favor the opponent, unless they don’t roll a single success. Note that such a contest won’t take place when the character is actively trying to obtain information from a target, which will either be the subject of a Charm Skill or an Interrogation Skill contest against the opponent’s Deception Skill, depending on the situation. For more information regarding contests between the Perception Skill and the Persuasion Skill, see page 96.
CAUTIOUS Advantage requirement: Not being Naïve Miscellaneous requirements: Having the Alert Ability. Situation: Taking a normal Perception Skill contest to spot a character trying to tail (while on a vehicle), to shadow, to pickpocket someone, or to discover that someone is disguised. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
ABILITIES
The Perception Skill may be used to identify a forgery; a forgery may only be identified —by default, with a hard Perception Skill test—if it is a crude one (from a failed Craft Skill test) or if the inspecting character has the Examiner Ability. However, no test will be required for a character with the Examiner Ability to identify a crude forgery.
Situation: Taking a normal or hard Perception Skill test to spot a trap, a hidden object, a clue, or a secret passage, but not a contest to do body searches. Bonus: May immediately redo the test once if it failed.
ABILITIES
KEEN-EYED Advantage requirement: Deadeye Miscellaneous requirements: Being an Amerfein or a Daramohn. Situation: Taking a hard Perception Skill test or contest. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
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SUSPICIOUS Advantage requirement: Not being Uneducated Miscellaneous requirements: Having the Perceptive Ability. Situation: Taking a normal Perception Skill test to spot a trap, a hidden object, a clue, or a secret passage, or a hard Perception Skill contest to search for a concealed object. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. AWARENESS Advantage requirement: Astute Situation: Actively trying to identify whether a prestidigitation attempt is taking place and how it is being performed, including catching card game cheaters and trying to win in a shell game, with a hard Perception Skill test. Special: The Perception Skill test becomes a normal one by default instead of being a hard one, unless another condition makes the test a hard one again.
PERSUASION The Persuasion Skill represents the use of reason to convince someone of something. It has many uses: it may be used to negotiate a trade or to haggle, to actively try to convince others of a certain truth or falsehood, to fast-talk someone into doing something, to bribe someone, to publicly debate a question, or to defend a case in a court. It is different from the Deception Skill regarding telling lies, as the Persuasion Skill is used when someone is actively trying to mislead someone into believing some falsehood, while the other is, in turn, used passively to conceal the truth, or, in the most extreme scenarios, it is used actively to specifically try to pass as someone else while disguised. The Persuasion Skill also separates itself from
Михаил Герасимов (Order #27301389)
the Leadership Skill because there is no hierarchy between the character and their target, or because they are not actually trying to motivate them to perform some action. They are trying instead to convince the target of something or, at most, to be successful in a negotiation. When negotiating a trade or haggling, the situation will be resolved with a Persuasion Skill contest between both parties. Depending on the goal and what each party has to offer, the contest may be a normal one for both parties or a hard one for just one of them. Still, depending on what the character wishes to achieve, it may be impossible to obtain success in the negotiation. A Persuasion Skill contest will also take place when the character is trying to win over an audience (a jury, judge, etc.) in a debate or case against an adversary party. When simply trying to convince someone of something, a normal Persuasion Skill test will be called for, unless the character is trying to convince someone that is suspicious of them of some falsehood, in which case it will be a contest against the target’s Perception Skill (the contest will be normal for both). Sometimes, however, such tests are impossible to succeed, because the character is trying to convince another of a very absurd lie, because the person that the character is trying to persuade has some kind of animosity or prejudice against them, or because the target has direct knowledge of facts that contradict the falsehood. Such Persuasion Skill contest will also take place when the character is trying to fast-talk another. Likewise, such fast-talk attempts may be impossible for the same reasons above, besides others. Regarding bribing someone, a Persuasion Skill test or contest won’t be needed, but a bribe will only have a chance to succeed if the target possesses the Greed Weakness. Some Persuasion Skill Abilities, however, will increase the chance of someone failing a Greed Weakness test. Still, even if the character has the Greed Weakness, it will only be triggered if the persuading character makes an offer compatible with their target’s financial status and the risks involved. Regarding Skills that pertain to social relations, the game master may change normal tests or contests to hard ones or vice-versa depending on character interaction and roleplaying. In exceptional
ABILITIES
circumstances, a test or a contest may even be adjudicated as an automatic success or failure, such as when the character possesses certain Advantages or Disadvantages.
BRIBER Advantage requirement: Not being Naïve Situation: Bribing someone to try to trigger their Greed Weakness and make them do something specific, as long as the price is adequate to the target’s financial status. Special: The target will fail their Greed Weakness test if they roll 2 or higher on a die. This Ability is superseded by the Insidious Ability and thus may not be combined with it. CONVINCING Advantage requirement: Not being Naïve Conditions: Having at least as many Ranks in the Persuasion Skill as in the Deception Skill (at the time this Ability is acquired). Situation: Taking a normal or hard Deception Skill test or contest. Михаил Герасимов (Order #27301389)
STRAIGHTFORWARD Advantage requirement: Not being Naïve Situation: Taking a normal Persuasion Skill test to convince someone of something. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. ELOQUENT Advantage requirement: Erudite Situation: Taking a hard Persuasion Skill contest to convince a third party, such as an audience or a judge, while debating or defending a case. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. FAST TALKER Advantage requirement: Astute Situation: Taking a hard Persuasion Skill test to convince someone of something. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. COMPELLING Advantage requirement: Not being Uneducated Situation: Taking a normal Persuasion Skill contest to convince a third party, such as an audience or a judge, while debating or defending a case.
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ORATORY Advantage requirement: Not being Uneducated Situation: Taking a normal or hard Persuasion Skill contest to convince a third party, such as an audience or a judge, while debating or defending a case. Special: May substitute Presence for Wits as the related Attribute for such contests.
Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. HAGGLER Advantage requirement: Not being Naïve Situation: Taking a normal Persuasion Skill contest to negotiate a trade or to haggle. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
NEGOTIATOR Advantage requirement: Astute Situation: Taking a hard Persuasion Skill contest to negotiate a trade or to haggle. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
PILOTING TL 4
INSIDIOUS
ABILITIES
Advantage requirement: Astute
Situation: Bribing someone to try to trigger their Greed Weakness and make them do something specific, as long as the price is adequate to the target’s financial status. Special: The target will fail their Greed Weakness test if they roll 1 or higher on a die. If the target doesn’t have the Greed Weakness, they will be considered to have it for the purposes of this Ability and will fail the Weakness test with a roll of 7. This Ability supersedes the Briber Ability and thus may not be combined with it.
CHARACTER CREATION
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Miscellaneous requirements: Being an Amerfein, a Daramohn, a Jurkhya, or a Purzari.
Михаил Герасимов (Order #27301389)
In settings with a TL 4 , the Piloting Skill is used to maneuver flying machines such as balloons, helicopters, and airplanes. All tests and contests with the Piloting Skill will always be hard, unless the character has at least 1 non-bonus Rank in the Skill and— depending on the machine being piloted and the TL—the appropriate Ability (see below). Also, as long as the character has at least 1 nonbonus Rank in this Skill, Piloting Skill tests will never be called for when doing ordinary, unopposed piloting with such flying machines.
The Piloting Skill is also used to maneuver Mecha Vessels in settings with a TL 8-9 and starships in settings with a TL 9 . In settings with TL 9 , the Piloting Skill will replace the Driving Skill, as land vehicles will give room to their more sophisticated hovering successors.
Piloting a starship in settings with a TL 8 , a hover vehicle in settings with a TL 8 , a naval ship or a submarine in settings with a TL 4 , or a Mecha Vessel in a setting with a TL 9 will always be a hard test or a contest for the pilot, unless they possess the corresponding Piloting Skill Ability. For more details regarding the Piloting Skill, see pages 330, 353 and 368.
TL 5 BIRD OF PREY Advantage requirement: Deadeye Conditions: Not wearing armor with an armor rating equal to 2 or more, having both hands free, and piloting any Mecha, flying machine, or starship with an original Maneuverability Stat of 4 or 5. Situation: Taking a normal or hard Piloting Skill test or contest to fire fixed forward-facing guns on a target from the pilot seat inside a cockpit.
Михаил Герасимов (Order #27301389)
TL 4 DAREDEVIL Advantage requirement: Not being Craven Conditions: Having both hands free. Situation: Taking a hard Piloting Skill test or contest. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. TL 5 EVASIVE Advantage requirement: Not being Craven Conditions: Not wearing armor with an armor rating equal to 2 or more, having both hands free, and piloting any Mecha, flying machine, or starship with an original Maneuverability Stat of 4 or 5. Situation: Taking a normal or a hard Piloting Skill contest to avoid enemy fire. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. TL 6-8 ASTRONAUT Advantage requirement: Erudite Conditions: Having both hands free. Situation: Piloting a starship. Special: Piloting Skill tests and contests to pilot a starship become normal ones instead of being hard ones by default, unless any present condition makes the test or contest a hard one again. TL 9 MECHA PILOT Advantage requirement: Not being Technophobe Conditions: Having both hands free. Situation: Piloting a Mecha Vessel. Special: Piloting Skill tests and contests to pilot a Mecha Vessel become normal ones instead of being hard ones by default, unless any present condition makes the test or contest a hard one again.
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TL 5 ACE Advantage requirement: Deft Miscellaneous requirements: Being a Human or a Demi-Human. Conditions: Not wearing armor with an armor rating equal to 2 or more, having both hands free, and piloting any Mecha, flying machine, or starship with an original Maneuverability Stat of 4 or 5. Situation: Taking a normal or a hard Piloting Skill test or contest with the vehicle’s Maneuverability Stat, modified by the pilot’s Dexterity Attribute. Bonus: Roll 1 extra die.
TL 4-8 CAPTAIN Advantage requirement: Not being Uneducated Conditions: Having both hands free. Situation: Piloting a naval ship. Special: Piloting Skill tests and contests to pilot a naval ship become normal ones instead of being hard ones by default, unless any present condition makes the test or contest a hard one again.
ABILITIES
The Piloting Skill may also replace the Seamanship Skill in some settings with a TL 5 or higher, as sailing ships will be replaced by steamboats and, later, modern ships and yachts, as the preferred means for naval travel. If that is the case, characters may acquire Seamanship Skill Abilities with Ranks from the Piloting Skill, but such Abilities will only apply to sailing ships and, depending on the setting, to airships, ironclads, and submersibles. However, Piloting Skill Abilities won’t then apply to such ships.
Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
HOVERCAR PILOT
TL 8
Advantage requirement: Not being Technophobe Conditions: Having both hands free. Situation: Piloting a hover vehicle, such as a hovercar or a hoverbike. Special: Piloting Skill tests and contests to pilot a hover vehicle become normal ones instead of being hard ones by default, unless any present condition makes the test or contest a hard one again. SLIPPERY
ABILITIES
Conditions: Not wearing armor with an armor rating equal to 2 or more, having both hands free, and piloting any flying machine or starship with an original Maneuverability Stat of 4 or 5, but no Mecha. Situation: Taking a normal or hard Piloting Skill contest to tail or to avoid being tailed by another aircraft or starship. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. SUBMARINE CREW MEMBER
TL 4-8
Advantage requirement: Not being Technophobe Conditions: Having both hands free.
CHARACTER CREATION
Situation: Piloting a submarine.
Михаил Герасимов (Order #27301389)
SEAMANSHIP TL 4 The Seamanship Skill is used to steer sailing ships, from small rowboats to huge frigates.
TL 5
Advantage requirement: Not being Clumsy
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Special: Piloting Skill tests and contests to pilot a submarine become normal ones instead of being hard ones by default, unless any present condition makes the test or contest a hard one again.
In settings with a TL 4 that have fantastic ships powered by arcane power, such as the airship ( ), the ironclad ( ) and the submersible ( ), the Seamanship Skill will also be used to pilot such vessels, but all tests and contests with such ships will always be hard ones unless the character has the appropriate Ability. In smaller ships with a small crew no larger than approximately six, the Seamanship Skill tests and contests will be taken by the helmsman or by the strongest rower. In larger ships with a large crew, the Seamanship Skill tests and contests will be taken by the ship’s captain or, depending on the action being performed, by the first or second mate (see page 362).
As basically all tests and contests are considered a cooperative effort by the whole crew, bonus from one character assisting another when using this Skill should only be applicable when the assistance being giving is remarkable in some way and out-of-the-ordinary when compared to the work expected from any sailor.
For more details regarding the Seamanship Skill, see page 362. TL 4 WATERSAIL Advantage requirement: Not being Uneducated Situation: Taking a normal Seamanship Skill contest to do a Full Sails action during a Naval Battle. Bonus: Roll 1 extra die.
TL 4 COMMANDER Advantage requirement: Not being Uneducated ), an Situation: Commanding an airship ( , ironclad ( ), or a submersible ( ). Special: Seamanship Skill tests and contests that would be hard ones by default become normal ones, unless a condition makes the test or contest a hard one again. TL 4 DAMAGE CONTROL Advantage requirement: Not being Uneducated Situation: Taking a normal or hard Craft or Engineering Skill test to do a Repairs action during a Naval Battle. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
Михаил Герасимов (Order #27301389)
TL 4 HOLDFAST Advantage requirement: Not being Craven Miscellaneous requirements: Being a Human or a Demi-Human. Situation: Taking a normal or hard Seamanship Skill test or contest. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. TL 4 SEADOG Advantage requirement: Astute Conditions: Being the captain of a ship. Situation: Taking a normal or hard Seamanship Skill contest while performing a Boarding action or a Full Sails action during a Naval Battle. Special: The character won’t suffer the penalty of 1 fewer Seamanship Skill Rank when taking a Boarding action or a Full Sails action in place of a first mate. TL 4 HELMSMAN Advantage requirement: Not being Weak Conditions: Rowing a small boat or steering a small sailing ship with an ideal crew of 10 or fewer sailors including the character. Situation: Taking a normal or hard Seamanship Skill test or contest. Special: May substitute Wits for Vigor as the related Attribute to take normal or hard Seamanship Skill tests or contests when rowing a small boat or taking the helm of a small sailing ship with an ideal crew of six or fewer sailors including the character. TL 4 MARINER Advantage requirement: Brave Situation: Commanding or being part of a crew involved in a Skirmish action during a Naval Battle. Bonus: Add 2 to the Skirmish action roll made by the
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TL 4 BATTERY Advantage requirement: Not being Nearsighted Situation: Taking a normal or hard Heavy Weapons Skill test to do a Broadside action during a Naval Battle. Bonus: Roll 1 extra die.
TL 4 MANEUVERING Advantage requirement: Not being Uneducated Situation: Taking a normal or hard Seamanship Skill test or contest to do a Circumvention action. Bonus: Roll 1 extra die.
ABILITIES
TL 4 , the Seamanship Skill In settings with a may give room to the Piloting Skill, which—among other things—covers the use of steamboats, submarines and naval ships powered by engines. In such settings, the Piloting Skill will be used for tests or contests to steer a sailing ship. Still, characters may acquire Seamanship Skill Abilities with Ranks from the Piloting Skill, but such Abilities will only apply to sailing ships and, depending on the setting, to airships, ironclads, and submersibles.
Special: The character may choose to use the Craft Skill instead of the Engineering Skill to take a Repairs action, rolling a number of dice equal to their Vigor Attribute Score. This Ability may not be combined with the Artisan Ability.
ship’s captain. Special: If the character with this Ability is also the ship’s captain, add 4 instead to the Skirmish action roll. If a crew has multiple characters with this Ability, it may not receive a total bonus greater than 10 for a single Skirmish action roll. TL 4
CORSAIR Advantage requirement: Not being Craven Situation: Taking a normal Seamanship Skill contest to do a Boarding action during a Naval Battle. Bonus: Roll 1 extra die.
ABILITIES
STEALTH The Stealth Skill encompasses hiding, ambushing, sneaking, and shadowing. Usually, the Stealth Skill will be used with a contest against the Perception Skill of the target or opponent. If any target or opponent is completely oblivious to the presence of the stealthy character—such as if they are asleep—a Stealth Skill test will take place instead.
CHARACTER CREATION
102 The Stealth Skill test or contest may be a normal or hard one depending on the circumstances, such as the time of day, if the area is lit or shadowed, if there is sufficient cover, and the type of terrain or floor on the area.
spotted by their opponents, allowing them to react accordingly. However, success for the stealthy character and their allies will mean either they go unnoticed by their opponents or they catch them by surprise. If a character or group of characters catches another by surprise and combat ensues, both parties will roll for Initiative, but only the group that caught the other by surprise will be able to act in the first round of combat. However, ambushed characters who have the Sixth Sense, Danger Sense, QuickDraw Strike, and Fast Draw Abilities may still act in the first round (see pages 52, 66, 72 and 83, respectively). ARTFUL Advantage requirement: Not being Sluggish Conditions: Neither wearing armor with an armor rating equal to 2 or more, nor holding a shield or heavy firearm. Situation: Taking a normal Stealth Skill test or contest to follow one or more opponents moving together without being noticed. Special: May substitute Dexterity for Wits as the related Attribute to take a normal Stealth Skill contest with the Stealth Skill to follow one or more opponents moving together without being noticed.
If at least a success is obtained, a draw will favor the character using the Stealth Skill. But if no success is obtained by any party, the character using the Stealth Skill will be detected.
SNIPER Advantage requirement: Deadeye Condition: Successfully hiding from all opponents on a spot over 50 meters (or yards) away from a target of choice, with target in line of sight. Situation: Revealing self from the hiding spot to attack the chosen target with the Marksmanship Skill while using a Musket, Hunting Rifle, Sniper Rifle, or Energy Blast Rifle. Special: The target may not try to defend himself from the attack if it is the first one dealt by the sniper during the combat. The attacker must not move from their position and the ranged attack must be of a single shot. The sniper will hit their target with success in a Marksmanship Skill test, but the test will be a hard one. If the target has the Danger Sense, Deflect or Sixth Sense Abilities, they may try to avoid the attack with the pertinent Skill, and the contest will be a hard one for both characters.
Failure in the contest for the stealthy character means that they and any allied characters are
CAMOUFLAGE Advantage requirement: Not being Clumsy
If the stealthy character is facing multiple opponents, then the contest will take place against the opponent with the highest number of Ranks in the Perception Skill. On the other hand, if multiple characters are simultaneously using the Stealth Skill against one or more opponents, the contest will be conducted by the character with the lowest number of Ranks in the Stealth Skill.
Михаил Герасимов (Order #27301389)
ABILITIES
SHADOWY Advantage requirement: Not being Sluggish Conditions: Neither wearing armor with an armor rating equal to 2 or more, nor holding a shield or heavy firearm. Situation: Taking a normal or hard Stealth Skill test or contest to follow one or more opponents moving together without being noticed. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. ELUSIVE Advantage requirement: Deft Miscellaneous requirements: Being a Beastman, a Cirimid, a Gnome, a Goblin, or a Taullian. Conditions: Neither wearing armor with an armor rating equal to 2 or more, nor holding a shield or Михаил Герасимов (Order #27301389)
heavy firearm. Situation: Taking a hard Stealth Skill test or contest. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. ELEMENT OF SURPRISE Advantage requirement: Agile Conditions: Successfully hiding from all opponents, and not wearing armor with an armor rating equal to 2 or more. Situation: Initiating a combat by attacking an unsuspecting opponent from a hiding spot. Bonus: Add 4 to the character’s Initiative roll. Special: As usual when initiating a combat from an ambush, regardless of the total Initiative rolled, only characters with the advantage of the ambush may act in the first round of combat. However, ambushed characters who have the Danger Sense, the Fast Draw, the Quick-Draw Strike, or the Sixth Sense Abilities may still act during the first round. ASSASSIN Advantage requirement: Agile Condition: Neither wearing armor with an armor rating equal to 2 or more nor holding a shield or heavy
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Conditions: Not wearing armor with an armor rating equal to 2 or more. Situation: Taking a normal or hard Stealth Skill test or contest to hide in a single spot from searchers or pursuers, or to set up an ambush against opponents. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
firearm, and successfully hiding from all opponents on a spot no more than 10 meters (or yards) away from a target of choice, with target in line of sight.
ABILITIES
Situation: Springing out from the hiding spot to attack a chosen target with a melee weapon or an unarmed strike, using the appropriate martial Skill (Exotic Weapons, Fencing, Martial Arts, or Melee Weapons Skills). Special: The target may not try to defend himself from the attack if it is the first one dealt by the attacker during the combat. The attacker will hit their target with success in a test with the appropriate martial Skill, but the test will be a hard one. If the target has the Blind Fighting, Blind Fury, Blind Warrior, Danger Sense, Prescient Warrior, or Sixth Sense Abilities, they may try to avoid the attack with the pertinent Skill, and the contest will be a hard one for both characters. CLEVER
INFILTRATOR Advantage requirement: Not being Sluggish Conditions: Neither wearing armor with an armor rating equal to 2 or more, nor holding a shield or heavy firearm. Situation: Taking a hard Stealth Skill test or contest to move through an area without being noticed. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. SNEAKY Advantage requirement: Not being Clumsy Conditions: Neither wearing armor with an armor rating equal to 2 or more, nor holding a shield or a heavy firearm. Situation: Taking a normal Stealth Skill test or contest to move through an area without being noticed. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
Advantage requirement: Not being Clumsy
CHARACTER CREATION
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Conditions: Not wearing armor with an armor rating equal to 2 or more.
SURVIVAL
Situation: Taking a normal Stealth Skill test or contest to hide in a single spot from searchers or pursuers, or to set up an ambush against opponents.
The Survival Skill encompasses many areas of expertise necessary to travel in and live in the wilderness or hostile urban environments, such as orientation, tracking, finding water and food, identifying medicinal herbs, scavenging for materials, finding shelter, making camp, improvising protective gear and clothing against hazardous conditions, and avoiding dangerous predators.
Special: May substitute Dexterity for Wits as the related Attribute to take normal Stealth Skill contest with the Stealth Skill to hide in a single spot from searchers or pursuers, or to set up an ambush against opponents.
Михаил Герасимов (Order #27301389)
By default, tasks involving the Survival Skill will be resolved with normal tests with two exceptions: improvising protective gear and clothing against hazardous conditions or erasing one’s tracks to avoid being followed will be hard ones. Harsh conditions, however, may turn a Survival Skill test into a hard one instead, such as trying to find a track under rain or during the night, or trying to find shelter in very aggressive biomes.
ADVENTURER Advantage requirement: Not being Uneducated Situation: Taking a normal or hard Survival Skill test to find shelter or make camp. Special: May immediately redo the test once if it failed, unless the player only rolled sevens. HERBALIST Advantage requirement: Erudite
Special: May immediately redo the test once if it failed, unless the player only rolled sevens. SCAVENGER Advantage requirement: Not being Uneducated Situation: Taking a normal or hard Survival Skill test to find medicines, antidotes, materials, water, or food while in hostile urban environments. Special: May immediately redo the test once if it failed, unless the player only rolled sevens. NAVIGATOR Advantage requirement: Not being Uneducated Situation: Taking a normal or hard Survival Skill test to find orientation or plot the fastest or safest route for travels made predominantly over sea or by air. Special: May immediately redo the test once if it failed, unless the player only rolled sevens. Михаил Герасимов (Order #27301389)
GUIDE Advantage requirement: Not being Uneducated Situation: Taking a normal or hard Survival Skill test to find orientation or plot the fastest or safest route for travels made predominantly over land. Special: May immediately redo the test once if it failed, unless the player only rolled sevens. HUNTER Advantage requirement: Not being Nearsighted Situation: Taking a normal or hard Survival Skill test to track characters or creatures, including identifying their number, type, and condition, if their tracks weren’t erased already. Special: May immediately redo the test once if it failed, unless the player only rolled sevens. INSTINCT Advantage requirement: Deadeye Miscellaneous requirements: Being a Beastman, an Edohyn, an Elf, a Goblin, a Jurkhya, or a Zaaveld. Situation: Taking a normal or hard Survival Skill test or contest. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. GHOST Advantage requirement: Not being Nearsighted Situation: Taking a hard Survival Skill test to erase the character’s and their allies’ tracks to avoid being followed. Special: Subtract 1 from the result of a single rolled die, ut not from a rolled 7.
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Situation: Taking a normal or hard Survival Skill test to find medicinal herbs and natural ingredients to make medicines and antidotes while in the wilderness.
FORAGER Advantage requirement: Not being Uneducated Situation: Taking a normal or hard Survival Skill test to find materials, water, or food while in the wilderness. Special: May immediately redo the test once if it failed, unless the player only rolled sevens.
ABILITIES
Note: a character that has successfully erased their tracks or had their tracks erased by the climate and passing of time cannot be tracked by another. Still, they may be found by chance, carelessness, or other means such as being spotted by a witness.
EXPLORER Advantage requirement: Not being Uneducated Situation: Taking a hard Survival Skill test to improvise protective gear and clothing against a specific hazardous condition. Special: May immediately redo the test once if it failed, unless the player only rolled sevens.
TAMING
ABILITIES
The Taming Skill is used to calm, approach, break, domesticate, breed, train, command, and ride creatures; this includes driving vehicles powered by animal traction, such as carriages and stagecoaches. The Taming Skill may also be used in some situations to try to scare off a menacing wild creature.
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When calming and approaching a creature, the Taming Skill will be used in a single contest against the creature’s Ferocity Attribute. The contest will be normal for both, but it will be a hard one for the character if the beast’s Ferocity Attribute Score is equal to or higher than 6. After a creature has been calmed and approached, it may be broken to become a mount or domesticated to become a Familiar, pet, or companion hunter. To break or domesticate a creature, another contest between the character’s Taming Skill and the creature’s Ferocity Attribute will take place, according to the rules above. Breaking or domesticating a creature will usually take at least a number of hours equal to a die roll plus 1. While most creatures may be calmed and approached, creatures that cannot be used as mount may not be broken. Likewise, some creatures are too wild to be domesticated to become Familiar, pets or companion hunters. After a creature has been broken or domesticated, it will be friendly to the character and will follow her and treat them as its master. The creature may also be used as a Familiar if it possesses Mana Points, but a spellcaster may never establish a link with more than one Familiar at any given time; only after a Familiar dies, disappears for whatever reason, or is returned to its natural habitat will the supernatural bond be severed, and the spellcaster may then seek a new Familiar (see page 175). A tamed creature may be trained to learn some tricks with a Taming Skill test, which may be normal or hard depending on the creature and the trick, and some tricks may not be taught to some creatures (see the corresponding creature description in page 266).
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Teaching a new trick to a previously broken or domesticated creature will usually take at least a number of hours equal to a die roll plus 1. A tamed creature that knows a trick will, more often than not, simply perform it as commanded by its master. However, under stressful circumstances, the character may have to first succeed in a normal or hard Taming Skill test to command the creature to perform the trick, especially when it can perceive dangers involved in performing the desired action. Likewise, ordinary riding won’t call for a Taming Skill test, but riding a mount in combat or under perilous situations will, in which case it may be a normal or hard one, depending on the scenario. Failure in such a test will mean the creature won’t perform the action, while a critical one will mean the rider will fall from the mount. Then, once the tamed creature follows the command given by its master, depending on the situation, the trick may either be automatically successful or it may require that the creature first succeeds in a normal or hard test or contest with one of its Attributes. A character who suddenly faces an aggressive wild creature may try to scare it to make it flee, with a contest of their Taming Skill against the creature’s Ferocity Attribute. The contest will be a hard one for the character and a normal one for the creature. However, if the creature’s Ferocity Attribute score is 3 or more points higher than the character’s Presence Attribute score, no success may be achieved by the character in such an attempt. Likewise, success will never be possible if the creature has the special trait of never fleeing or if the creature is not a wild one but a domesticated animal under its master’s direct control. If the character wins the contest, the creature will flee the area, but it may still turn back and defend itself if it is chased or attacked by someone. If the creature wins the contest, combat will ensue, as it will attack the character immediately regardless of the character rolling a critical failure. ANIMAL WHISPERER Advantage requirement: Brave
die, but not from a rolled 7. DOMESTICATOR Advantage requirement: Not being Uneducated Situation: Taking a normal or hard Taming Skill contest to domesticate a creature to make it a Familiar, pet, or companion hunter. Special: Consider the creature’s Ferocity Attribute Score 2 points lower for this contest only.
ABILITIES
TRAINER Advantage requirement: Inventive Situation: Taking a normal or hard Taming Skill test to teach a creature a new trick that it may be able to learn. Special: May immediately redo the test once if it failed, unless the player only rolled sevens. SPIRITUAL BONDING Advantage requirement: Insightful Miscellaneous requirements: Having a Familiar. Special: The character’s Familiar will increase its total Mana Points by 1, but only while the link between them remains established.
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BEASTMASTER Advantage requirement: Not being Craven Situation: Taking a normal or hard Taming Skill test to command a creature to perform a trick or some other action that it is reluctant to perform. Special: May immediately redo the test once if it failed, unless the player only rolled sevens. CAVALRYMAN Advantage requirement: Not being Clumsy Situation: Attacking with a melee weapon from the back of a mount. Bonus: Subtract 1 from the result of a single rolled Михаил Герасимов (Order #27301389)
COACHMAN Advantage requirement: Not being Craven Situation: Taking a normal or hard Taming Skill test to drive a cart, chariot, carriage, wagon, stagecoach, or similar vehicle powered by animal traction. Special: May substitute Presence for Dexterity as the related Attribute to take a normal or hard Taming Skill test to drive a vehicle powered by animal traction. RIDER Advantage requirement: Not being Craven Situation: Taking a normal or hard Taming Skill test to ride a mount. Special: May substitute Presence for Dexterity as the related Attribute to take a normal or hard Taming Skill test to ride a mount.
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Situation: Taking a normal or hard Taming Skill contest to try to calm and possibly approach a creature. Special: Consider the creature’s Ferocity Attribute Score 2 points lower for this contest only.
WRANGLER Advantage requirement: Not being Craven Situation: Taking a normal or hard Taming Skill contest to break a creature for it to become a mount. Special: Consider the creature’s Ferocity Attribute Score 2 points lower for this contest only.
ABILITIES
LOYAL COMPANION Advantage requirement: Insightful Miscellaneous requirements: Being an Edohyn, an Elf, a Nondalus, or a Purzari. Conditions: Having a companion creature such as a mount, Familiar, pet, or companion hunter. Situation: Taking a normal or hard Taming Skill test or contest to ride the companion creature, if it is a mount. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. Special: All Taming Skill tests to command the companion creature to perform a trick will be automatically successful.
In situations where the character is being opposed by another, such as in some hacking attempts, the Technology Skill test will become a contest instead; refer to page 303 for rules on specific uses of the Technology Skill regarding programming and hacking.
TECHNOLOGY
TL 8 ID SURGE Advantage requirement: Brave Situation: Taking a normal or hard Technology Skill test or contest while defending self from hacking through their own Neural Port. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. Special: If the character is defeated, their opponent must still subtract 1 from the roll to check possible Neural Hacking Action Effects (see page 310).
TL 6 The Technology Skill encompasses many things, such as programming software for computers, electronic hardware, AI, and automata; hacking servers, computers, AI, and automata; navigating traditional or virtual networks; and using computers and other advanced equipment operated through software, such as a starship’s astrogate.
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108 A character must have at least 1 Rank in this Skill to program software or hack advanced tech—AI, automata, or cybernetic implants— unless they perform a Neural Hacking (see pages 308 and 310). In settings with a TL 4 , the Engineering Skill will be used instead to operate and program mechanical computers and to program primitive automata as long as the character possesses the Inventor Ability (see page 69). Using the Technology Skill will be done with a normal test, unless stated otherwise in the rules or when the equipment being operated is a prototype, alien-like, or a very advanced one, in which case the test will only be possible if the character has at least 1 Rank in this Skill, and it will be a hard one. If the character is accessing a computer or network— such as the Internet or the VR Net—to do mundane things, no Technology Skill test will be called for, unless the character is Uneducated or a Technophobe.
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ANALYTICAL Advantage requirement: Inventive Miscellaneous requirements: Being a Daramohn or a Raikur. Situation: Taking a hard Technology Skill test or contest. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7.
TL 9 ASTROGATOR Advantage requirement: Not being a Technophobe Miscellaneous requirements: Having 1 or more Ranks in the Piloting Skill. Situation: Plotting an astrogation course with the Technology Skill. Special: In TL 9 other than (or without -like astrogation), a character with this Ability may plot an astrogation course, according to the normal rules found in page 369. If a character doesn’t have this Ability, all Technology Skill tests to plot an astrogation course will be hard ones and all failures in such tests will be critical ones.
DEVELOPER
TL 6
Advantage requirement: Inventive Situation: Taking a normal or hard Technology Skill test to program software of any kind. Special: May immediately redo the test once if it failed, unless the player only rolled sevens. Also, if the character is successful while programming a virus, add 1 to the maximum number of Hacking actions the virus may perform.
REROUTER
TL 6
TL 6
HACKER
Advantage requirement: Not being a Technophobe Situation: Taking a normal or hard Technology Situation: Taking a normal or hard Technology Skill Skill test while hacking a non-installed or surgically test or contest while hacking a computer or a server. accessed cybernetic implant, or a standalone electronic Bonus: Subtract 1 from the result of a single rolled device other than a computer. die, but not from a rolled 7. Special: May immediately redo the test once if it Special: If the character is successful in a Technology failed, unless the player only rolled sevens. Also, if Skill contest to hack a computer or a server, they will the character is successful in that Technology Skill receive 1 additional bonus Hacking action. Advantage requirement: Not being a Technophobe
test, they will receive 1 additional bonus Hacking action.
INVASIVE
TL 8
Advantage requirement: Astute Situation: Taking a normal or hard Technology Skill Advantage requirement: Inventive test or contest while hacking another character through Situation: Taking a normal or hard Technology Skill the target’s own Neural Port. contest while hacking an AI or automaton. Bonus: Subtract 1 from the result of a single rolled Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. die, but not from a rolled 7. Special: If the character is successful, add 1 to the roll Special: If successful while performing Neural Hacking to check possible Neural Hacking Action Effects (see against an automaton and choosing to control its body page 310 ). TECHNOMANCER
TL 8
GATEKEEPER
TL 7
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TL 6
Advantage requirement: Not being a Technophobe Situation: Taking a normal or hard Technology Skill test to operate a computer, server, or electronic device other than a starship’s astrogate, as long as the operation doesn’t involve hacking something, defending from a hacking attempt, or programming something. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. Special: May immediately redo the test once if it failed, unless the player only rolled sevens.
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Advantage requirement: Not being a Technophobe Situation: Taking a normal or hard Technology Skill contest while defending a computer or server from a hacking attempt. Bonus: Subtract 1 from the result of a single rolled die, but not from a rolled 7. Special: If the character is successful in the Technology Skill contest by a margin of 1 or more successes, they will discover the hacker’s physical location.
TECH-SAVVY
ABILITIES
as an effect, may do so for a number of hours—instead of rounds—equal to 1 plus a die roll.
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CULTURES
LANGUAGES AND TALENTS
When creating a character, the player must choose a Culture for them. A Culture may refer to a nationality, planet, system, city-state, stateless group of people sharing the same cultural traditions, or, in some dystopian settings, even a corporation.
A character will start with a number of known languages equal to their Wits Attribute Score. An Erudite character will also start with a bonus known language of the player’s choice.
The player may choose for their character one of the four Skills related to their character’s Culture as the character’s Cultural Skill. If the character is created with at least 2 regular Ranks in said Skill, the character may acquire the following bonus generic Ability as one of their Abilities in that Skill:
A character may also start with additional known languages beyond their Wits Attribute Score by spending Skill Points: the cost is 1 Skill Point per additional language, which may come from bonus Skill Points or from Skill Points from the Wits or Presence Skill groups. A character who knows a language is considered competent in both its spoken and written forms, unless they are illiterate (see the Uneducated Disadvantage in page 44), in which case the character will only be capable of speaking it and understanding its spoken form.
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A Culture will not only define the character’s native language in certain cases, but also specify one Skill in each of the four Skill groups as those in which the people of that tradition tend to excel in for various reasons.
A character’s first language must be their native language as indicated by the Ancestry’s description.
CULTURAL SPECIALIZATION
The player may also spend the character’s Background Points to give them the same bonus to any of the other three remaining Skills related to their Culture, at the basis of 1 Background Point per additional Cultural Skill. For settings that use the real world as its general backdrop (such as ), Cultures won’t give Cultural Skills. In those settings, the player may freely choose for their character any Skills as the character’s Cultural Skills. In these cases, it is likewise possible for the character to have more than one special Skill through Background Point spending, but each new Cultural Skill must belong to a Skill group related to a different Attribute. Михаил Герасимов (Order #27301389)
In some situations, the game master may allow a character to communicate with another even though they do not share a same language. When that is the case, apply the following rules:
♦
♦ ♦
the characters may not engage in a sophisticated conversation or convey complex thoughts to one another (such as devising any kind of a plan); only very basic information may be exchanged (such as when haggling); the characters may not take hard tests with the Charm, Deception, Intimidation, Leadership, and Persuasion Skills, which will fail automatically (non-critically); and normal tests or contests with the Charm, Deception, Intimidation, Leadership, and Persuasion Skill will become hard ones by default.
Once the character has acquired their native language, the player may then choose to have a talent instead of learning additional languages. With the game master’s consent, talents may be bought with remaining points from the Wits bonus, the Erudite bonus, or even with bonus Skill Points or with Skill Points from the Wits or Presence Skill groups at the
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Miscellaneous requirements: 2 regular Ranks in the Cultural Skill Situation: Taking a normal or hard test or contest with the Cultural Skill. Bonus: May discard 1 rolled die with a result other than 7 to subtract 1 from the result of another rolled die, but not from a rolled 7. Special: This Ability is a bonus one and doesn’t count for the total number of Abilities the character may have in their Cultural Skill.
same rate of 1 new talent per 1 bonus point or Skill Point.
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Talents encompass fields like playing the piano well, being a competent illustrator, performing a company’s accountability, being a fine cook, knowing a nation’s history, being an expert in heraldry, and having knowledge in geology, but only if the talent isn’t already encompassed by any Skill or Ability.
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Such talents will most likely have very limited repercussions besides the occasional roleplay effect, but if there is the need for calling a test or contest on the matter of a talent, the game master must call for an Attribute test or contest while granting the player with a matching talent 2 bonus points to the Attribute Score in question.
BACKGROUND POINTS Background Points are spent during character creation to give a character uncommon perks such as casting spells or being part of nobility. As such, most uses of Background Points depend on the setting’s peculiarities (see Sections III—VII). A player may spend 1 Background Point once to give their Human character a single Advantage relating to an Attribute with a Score equal to 2, as long as the character has no Attribute with a Score higher than 2. Background Points may also be used when a player wants to give their character a trait uncommon for their Ancestry or Culture, such as a being a medieval knight trained in the use of a katana, or a cowboy who is comfortable in wearing an improvised breastplate under a poncho at all times (game master’s discretion applies). Usually those powers and traits cost 1 Background Point each, but the setting or the game master may specify a higher cost for those who are very powerful or truly extraordinary. At the start of character creation, a character will have 1 Background Point if they are from the Human Ancestry or 0 if they are from another Ancestry.
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A player may increase their character’s Background Points by either acquiring enough Weaknesses (see page 44) or converting Character Points into Background Points. Character Points may be converted into Background Points at a 1-per-1 basis up to a maximum of 2 additional Background Points, but only if the character has 2 or fewer Weaknesses.
MONEY AND SOCIAL CLASSES
Money is an important and integral part of many settings. Usually, game masters may simply choose a currency for their game (today’s US dollars, 17th century Spanish doubloons, galactic credits, etc.), issue a starting amount to each player character per the rules below, and adjudicate on the prices of things being bought or sold. If that is the case, the player characters should most likely begin the game with a sum of a roll of a die plus 3 in thousands of today’s US dollars (minimum of 1 thousand US dollars). Each time a character spends a Background Point to be richer, multiply their total by 10. Still, the BYTE RPG also offers abstract economic rules, which are found below and in page 144. For , , , , and these abstract economic rules are used by default. This rules system revolves around the use of the Money Stat as means to streamline bookkeeping. In this same line, all prices found in this book do not refer to any currency but instead to an abstract rating compatible with the Money Stat rules; this allows the game master and players to find easily by how many points a character’s Money Stat will go up or down, depending on whether they are selling or buying the item (see page 144). Basically, a character’s Money Stat is the money they have at their disposal beyond what is needed to satisfy their basic needs (water, food, clothes, rent) or locked away in some manner (houses, ships, livestock, farms, shares of a company, etc.). By default, in such settings, the character will
start the game with humble means, with a Money Stat equal to the roll of a die plus 8. In and , this character will be a commoner at the base of the society’s economic pyramid, a worker such as a small farmer or an artisan who will probably live in a rented room in a slum or in a small house in the countryside. In , , and , the character will likewise be a member of the working class. The player has two options to increase their character’s Money Stat.
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The first option is spend 1 Background Point to add 8 points to the character’s Money Stat. This may be done multiple times as long as the character has Background Points left to spend. In and , a commoner (someone who isn’t a noble) with a starting Money Stat equal to or higher than 16 is considered to be from the bourgeois class or someone with an analogous societal status, such as an army officer or a member in the higher hierarchy of the clergy. In , , and , the character will be someone with a successful career in some field.
Usually, a character may be a noble by spending 1 Background Point, but, depending on the setting, some Ancestries may allow it without spending a Background Point, while others may increase its cost (see the Ancestry’s description for the specific rule regarding becoming a noble, if any). If a character is considered a noble, they will automatically gain a bonus of 4 points to their Money Stat. Note: the player may choose both options if their character has enough Background Points; that is, they may spend one to make their character a noble, adding 4 points to their Money Stat, and another one to make them wealthier, adding 8 more points (or
Михаил Герасимов (Order #27301389)
more, if the player spends even more Background Points for this purpose). In and , a noble character with a starting Money Stat of 23 or less is considered a lower noble—a knight or a dame. They will probably live as a guest in a castle or palace or have their own small keep or city mansion with a servant or squire. The character probably has more money, but said money will be either locked away in commitments or awaiting inheritance. In and , the character will be an upper-class citizen with a lower nobility title, either inherited from family or awarded by a queen or king for some important political, economic, or artistic achievement. However, if the noble character has a starting Money Stat of 24 or more, they will be considered a higher noble—a lord or a lady. As such, in and in , they will probably own a castle or palace. The character will most likely have much more money, but said money will be committed to running their fief expenses (e.g., paying the salaries of their several servants and guards). In and , the character will probably have a seat in their nation’s parliament or a cabinet position, or they may oversee the business of an important corporation.
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The second option is for the character to be from the noble class or from an equivalent higher class or caste, if the setting allows for it (a character may be a noble in , , , and settings). As such, the character will probably live in a country estate or in a city mansion instead and employ a couple of household workers. The character probably has much more money, but said money will be either locked away in investments or tied up by business loans.
In and , if the character is a higher noble, the player should also create the character’s noble house (see page 387). In , if the character has a starting Money Stat of 24 or more, the player should instead create the character’s corporation (see page 390).
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As a reference, players may assess their character’s current financial status through the following list:
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♦ Money Stat with a value of 0: Pauper. ♦ 1 to 3: Poor ♦ 4 to 7: Indebted ♦ 8 to 15: Solvent ♦ 16 to 23: Well-off ♦ 24 to 35: Affluent ♦ 36 or more: Rich In and , those who find themselves with a Money Stat of 0 are usually people devoid of many rights (e.g., having property or liberty), such as criminals and serfs (people obliged—by labor contract, or as a means to redeem a sentence—to work for a noble, usually on a field or in a ship). As such, they are not considered citizens by society in general. Note: in , , and some settings, the economic system of the world has collapsed, currency has disappeared and all trade is done through bartering (see page 400).
MULTIPLE CHARACTERS It is advisable, especially in settings where the world is a very dangerous place (e.g., ), that players have two characters ready before a gaming session starts. One character will be the active one during the game, while the other is a backup character for when the worst-case scenario happens and a serious injury or mental affliction gets the first one out of the action for a great period (or perhaps permanently). Ideally, both characters will have some relation to allow the backup to join the game as soon as possible. While not activated, the backup character will be considered out of action, in the background, or, at most, under control by the game master, popping up occasionally during the session.
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The idea of creating two characters instead of just one is also a good one for settings that, while not radically dangerous, are characterized by globethrottling stories or individual character agendas, such as in , , and . Such settings are more likely to make player characters go separate ways in some stories, so a player may create a backup character related not to their main character but to another player’s main character. In this way, players will be able to participate in all the action during a story, sometimes with their main character, sometimes with their backup as a secondary actor in someone else’s plot.
SUPERHERO CHARACTERS This chapter offers some options for game masters that wish to design settings with superheroes in mind or for stories involving very powerful and daring characters, capable of dealing with multiple enemies at once. First, game masters may give all such characters a bonus to all their damage thresholds—1 (peak conditioning) or 2 (Herculean)—regardless of them having the Frail disadvantage or the Tough advantage. Second, game masters may give players additional Attribute Points for character creation—4 (peak conditioning) or 8 (Herculean). Third, game masters may consent that players spend Background Points to give their superhero characters superpowers. Such superpowers may be devised together by game master and player, or chosen from the list below (1 Background Point per superpower):
♦ Enhanced
Senses: the character must have a Score of 3 or more in the Wits Attribute, have the Insightful Advantage, and not have the Nearsighted Disadvantage. They will be able to see through obstacles and darkness, besides being capable of focusing to hear through walls or at great distances. ♦ Flight: the character must have a Score of 2 or
will be considered to have a Score of 9. They will be able to perform great feats of strength, such as lifting cars and knocking down walls and reinforced doors. ♦ Time Traveler: the character must have a Score of 3 or more in the Wits and Presence Attributes and have the Insightful Advantage. Once per session, the player may decide that their superhero character comes from the future to visit herself or another character. The visitor from the future may come to rescue someone, help defeat an enemy, or bring important information. The amount of time she will be able to remain in the present time will be equal to her Wits Attribute Score in minutes (or any higher amount the game master deems adequate). Alternatively, once per session, and for the same amount of time, the superhero character may instead choose to travel any number of years into the past or future to visit the same place she is currently at at a different time. It will be up to the game master to decide the consequences of such a visit to the story. ♦ Willpower: the character must have a Score of 2
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more in both the Vigor and Dexterity Attributes. They will be able to fly at great speeds—reaching high altitudes—and hover freely. ♦ Super Regeneration: the character must have a Score of 2 in the Vigor Attribute. They will regenerate Wound Points at the rate of 1 per minute—even if they are unconscious, tired, thirsty, starving, poisoned, or infected by any disease—and won’t die unless a “Dead” result from their damage threshold occurs during combat or they receive a total of 7 Wound Points in less than a minute. ♦ Super Resistance: the character will have a natural armor rating equal to their Vigor Attribute Score. ♦ Super Speed: the character must have a Score of 2 or more in the Vigor Attribute and a Score of 5 in the Dexterity Attribute. Their Dexterity Attribute will be considered to have a Score of 9. They will be able to run at great speeds and to outrun many kinds of vehicles. ♦ Super Strength: the character must have a Score of 5 in the Vigor Attribute. Their Vigor Attribute
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and contests will revert to the normal rules (found in Section II) whenever such superhero characters aren’t at “full power”, or when they face main non-player characters that are considered to be “supervillains” themselves. A superhero may be considered to not be at full power in situations when their “hindrance” kicks in. Ideally, a superhero character will have one hindrance per superpower they have. Below, there are some examples of such hindrances:
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♦ ♦ ♦ ♦ ♦
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♦
or more in the Vigor Attribute and a Score of 4 or more in the Presence Attribute and have the Astute and Brave Advantages. The character cannot be stunned or KO’d, and will be fearless and immune to any natural or supernatural attempts to mislead them or control or affect their mind in any way. Fourth, game masters may rule that all tests and contests involving Attributes or Skills related to Attributes with a score equal to 5 will always be considered normal ones for superhero characters and that all contests will always be hard ones for any nonplayer characters opposing such superheroes. To balance things out a bit and make things more interesting, game masters may decide that all tests
Михаил Герасимов (Order #27301389)
the superhero must not break disguise for social reasons (e.g., their true identity is hidden from people very important to them); the superhero must not break a vow for personal reasons (e.g., never take a life); the superhero is under the influence of a certain element that temporarily strips them of their powers (e.g., a certain type of mineral); the superhero has no access to an item that is required for them to activate their powers (e.g., a special weapon or armor); the superhero can only access their powers when they are in a certain mind state (e.g., failing a Wrath Weakness test); the superhero needs to be cautious as to not injury innocent people around them.
When a superhero character is not at their full power, game masters may also rule that they won’t have access to their superpowers or that their highest Attribute —or the one considered to be their main one— will have its Score reduced by 2 points (minimum Score of 1). Players must strive together with the game master to devise unique and creative hindrances for superhero characters, as to keep stories exciting, and not simple one-sided affairs where player characters are never at risk, or failure is never a possibility. Superhero characters don’t need to follow the normal rules of a setting, thus, by default, they may access powers and options from any thematic modules found in this rulebook—it will be up to the game master to decide whether or not any given superhero concept fits into their world. Because of that, working closely with players during character creation is once again advisable.
GAMEPLAY RULES Михаил Герасимов (Order #27301389)
CHAPTER 6
GAME MASTERING
Михаил Герасимов (Order #27301389)
OVERVIEW The golden rule of many roleplaying games is that the game master’s words are final: they have the power to dictate how the game runs and may cancel or modify any rule on the fly. That being said, the game master must always strive to be fair. They have at their disposal three ways to find the outcome of any given situation or action: reason, abstraction, or simulation.
Finding the outcome through abstraction happens when the game master simplifies the rules to keep a game’s flow. Examples include streamlining a trial to a single normal contest of the Persuasion Skill, skipping the detailed rules for hacking and solving such scenarios by a simple normal contest of the Technology Skill, or finding out if a character survives the crossing of a terrible desert with a single hard test of the Survival Skill.
The concepts above are important to not only the game master, but also the players, so they can keep up with the flow of the story; there will be times when the dice will be put aside as well as when they will dictate characters’ destinies. Knowing this is important so that game master and players are always on the same page throughout the gaming session, thus avoiding unnecessary disruptions by rules lawyering and minutia obsessing; players should concentrate on the story and roleplaying, and leave the rules to the game master. Still, while all players and especially the game Михаил Герасимов (Order #27301389)
master should be impartial and fair, mistakes may happen from time to time. It is advisable, for suspension of disbelief, that game masters avoid backtracking on rulings in the instance of a fault, no matter how drastic its effects may be for the player characters. Errors should simply serve as reminders of how to better adjudicate in future situations and any affected player characters may be compensated in some way later, when an opportunity arises. Some final words on the subject of the flow of the game and allowing every player to receive an equal opportunity to shine: in many settings and stories, characters are people living in a complex society that ties them up in day-to-day commitments, obligations, and necessities. Of course, the game must be about action and interesting events, but that doesn’t mean characters can operate as a nonstop adventuring machine. They must rest, eat, and possibly go to work. Putting some limits on characters’ abilities to do continuous action is a necessity to not only keep things closer to how they happen in real life, but also to allow breaks for other characters to contribute to the flow of the story, especially in instances where the
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Finally, there is the possibility of resolving a scenario by simulation through the detailed rules about person-to-person fights, vehicle pursuit, spellcasting, and others found in this book. Sensing when the game’s mood or rhythm is right to “pause” the story to enter “simulation mode” is also key to game mastering.
GAME MASTERING
Adjudicating a situation’s outcome through reason is the superior way to find out what happens to the characters and the world around them: the dice and the rules are only here to support the game master, not to bind them. Evaluating the players’ intent and how they roleplayed their actions through common sense is key.
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group of player characters have separated themselves among several locations.
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As a generic advice, game masters may consider dividing a day into four phases: morning, afternoon, evening, and night. Most characters will probably sleep during the night phase and act on the other three. The game master may then limit the number of actions— in a broader sense of task or mission—that a character may take per phase; around two, perhaps, with any remaining time in a phase considered taken out by simply “doing stuff,” such as going from one place to another, stopping by a shop to buy supplies, and eating lunch. The game master may even consider that some complex and demanding tasks may take more than one action or even more than one phase of the day. In this way, everyone is given the opportunity to contribute to the story and the game is more fulfilling for everyone involved. It is advisable that, after reading Section II, game masters do not skip its final chapter as it lays out a brief example of gameplay that may be very handy for getting a good grasp on how to resolve actions in a balanced way, considering the many options given by the BYTE RPG.
GAMEPLAY RULES
DICE AND MODIFIERS The BYTE RPG uses customized eight-sided dice to randomize results between 0 and 7. Players may use regular eight-sided dice, where a result of 8 will correspond to a rolled 0. No matter what, a player will never roll more than a maximum of 5 dice for tests and contests; excess dice are simply lost without any other effects. Note: unlike the other players, who must roll their dice in the open, the game master is free to roll the dice in secret whenever they see fit, either to hide the results or the number of dice rolled. Bonuses that apply to rolled dice results may be stacked or divided among the dice as the player wishes, but—unless explicitly stated in the rules— rolled ones cannot be modified to count as a rolled zeros and rolled sevens cannot be changed by any modifiers or discarded. Михаил Герасимов (Order #27301389)
ATTRIBUTE TESTS An Attribute is tested when no Skill whatsoever could possibly apply to a situation where a character is going against their own limits, inanimate things, or the laws of nature—that is, when there is no sentient opposition. To test an Attribute, roll a number of dice equal to the pertinent Attribute Score. To achieve success in the test, the player must roll at least one (noncanceled) success result as follows:
♦ a
rolled 0 is always a success (and cannot be cancelled by rolled sevens)
♦ a rolled 1 is a success if the Attribute has a Score of 1 or more, otherwise it is a miss
♦ a rolled 2 is a success if the Attribute has a Score of 2 or more, otherwise it is a miss
♦ a rolled 3 is a success if the Attribute has a Score of 3 or more, otherwise it is a miss
♦ a rolled 4 is a success if the Attribute has a Score of 4 or more, otherwise it is a miss
♦ a rolled 5 is a success if the Attribute has a Score of 5 or more, otherwise it is a miss
♦ a rolled 6 is always a miss ♦ a rolled 7 is always a miss and cancels out any one rolled success (except a rolled zero)
If the test is considered hard by the game master because of any factors, success is achieved only with a rolled 0, and all other results are misses. If the player rolls two or more zeros, a critical success (an exceptionally good outcome) happens. On the other hand, if a player rolls only sevens on all their dice, a critical failure (an exceptionally bad outcome) happens. The game master will adjudicate freely on the consequences of a critical success or critical failure. A normal or critical failure also means the Attribute test cannot be retaken by the same character, unless some special circumstance allows it (e.g., the character finds a new, better tool for the task; the character increases their Attribute between sessions). Even when a test may be retaken, usually a day must pass in the game between the tests.
TABLE 7
the roll of a die: whoever rolls lower wins.
CHANCE OF SUCCESS
ATTRIBUTE SCORE
NORMAL TEST
HARD TEST
1
25%
13%
2
55%
23%
3
75%
33%
4
88%
41%
5
96%
49%
Some contestants may have an Attribute Score higher than 5, such as creatures (see page 263) and characters wearing Mecha Suits (see page 330). When a normal or hard Attribute contest would match one or more contestants with a related Attribute Score higher than 5, while no player may roll more than 5 dice, the contest will be a normal one for the contestant(s) with the highest related Attribute Score, and a hard one for others in the contest.
WEAKNESS TESTS ATTRIBUTE CONTESTS An Attribute contest happens only when no Skill applies to a situation where a character is testing their Abilities against a sentient opponent such as another character, a creature, an automaton, or an AI.
If a player obtains a critical success, every rolled 0 counts as two successes, but without any additional consequences. The contestant who rolled more successes is the winner of the contest. In the event of a tie, the active contestant (the one who initiated the contest) is considered the winner if they rolled at least one success. If no party obtained a success, the passive contestant is considered the winner. If no party obtained a success or if both obtained the same number of successes—and in both situations, if no contestant can be considered the active one— the contest ends in a draw, or if it is not possible for “status quo” to remain, then decide randomly with Михаил Герасимов (Order #27301389)
A player always has the option—for roleplaying purposes—to voluntarily fail any Weakness Test without making its roll. A character may only have the same Weakness be tested twice in a single session (all further tests are considered automatic successes, but as with any other test or contest, Weakness tests are called out only by the game master, never by a player).
SKILL TESTS A Skill test applies to situations where a character is using one of their Skills against their own limits, inanimate things, or the laws of nature—that is, when there is no sentient opposition. A Skill test cannot be used in a way as to emulate a Skill Ability that the character doesn’t possess.
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Each contestant must roll dice and check for success the same way as in an Attribute test. A contest may be considered hard for one, some, or all contestants.
Whenever a character is being tempted because of one of their Weaknesses, the game master may call for the player to take a Weakness test: the player will roll a single die and if a 6 or a 7 comes up, failure happens and the game master will decide the specifics of the outcome.
GAME MASTERING
Some characters may have an Attribute Score higher than 5, such as creatures (see page 263) and characters wearing Mecha Suits (see page 330). When a hard Attribute test refers to an Attribute with a Score higher than 5, while the player must still roll a maximum of 5 dice, the game master may decide that test will become a normal one instead.
Depending on the specifics, the game master may decide that a critical failure will only have repercussions in a given contest if at least one contestant rolled one or more successes. If that is not the case, the critical failure will be considered a regular one, with no additional consequences.
To test a Skill, roll a number of dice equal to the Score of the Attribute related to the Skill. To achieve success in the test, the player must roll at least one (non-canceled) success result as follows:
♦ ♦ ♦
GAME MASTERING
♦ ♦ ♦ ♦ ♦
a rolled 0 is always a success (and cannot be canceled out by sevens) a rolled 1 counts as success if the character has 1 or more Skill Ranks, otherwise it is a miss a rolled 2 counts as success if the character has 2 or more Skill Ranks, otherwise it is a miss a rolled 3 counts as success if the character has 3 or more Skill Ranks, otherwise it is a miss a rolled 4 counts as success if the character has 4 or more Skill Ranks, otherwise it is a miss a rolled 5 counts as success if the character has 5 or more Skill Ranks, otherwise it is a miss a rolled 6 is always a miss a rolled 7 is always a miss and cancels out any one rolled success (except rolled zeros)
If the test is considered hard by the game master because of any factors, the character is considered to have two fewer Ranks in the Skill
GAMEPLAY RULES
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Михаил Герасимов (Order #27301389)
being tested (and a maximum of 3 for the roll, regardless of any temporary bonus Skill Ranks). If the character originally had only 1 Skill Rank, the player will roll 1 fewer die. If the character originally had no Skill Ranks, then the player will roll 2 fewer dice. Whenever a player would have no dice to roll because of the above rule, they will instead roll two dice, discard the lowest rolled result, and apply the highest result as the test outcome (so only two rolled zeros will mean a normal, non-critical success, while a mere single rolled seven among the two rolled dice will mean a critical failure). If the player rolls two or more zeros during a Skill test, a critical success (an exceptionally good outcome) happens. On the other hand, if a player rolls only sevens on all of their dice, a critical failure (an exceptionally bad outcome) happens. The game master will adjudicate freely on the consequences of a critical success or critical failure.
TABLE 8
CHANCE OF SUCCESS (NORMAL TEST) UNTRAINED 1 SKILL RANK SKILL
ATTRIBUTE SCORE OF 1 ATTRIBUTE SCORE OF 2
2 SKILL RANKS
3 SKILL RANKS
4 SKILL RANKS
5 SKILL RANKS
25%
38%
50%
63%
75%
23%
41%
55%
66%
73%
78%
ATTRIBUTE SCORE OF 3 ATTRIBUTE SCORE OF 4
33%
51%
65%
75%
84%
90%
41%
59%
72%
82%
88%
93%
ATTRIBUTE SCORE OF 5
49%
66%
78%
86%
92%
96%
2 ORIGINAL SKILL RANKS
3 ORIGINAL SKILL RANKS
4 ORIGINAL SKILL RANKS
5 ORIGINAL SKILL RANKS
TABLE 9
CHANCE OF SUCCESS (HARD TEST) 1 ORIGINAL UNTRAINED SKILL RANK SKILL
ATTRIBUTE SCORE OF 1 ATTRIBUTE SCORE OF 2
2%
2%
13%
25%
38%
50%
2%
13%
23%
41%
55%
66%
ATTRIBUTE SCORE OF 3 ATTRIBUTE SCORE OF 4
13%
23%
33%
51%
65%
75%
23%
33%
41%
59%
72%
82%
ATTRIBUTE SCORE OF 5
33%
41%
49%
66%
78%
86%
SKILL CONTESTS A Skill contest happens in a situation where a character is testing one of their Skills against a sentient opponent such as another character, a creature, an automaton, or an AI. When involved in a Skill contest, each contestant must roll dice and check for success the same way as in a Skill test. A contest may be considered hard for one, some, or all contestants. If a player obtains a critical success, every rolled 0 counts as two successes, but without any additional consequences.
Михаил Герасимов (Order #27301389)
The contestant who rolled more successes is the winner of the contest. In the event of a tie, the active contestant (the attacker, the spellcaster, etc.; that is, the one who initiated the contest) is considered the winner if they rolled at least one success. If no party obtained a success, the passive contestant (the defender or target) is considered the winner. These Skills are typically associated with the active character in a contest: Exotic Weapons, Fencing, Martial Arts, and Melee Weapons, when performing an attack during their turn; Archery, Heavy Weapons, and Marksmanship; Arcana, when targeting someone with a malicious spell; Charm and Interrogation, when trying to obtain information from someone; Driving, Piloting and Seamanship, when performing a maneuver during their own turn; Legerdemain, when trying to pickpocket someone; Stealth, when sneaking or shadowing someone; and Technology, when taking an action during their own turn in a hacking scenario. Other Skills are usually the passive ones in a contest: Deception, except when the character is trying to disguise herself; Dodge; and Perception.
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GAMEPLAY RULES
A normal or critical failure also means the Skill test cannot be retaken by the same character unless some special circumstance allows it (the character finds a new, better tool for the task; the character increases their Skill between sessions; etc.). Even when a test may be retaken, usually at least a day must pass in the game between the tests.
GAME MASTERING
13%
If no party obtained a success or if both obtained the same number of successes—and in both situations, if no contestant can be considered the active one— then the contest ends in a draw, or if it is not possible for “status quo” to remain, then decide randomly with the roll of a die: whoever rolls lower wins.
GAME MASTERING
Depending on the specifics, the game master may decide that a critical failure will only have repercussions in a given contest if at least one contestant rolled one or more successes. If that is not the case, the critical failure will be considered a regular one, with no additional consequences.
GAMEPLAY RULES
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In some situations, it is possible for a character to participate in a contest with their Skill and another with their Attribute or a different Skill; for each contestant, apply the corresponding rules and compare the number of successes as usual.
DIFFICULTY AND OUTCOME A test or contest must be considered a normal one, except in situations where the description of the Skill or Ability being used states that it is a hard one, or in the extraordinary instances where the circumstances of the test or contest are very hard due to lack of minimum proper materials or extreme external conditions such as climbing a mountain under heavy rain and wind without climbing equipment or trying to land a shot against a moving target, over great distances and during a dark night. Thus, throughout a gaming session, normal tests and contests should be the norm, and hard tests and contests the exception. If a certain action can be considered impossible (or even nearly impossible) for anyone, the game master may simply state that the test automatically fails and not allow it to be taken. On the other hand, the game master should automatically adjudicate a success and avoid tests for common, easy actions, such as when someone tries to climb a fence of low height, jump over a small puddle, or travel on their own horse without any hurry. Likewise, a test should also be considered an automatic success when a task may be easily achieved through simple repetition, when there is no hurry to conclude it and no possible negative repercussion for failure.
Михаил Герасимов (Order #27301389)
Still, if a test is called for the task and no success is achieved, a retry is only possible by the same character under special circumstances (the character finds a new, better tool for the task, the character increases their Attribute or Skill between sessions, etc.), and only if at least a day passes in the game between the tests (see page 120 and 121). The game master may also note that failure in a test does not always mean the character is unable to complete the action. A failure may, in some instances, represent that the task takes much more time than expected, that it takes more resources than initially estimated, or that its final result is subpar. This rule is especially important when a failure would mean that the characters would miss an important piece of information for the story to progress. Because of that, ideally, indispensable clues should not be hidden behind Charm, Intimidation, Legerdemain, Perception, or Technology Skill tests. Thus, if there is no other viable way for the characters to advance towards their main goal, it would be best if such evidence—or at least a hint of it— would still be obtained even in the event of a failure in the pertinent test, with additional useful data or a reward of another kind being also acquired in the case of a success happening instead.
ASSISTANCE Any character participating in an Attribute or Skill test or contest may be assisted by another cooperative character. If the assisting character has an Attribute Score of 2 or higher in the case of an Attribute test or contest, or 1 or more Skill Ranks in the case of a Skill test or contest, the assisted character will receive a bonus in the form of one extra die to roll (still, no more than 5 dice may be rolled). Regardless of the number of assisting characters, the assisted character may not receive more than a single assistance bonus per test or contest. Note: assistance may be possible when trying to perform attacks, defend against attacks, or perform athletic feats, depending on the scenario and if the actions of the characters involved in the task may be coherently coordinated to reach the desired end.
The game master is always free to determine that any action taken in conjunction by the characters must be resolved as a single assisted test or contest. If so, the roll should be made either by the character more competent for the task (the one with the highest related Attribute Score or the highest total in the sum of the related Attribute Score and the related Skill Ranks) or by the one identified by the game master as the character who initiated the action in question.
IMPROMPTU TESTS
THE TOKEN Well-roleplayed characters contribute to the story and have a higher chance of survival, while badly roleplayed characters should be left to their own luck. The Token exists for this purpose.
While a player has the Token, they may reroll once per session a failed Vigor Attribute test to check whether their character dies, unless the player only rolled sevens. If successful, the character will be KO’d instead, but they won’t be protected from situations where death is certain, such as free falling from great heights, execution by firing squad, being swallowed whole by a colossal creature, etc. Also, whenever the player has the Token, a rolled seven never adds up for critical failures (it still cancels out a non-zero success), and any single rolled zero will count as two successes in contests (however, a minimum of two nonmodified rolled zeros are still needed for a critical success to happen in a test). Note: a player who ends a gaming session with the Token won’t begin the next one with it.
GAME MASTERING
Whenever the game master feels the need to randomize an event’s outcome rather than adjudicating it, and when the situation falls outside the scope of an Attribute or Skill, they should simply establish a probability for success and roll a single die to check the outcome. This is called an impromptu test.
A player should only receive a Token while roleplaying his character well; during the course of a session, the game master may give the Token to one, some or all of the players, as two or more players may receive the Token, simultaneously or not. On the other hand, the Token may be taken from a player at any time by the game master if the player is deemed currently lacking in that field.
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GAMEPLAY RULES
Михаил Герасимов (Order #27301389)
CHAPTER 7
COMBAT
GAMEPLAY RULES
126
Михаил Герасимов (Order #27301389)
INITIATIVE At the start of combat, to establish an Initiative order that will determine who goes first and who acts last, each character must roll a number of dice equal to their Dexterity Attribute Score and add up the results. If a character has the Agile Advantage from the Dexterity Attribute, add 4 to the rolled Initiative total. If the character has the Sluggish Disadvantage from the Dexterity Attribute, subtract 4 from the Initiative total (the total may be negative).
♦ ♦
In certain situations, a character or group of characters may catch the other by surprise when combat ensues. When this happens, both parties will roll for Initiative, but only the group who caught the other by surprise can act in the first round of combat (see page 102).
♦
Still, certain ambushed characters may still act in the first round if they have the Sixth Sense, Danger Sense, Quick-Draw Strike, and Fast Draw Abilities (refer to pages 50, 65, 71 and 82, respectively).
♦
A combat is divided into rounds, in which each character will have a turn to do one single action in Initiative order from highest to lowest. Each combat round lasts a few seconds, perhaps five or so. The possible actions for a character during their turn are:
♦ ♦
Melee: the character moves up to 10 meters (or yards), perhaps draws a melee weapon from a scabbard or belt, and attacks with it (or with an unarmed strike). Ranged: the character moves up to 5 meters (or yards) and attacks one enemy with a ranged weapon, such as a bow, a firearm or a throwing weapon. Also, the character may draw such a weapon from a holster or belt during a Ranged
Михаил Герасимов (Order #27301389)
♦
♦
127
GAMEPLAY RULES
ROUNDS, TURNS, AND ACTIONS
COMBAT
A character with a higher Initiative will act before the character with a lower Initiative. There should be no draws during the Initiative test, so break any ties with the roll of a single die: whoever rolls higher goes first.
action, as well as arrows or bolts from a quiver. However, an attack with a ranged weapon is always hard if the attacker moves during the same turn or if they were targeted by a melee attack since their last turn. Reload: the character moves up to 5 meters (or yards) and reloads a firearm, a crossbow or any ranged weapon that requires one or more actions to be reloaded before it can be fired. Delay: the character delays their action to be taken later in the round, after the turn of another character who rolled lower in the Initiative test. In following rounds, the character’s action will take place in the same (delayed) turn. This action must be taken in most scenarios for the character to give or receive assistance during combat. Assisting during combat, however, is not automatic, and the game master must assess if the desired action may actually be performed with coordination between two or more characters. Focus: the character moves up to 5 meters (or yards) and concentrates to cast a spell or perform some other action that requires careful thought. If the character needs to concentrate for more than a round, they may do so with consecutive Focus actions. During a Focus action, the character must be able to self-defend normally, but if they are hit by an attack, their concentration will be broken, regardless of any damage received. This will make the character automatically fail the action requiring concentration and, in the case of a spellcasting, all Mana gathered will automatically return to its source. Parley: the character moves up to 5 meters (or yards) and talks to their enemies or allies. This action must be taken if the character wants to perform a Deception, Intimidation, Leadership, or Persuasion Skill test or contest of some sort. In the end, however, the game master will adjudicate whether the desired test or contest is possible. Flee: the character retreats up to 10 meters (or yards). If opposing characters start to take successive Flee and Melee actions as one pursues the other, an Athletics Skill contest should be called for to see if the pursuer reaches the pursued and gets within striking range—in which case combat resumes with the pursuer acting first— or if the pursued manages to escape successfully (see also page136). Special: the character does some other kind of action, whose limits the game master will judge. The game master must be mindful that some tasks may fall inside the category of the Focus action,
COMBAT GAMEPLAY RULES
128
and that they may require more than an action in successive rounds besides possibly a certain Skill test or contest. Also, the character cannot move more than 10 meters (or yards) per round. If a character is in a position that restricts their movement, such as lying on the ground or sitting on a chair, they may only get up—instead of moving up to 5 or 10 meters (or yards)—during their respective Turn Actions. There are also other types of special, non-regular Turn Actions: Reactions and Free Actions. Reactions are actions that a character may take outside of their Initiative during another character’s turn to act. The most typical reactions are defensive ones, such as when the character tries to parry or dodge an incoming attack targeting them, which any nonrestrained character may try to do. Other types of Reactions require Skill Abilities, such as those from the Riposte or the Sidestep Abilities, which are also examples of counterattacks.
Михаил Герасимов (Order #27301389)
Besides those common types of Reactions, in special circumstances, a game master may allow a character who comes before an opponent in the Initiative order to react to an incoming Turn Action of theirs with a more complex Reaction. To be able to do so, the character must immediately precede the opponent in the Initiative order, which may require that they first take a Delay action. Then, when it is their turn to act, the player will forgo any regular Turn Action and state that the character will wait to react, depending on the opponent’s Turn Action. Once the opponent’s Turn Action is detailed, the player will declare whether their character will try to react before the opponent concludes their Turn Action or pass on the opportunity. Then the game master will adjudicate on the situation, deciding if it is actually possible for the character to react before their opponent carries out their action, taking into consideration variables such as the reacting character’s awareness of their opponent’s imminent action, the time required to perform both actions (the character’s reaction and their opponent’s regular one), the distance among people and objects
involved in the situation, any Skill Abilities required to perform said reaction, etc. Thus, a character may not react against actions performed stealthily, such as a successful ambush.
pertaining to their weapon—and the defender—using either the Dodge Skill or, as an option against a melee action, the Skill pertaining to a weapon being used to parry the attack.
Possible complex reactions include but aren’t limited to trying to parry or shielding with their body an attack that targets a nearby ally, drawing a weapon and attacking someone, and using a pertinent Skill Ability to try to disarm an opponent.
Some attacks may target more than one opponent (e.g., grenades, cannon shots, explosions, fires, etc.). They are called area-of-effect attacks. They cannot be parried, only dodged, and each target must roll separately to try to avoid the attack. When such an attack takes place, the game master will adjudicate how many characters are inside the targeted area, according to its radius. Alternatively, they may roll a die and check the result in the table below:
In some situations, the game master may even allow a character to try performing a complex Reaction over Turn Actions from allied characters. Free Actions are actions a character may take together with a regular Turn Action or a Reaction because of certain Skill Abilities or because the actions are considered easy and fast to execute.
It may be possible for a character to perform more than one Free Action with their regular Turn Action or a Reaction. For instance, during a Reaction, a character may drop a bow and an arrow onto the floor, draw a sword from a scabbard, and use it to try to parry an incoming attack. In the end, it is up to the game master to adjudicate how many Free Actions may be taken with a regular Turn Action or a Reaction, depending on the specifics of each situation.
ATTACK AND DEFENSE When a character attacks an enemy, a Skill contest will take place between the attacker—using the Skill
Михаил Герасимов (Order #27301389)
4-METER/YARD RADIUS (1 OR 2 TARGETS)
8-METER/YARD RADIUS (FROM 1 TO 4 TARGETS)
0
1
1
1
1
1
2
1
2
3
1
2
4
2
3
5
2
3
6
2
4
7
2
4
Regardless of the weapon being used, the attacker should always roll, make any possible adjustments and count their successes before the defender makes their roll. A dodge may be interpreted as any action that tries to avoid the incoming attack, such as diving behind cover or rolling on the floor. It also encompasses the use of shields. A dodge against ranged attacks is always considered hard, such as those from bows, firearms, areaof-effect attacks, and weapons thrown. A dodge or parry attempt will also be considered a hard one for the defender if they are stunned, lying on the ground, sitting on a chair, or targeted by a melee attack from a mounted opponent while on foot. Regarding parries, note that a character may use their hands to parry an incoming melee attack, but without the appropriate Ability, the Martial Arts
129
GAMEPLAY RULES
Examples of Free Actions include drawing a sword from its scabbard to attack an enemy or parry an incoming attack, drawing an arrow from a quiver, or dropping an item on the floor.
TABLE 10
COMBAT
If the character doesn’t try to react or if the chosen reaction is deemed by the game master as one impossible to be carried out—the character will drop one position in the Initiative order and be able to perform any regular Turn Action after the opponent’s, including a new Delay action to try a new reaction right before another opponent’s Turn Action, and so on.
COMBAT 130
GAMEPLAY RULES
Skill may only be used to parry unarmed strikes from other characters. Alternatively, a character may still try to parry an incoming attack with a melee weapon even if they didn’t have the chance to act in the first round of combat. They may, for instance, draw a sword as a reaction to use it immediately for self-defense. Melee attacks dealt by creatures with a Vigor Attribute equal to or higher than 6, such as specific creatures (see page 263) or characters wearing Mecha Suits (see page 331), may only be parried if the defender has a Vigor Attribute Score no more than two points lower than the attacker’s. If a character is attacked before they act in a combat, or once between two of their turns, they will be considered “overwhelmed” whether or not the attack hits them. This overwhelmed status will disappear once it is the character’s turn to act again.
Михаил Герасимов (Order #27301389)
When a character is overwhelmed, any further attacks directed at them will be considered hard to defend against, even if they are melee attacks. Note, however, that the rule above doesn’t apply to “reactive” attacks: counterattacks dealt while the character is trying to self-defend from an attack, such as those dealt with the Sidestep Ability from the Dodge Skill. Conversely, since reactive attacks are dealt outside the turn of the character using them, they are not considered a Turn Action and thus may not be used by a character to remove their own overwhelmed status. If the attacker doesn’t roll at least one success or if the defender rolls more successes than the attacker, then the attack is unsuccessful. Otherwise, the attacker succeeds and will deal damage to the defender (see further below): note that this principle, which always favors the acting character instead of the target, is also applied to any other non-melee,
non-ranged combat actions such as spellcasting and some other Abilities that try to affect a target in other negative ways instead of damaging, such as making the target become stunned. If it is important for any reason to attack a target’s specific location—such as an enemy’s head or a vehicle tire — the contest will most likely be a hard one for the attacker. Such attacks, however, should be rare and must be called for only in situations where they are relevant for the session story-wise. Thus, the game master should avoid awarding such attacks with any type of damage bonuses: any rewards should come only in narrative terms or from specific rules (see, for instance, targeting an Undead’s head in page 282).
Михаил Герасимов (Order #27301389)
The BYTE RPG uses three concepts—damage, damage threshold levels, and Wounds—to assess the characters’ health during combat. Damage represents how well a blow was dealt against a target: it is influenced by the weapon being used, the attacker’s strength and precision, and the target’s armor, if any. Wounds, on the other hand, represent how close to death a character is. Damage is converted into Wounds by checking it against the target’s current damage threshold levels, which will also inform the player of any possible additional effects, such as their character being KO’d or gravely injured by an attack. Each time a character is wounded, all of their damage threshold levels will be reduced, which in turn will make them more likely to suffer an
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A character may only free himself from subjugation if the attacker decides to let them go or is targeted by a third party or a harmful event. But if a third party attacks and misses by not rolling a single success, the subjugation won’t be broken and damage may be dealt instantly against the subjugated character with a Reaction.
WOUNDS, HEALING, AND DEATH
COMBAT
In certain situations, the game master may allow a character who is not hidden to hold another at “gunpoint” or “sword-point” instead of dealing damage after a successful attack with a ranged or melee weapon or an unarmed strike. What that happens, the attacker (or counter-attacker) may have their opponent subjugated for an indefinite period and may decide to automatically deal the damage that was withheld with any Free Action or Reaction, such as when the subjugated opponent tries to strike back. The Free Action or Reaction may be taken before any Turn Action by both characters involved in the situation without any other test or contest.
Finally, for attacks dealt through stationary traps, such as landmines and booby traps, first the attacker must set up the trap in advance and without being seen with a successful Legerdemain Skill test to hide it effectively. If a failure occurs, the trap will be fully visible and no test is required to avoid it. Otherwise, the target must succeed in a test with the Perception Skill to not trigger it. If the target succeeds, nothing happens and they may choose to disarm the trap with a successful Legerdemain Skill test. If they fail the Perception Skill test, they (or the vehicle they are in) will receive damage equal to the trap’s Base Damage Rating, but increase it by 2 in the instance of a critical failure.
additional effect or even a killing blow. When an attack hits, the attacker will deal an amount of damage equal to:
♦ the weapon’s Base Damage Rating; ♦ plus 1, if the attacker used Martial Arts or a melee weapon and if they have the Mighty Advantage from the Vigor Attribute, but do not apply this modifier if a melee weapon is thrown against the target;
COMBAT
♦ minus
1, if the attacker used Martial Arts or a melee weapon and if they have the Weak Disadvantage from the Vigor Attribute, including if a melee weapon is thrown against the target;
♦ plus
1 per success the attacker had over the defender, or, in the instance of a reactive attack such as the one from the Sidestep Ability, 1 per success the attacker had over the defender after the first;
♦ minus
the target’s armor rating, if any; only either natural armor or worn armor will count (whichever is higher);
♦ plus
GAMEPLAY RULES
132
play.
modifiers from certain Abilities, when in
No matter what, a successful attack will always deal at least 1 point of damage, unless the target is specifically immune or resistant to the weapon’s material or attack type. The damage dealt will then be checked against the following list of possible effects, according to the corresponding damage threshold (apply only the effects of the highest threshold reached):
WOUNDED (2-3) If damage dealt is equal to 2 or 3, the target will be wounded and all of the target’s damage thresholds will be reduced by 1 until the character heals their wound. Multiple Wound Points will stack their penalties to all damage thresholds.
2/1 WOUNDS + KO’D BY BLUNT? (4-5) If the final damage is equal to 4 or 5, the target is wounded once.
Михаил Герасимов (Order #27301389)
The target will also receive a second wound if the weapon used to deal damage is from the piercing, slashing, or energy type. If the attacker used a blunt weapon, then instead of receiving a second Wound Point, the target must succeed in a normal Vigor Attribute test to not be knocked out for the remainder of the combat (or by a minute or so).
3/2 WOUNDS + KO’D + DEAD BY PIERCING? (6-7) If damage dealt is equal to 6 or 7, the target is wounded twice, or three times if the weapon used to deal damage is from the slashing or energy type. Also, the target must succeed in a normal Vigor Attribute test to not be knocked out for the remainder of the combat (or by a minute or so). The Vigor Attribute test will be a hard one if damage dealt is from the blunt type. If the player fails the test and if the attacker used a piercing weapon, the target will also die from a serious injury sustained after 1 to 8 hours (the game master should roll a die in secret and add 1 to its result).
4/3 WOUNDS + KO’D + INJURED AND DEAD? (8-9) If damage dealt is equal to 8 or 9, the target is wounded three times and will be knocked out for the remainder of the combat (or by a minute or so) because of intense pain and blood loss and must succeed in a normal Vigor Attribute test to not die from the serious injury sustained, with death happening after 1 to 8 minutes (the game master should roll a die in secret and add 1 to its result). The Vigor Attribute test will be a hard one if damage dealt is from the piercing type. The target will also receive a fourth wound if the weapon used to deal damage is from the energy type. If the attacker used a slashing weapon—or, as an exception, an Energy Sword or Laser Cord—and if the target failed the Vigor Attribute test to not die, they will lose a limb (game master’s choice). Finally, if the attacker used an energy weapon and if the target failed the Vigor Attribute test to not die, they will have one of their cybernetic implants destroyed, if any (see page330—game master’s choice).
DEAD (10+)
have completed their next Turn Action.
If the damage is equal to 10 or more, the target will lose a limb (game master’s choice) and die immediately. Also, one of their cybernetic implants will be destroyed, if any (see page 330—game master’s choice).
A character that is wounded but not dying will heal 1 Wound Point per two nights of full rest. With success in a normal Medicine Skill test, the character will heal 1 Wound Point per night of full rest instead.
The game master is free to decide which non-player characters die or live without the need to take a test. Also, for both player and non-player characters, death is certain in some situations regardless of dice rolling, such as free falling from great heights, execution by firing squad, and being swallowed whole by a colossal creature.
For an optional, more streamlined rule for wounds, simply give a character 1 Wound Point for every 2 points of damage that bypass armor (3 if they are Tough; 1 if they are Frail). With a total of 4 Wound Points, the character is KO'd for a minute or so. With a 5th Wound Point, they are KO'd and will also die in 1 to 8 hours. With a 6th Wound Point, they are KO'd and will die in 1 to 8 minutes. With a 7th, the character is killed instantly. Some special attacks may additionally make the target become stunned. Unlike a KO’d character, a stunned one is capable of self-defense for the duration of the effect, albeit with more difficulty, as all of their tests and contests will become hard ones by default. A character will lose their stunned state after they
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GAMEPLAY RULES
Table 11 surmises the damage thresholds and their effects (for characters without the Tough Advantage or the Frail Disadvantage).
A dying character may be saved with success in a hard Medicine Skill. The character will then start to heal 1 Wound Point per two nights of full rest, but no additional tests may be taken to speed up the healing rate, and if the character had 6 or more Wound Points, they will immediately be brought back to 5 Wound Points as long as they are not dying from disease, poison, or lack of food or water (see page 138).
COMBAT
Modify all the above damage threshold values by +1 if the character has the Tough Advantage from the Vigor Attribute, and by -1 if the character has the Frail Disadvantage from the Vigor Attribute. Likewise, all the above damage threshold values must be reduced by 1 per Wound Point the character currently has. If a character reaches a total of 6 Wound Points, they are knocked out for the remainder of the combat (or by a minute or so), will become unable to perform any physical tasks or demanding mental activity, and will die after 1 to 8 hours (the game master should roll a die in secret and add 1 to its result). If a character reaches a total of 7 or more Wound Points, they die instantly.
COMBAT
TABLE 11
ATTACK’S DAMAGE (*)
WOUND POINTS
ADDITIONAL WOUND POINT?
KO?
INJURY?
DEATH?
0-1
0
NO
NO
NO
NO
2-3
1
NO
NO (**)
NO
NO (***)
4-5
1
Yes, from Piercing, Slashing or Energy attacks.
Maybe, from Blunt attacks. Normal Vigor Attribute test. (**)
NO
NO (***)
6-7
2
Yes, from Slashing or Energy attacks.
Maybe. Vigor Attribute test. (**)
NO
Maybe, from Piercing attacks, in 1-8 hours, if KO test fails. (***)
8-9
3
Yes, from Energy attacks.
Yes, for a minute or so.
Maybe, from Slashing attacks, if death test fails. (****)
Maybe, in 1-8 minutes. Vigor Attribute test. (***)
YES (*****)
YES, INSTANTLY
10+
(*) Add 1 to damage threshold ranges for characters with the Tough Advantage, and subtract 1 for those with the Frail Disadvantage. Also, subtract 1 for each Wound Point the character currently has. (**) The character will be KO’d for a minute or so when they reach a total of 6 Wound Points. (***) The character will die in 1-8 hours if they reach a total of 6 Wound Points. They will die instantly with a total of 7 or more Wound Points. (****) The character will instead lose a cybernetic implant if damage is dealt with an Energy weapon and if the test to check if the character dies fails. (*****) A cybernetic implant will also be destroyed.
GAMEPLAY RULES
134 It is important to note that a character may not receive more than one regular (non-Arcane) medical treatment. If the first regular medical treatment failed, characters will conclude that all that could have been done for the injured character has been done, or perhaps the bad treatment received will simply impede any further successful healing. Also, a critical failure means the character will only heal 1 point of Wound per 3 nights of full rest or, if the injured character was dying, that they die immediately. A character may, however, receive healing through arcane means, either as a replacement for a regular medical treatment or as a backup plan when such treatment has failed. There is no limit to the number of healing tries through Arcane means (such as Healing Touch or with a healing spell of some kind), but the same practitioner may only try once per patient and incident. Lost limbs or cybernetic implants usually cannot be restored through healing, be it from the Medicine Skill or through arcane means. However, a lost
Михаил Герасимов (Order #27301389)
cybernetic implant may be replaced by a new one later (see page 324). And a lost limb may, sometimes, be reimplanted or substituted by a prosthetic or cybernetic implant, depending on the setting’s technological level and the presence of the required medical means. It is, of course, up to the game master, but, by default, no spell can bring a dead character back to their full life in the BYTE RPG. Some settings, however, may allow one to speak with the spirits of the dead or raise their corpses as undead.
FENCING DUELS TL 1-3
TL 9
Some settings may allow two characters to be involved in a fencing duel due to matters of honor. Usually no wearable armor may be used by the duelists. A duel may be to the death or, more commonly, to first blood (for gaming purposes, a Wounded result or worse). First, a Presence Attribute contest will take
place: a character with the Brave Advantage from the Presence Attribute may reroll once any dice with a rolled result other than a 7, while the contest will be considered a hard one for a character with the Craven Disadvantage. The winner of the contest will act first in every round and will be the only one to act in the first round (thus, they may attack twice before the opponent has a chance to do their first attack). In a fencing duel, only the Melee action is possible. The duel will proceed by regular combat rules until it reaches its end.
DUELING WITH PISTOLS TL 3
Some settings may allow two characters to be involved in a duel with flintlock pistols. Usually this kind of duel will allow a single attack per duelist and the matter will then be settled, regardless of any blood being shed. The duelists may not use wearable armor.
TL 4
TL 9
Some settings may allow two characters to be involved in a showdown with handguns such as revolvers or energy blast handguns. Wearing armor on such occasions is normally frowned upon by most local honor codes and customs, even as compensation for an opposing duelist having natural armor. Such showdowns are resolved with a normal contest with the Marksmanship Skill by rolling a number of dice equal to their respective Dexterity Attribute Scores. A character will roll one extra die if they have the Brave Advantage (maximum of 5 dice). A character will roll one fewer die if they have the Craven Disadvantage (minimum of 1 die). This contest should not end in a tie; roll a die for each contestant to break any ties, as they are considered to keep firing until someone is hit. The character who wins the contest will automatically KO the opponent with a shot, regardless of damage dealt. The KO’d opponent will receive normal damage from the winner’s handgun, including bonus damage for each success the winner had over the loser (if the contest wasn’t decided in a tiebreaker).
Regardless of who shoots first, it will always be a hard test. If the targeted duelist isn’t KO’d or killed, then it will be their turn to shoot back: this test will be a normal one, or a hard one if they were wounded by their opponent’s attack.
Once a duelist is knocked out, the showdown ends. The KO’d character may also be killed depending on the damage received, according to the normal rules.
In a duel, shots are taken with a special test of the Marksmanship Skill that will use Presence or Dexterity as the related Attribute—whichever has the lowest Score. No dodge attempt is allowed in this kind of duel.
BRAWLS
Михаил Герасимов (Order #27301389)
When two characters are involved in a brawl or a martial arts match, resolve it with a simple Martial Arts Skill contest: once a character wins with a difference
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GAMEPLAY RULES
First, both characters engage in a contest of Presence: a character with the Brave Advantage from the Presence Attribute may reroll once any dice with a rolled result other than a 7, while the contest will be a hard one for a character with the Craven Disadvantage. The winner is considered the one who kept their emotions in check and will have two options: either attack first, or wait to attack second.
SHOWDOWN
COMBAT
Depending on the setting, besides the duelists, a formal duel may have a judge who will preside over the affair, as well as a “second” for each duelist who will help enforce the rules of the dispute and, perhaps, give medical assistance at its end if needed. A duel may be considered legal or illegal, but a duelist who breaks the rules of a duel will always be considered a criminal.
Depending on the setting, besides the duelists, a formal duel may have a judge who will preside over the affair, as well as a “second” for each duelist that will help enforce the rules of the dispute and, perhaps, give medical assistance at its end if needed. A duel may be considered legal or illegal, but a duelist who breaks the rules of a duel will always be considered a criminal.
of 2 or more successes, the other character is defeated and knocked out for approximately 1 minute. If that condition doesn’t take place, the character who rolled more successes is simply considered the “winner” of the round, and a new round may take place. Each contest (or round) is considered to last 3 minutes or less.
COMBAT
Once a character is defeated, they receive 2 Wound Points. If for whatever reason the brawl ends without a KO, a character will get a total of 1 Wound Point if they lost at least one round. If the fight is part of a tournament or a match, judges may adjudicate a winner after a set number of rounds by comparing each fighter’s number of rounds “won.”
CHASES
136
Chases can offer excellent opportunities for interesting action scenarios other than direct combat. Depending on the method of travel, chases may be resolved by a simple contest of the Athletics, Driving, Piloting, Seamanship, or Taming Skills.
GAMEPLAY RULES
If a chase involves one or more pursuers against
Михаил Герасимов (Order #27301389)
one or more characters trying to flee, the game master may resolve the affair with a single contest between the fastest pursuer (the one with the highest number of Ranks in the pertinent Skill) and the slowest character trying to escape (the one with the lowest number of Ranks in the pertinent Skill). If such a method of simplified Skill contest is elected by the game master to resolve the chase, they may deem the contest a hard one for the character using the slowest method of travel (or, depending on the terrain, the less appropriate method of travel) and a normal one for the other character. In Section VI, players can find detailed rules for pursuits involving vehicles of many types. But for chases by foot, game masters may use the optional rules found here to make them more compelling and interactive. A chase scenario consists of a series of challenges faced by those trying to escape and their pursuers, until they either succeed or are caught. For every odd round during a pursuit, roll a die and check the result in the list below. For every even round, roll two dice—the player with the escaping character with more Athletics Skill Ranks will choose which one of the rolled results to apply.
Chase Event List:
At the end of every round, check whether one or more of the escaping characters have 2 or more Chase Points than any and all of the pursuers individually. If so, those escaping characters have two options: immediately flee for good, or voluntarily reduce their Chase Point total by 1 or more to maintain pace with any friends lagging behind—this is an individual choice. Likewise, at the end of every round, check whether one or more of the pursuers have 2 or more Chase Points than any of the escaping characters. If so, those escaping characters are caught and outright immobilized (or, at game master’s discretion, combat ensues). But, for that to happen, at least the same number of pursuing characters must also break out of the chase, otherwise some of those same escaping characters will be allowed to immediately flee for good if they want to. In the event that one or more escaping characters are caught, other escaping characters may turn around and face their pursers to try to free their friends, effectively initiating combat— this is an individual choice. If that happens, all pursuers will then be given the same option. Any escaping characters that engage in combat will automatically act last in the Initiative order. If a chase does not conclude after a certain number of rounds—8 or so—the game master may simply state that the pursuers become tired and the escaping characters get away for good.
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GAMEPLAY RULES
Михаил Герасимов (Order #27301389)
Any escaping character who critically fails a test will be instantly immobilized if one pursuer chooses to drop out of the chase to capture that character. Any pursuer who critically fails a test will lag behind too much and automatically drop out of the chase. The same will happen to any character—either escaping or pursuing—who decides to stop and not take a test.
COMBAT
0 Free: an unobstructed street or passage. Escaping characters and pursuers must succeed in a normal Athletics Skill test to gain 1 Chase Point. 1 Obstacle: a high fence or wall is in the way, or a street or passage is partially blocked by large objects. Escaping characters and pursuers must succeed in a hard Athletics Skill test to gain 1 Chase Point. 2 People: a street or passage with people in the way. Escaping characters must succeed in a normal Vigor Attribute test to gain 1 Chase Point. Pursuers must succeed in a hard Vigor Attribute test to gain 1 Chase Point. 3 Labyrinth: a crowded location, or one with too many passageways or doors, making it a perfect location for someone to hide. Escaping characters must succeed in a normal Stealth Skill test to gain 1 Chase Point. Pursuers must succeed in a normal Perception Skill test to gain 1 Chase Point. 4 Window: the only way forward is through a closed window, a shut door, or some dangerous obstacle such as barbed wire. Escaping characters must succeed in a hard Athletics Skill test to gain 1 Chase Point. Chasers must succeed in a normal Athletics Skill test to gain 1 Chase Point. Failure will give the character 1 Wound Point. 5 Gap: the only way is through a tight passage, such as a small gap between two buildings, a ventilation system, or a narrow window. Escaping characters and pursuers must succeed in a normal Athletics Skill test to gain 1 Chase Point. A normal failure will be considered a critical one. 6 Jump: characters reach a high place, such as a rooftop, and must jump across to another building or over a chasm. Escaping characters and pursuers must succeed in a normal Athletics Skill test to gain 1 Chase Point. A normal failure will be considered a critical one, as the character will fail the jump and stay hanging on a ledge. If a player only rolls sevens, their character will fall, be KO’d, and receive 1 to 4 Wound Points (add 1 to the roll of a die and halve the total, rounding it up). 7 Danger: characters face a moving obstacle in front of them, such as speeding vehicles, operational heavy machinery, or a stampede. Escaping characters and pursuers must succeed in a normal Dodge Skill test to gain 1 Chase Point. A normal failure will be considered a critical one. And if a player only rolls sevens, their character will be KO’d and receive 1 to 4 Wound Points (add 1 to the roll of a die and halve the total, rounding it up).
Players with escaping characters will take the test first every round. Escaping characters and pursuers who succeed in their respective tests will gain 1 Chase Point (or 2 if a critical success occurs). If no escaping character succeeds during a round, all pursuers will automatically succeed and gain 1 Chase Point each.
CHAPTER 8
SURVIVAL
GAMEPLAY RULES
138
Михаил Герасимов (Order #27301389)
FOOD AND WATER If a character doesn’t eat food or drink water for a day, they must succeed in a Vigor Attribute test to avoid receiving 1 Wound Point when waking up the following morning, or 2 Wound Points if the character has the Sick Disadvantage. The test will be a normal one if the character didn’t eat food but drank water, and a hard one if the character didn’t drink water (regardless of having eaten food or not).
Note: the character won’t be able to heal any Wound Points or be saved from dying because of lack of food or water until they resume eating and drinking. However, once they start again, they will be immediately brought back to 5 Wound Points (if the sixth Wound Point resulted from lack of food or water) and will then be able to receive medical treatment to speed their healing, according to the normal rules.
DISEASES
Also, each time a character fails the Vigor Attribute test to try to resist a disease while in comatose, they will receive an additional 1 Wound Point, or 2 Wound Points if the character has the Sick Disadvantage. Again, this is in addition to any regular Wound Point losses from the disease effects, if any. A character may be healed from the disease by taking a specific medicine (see page88), or, if the setting allows it, through the use of some spell. If the character is cured, all their Attributes will return to their original values immediately, they will be immediately brought back to 5 Wound Points (if the sixth Wound Point resulted from the disease), and they will then start healing according to the normal rules. Below are some sample diseases:
TABLE 12
DISEASE
DIFFICULTY
NEGATIVE EFFECTS
BLUE FEVER
HARD
1 WOUND POINT
BONE SICKNESS
HARD
-1 TO DEXTERITY ATTRIBUTE SCORE
CREEPER COLD
NORMAL
1 WOUND POINT; -1 TO WITS ATTRIBUTE SCORE
DARK BLISTERS
NORMAL
1 WOUND POINT; -1 TO PRESENCE ATTRIBUTE SCORE
LAZY EYES
NORMAL
1 WOUND POINT; -1 TO DEXTERITY ATTRIBUTE SCORE
PURPLE MARKS
HARD
-1 TO PRESENCE ATTRIBUTE SCORE
RED GRIP
NORMAL
2 WOUND POINTS
RIP MIND
HARD
-1 TO WITS ATTRIBUTE SCORE
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GAMEPLAY RULES
When a character is infected by a disease, they will try to resist its effects with a normal or hard Vigor Attribute test, depending on the disease type. Characters with the Resilient Advantage may reroll once any failed test to resist a disease, unless the player only rolled sevens.
If the character fails the test, apply the disease’s negative effects (usually Wound Points or temporary negative modifiers to one or more Attribute Scores). If any character’s Attribute Score reaches 0, the character enters a comatose state and receives 1 Wound Point, or, 2 Wound Points if the character has the Sick Disadvantage. This is in addition to any regular Wound Point losses from the disease effects, if any.
SURVIVAL
Characters with the Resilient Advantage may reroll once any failed test, unless the player only rolled sevens.
After each day, the test must be taken again, until the disease reaches its maximum duration or the character is healed. A disease has a maximum duration of 1 to 8 days: the game master must roll a die and add 1 to its result, in secret.
If poisoned, a character may be healed by taking a specific antidote (see page 88), or, if the setting allows it, through the use of some spell.
DRUGS AND POISONS
SURVIVAL
When a character is drugged or poisoned, they may try to resist its effects with a hard Vigor Attribute test. Characters with the Resilient Advantage may reroll once any failed test to resist a drug or a poison, unless the player only rolled sevens. Characters with the Sick Disadvantage automatically fail any test to resist a drug or poison.
As usual, if the character reaches a total of 6 Wound Points, they will be unable to perform any physical tasks or demanding mental activity and will die after 1 to 8 hours (the game master should roll a die in secret and add 1 to its result), and if they reach a total of 7 or more Wound Points, they will die instantly.
If a character succeeds in the test, nothing happens besides perhaps some light and fleeting sickness. If they fail, apply the effects of the drug or poison for its full duration. Usually the effects occur in a number of minutes equal to the roll of a die, with a rolled zero meaning they will take place instantly. Also, while some effects may relate to temporary modifiers for Attribute Scores, no Score may exceed 5 or go below 1.
If the character is cured, all their Attributes will return to their original values immediately, they will be immediately brought back to 5 Wound Points (if the sixth Wound Point resulted from the disease), and they will then start healing according to the normal rules. Below are some sample drugs and poison:
TABLE 13
GAMEPLAY RULES
140
DRUG
EFFECTS
DURATION
DREAMSEED
THE CHARACTER FALLS ASLEEP (SEE ALSO PAGE 249)
4 TO 8 HOURS
FAE DUST
PRESENCE +1; WITS -1; THE HEDONISM WEAKNESS SURFACES
1 TO 8 HOURS
HAMMER
VIGOR +1; WITS -1; THE WRATH WEAKNESS SURFACES
1 TO 4 HOURS
KNOT
WITS +1; VIGOR -1; DEXTERITY -1; PRESENCE -1; THE GREED WEAKNESS SURFACES
1 TO 8 HOURS
LAVA
DEXTERITY +1; WITS -1; THE PRIDE WEAKNESS SURFACES
1 TO 4 HOURS
NEEDLES
DEXTERITY -1; WITS -1; SUPPRESS THE GREED AND PRIDE WEAKNESSES, IF ANY
1 TO 8 HOURS
TRIM
WITS -1; PRESENCE -1; SUPPRESS THE HEDONISM WEAKNESS, IF ANY
1 TO 4 HOURS
VAPOUR
VIGOR -1; WITS -1; SUPPRESS THE WRATH WEAKNESS, IF ANY
1 TO 8 HOURS
POISON
EFFECTS
DURATION
BITE FEVER
2 WOUND POINTS
INSTANTANEOUS
BLEEDER
VIGOR -1
1 TO 4 DAYS
ICE
DEXTERITY -1; ALL DEXTERITY AND DEXTERITY-RELATED SKILL TESTS AND CONTESTS BECOME HARD ONES
1 DAY
TABLE 14
PARALYSIS
INCAPABLE OF MOVING, TALKING, AND PERFORMING ANY ACTIONS, BUT REMAINS CONSCIOUS 1 TO 8 MINUTES
PHANTOM HOST LOSES THE MIGHTY ADVANTAGE (IF ANY) AND ACQUIRES THE WEAK DISADVANTAGE; ALL VIGOR AND VIGOR-RELATED SKILL TESTS AND CONTESTS BECOME HARD ONES
1 DAY
SWEET KISS
STARTS VOMITING IN UP TO 7 MINUTES AND DIES AFTER 1 DAY PASSES
INSTANTANEOUS
VEIL
BLINDNESS
1 TO 4 DAYS
WILDNESS
WITS -1, PRESENCE -1; ALL WITS, PRESENCE, WITS-RELATED SKILL AND PRESENCE-RELATED SKILL TESTS AND CONTESTS BECOME HARD ONES
1 DAY
Михаил Герасимов (Order #27301389)
RADIATION-LIKE EFFECTS Some settings may have certain areas or objects contaminated by radiation-like effects from chemical or supernatural sources. In fantastical settings, such zones may be populated by strange creatures and house even stranger phenomena. Even brief contact with them may bring death, mutations or, depending on the origin of such powerful contamination, the acquisition of powers of supernatural nature.
What constitutes sufficient protective clothing and gear will depend on the game master according to the setting, contaminated area or object, and source of contamination. Generally, it may consist of a combination of adequate mask, suit, gloves, and shoes, as well as perhaps the preventive intake of some specific medicine such as anti-radiation pills or the use of oxygen tanks. If a character is contaminated, the player must roll two dice, add them together, and check the result
0-2 Nothing happens to the character. 3-4 Character receives 1 Wound Point.
Also, the character’s Vigor is reduced by 1 (minimum of 1) for one day. Character receives 2 Wound Points. Also, the character’s Vigor is reduced by 1 (minimum of 1) for one day.
5-6
The character dies if they have the Sick Disadvantage; if they don’t, they will develop a mutation or supernatural power chosen by the game master or randomly assigned.
7
Character enters a comatose state for the remainder of the day (effect may be negated by a successful normal Medicine Skill test).
8-10
SURVIVAL
When checking whether a character is contaminated by one such zone of radiation-like effects, follow table 15. The indicated periods of exposure are for entering a contaminated zone; for carrying contaminated objects, multiply the indicated periods of exposure by 5.
in the following list. Add 2 to the total if the character has the Sick Disadvantage. Effects take place after 1 to 8 hours (the game master should roll a die in secret and add 1 to its result):
Character loses 1 point of Vigor permanently (effect may be negated by a successful hard Medicine Skill test). If the Vigor Attribute Score reaches 0 or less, the character dies.
11-12
Character loses 2 points of Vigor permanently (effect may be negated by a successful hard Medicine Skill test). If the Vigor Attribute reaches 0 or less, the character dies.
13
14 +
141
Character dies.
GAMEPLAY RULES
Михаил Герасимов (Order #27301389)
TABLE 15
PROTECTION / EXPOSURE
SURVIVAL
LIGHT CONTAMINATION LEVELS WITH PROTECTIVE CLOTHING AND GEAR
1 SEC. OR MORE OF EXPOSURE
1 MIN. OR MORE OF EXPOSURE
NO CONTAMINATION
NO CONTAMINATION
LIGHT CONTAMINATION LEVELS WITH NO PRECAUTIONS
NO CONTAMINATION
NORMAL VIGOR ATTRIBUTE TEST (MAY RETRY IT ONCE IF RESILIENT) TO AVOID CONTAMINATION
MEDIUM CONTAMINATION LEVELS WITH PROTECTIVE CLOTHING AND GEAR
NO CONTAMINATION
NO CONTAMINATION
NORMAL VIGOR VIGOR ATTRIBUTE MEDIUM CONTAMINATION ATTRIBUTE TEST (MAY HARD TEST (MAY RETRY IT RETRY IT ONCE IF LEVELS WITH NO ONCE IF RESILIENT) TO RESILIENT) TO AVOID PRECAUTIONS AVOID CONTAMINATION CONTAMINATION STRONG CONTAMINATION LEVELS WITH PROTECTIVE CLOTHING AND GEAR
NO CONTAMINATION
1 HOUR OR MORE OF EXPOSURE
EACH DAY OF EXPOSURE
NO CONTAMINATION
NORMAL VIGOR ATTRIBUTE TEST (MAY RETRY IT ONCE IF RESILIENT) TO AVOID CONTAMINATION
NORMAL VIGOR ATTRIBUTE TEST (MAY RETRY IT ONCE IF CONTAMINATED RESILIENT) TO AVOID CONTAMINATION NORMAL VIGOR VIGOR ATTRIBUTE ATTRIBUTE TEST (MAY HARD TEST (MAY RETRY IT RETRY IT ONCE IF ONCE IF RESILIENT) TO RESILIENT) TO AVOID AVOID CONTAMINATION CONTAMINATION
CONTAMINATED
CONTAMINATED. ADD 2 TO THE ROLL TO CHECK THE RESULT IN THE CORRESPONDING LIST
NORMAL VIGOR ATTRIBUTE TEST (MAY RETRY IT ONCE IF RESILIENT) TO AVOID CONTAMINATION
HARD VIGOR ATTRIBUTE TEST (MAY RETRY IT ONCE IF RESILIENT) TO AVOID CONTAMINATION
CONTAMINATED
CONTAMINATED
CONTAMINATED. ADD 2 TO THE ROLL TO CHECK THE RESULT IN THE CORRESPONDING LIST
DEAD
HARD VIGOR ATTRIBUTE STRONG TEST (MAY RETRY IT CONTAMINATION LEVELS ONCE IF RESILIENT) TO WITH NO PRECAUTIONS AVOID CONTAMINATION
142
GAMEPLAY RULES
HAZARDOUS CONDITIONS A character may resist hazardous conditions such as freezing temperatures without the required clothing and gear for a number of minutes equal to their Vigor Attribute Score plus 1. After that, the character will do a hard Vigor Attribute test each following round. In the case of success, nothing happens and a new test is taken after another minute passes, otherwise the character takes 1 Wound Point immediately and another one every minute thereafter. The Vigor Attribute test will be a normal one if the character is Resilient. Extreme hazardous conditions may allow the character to resist only for a number of rounds equal to their Vigor Attribute Score plus 1 (instead of minutes). The conditions may also call for a Vigor Attribute test each round instead of each minute, or in some extreme situations, simply lead to instant death Михаил Герасимов (Order #27301389)
(game master’s discretion applies). For radiation-like effects, check the specific rules in page 141.
DROWNING AND SUFFOCATION A character must hold their breath when underwater or inside a poisonous gas for a number of rounds equal to three times their Vigor Attribute Score. After that, the character will do a hard Athletics Skill test each following round in which they keep holding her breath. In the case of success, nothing happens, otherwise the character will immediately stop holding their breath that round and every round thereafter. If the character is underwater and are from an Ancestry that cannot breathe underwater, they will take 1 Wound Point that round and every round thereafter. If they are inside a poisonous cloud, they will suffer the effects of the poison that round and every round thereafter until the poisonous cloud dissipates itself.
FALLING A character who falls from a height of 2 meters (or 7 feet) or more will receive 1 Wound Point per 2 meters (or 7 feet) of height they fell from, regardless of having worn or natural armor or the Tough Advantage. In some situations, the game master may allow the character do a reactive hard Athletics Skill test to halve the damage received—decreasing the injury rate to 1 Wound Point per 3 meters (or 10 feet) of
fall—or allow them to grab a ledge or something to stop their fall mid-air.
MASSIVE DESTRUCTION Sometimes a character may be inside a vehicle or location subjected to massive destruction, such as a huge explosion or earthquake. In these situations, the game master may simply decide that the character dies instantly, or roll a die: the result will be the number of Wound Points the character receives as a consequence of the event.
SURVIVAL 143
GAMEPLAY RULES
Михаил Герасимов (Order #27301389)
CHAPTER 9
MONEY AND EQUIPMENT
GAMEPLAY RULES
144
Михаил Герасимов (Order #27301389)
MONEY TL 1
All prices found in this book are specified not in any currency but in an abstract number of points compatible with the Money Stat. Still, the game master is free to adjudicate on the abstract price of anything, regardless of it being already listed in this book, as means to adjust it to the setting’s economic era or to the saga.
The rules found in page 145 and 146 also apply to the League’s Funds Score in (refer to page 394). If the game master is not comfortable with the Money Stat rules, they may revert to playing with a currency of choice adequate to the setting, such as US dollars, 17th century Spanish doubloons, or galactic credits.
Conversely, this table may be used as a very broad guideline for game masters who want to convert the real cost of an item into an abstract price to be used with the Money Stat rules.
BUYING TL 1
Whenever a character wishes to buy something with a price lower than their Money Stat, they can do so, but their Money Stat will drop 1 point per 8 points that the bought item costs in abstract terms (rounded down, with a minimum of 0). That said, if the character’s Money Stat is at least 8 Михаил Герасимов (Order #27301389)
APPROXIMATE VALUE IN TODAY’S US DOLLARS
1
10
5
100
10
1 THOUSAND
15
10 THOUSAND
20
100 THOUSAND
25
1 MILLION
30
10 MILLION
40
100 MILLION
50
1 BILLION
60
10 BILLION
70
100 BILLION
80
1 TRILLION
90
10 TRILLION
100
100 TRILLION
points higher than the price of the thing being bought, then the buyer’s Money Stat won’t drop at all. On the other hand, if a character wishes to buy something that costs more than their Money Stat, it is possible that they may do so, but their Money Stat will drop, additionally, 1 point per point the price exceeds their Money Stat. In any circumstance, if the Money Stat would drop below 0 when buying something, the thing simply cannot be bought by that character. Thus, an item that costs 7 will only reduce the character’s Money Stat if it is equal to or lower than 6 points. This, however, doesn’t mean a character with a Money Stat equal to 7 or more points is free to buy an unlimited quantity of items with a price equal to or lower than 7: in such situations, the game master must adjudicate on the total price of the goods being bought in bulk and by how much the character’s Money Stat will decrease if the transaction is successfully concluded. In the same way, the game master may reduce a
145
GAMEPLAY RULES
If needed, as a quick and loose reference, game masters may refer to the table 16 for an idea of how much the items in this book would approximately cost in today’s US dollars.
MONEY STAT
MONEY AND EQUIPMENT
The Money Stat rules aim to streamline game masters and players’ bookkeeping—avoiding things such as counting coins, paying for coffee, and converting currency—and make the players focus on the story and not on scavenging enemies’ bodies for any kind of item that can be sold later for a quick and easy profit.
TABLE 16
character’s Money Stat by 1 point if they make several successive individual acquisitions of similar items that, individually, would not merit a Money Stat reduction by the above rules.
MONEY AND EQUIPMENT
In exceptional situations, when a character really needs to buy something very important to them but doesn’t have the means to do so, the game master may consider allowing it, especially during character creation. When such situations arise, they must be attached to the following consequences:
GAMEPLAY RULES
146
♦ The character’s Money Stat will be immediately
reduced to 0 or 1 (game master’s choice). ♦ The character will be indebted to a non-player character or organization that loaned them the necessary money, which will most likely be a criminal or a very dangerous person or entity. ♦ All of the money earned by the character during stories should be directly funneled to the nonplayer character or organization that loaned the money to avoid serious repercussions, which may also happen if the character fails to pay the loaned amount in time and with interest. Thus, the game master should figure out the amount that needs to be paid back by the character in Money Stat points, which most likely will be equal to the price of the item bought with the loaned amount. ♦ It is also very likely that, to obtain the loan, the character had to perform some illegal or immoral act, which is a secret of theirs that, if revealed, may cause serious repercussions to them. If the character didn’t perform such an act beforehand to obtain the money, then the non-player character or organization that loaned the money will most likely ask them to do so at some point in the future as a means to either pay the remaining debt or compensate for being late with the installments. Alternatively, if the player doesn’t want to face the above possible consequences of having their character indebted to a dangerous person or entity to afford an essential thing, the game master may allow them to buy a used, old, imperfect item of lower quality. Such an item might include an unbalanced weapon that is always hard to attack with, a fragile shield with a big chance of breaking apart the first time it is struck, a vehicle with a faulty engine, etc. Thus, depending on the severity and the number of imperfections, the game master may reduce
Михаил Герасимов (Order #27301389)
the price of such items by 2 or more, which may be enough for the character to buy it. Afterwards, if the character earns enough money through adventuring, they may be able to repair the object or replace it with a newer, better version of the same or similar item.
SELLING TL 1
A character’s Money Stat may go up when they sell something. When selling something, if the price agreed upon is equal to or higher than the seller’s Money Stat, the Money Stat will go up 1 point per 2 full points that the price agreed upon is higher than the seller’s Money Stat. Note, however, that used items are usually sold at a price at least 2 points lower than their current market price. Thus, if the price of the item being sold is lower than the seller’s Money Stat, their Money Stat won’t go up unless they are selling the thing not individually but in bulk, in which case the game master will adjudicate on the total price of the goods and consequently on the increment to the character’s Money Stat if the transaction is successfully concluded.
REWARDS TL 1
Rewards are represented by simple Money Stat points, which will be divided among the characters as agreed upon by their players, then simply added to their respective Money Stats. Characters may also, at any time, agree to transfer Money Stat points among themselves on a simple 1-by-1 basis, but only as long as the character giving Money Stat points has a higher Money Stat than the one receiving it.
EQUIPMENT AND PROPERTIES Below follows a non-exhaustive list of miscellaneous equipment and properties available for each era and setting:
TABLE 16
EQUIPMENT OR PROPERTY
TL
SETTINGS
PRICE 17
AIRPLANE, JET
TL 6-8
30
APARTMENT, CITY, SMALL
TL 4-8
22
APARTMENT, CITY, PENTHOUSE
TL 4-8
30
BACKPACK, LEATHER
TL 2-9
3
BAG, CLOTH
TL 0-9
1
BINOCULARS, NIGHT-VISION
TL 7-9
8
BINOCULARS, REGULAR
TL 5-8
4
BOAT, SMALL, W/ OARS
TL 0-7
5
BOOK, COMMON
TL 2-8
4
BRIEFCASE
TL 4-9
3
CARRIAGE, CLOSED
TL 2-4
12
CART
TL 0-7
5
CHESS (BASTION) SET, WOOD
TL 2-8
4
CLOTHING, COURTIER
TL 2-4
12
CLOTHING, DEEP DIVER SUIT
TL 4-5
10
CLOTHING, HAZMAT SUIT
TL 5-9
11
CLOTHING, MODERN, CASUAL
TL 4-9
4
CLOTHING, MODERN, FORMAL
TL 4-9
6
CLOTHING, PEASANT
TL 0-3
1
CLOTHING, PLAGUE DOCTOR
TL 3-4
10
CLOTHING, SCUBA
TL 6-8
11
CLOTHING, ZERO-G SPACE SUIT
TL 6-9
16
COMPASS
TL 3-8
3
COMPUTER, PERSONAL
TL 7-9
10
DRONE, AUTOMATED
TL 8-9
15
DRONE, RADIO-CONTROLLED
TL 7-9
10
DRUG, TWO DOSES
TL 1-9
8
ESTATE, LARGE
TL 1-8
40
EYEGLASSES
TL 3-7
4
Михаил Герасимов (Order #27301389)
147
GAMEPLAY RULES
TL 4-8
MONEY AND EQUIPMENT
AIRPLANE, BIPLANE
TABLE 16
MONEY AND EQUIPMENT
EQUIPMENT OR PROPERTY
GAMEPLAY RULES
148
TL
SETTINGS
PRICE
FARM, LARGE
TL 1-8
30
FARM, SMALL
TL 0-7
20
FIRST AID KIT
TL 1-9
8
FLASHLIGHT
TL 5-9
3
GAS LAMP
TL 3-4
4
GAS MASK
TL 4-9
14
GOGGLES, NIGHT-VISION
TL 7-9
10
GRAPPLING HOOK, IRON
TL 1-7
3
GRAPPLING HOOK, SELF-PROPELLED
TL 8-9
9
HACKING HARDWARE
TL 8-9
11
HACKING SOFTWARE
TL 8-9
8
HORSE (HORNEDFERUS), COMMON
TL 0-9
10
HORSE (HORNEDFERUS), FAST
TL 0-9
15
HORSE (HORNEDFERUS), WAR
TL 0-7
15
HOUSE, CITY, LARGE
TL 1-8
30
HOUSE, CITY, SMALL
TL 1-8
22
JETPACK
TL 8-9
16
KEEP, SMALL
TL 1-7
40
LAB SET, CHEMISTRY
TL 1-9
10
LOCOMOTIVE
TL 4-7
24
MEDICINE, COMMON, TWO DOSES
TL 0-9
5
MUSICAL INSTRUMENT, DRUM (PERCUSSION)
TL 0-9
3
MUSICAL INSTRUMENT, FLUTE (WIND)
TL 0-9
2
MUSICAL INSTRUMENT, LUTE (STRING)
TL 1-9
4
MUSICAL INSTRUMENT, PIANO (KEYBOARD)
TL 1-9
12
PAPER, QUILL, AND INK (PEN)
TL 1-8
1
PHONOGRAPH
TL 4-5
11
POKER (KNUCKLES) SET OF CARDS
TL 2-8
2
POISON, ONE DOSE
TL 0-9
8
ROPE, 10 METERS/YARDS
TL 0-8
1
Михаил Герасимов (Order #27301389)
TABLE 16
EQUIPMENT OR PROPERTY
TL
SETTINGS
PRICE 18
SAILING SHIP, MERCHANT, LARGE
TL 3-4
30
SCANNER, MEDICAL
TL 8-9
16
SMARTPHONE
TL 7-8
9
SPACESHIP, CIVILIAN, SMALL
TL 9
40
SPACESHIP, CIVILIAN, LARGE
TL 8-9
60
SPORTS (TENTO) LEATHER BALL
TL 0-9
2
SPYGLASS
TL 3-4
4
TOOLSET, CRAFTING
TL 0-9
10
TOOLSET, LOCK PICK
TL 1-8
5
VEHICLE, CAR, SEDAN
TL 5-8
17
VEHICLE, CAR, SPORTS
TL 5-8
25
VEHICLE, HOVERBIKE
TL 8-9
19
VEHICLE, HOVERCAR
TL 8-9
23
VEHICLE, MOTORBOAT
TL 6-8
12
VEHICLE, MOTORCAR
TL 4
12
VEHICLE, MOTORCYCLE
TL 5-8
13
VEHICLE, PICKUP
TL 5-8
18
VEHICLE, TRUCK
TL 5-8
20
VOICE TRANSLATOR
TL 9
14
WAREHOUSE, PORT
TL 1-8
25
WATCH, POCKET
TL 4-5
10
WATCH, WRIST
TL 5-8
4
WATCH, SMART
TL 7-9
9
WORKSHOP, CITY
TL 1-8
22
Михаил Герасимов (Order #27301389)
149
GAMEPLAY RULES
TL 1-4
MONEY AND EQUIPMENT
SAILING SHIP, MERCHANT, SMALL
WEAPONS AND ARTILLERY Below follows non-exhaustive lists of weapons and artillery available for each era and setting: TABLE 18
MONEY AND EQUIPMENT
NOTATION 1H
Weapon may only be used with one hand.
2H
Weapon must be used with both hands.
1H / 2H
Weapon may be used with one or both hands.
MELEE
Weapon is a melee one not designed to be thrown.
THROWN THROWN ONLY RANGED AOE HARD ATTACK CANNOT PARRY
Weapon is a melee one that can be thrown. Weapon is a ranged one that can only be thrown. Weapon is a firearm or missile-based ranged weapon. Weapon is either a thrown one or a missile-based ranged one that deals damage to anyone and anything in an area. Attacks dealt with this weapon are hard contests for the attacker by default. Weapon cannot be used to parry incoming attacks.
HARD PARRY
Weapon can be used to parry incoming attacks, but doing so is always a hard contest for the defender.
HARD TO BE PARRIED
Trying to parry an attack dealt with the weapon will be a hard contest for the opponent being targeted.
150
2 NORMAL PARRIES
GAMEPLAY RULES
WEAPON OR ARTILLERY TRAITS
-# AR SINGLE SEMI 3-ROUND AUTO # AMMO RELOAD # CREW
Михаил Герасимов (Order #27301389)
A second parry with the weapon in a single round will still be a normal one as long as the target has not tried to dodge during the round and as long as no other additional condition would make the parry a hard contest for the target. When the weapon hits, negate the target’s worn and natural armor ratings by a set number (#). Weapon is a ranged one that may only be fired once per round. Weapon is a semi-automatic ranged one that allows for the use of certain Skill Abilities. Weapon is a ranged one with a 3-round burst setting that allows for the use of certain Skill Abilities. Weapon is a fully-automatic ranged one that allows for the use of certain Skill Abilities. Weapon has a clip or magazine that can hold multiple rounds (#), thus delaying the need to be reloaded. Number of turns (#) it takes to reload the weapon with consecutive Reload actions. Crew size (#) required to reload the weapon.
TABLE 19
WEAPON
TLS
U N A R M E D STRIKE
PRICE
SKILL
TYPE
DMG
TRAITS
TL0-90-9
0
MARTIAL ARTS
BLUNT
1
A strike with a hand or foot. Without a specific Ability, it can only parry unarmed strikes.
IMPROMPTU WEAPON
TL0-90-9
0
VIGOR ATTRIBUTE
BLUNT
2
1H. Thrown. Cannot parry.
SHIELD (WHEN USED AS A WEAPON)
TL0-80-8
4
VIGOR ATTRIBUTE
BLUNT
2
1H. Melee. Hard attack. Cannot Parry (it uses the Dodge Skill).
2
1H. Thrown only. Hard attack. If the attack misses, the Boomerang will return to her owner’s hand at the start of their next turn and may be grabbed with a Free Action. 1H. Thrown only. Hard attack. Before rolling for the attack, the attacker may declare that they are trying to entangle the target’s legs instead of hurting them. If that is the case and a hit occurs, the target falls to the ground. To get up again, the target must lose a Turn Action to break free from the Boleadora CHAIN
TL0-4 0-4
1
EXOTIC WEAPONS
BLUNT
Hard
attack.
TL0-4 0-4
2
EXOTIC WEAPONS
BLUNT
NONE OR 2
CHAIN
TL1-91-9
2
EXOTIC WEAPONS
BLUNT
2
1H/2H. Melee. Cannot Parry. parried.
CLUB (BATON, METAL PIPE)
TL0-90-9
1
MELEE WEAPONS
BLUNT
2
1H/2H. Melee.
CHAINED BATONS (NUNCHAKU)
TL2-92-9
2
EXOTIC WEAPONS
BLUNT
2
1H/2H. Melee. Hard attack. Hard parry. Hard to be parried.
STAFF
TL0-90-9
2
MELEE WEAPONS
BLUNT
2
2H. Melee. 2 normal parries.
SLING
TL0-10-1
1
EXOTIC WEAPONS
BLUNT
3
1H. Ranged. Hard attack. Single. 1 ammo. Reload 1.
TETSUBO (EDOHYNIAN BLUDGEON)
TL1-91-9
3
EXOTIC WEAPONS
BLUNT
3
2H. Melee. Exclusive Edohyn ( , ).
HAMMER (HEAVY WRENCH, MACE)
TL1-91-9
4
MELEE WEAPONS
BLUNT
3
1H/2H. Melee. Hard parry.
KINETIC STAFF
TL8-98-9
8
EXOTIC WEAPONS
BLUNT
3
2H. Melee. 2 normal parries.
MAUL (WAR HAMMER)
TL2-3 2-3
5
MELEE WEAPONS
BLUNT
4
2H. Melee. Hard attack. Hard parry. Exclusive to the Sidhe ( ).
THROWING STARS (SHURIKEN)
TL2-92-9
2
EXOTIC WEAPONS
PIERCING
2
1H. Thrown only. Exclusive to Hesionians ( , ).
Михаил Герасимов (Order #27301389)
Hard Hard
attack. to be
to
the
151
GAMEPLAY RULES
BOLEADORA
MONEY AND EQUIPMENT
BOOMERANG
SETTINGS
MONEY AND EQUIPMENT
TABLE 19
WEAPON
TLS
DAGGER (COMBAT KNIFE, TANTO, MAIN GAUCHE)
SETTINGS
PRICE
SKILL
TYPE
DMG
TRAITS
TL0-90-9
2
FENCING
PIERCING
2
1H. Thrown. Hard parry. Melee Weapon Skill ( ).
NANOTECH BLADE
TL8-98-9
7
MELEE WEAPONS
PIERCING
2
1H. Thrown. Hard parry. -1AR.
BAYONET
TL3-53-5
2
MELEE WEAPONS
PIERCING
3
2H. Melee. Hard parry. Must be installed on a musket or rifle.
PICKAXE
TL0-90-9
3
MELEE WEAPONS
PIERCING
3
1H/2H. Melee. Hard parry.
SMALLSWORD
TL3-43-4
7
FENCING
PIERCING
3
1H. Melee. 2 normal parries.
SPEAR
TL0-90-9
3
MELEE WEAPONS
PIERCING
3
1H/2H. Thrown.
EDOHYNIAN HARPOON
TL1-91-9
4
EXOTIC WEAPONS
PIERCING
3
1H/2H. Thrown. -1AR.
SWORD CANE
TL4-54-5
6
FENCING
PIERCING
3
1H. Melee. Concealed weapon.
RAPIER
TL3 3
8
FENCING
PIERCING
3
1H. Melee. -1AR.
MORNINGSTAR
TL2 2
4
MELEE WEAPONS
PIERCING
3
1H/2H. Melee. Hard parry.
FLAIL
TL2 2
5
MELEE WEAPONS
PIERCING
3
1H/2H. Melee. Cannot Hard to be parried.
LANCE
TL2 2
5
MELEE WEAPONS
PIERCING
4
1H. Melee. Cannot parry. Can only be used from the back of a mount.
PIKE
TL3 3
5
MELEE WEAPONS
PIERCING
4
2H. Melee. Hard attack. Cannot parry.
FUSION SPEAR
TL9 9
9
MELEE WEAPONS
PIERCING
4
1H/2H. Thrown. -2AR.
BOW
TL0-90-9
4
ARCHERY
PIERCING
3
2H. Ranged. Single. 1 ammo. Reload 1. Marksmanship Skill ). (
CROSSBOW
TL1-91-9
5
ARCHERY
PIERCING
3
2H. Ranged. -1AR. Single. 1 ammo. Reload 1. Marksmanship ). Skill (
SEMI-AUTO PISTOL
TL5-95-9
9
MARKSMAN
PIERCING
4
1H/2H. Ranged. -1AR. Single. Semi. 15 ammo. Reload 1.
SUBMACHINE GUN
TL5-95-9
10
MARKSMAN
PIERCING
4
2H. Ranged. -1AR. Single. Semi. 3-Round. Full. 30 ammo. Reload 1.
FLINTLOCK PISTOL
TL3 3
8
MARKSMAN
PIERCING
4
1H/2H. Ranged. -1AR. Single. 1 ammo. Reload 2.
MUSKET
TL3 3
9
MARKSMAN
PIERCING
4
2H. Ranged. -2AR. ammo. Reload 2.
REVOLVER
TL4-94-9
8
MARKSMAN
PIERCING
4
1H/2H. Ranged. -1AR. Single. 6 ammo. Reload 1.
GAMEPLAY RULES
152
Михаил Герасимов (Order #27301389)
parry.
Single.
1
TABLE 19
WEAPON
TLS
SETTINGS
PRICE
SKILL
TYPE
DMG
TRAITS
PUMP SHOTGUN
TL4-9 4-9
8
MARKSMAN
PIERCING
4
2H. Ranged. Single. 5 ammo. Reload 1. Subtract 1 from the result of a single rolled die but not from a rolled 7 when firing it.
HUNTING RIFLE
TL4-9 4-9
9
MARKSMAN
PIERCING
4
2H. Ranged. -2AR. Single. 10 ammo. Reload 2. Reload 1 (5 ammo).
TL8-9 8-9
10
MARKSMAN
PIERCING
4
1H/2H. Ranged. -1AR. Single. Semi. 3-Round. 40 ammo. Reload 1. Suppressed firearm (see page 156).
ASSAULT RIFLE
TL6-9 6-9
11
MARKSMAN
PIERCING
4
2H. Ranged. -2AR. Single. Semi. 3-Round. Full. 20 ammo. Reload 1.
RAIL SHOTGUN
TL8-9 8-9
11
MARKSMAN
PIERCING
5
2H. Ranged. Single. 10 ammo. Reload 1. Subtract 1 from the result of a single rolled die but not from a rolled 7 when firing it.
SNIPER RIFLE
TL5-9 5-9
12
MARKSMAN
PIERCING
4
2H. Ranged. Hard attack (unless mounted). -3AR. Single. 5 ammo. Reload 1.
RAIL MACHINE GUN
TL4-9 8-9
12
HEAVY WEAPONS
PIERCING
5
2H. Ranged. -2AR. Hard attack (unless mounted). Single, 3-Round. Full. 100 ammo. Reload 1.
LIGHT MACHINE GUN
TL8-9 4-9
12
HEAVY WEAPONS
PIERCING
4
2H. Hard attack (unless mounted). Ranged. -3AR. Single. Full. 100 ammo. Reload 2.
WHIP
TL0-9 0-9
2
EXOTIC WEAPONS
SLASHING
1
1H. Melee. Hard attack. Cannot parry. Hard to be parried.
MACHETE (HESIONIAN KNIFE)
TL2-9 2-9
3
EXOTIC WEAPONS
SLASHING
2
1H. Melee. Hesionians (
CUTLASS (SHORTSWORD, GLADIUS, WAKIZASHI)
TL0-3 0-3
5
FENCING
SLASHING
3
1H. Melee.
SMALL AXE
TL0-2 0-2
3
MELEE WEAPONS
SLASHING
3
1H. Thrown.
LARGE AXE
TL0-9 0-9
4
MELEE WEAPONS
SLASHING
3
2H. Thrown. -1AR.
EDOHYNIAN BLADE
TL1-91-9
7
EXOTIC WEAPONS
SLASHING
3
1H/2H. Melee. Exclusive to the , ). Edohyn (
CAVALRY SABER
TL3-5 3-5
7
FENCING
SLASHING
3
1H. Melee. +1 damage when charging from the back of a mount.
SCIMITAR
TL2-4 2-4
8
EXOTIC WEAPONS
SLASHING
3
1H. Melee. -1AR. Exclusive to ). Onadotyans (
9
EXOTIC WEAPONS
3
1H/2H. Melee. -1AR. 2 normal parries if used with two hands. , Exclusive to Hesionians ( ).
Михаил Герасимов (Order #27301389)
TL2-9 2-9
SLASHING
153
to
GAMEPLAY RULES
KATANA (HESIONIAN SWORD)
Exclusive , ).
MONEY AND EQUIPMENT
FLECHETTE HANDGUN
MONEY AND EQUIPMENT
TABLE 19
GAMEPLAY RULES
154
WEAPON
TLS
LONGSWORD
PRICE
SKILL
TYPE
DMG
TRAITS
TL2 2
8
MELEE WEAPONS
SLASHING
3
1H/2H. Melee. +1 damage against unarmored targets. Exclusive ). to the Sidhe (
OSCILLATING BLADE
TL8-9 8-9
10
MELEE WEAPONS
SLASHING
3
1H/2H. Melee. -2AR.
HALBERD (NAGINATA, HESIONIAN POLEARM)
TL2-3 2-3
7
MELEE WEAPONS
SLASHING
4
2H. Melee. Hard parry. Exclusive to Hesionians and ). the Sidhe (
GREATSWORD (NODACHI)
TL2 2
10
MELEE WEAPONS
SLASHING
4
2H. Melee. Hard parry.
4
2H. Melee. Hard attack. Hard parry. Hard to be parried. -1AR. Requires fuel. Requires one Reload action to start its engine at the beginning of a combat.
NONE
1H. Thrown only. AoE. Hits 1 or 2 targets (4-meter/yard radius). Targets must succeed in a hard Vigor Attribute test to not get blinded for a round and also stunned. Doesn’t deal damage.
2
1H/2H. Melee. Hard attack. Cannot parry. Cannot be parried except by an Energy Sword (or, with the right Ability, with the Martial Arts Skill). -3AR.
CHAINSAW
FLASHBANG (STUN GRENADE)
LASER CORD
TL6-9 6-9
TL6-9 6-9
TL9 9
SETTINGS
8
8
9
EXOTIC WEAPONS
DEXTERITY ATTRIBUTE
EXOTIC WEAPONS
SLASHING
ENERGY
ENERGY
FLAMETHROWER
TL5-9 5-9
10
HEAVY WEAPONS
ENERGY
5
2H. Ranged. AoE. Hits 1 or 2 targets (4-meter/yard radius). Single. 5 ammo (fuel). Targets hit will keep receiving the same amount of damage each round until flames are extinguished.
ENERGY BLAST HANDGUN
TL9 9
12
MARKSMAN
ENERGY
5
1H/2H. Ranged. Single. Semi. 80 ammo. Reload 1.
ENERGY BLAST RIFLE
TL9 9
13
MARKSMAN
ENERGY
5
2H. Ranged. -1AR. Single. Semi. 3-Round. 40 ammo. Reload 1.
14
HEAVY WEAPONS
5
2H. Ranged. -2AR. Single. 20 ammo. Reload 2. +1 damage dealt if attacker and defender have the same number of successes.
BEAM CANNON
TL8-9 8-9
ENERGY
ENERGY SWORD
TL9 9
14
FENCING
ENERGY
5
1H/2H. Melee. Hard attack. 2 normal parries (2H only). Cannot be parried except by another Energy Sword. -3AR.
HAND GRENADE
TL3-9 3-9
8
DEXTERITY ATTRIBUTE
ENERGY
6
1H. Thrown only. AoE. Hits 1 or 2 targets (4-meter/yard radius). -2AR.
9
HEAVY WEAPONS
6
2H. Ranged. AoE. Hits 1 or 2 targets (4-meter/yard radius). -2AR. Single. 1 ammo (ammo price: 8). Reload 1.
GRENADE LAUNCHER
Михаил Герасимов (Order #27301389)
TL6-9 6-9
ENERGY
TABLE 19
WEAPON
TLS
ANTIPERSONNEL LANDMINE (BOOBY-TRAP, SATCHEL CHARGE)
SKILL
TYPE
DMG
TRAITS
TL4-9 4-9
9
PERCEPTION TO AVOID IT
ENERGY
6
2H. Trap. AoE. Hits 1 to 2 targets (4-meter/yard radius). -2AR.
ANTI-VEHICLE LANDMINE
TL6-9 6-9
9
PERCEPTION TO AVOID IT
ENERGY
7
2H. Trap. AoE. Hits 1 to 2 targets (4-meter/yard radius). -3AR.
ROCKET LAUNCHER
TL5-9 5-9
10
HEAVY WEAPONS
ENERGY
7
2H. Ranged. AoE. Hits 1 to 4 targets (8-meter/yard radius). -3AR. Single. 1 ammo (ammo price: 10). Reload 2.
FUSION GRENADE
TL9 9
12
DEXTERITY ATTRIBUTE
ENERGY
7
1H. Thrown only. AoE. Hits 1 to 4 targets (8-meter/yard radius). -3AR.
NONE
1H/2H. Thrown only. Hard attack. If the attacker misses the attack, they will need a Reload action to prepare it for another attack. If the target is hit, they will fall and have to spend a Turn Action to try to break free from it and get up again with a successful normal Athletics Skill test.
TL0-10-1
2
EXOTIC WEAPONS
NONE
155
TABLE 20
ARTILLERY
TLS
HEAVY MACHINEGUN
TL4-9 4-9
TREBUCHET (CATAPULT)
CANNON
TL4-9 4-9
TL1-21-2
TL3-4 3-4
SETTINGS
PRICE
SKILL
TYPE
DMG
TRAITS
14
HEAVY WEAPONS
PIERCING
6
2H. Ranged. -3AR. Single. Full. 100 ammo. Reload 2. Crew 2.
8
2H. Ranged. AoE. Hits 1 to 4 targets (8-meter/yard radius). -3AR. Single. 1 ammo (ammo price: 10). Reload 2. Crew 2. Besides the Crew, it also requires a Spotter.
8
2H. Ranged. AoE. Hits 1 to 2 targets (4-meter/yard radius). -2AR. Single. 1 ammo (ammo price: 4). Reload 4. Crew 3. ). Exclusive to the Sidhe (
10
2H. Ranged. AoE. Hits 1 to 2 targets (4-meter/yard radius). -2AR. Single. 1 ammo (ammo price: 6). Reload 3. Crew 3.
12
HEAVY WEAPONS
10
HEAVY WEAPONS
12
HEAVY WEAPONS
ENERGY
10
2H. Ranged. AoE. Hits 1 to 4 targets (8-meter/yard radius). -3AR. Single. 1 ammo (ammo price: 8). Reload 3. Crew 3.
ENERGY
12
2H. Ranged. AoE. Hits 1 to 4 targets (8-meter/yard radius). -3AR. Single. 10 ammo (ammo price: 12). Reload 4. Crew 2.
CANNON (W/ EXPLOSIVE SHOT)
TL3-4 3-4
12
HEAVY WEAPONS
ARTILLERY GUN
TL5-9 5-9
18
HEAVY WEAPONS
Михаил Герасимов (Order #27301389)
ENERGY
BLUNT
BLUNT
GAMEPLAY RULES
MORTAR
MONEY AND EQUIPMENT
PRICE
WEIGHTED NET
SETTINGS
FIREARM ATTACHMENTS TL 5
Modern firearms and heavy firearms (those available in TL5+) may receive attachments that will grant them bonuses. Below is a non-exhaustive list of firearm attachments available for each era and setting: TABLE 21
MONEY AND EQUIPMENT
ATTACHMENT
ADVANCED SCOPE
TLS
TL5-9 5-9
SETTINGS
PRICE
MODIFIER
8
Subtract 1 from the result of a single rolled die but not from a rolled 7, as long as the following Abilities are not used: Auto Fire, Burst Fire, Burst Mode, Double Tap, Suppressive Fire, or Spraying Bullets. Applicable only for the Hunting Rifle, the Sniper Rifle, the Assault Rifle, and the Energy Blast Rifle.
COMPOSITE STOCK
TL7-9 7-9
8
Subtract 1 from the result of a single rolled die but not from a rolled 7, as long as one of the following Abilities is used: Auto Fire, Burst Fire, Burst Mode, Suppressive Fire, or Spraying Bullets. Applicable only for the Submachine Gun, the Light Machine Gun, the Assault Rifle, the Rail Machine Gun, and the Energy Blast Rifle.
EXTENDED MAGAZINE
TL5-9 5-9
4
+50% magazine size (rounded-up). Not applicable for the Revolver.
LASER SIGHT
TL7-9 7-9
8
+1 damage dealt if attacker and defender have the same number of successes. Not applicable for the Pump Shotgun, the Rail Shotgun and the Beam Cannon.
4
-1 to damage dealt. Weapon shots can only be heard from 20 meters/yards or less, or from 5 meters/yards or less if there are walls between shots and any potential listeners. Not applicable for the Revolver, the Light Machine Gun, the Rail Shotgun, the Rail Machine Gun, the Energy Blast Handgun, and the Energy Blast Rifle. The Flechette Handgun is already suppressed.
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GAMEPLAY RULES
SUPPRESSOR
Михаил Герасимов (Order #27301389)
TL6-9 6-9
PROTECTIVE ITEMS Below is a non-exhaustive list of protective items available for each era and setting:
TABLE 22
ATTACHMENT
TLS
CLOAK
TL1-41-4
SHIELD
REPULSE BRACERS
PHASE SUIT
TL9 9
TL0-8 0-8
TL9 9
TL9 9
PRICE ARMOR 2
14
4
14
18
MODIFIER See the Cloak Use Ability from the Dodge Skill.
NONE
May reduce 1 from a rolled result other than a 7 when trying to Dodge any kind of attack. No armor with an armor rating higher than 1 may be worn beneath it. Also, may reduce 1 from a rolled result other than a 7 while using the Stealth Skill to hide or shadow anywhere.
NONE
If the target rolls the same number of successes as the attacker while using the Dodge Skill with a shield, they may substitute both their natural and worn armor rating by an armor rating of 4 (if the shield is made of wood), 5 (if it is made of metal), or 6 (if it is a ballistic one) against that attack only.
NONE
May reduce 1 from a rolled result other than a 7 when trying to Dodge an attack of any type or to parry a melee attack with Martial Arts. Allows parrying an Energy Sword with the Countermove Ability.
NONE
Once per combat. If at least a success is rolled in a Dodge attempt against any kind of attack, the wearer may choose to immediately activate the suit as a reaction to become immune against all attacks until next Turn Action. The player, however, must declare that their character is going to try to activate the Phase Suit after the opposing attack roll and before their own roll. +2 Vigor Attribute bonus (maximum of 5). Wearer is considered to have the Mighty Advantage and to not have the Weak Disadvantage. All normal tests and contests with the Legerdemain and Stealth Skills are considered hard. Also, the Initiative rolls will have a penalty of -2.
EXOSKELETON
TL8-9 8-9
16
NONE
LEATHER COAT (LEATHER JACKET, LEATHER ARMOR, GAMBESON)
TL0-9 0-9
6
1
Nothing.
EDOHYNIAN ARMOR
TL1-31-3
8
1
May reduce 1 from a rolled result other than a 7 while using the Stealth Skill to hide or set up an ambush in the wilderness.
2
All normal tests and contests with the Dexterity Attribute or with the Athletics, Dodge, Legerdemain, and Stealth Skills are considered hard. Also, the Initiative rolls will have a penalty of -2.
2
All normal tests and contests with the Dexterity Attribute or with the Athletics, Dodge, Legerdemain, and Stealth Skills are considered hard.
CUIRASS (BREASTPLATE, BRIGANDINE, CHAINMAIL) HESIONIAN ARMOR (SAMURAI ARM.)
Михаил Герасимов (Order #27301389)
TL1-41-4
TL2-3 2-3
10
12
157
GAMEPLAY RULES
NONE
MONEY AND EQUIPMENT
HOLO-CLOAK
SETTINGS
TABLE 22
ATTACHMENT
TLS
TACTICAL KEVLAR VEST (FLAK JACKET)
TL5-9 5-9
MONEY AND EQUIPMENT
MILITARY PLATE CARRIER
REFLECTIVE VEST
POWERED ARMOR
SETTINGS
TL7-8 7-8
TL8-9 8-9
TL9 9
PRICE ARMOR
9
11
14
18
2
All normal tests and contests with the Dexterity Attribute or with the Athletics, Dodge, Legerdemain, and Stealth Skills are considered hard.
3
All normal tests and contests with the Dexterity Attribute or with the Athletics, Dodge, Legerdemain, and Stealth Skills are considered hard. Also, the Initiative rolls will have a penalty of -2. May reduce 1 from a rolled result other than a 7 while using the Stealth Skill to hide or to set up an ambush, depending on the camouflage pattern of the vest and the area the character is in (tan for desert, white for snow, green for wilderness, grey for urban, and black for night).
3
All normal tests and contests with the Dexterity Attribute or with the Athletics, Dodge, Legerdemain, and Stealth Skills are considered hard. May reduce 1 from a rolled result other than a 7 while using the Stealth Skill to hide or to set up an ambush, depending on the camouflage pattern of the vest and the area the character is in (tan for desert, white for snow, green for wilderness, grey for urban, and black for night).
3
+1 Vigor Attribute bonus (maximum of 5). Wearer is considered to have the Mighty Advantage and to not have the Weak Disadvantage. +1 bonus to the Base Damage Rating of unarmed strikes. All normal tests and contests with the Dexterity Attribute or with the Dodge, Legerdemain, and Stealth Skills are considered hard. Also, the Initiative rolls will have a penalty of -4.
3
All normal tests and contests with the Dexterity Attribute or with the Athletics, Dodge, Legerdemain, and Stealth Skills are considered hard. Also, the Initiative rolls will have a penalty of -4.
3
All normal tests and contests with the Dexterity Attribute or with the Athletics, Dodge, Legerdemain, and Stealth Skills are considered hard. Also, the Initiative rolls will have a penalty of -4.
4
All normal tests and contests with the Dexterity Attribute or with the Athletics, Dodge, Legerdemain, and Stealth Skills are considered hard. Also, the Initiative rolls will have a penalty of -4.
158
GAMEPLAY RULES
PLATE ARMOR
BOMBDISPOSAL SUIT
PERSONAL ENERGY SHIELD
TL2 2
TL7-8 7-8
TL9 9
14
13
16
ENCUMBRANCE The BYTE System doesn’t have rules for calculating a character’s encumbrance. Just use common sense when there is need to adjudicate if a character may or may not carry a certain amount of weapons and other items. Even when a character is very strong, they must
Михаил Герасимов (Order #27301389)
MODIFIER
have the necessary means to carry things: free hands, pockets, a belt, pouches, a scabbard, a quiver, a bag, a backpack, a mount, a vehicle, etc. Characters carrying a heavy load should be considered unbalanced and fatigued—their Dexterity Attribute and Dexterity-based Skill tests and contests will be hard ones by default, when not judged outright impossible by the game master.
CHAPTER 10
FINAL RULES AND EXAMPLE OF GAMEPLAY
159
GAMEPLAY RULES
Михаил Герасимов (Order #27301389)
BETWEEN STORIES
Sometimes, a story may end with its villain being imprisoned, or maybe the player characters fail and the villain escapes. Sometimes, the objective of a story is just to find an answer to a mystery, other times it is for the player characters to simply escape with their lives. A story may take one or more gaming sessions to be completed. In the same manner that scenarios can come together to form a story, all the stories in a setting will interlink to form a saga. A saga’s end can be reached when the game master attains a satisfactory finale for all the stories he would like to tell together with the players (at least for the time being).
160
After each story reaches its end, a single character from each player will be able to take one action per full Time Unit between its conclusion and the start of the next one.
GAMEPLAY RULES
FINAL RULES
What constitutes a story in a roleplaying game? That is a very subjective question that has no absolute answer; in the end, it is up to the game master’s opinion. Usually, a story will be of interlinked scenarios and possibly side missions that will be considered ended when a definitive conclusion is reached by the player characters (at least for the time being).
A Time Unit is a measure of in-game time. It is up to the game master to decide on how much in-game time equals a Time Unit. It usually depends on the setting and on how the game master envisions the possible time span for the saga at its start—how epic in length it would ideally be. If the game master doesn’t have a clear cut idea about the duration of a Time Unit at the start of a saga, it should initially be equal to a month of in-game time—later, its duration may be adjusted up or down as seen fit. These are the possible actions between stories per Time Unit:
♦ Healing: the character rests to self-treat lasting physical or mental ailments through ordinary, experimental, spiritual, or magical means. Success in a normal Vigor Attribute test will be needed for physical ailments, while success in
Михаил Герасимов (Order #27301389)
a normal Presence Attribute test will be needed for mental ones (one test per Time Unit). Note: sometimes a lasting physical or mental ailment may be permanent, irreversible, and incurable (game master’s discretion applies). ♦ Training: the character trains and earns 1 Experience Point. For this to happen, the character must first succeed in a normal test with their highest Attribute (one test per Time Unit). The game master may limit the number of tests to earn Experience Points each player character may take between two stories. ♦ Working ( , , ): the character works and earns money. Money earned is equal to 1 point to their Money Stat, or 2 points if the character’s Money Stat is equal to or higher than 24. For this to happen, the character must first succeed in a normal test with their highest Attribute (one test per Time Unit; double the reward in case of a critical success). The game master may limit the number of tests to earn money each player character may take between two stories. ♦ Crafting: the character crafts, forges, builds, or invents something. For this to happen, usually the character must first succeed in a normal or hard test with the Craft or Engineering Skill, depending on the item being crafted or invented. The game master may decide that more than a Time Unit of work is needed, or that the character will first need access to some additional workforce, a workshop, certain tools, a specific material, etc., or things that, if available, will probably cost money to be acquired or accessed. ♦ Leading ( , , , ): the character governs their faction or corporation, giving it a mission that will then be carried out according to the pertaining rules (see page 389 or page 390). For this to have a chance of being accomplished, first the character must be successful in a normal test with the Leadership Skill. However, depending on the task, the game master may decide that the test is a hard one, that more than a Time Unit is needed to conduct it, or that some conditions must be met, such as additional manpower, weapons, transportation, etc. or things that, if available, will probably cost money. ♦ Searching: the character embarks on a journey to reach a place or find a person, object, or knowledge. They must be successful in a normal or hard test with a pertinent Skill such as Arcana, Perception, Seamanship, or Survival. Such tasks may involve the expenditure of money, as the character may need to hire guides or specific
transportation. It may take more than a Time Unit. This action may not be used to find people, places, or things that should be the objective of a story because of its high value or relevance. As usual, the game master is free to forbid or limit any actions or their rewards, as well as adjust the difficulty of any required tests or contests, depending on several factors such as the degree of success or failure in the last adventure, direct or indirect consequences from characters’ actions, their current locations and means of travel or communication, etc.
special rewards to see how they work. Experience Points may be saved for later use or spent between sessions. Experience Points (exp) may be spent to:
INCREASE AN ATTRIBUTE SCORE FROM 1 TO 2
FROM 2 TO 3
FROM 3 TO 4
FROM 4 TO 5
24 EXP
24 EXP
36 EXP
36 EXP
EXPERIENCE AND RETIREMENT FROM 0 TO 1
FROM 1 TO 2
FROM 2 TO 3
FROM 3 TO 4
FROM 4 TO 5
3 EXP
3 EXP
3 EXP
6 EXP
6 EXP
3 EXP (IN ADDITION TO THE SKILL RANK COST)
LEARN ONE LANGUAGE
3 EXP
Still, regardless of its duration, at the end of a gaming session, a character will receive 1 Experience Point simply for participating in it, even if not for its full extent and even if their player was absent and the character was actually roleplayed by the game master.
LEARN ONE ARCANE SYMBOL (SEE PAGE 173)
3 EXP
LEARN ONE PSYCHIC POWER (SEE PAGE 237)
6 EXP
Additionally, at the end of a gaming session, a player may receive one or more of the following bonus Experience Points to award any of their characters as they see fit:
LEARN ONE VITALITY POWER (SEE PAGE 229)
3 EXP, OR, IF FROM ANOTHER SCHOOL, 6 EXP
REMOVE A WEAKNESS
24 EXP
A gaming session may last any amount of time desired by the game master and players alike. Ideally, it should last at the very least a couple of hours to give room for the story to develop.
♦ ♦ ♦
1 Experience Point for participating in the whole gaming session or through a significant portion of it (perhaps three-quarters of its total duration or so); 1 Experience Point if they were awarded the token during the gaming session, even if it was taken off them later; and 2 Experience Points if it was the first gaming session they did in a new saga.
Depending on the setting, other special rewards such as Hope Points may be awarded to the player or their characters at the end of a story or a gaming session. If so, see the specific chapters regarding such
Михаил Герасимов (Order #27301389)
No modifiers of any kind apply when paying to increase Attribute Scores or Skill Ranks with Experience Points, even those from an Ancestry. An Attribute increased through Experience Points doesn’t net additional Skill Points (and neither does a removed Weakness), but a Skill that reaches a new Rank through Experience Points will also grant to the character a new Ability from those related to it. Likewise, when a character raises an Attribute Score from 1 to 2, they lose the associate Disadvantage (or effectively neuter it somehow). If an Attribute is raised to 3 or above, the character will also gain one new Advantage from said Attribute (player’s choice).
161
GAMEPLAY RULES
LEARN A RESTRICTED MARTIAL ARTS ABILITY
FINAL RULES
A gaming session occurs when game master and players come together (in one physical place or through any real-time communication) to play part or all of a story.
INCREASE A SKILL RANK
FINAL RULES Both Attribute and Skill may be raised a maximum of one Score or Rank between two sessions.
GAMEPLAY RULES
162
A player must keep track of all Experience Points received by the character (both spent and unspent Experience Points): once a character retires (usually through death), they will pass down to the next character from the same player half of the Experience Points they earned, rounded down. In some rare situations, especially when a character dies or forcibly retires not because of chance but because it made sense story-wise, the game master may allow the character to pass down to another from the same player all its Experience Points (both spent and unspent), regardless of this second character being a new one or one that had already participated in one or more gaming sessions.
NON-PLAYER CHARACTERS Non-player characters (NPCs) may be of two kinds: “main non-player characters,” which follow the same creation rules as player characters, or “secondary non-player characters,” which are much less powerful than player characters and “main” nonplayer characters.
Михаил Герасимов (Order #27301389)
Over the course of a gaming session, player characters will usually meet more secondary non-player characters than main ones: the secondary non-player characters are used to represent common, everyday people and, especially henchmen. If needed, a game master may create a main nonplayer character on the fly during a gaming session by following these guidelines:
♦ Attributes: choose a number between 1 and 5 for
each of the four Attributes; more often than not, the character won’t have more than one Attribute with a Score of 1 (if any at all), one with a Score of 2, and a couple with a Score of 3 or 4. ♦ Advantages: choose according to Attribute Scores. ♦ Disadvantages: choose according to Attribute Scores. ♦ Weaknesses: the character will most likely have one or two Weaknesses. ♦ Skills: whenever called for, decide on the number of Ranks of any Skill, from 0 to 5; more often than not, the character will have many Skills with 2 Ranks and at least a couple of Skills with 4 Ranks. ♦ Abilities: to streamline both the main NPC’s creation and scenario resolution, usually they will have no or few Skill Abilities. ♦ Powers: the character may have supernatural
For secondary non-player characters, always follow the guidelines below:
♦ Attributes: either all Attributes have a Score of 2,
Михаил Герасимов (Order #27301389)
be a 1 in a 4 chance of them carrying enough money to total a reward of 1 point of Money Stat. ♦ Armor: probably no wearable armor, and any natural armor will be considered 0 regardless of their Ancestry. ♦ Health: secondary non-player characters are knocked out or killed (depending on the type of weapon used and how the attack was dealt) with a total damage of 2, otherwise nothing happens. ♦ Vehicles: the character may never roll more dice than their Dexterity Attribute score when taking Driving or Piloting Skill tests, regardless of the vehicle’s Stats. Just like non-player characters, large-sized and smaller creatures may also be treated as secondary ones when the game master feels it would be adequate for the scenario. When that is the case, their Initiative will always be equal to 7 and they are going to be scared away or killed (depending on the type of weapon used and how the attack was dealt) with a total damage of 2 (or 2, if they are tiny or small-sized), otherwise nothing happens. All other rules regarding creatures remain the same (see page 263).
163
GAMEPLAY RULES
or one Attribute has a Score of 3, two have a Score of 2 and one has a Score of 1. ♦ Advantages: choose according to Attribute Scores, if necessary. ♦ Disadvantages: choose according to Attribute Scores, if necessary. ♦ Weaknesses: the character has one random Weakness. ♦ Skills: four Skills with 2 Ranks each, or two Skills with 4 Ranks each. If the character is a warrior of sorts, they most likely will have the Dodge Skill, a weapon Skill of some kind, and any possibly two of the following: a second weapon Skill, Athletics Skill, Driving Skill, Martial Arts Skill, Intimidation Skill, Perception Skill, Taming Skill (mostly for riding mounts). All other Skills are considered untrained. ♦ Abilities: no Skill Abilities. ♦ Powers: no supernatural powers; if from a spellcasting Ancestry, the character will be considered incompetent at spellcasting and thus will not use their power. ♦ Initiative: during combat, all secondary nonplayer characters act together during the same Initiative order, with an Initiative of 7, even when driving or piloting a vehicle. ♦ Weapons: probably one or two weapons (most likely of low quality).
♦ Items: probably no items of relevance; there will
FINAL RULES
powers; for spellcasting characters, instead of deciding what Arcane Symbols the character knows, the game master may simply choose a few spells—maybe 4 or 5—from page 188, which the character will know how to cast. ♦ Initiative: they will roll for Initiative normally during combat. ♦ Weapons: probably one or two weapons. ♦ Items: probably one or more items of relevance; they will probably carry enough money to total a reward of 1 or more Money Stat points. ♦ Armor: may wear armor besides possibly having natural armor depending on their Ancestry. ♦ Health: the character will follow the normal rules for wounds. ♦ Vehicles: the character will follow the normal rules while driving or piloting vehicles.
A BRIEF EXAMPLE OF GAMEPLAY
EXEMPLE OF PLAY
Today, Valeria, Paul, Catherine, and Michael are going to play again. As usual for the ongoing saga, Valeria will be the game master, and Paul, Catherine, and Michael will return to roleplay their characters in the Ashes of the Heavens BYTE RPG setting.
GAMEPLAY RULES
164
Paul’s character is a Jeod spellcaster named Emil from Onadotya. Catherine is Marion, a Human thief from Andralswan. And Michael is running a Human swashbuckler named Lucilla from Candalronia. Approximately an hour has passed in the gaming session. Now the three player characters are hiding in the garden inside Varimir’s Estate near a small village in the southern coast of Lothalyon. It is close to midnight and they must get inside to recover the Azagar Stone, a powerful magical artifact stolen from the Thaumaturgical Order back in Lakefort at the orders of Lord Varimir for nefarious reasons. To avoid the musketeers patrolling the front door of the main building, the group decides to access it through a balcony on the second floor. Marion has an iron hook tied to a 10-meter/yard rope and she throws it towards the balcony, hoping it will cling to it. Valeria decides a normal Dexterity Attribute test is required. Marion has a Dexterity Attribute Score of 3. Catherine gets 3 dice and rolls a 0, 4 and 7. She obtains a success (a 0) that cannot be cancelled by the rolled 7. Valeria describes the arc that the hook draws in the air and how it firmly grasps the balustrade. Some noise was made, but apparently, they alerted no guards. Now the characters have a way in. Still, climbing such a rope is not a simple affair, although still nothing so difficult for adventurers that would merit a hard test. Valeria, then, calls for a normal Athletics
Михаил Герасимов (Order #27301389)
Skill test. Marion decides to go first. She has a Vigor Attribute Score of 2, and 3 Ranks in the Athletics Skill. She rolls a 4 and 5. No success, but no critical failure either. Valeria could rule in other circumstances that Marion would manage to climb with difficulty and at a slower pace, but this time, the rope is loose in the air, more than a meter (or 3 feet) away from the nearest wall; sometimes people simply don’t have the strength or practice to climb a rope in those circumstances. Michael tells the group that Lucilla has an idea: Lucilla and Emil could help Marion climb the rope. By raising Marion over the shoulders of the strong Lucilla (who has a Vigor Attribute Score of 3), together they can cut the climbing distance by half and make it easier. Since Lucilla has also 1 Rank in the Athletics Skill, Valeria allows Marion to retry the test, this time with Lucilla’s assistance. Catherine rolls 3 dice this time—2 from Marion’s Vigor Attribute Score, plus 1 bonus die from Lucilla’s assistance. Catherine rolls a 2, 3 and 5—two successes and an easy climb. Lucilla follows her. Michael rolls 3 dice, obtaining a 1, 2 and 7. The 7 cancels out a success (the 2, for instance). With still one success remaining (the 1), Lucilla makes the climb to the balcony. Now, only Emil is left. He has a Vigor Attribute Score of 1 and is Weak. In other circumstances, Valeria would not allow Paul to make the roll, as such a climb would be nearly impossible for a weak character. However, Paul also has 1 Rank in Athletics that convinces Valeria to allow him to take the test, which, just like the others, will be a normal one. Paul, however, rolls a 7. Even though Emil has an Athletics Skill Ability that would allow him to subtract 1 point from a rolled die, that Ability does not allow him
to change the result of a rolled 7. Thus, a critical failure happens.
Marion, however, has an idea: Emil could tie the rope around his thorax and under his arms, and Marion and Lucilla can try to raise him to the balcony by pulling on the rope. Valeria allows it and decides that Lucilla—the strongest of the two, with a Vigor Attribute Score of 3—will make the roll, with a bonus extra die for Marion’s assistance (as she has a Vigor Attribute Score of 2). Although it will be a strenuous task, Valeria decides it is not something considered especially hard for heroes, so she decides the test will be a normal one.
There, they see a wooden door. They check whether it is open; it is closed. Marion, the thief, will try to pick the lock. She has 3 Ranks in the Legerdemain Skill (besides a Score of 3 in her Dexterity Attribute). For a greater chance of success, Emil, who has 1 Rank in the same Skill, asks to help her. Valeria disallows it, as four hands are too many for the delicate task of lock-picking. Still, the test will be a normal one, as Marion has the tools for the job. Catherine makes the roll, getting a
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But Paul and Catherine are against it, as they think the noise of a door being broken would most certainly alert the guards. Michael then says that Lucilla could, instead, try to open it by rolling 3 dice (her Dexterity Attribute Score) and hoping to roll a single 0 (she doesn’t have a Rank in the Legerdemain Skill, but rolled 0 is always a success and cannot be canceled out by rolled sevens). Paul says he has a better idea still: Emil knows the Object, Move, and Shadow Arcane Symbols, which, together, allow him to try casting the Open Lock spell. However, Marion and Lucilla think the spell’s required incantation could also attract the enemies’ attention. They go for the previous plan, but Michael also fails his character’s normal Legerdemain Skill test. It is, thus, either the Open Lock spell or bursting open the door through brute force. They go with the spell plan. First, Paul needs to assess how many Mana Points are available in Varimir’s Estate. This is a Free Action that doesn’t require any test. Valeria decides that the building, though surrounded by a beautiful garden, qualifies as an urban environment. As such, it will have as many Mana Points as the roll of a die. She rolls a 4 and tells Paul there are 4 Mana Points in the area.
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Michael rolls 4 dice, scoring two zeros, a 2, and a 5, for a critical success: usually, a critical success should merit something special to happen, but nothing special comes to Valeria regarding the outcome of that action, and that is okay. Anyway, the hurt Emil has now joined his two friends in the balcony.
Lucilla suggests that she could try to force the door open with her Vigor Attribute; Valeria notes that Lucilla also has the Mighty Advantage and, if she tries to open the door, since it is not an especially reinforced door, no test would be called for and an automatic success would happen (but she doesn’t tell the players that yet).
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Valeria adjudicates that Emil managed to climb almost to the height of the balcony, but he then becomes tired and accidentally lets the rope slip from his hand. He falls from a height of approximately 3 meters (or 10 feet), receives 1 Wound Point (which reduces all of his Damage Thresholds by 1), but otherwise is still in one piece with a bruised shoulder. Not only that, Valeria adjudicates that, since a failure was rolled, the climb simply cannot be made by Emil.
4, 5, and 7. Her Skill Ability allows her to reduce 1 point from a single rolled die, which she does to the rolled 4, thus obtaining a 3 and, consequently, a success. However, she also rolled a 7, which cancels it. No luck—she doesn’t manage to open the door’s lock.
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With a Presence Attribute Score of 3, Emil may absorb all that mana if he wants to, but he doesn’t want to corrupt the place. He chooses to focus and absorb only 3 Mana Points. All those Mana Points are used by Emil to reduce its Time to Cast Spell Aspect from 1 hour to 4 rounds (or 20 seconds), as no other Spell Aspects need to be changed: Emil doesn’t think such an ordinary door would have an enchanted lock, so the default Arcane Power Spell Aspect of 1 should be sufficient; he is also standing right next to the door, so there is no need to increase the spell’s Range Spell Aspect beyond its initial value of 2 meters (or 7 feet); besides that, he is trying to open a single lock, so there is likewise no need to increase the spell’s Number of Targets (or Area of Effect) Spell Aspect beyond its default value of 1 (or 1 meter / 3 feet); finally, according to its description, the Open Lock spell is, by default, a spell with an instantaneous duration and permanent effects, so there is equally no need to increase its Duration of the Effects Spell Aspect. As Emil has a Wits Attribute Score of 4, Paul decides to drop another die to increase the Time to Cast Spell Aspect by another level, effectively reducing the required spellcasting time to just 3 rounds, or 15 seconds. Thus Emil spends 15 seconds focusing on spellcasting, chanting, and making gestures in the air representing the required Arcane Symbols. Paul then rolls for the Arcana Skill test—Emil has 4 Ranks in that Skill; however, all spellcasting tests are hard by default, so he will take the test as if he had 2 fewer Ranks. He rolls a 0, 2 and 6, and succeeds. Valeria describes a strange mechanical sound coming out of the lock as it magically opens. The player characters get inside. Valeria describes the scene: a dark bedroom that appears to not have been in use for quite some time. It is somewhat dark inside. With the moonlight, they spot an unlit candle on a small table beside a dusty bed. Lucilla goes there and lights the candle with her brimstone—an action that requires
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no test. On the opposite side of the room is a chest. Carefully, Marion approaches it. Catherine tells Valeria that Marion is looking for any traps near the chest. Valeria knows there is none, but to keep up the suspense, she calls for a normal test with the Perception Skill. Marion is successful and Valeria tells Catherine that Marion didn’t detect any traps. She goes to the chest and tries to open it. It is locked. Another normal Legerdemain Skill test is called for, but this time Marion succeeds. She opens the chest to find old clothes and, between then, a necklace that appears to be of some value. Immediately, Valeria calls for a Weakness test, as Marion has the Greed Weakness. Catherine rolls a 6—she fails the test, and Marion’s greediness overwhelms her. Even before Valeria has to say what will happen, Catherine knows what to do: she tells her that Marion discreetly puts the jewel inside her pouch without alerting her friends. Of course, Paul and Michael know what is happening, but as good roleplayers, they know their characters don’t know this yet and will act accordingly. Paul tells Valeria that Emil is simply not paying attention to what Marion is doing. Michael, on the other hand, tells her that Lucilla might have noticed what Marion was doing. Catherine then reminds Valeria that Marion tried to put the necklace away inside her pouch “discreetly.” Valeria calls for a contest between Marion and Lucilla, the former with her Legerdemain Skill and the latter with her Perception Skill. The contest, Valeria decides, will be a normal one for both. Catherine and Michael roll a single success each. Valeria could break the tie by asking each player to roll a single die, but she decides that Marion is the active character in the contest and the winner—
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Thus, Marion wins the contest and hides the jewel without Emil and Lucilla learning of its existence for the time being. Again, as good roleplayers, Paul and Michael accept the result and let it pass: there is no reason for Emil or Lucilla to be suspicious of anything regarding Marion. As Catherine has been roleplaying Marion well for some time in the current gaming session, Valeria awards her the Михаил Герасимов (Order #27301389)
Token immediately. Suddenly, Valeria tells the players, the room’s door slams open: four Human musketeers wearing the black and gold uniforms from Lothalyon enter the room, swords in hand. “We have been waiting for you, you noisy rats!” one of the guards exclaims, as Valeria roleplays him. The game master could have decided to first make a secret normal Perception test for the most perceptive guard, to see if he heard or saw the player characters, but Valeria chose not to, maybe because she decided the player characters were loud enough that no guard, no matter how incompetent, would be unable to hear them. Or perhaps the encounter was dictated either by the story itself or by
GAMEPLAY RULES
it was she who started the whole situation by trying to hide the necklace from her friends—while Lucilla, for her turn, is somewhat passive, as she is not actually suspicious of Marion, but is just looking around.
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a last-minute change of mind by Valeria simply for storytelling purposes.
flintlock pistol plus 2 from the number of successes she obtained over the target.
Even though the combat about to take place will be quite simple, Valeria decides to make a simple drawing of the room, placing the door to the corridor, the door to the balcony, the bed, the chest, the guards and the player characters. She also draws a small, simple line on the side, representing a 1-meter/yard scale for reference if needed. Still, the scene was uncomplicated enough for Valeria—if she wished to do so—to simply set it up with just a few words and let the action take place entirely inside the players’ minds.
Like Marion, Emil decides to fire his flintlock pistol against another guard, but to no avail, as he rolled no successes. Nevertheless, it probably was Paul’s best call, as, with only a single point of Mana left for the time being in Varimir’s Estate, there was already very little that Emil could do in terms of magic, especially since he didn’t bring his Familiar on this mission.
Valeria then asks all the players to roll for Initiative. Each player rolls a number of dice equal to their respective character’s Dexterity Attribute Score. Catherine gets a total of 16 for Marion. Paul rolls 12 for Emil. And Michael rolls a total of 6 for Lucilla—she will be the last one acting, as the guards are all secondary non-player characters with a default Initiative of 7. Marion draws her flintlock pistol. “She came prepared,” Catherine tells Valeria, as she asks Valeria to allow Marion to fire her pistol during round one against one of the guards, thus without having to first lose a couple of rounds to load her weapon. Valeria allows it. It is a normal Marksmanship Skill test. Catherine rolls a single 0 and two sixes, but, as she has the Token, she obtains two successes. As it was very likely—dodging is a hard contest for someone targeted by a ranged attack—the guard rolls no successes and is hit by the shot. “Thunder echoes inside the room as it is filled with smoke.” Valeria describes the action as she tells the players that the guard falls dead with the precise shot—secondary non-player characters are easily dispatched or knocked out by as little damage as 2 points, and Marion dealt 6—4 from the Base Damage Rating of her
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Now it is the guards’ turn. Valeria decides the first one will go after Lucilla, but he rolls no successes. Normally, Michael wouldn’t need to roll for defense, but as Lucilla has the Riposte Ability, he wants to try to capitalize on that mistake and strike back (this time with no risks). As the rules allow it, Lucilla draws her fencing sword as a reaction against the incoming (but failed) attack. The contest will be a hard one for Lucilla. She has a Dexterity Attribute Score of 3 and 3 Ranks in the Fencing Skill. Michael rolls 3 dice and obtains a 1, 3, and 4. As the contest was a hard one, Lucilla obtained only one success, but it is exactly what she needed. Valeria describes the scene: Lucilla parries the attack, then delivers a lightning-quick and lethal strike to the guard. He falls to the ground. Two guards remain. Will they press on the attack while outnumbered? Will they call for help? Are more guards waiting outside in the corridor or already on their way because of all the commotion taking place? Is Lord Varimir himself currently at his Estate? What supernatural powers he might have? Is his mighty Brau’Haque lieutenant nearby? Will the player characters abort the mission and make a run for the exit? Will they keep searching for the Azagar Stone? The possibilities are as endless as the imaginations of Valeria, Paul, Catherine, and Michael, as the stories of Emil, Marion, and Lucilla in the world of Niorthus continue.
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MIND, SOUL AND POWERS Михаил Герасимов (Order #27301389)
CHAPTER 11
SPELLCRAFT
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SPELLCASTERS
power to cast spells in the world. Each Arcane Symbol will represent some characteristic of the spell.
Some settings may allow a character to be a spellcaster, someone who can use the Arcana Skill to cast spells for various effects. The true nature of spellcasting depends on the setting, but it will most likely derive from divine or otherworldly powers channeled into the physical world by the character.
When casting a spell, the spellcaster will have to trace in the air with complex hand gestures the Arcane Symbols related to it and have its associated occult sounds vocalized loud and clear. Thus, they must be able to speak and have at least one hand free to cast the spell. Once cast, it will be accompanied by visual and auditory cues or effects, so a spellcasting will never be a discreet, stealthy affair that could pass unnoticed by others.
For a spell to be cast, the spellcaster must draw an invisible energy from their surroundings, usually referred to as Mana.
♦ ♦
the Insightful Advantage from the Wits Attribute
♦ ♦
2 Ranks in the Arcana Skill
the Spellcaster power: it costs 1 Background Point to acquire this power, but depending on the setting, it may be acquired randomly as a divine power ( ) depending on the setting, a specific language (either as a native or an acquired one): Sidhe ( , , ), Forest-Speech ( ), or Jeod ( )
Spells in the BYTE RPG are usually not very pyrotechnic but are more of a subtle and insidious affair of curses and blessings that tries to conform as much as possible to the laws of physics. It is thus unlikely that a spellcaster can create things out of thin air or make them disintegrate completely with a spell. Also, spells may cause unforeseen and undesirable effects to their targets’ form or integrity; for instance, a person may be made to run faster through the use of magic but may then become very thirsty and hungry after the spell’s effect ends, or they may collapse, suffering from cramps. Still, spells may have huge and devastating desired effects. Each spell requires the character to know the specific “Arcane Symbols” for its casting. An Arcane Symbol is a rune-like sign capable of unlocking the
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If the necessary conditions are met, the player will take an Arcana Skill hard test or contest to try to cast the spell. Success in the Arcana Skill test means the spell is cast as intended, and normal rules regarding critical successes in tests and contests apply. On the other hand, failure means the spell fizzles out and it is not cast, but a critical failure will mean the spell is cast with undesired—perhaps tragic—consequences for the spellcaster instead, such as a reversed effect. If a spell is successfully cast, the spellcaster may choose to be immune to the magical effects of said spell, unless it is somehow deflected back by another spellcaster. Note that, while a spellcaster may declare herself immune to the magical effects, they may still be affected by the physical effects or consequences of a spell on the natural world. Thus, for instance, a spellcaster may still be burnt by a fire they magically cast or become wet from the rain they conjured from the sky. Usually, a target of a malicious spell may try to defend himself from it with a contest against the spellcaster’s Arcana Skill using the Vigor Attribute or Presence Attribute, or the Dodge Skill, depending on the spell’s desired effect and how it would manifest in the physical world to achieve it: the contest is
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SPELLS
When spellcasting, the spellcaster must also gather and spend at least one Mana Point. Most spells also require the spellcaster to have their targets in their line of sight, directly or not; this is especially true for spells that allow the target to try to resist its effects.
SPELLCRAFT
A new character begins the game with the Ability to cast spells if they have all of the following:
Because of that, casting a spell will always be an unmistakable action to anyone who has seen any spell being cast, who has at least 1 Skill Rank in the Arcana Skill, or who has the Insightful Advantage, and no Arcana Skill test will be required for that.
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hard for the target too. Also, for spells that both deal damage and can be dodged, natural or worn armor will reduce the damage dealt if the spell hits. The Vigor Attribute or Presence Attribute contest to resist a malicious spell will be a normal one for a targeted character with the Resilient Advantage. Similarly, a creature may try to resist a spell with its Ferocity Attribute instead if the spell can only be resisted with the target’s Presence Attribute. A failed or resisted spell (by the Vigor or Presence Attribute) may not be cast again against the same target or in a roughly similar way until a full day passes, but a spell may be cast again without such restrictions if it was dispelled or deflected by another spellcaster or dodged by the target.
ARCANE SYMBOLS Arcane Symbols have the power to bend reality Михаил Герасимов (Order #27301389)
and materialize the effects from spells in the physical world. In any given setting with spellcasting, they are signs representing the true meaning of things in an , ), ancient, arcane language, such as Sidhe ( , Forest-Speech ( ), or Jeod ( )—see page 171. To cast a spell, the spellcaster’s player must state their intent (specific desired outcome for the spell) to the game master and do the following:
♦ Select a First Arcane Symbol (also known as the True Subject): the arcane representation of the thing that is the spell’s target; sometimes, it is the spellcaster, sometimes, an area or another thing, material or immaterial, living or otherwise.
♦ Select a Second Arcane Symbol (also known as
the True Action): the arcane representation of the action that gives form to the spell’s effect; it is the process by which the desired outcome will be reached.
♦ Select
a Third Arcane Symbol (also known as the True Effect): the arcane representation of the central, desired effect or outcome for the spell.
♦ Spend
Mana Points: spend at least one Mana Point to initiate the spellcasting (see page 174).
For instance, a spell to levitate a person may be cast with the following Arcane Symbols: Body (the target: person), Move (the action to be performed on the target: movement) and Air (the desired effect: to move the person in the air). As such, spellcasting, while difficult for a character to perform, also aims to be freeform to maximize creativity and roleplaying opportunities; casting a spell may be hard and perilous, but its effects may be a very powerful thing.
So the player may always check with the game master (during character creation or a session) if a particular combination of Arcane Symbols may have a chance to make the desired outcome happen.
LEARNING ARCANE SYMBOLS Newly created spellcaster characters start with the knowledge of a number of Arcane Symbols equal to 3 plus their number of Arcana Skill Ranks, all freely chosen by the player. However, in , spellcasters are considered to know all Arcane Symbols. If a character increases their number of Ranks in the Arcana Skill between stories (through Experience Points), they will automatically learn one additional Arcane Symbol (again, freely chosen by the player). The character may learn new Arcane Symbols between stories by spending 3 Experience Points per Arcane Symbol. These Arcane Symbols, however, are Михаил Герасимов (Order #27301389)
An Arcane Symbol never has just one meaning; each symbol encompasses many concepts that, in one way or another, are related to a broader idea of what it can do. Listed below are the 24 Arcane Symbols with their many meanings. Still, these definitions are not exhaustive, and both players and the game master are encouraged to be bold and embrace subjectivity when interpreting them. One rule of thumb remains: no two Arcane Symbols may share the same meaning.
FIRST ARCANE SYMBOLS LIST
♦ Blood: energy source, health, injury, life, power. ♦ Body: arm, armor, dexterity, deft, feet, hand, leg,
shell, strength, vigor. ♦ Face: appearance, emotion, head, presence. ♦ Nature: creature, familiar, forest, jungle, place, plant, river, mountain. ♦ Object: ammunition, automaton, engine, machine, mechanism, shield, tool, weapon. ♦ Time: dead thing, future, ghost, past, old thing. ♦ Tongue: knowledge, language, spell, voice, wits. ♦ Void: faith, mind, soul, thought.
SECOND ARCANE SYMBOLS LIST
♦ Attack: collapse, damage, destroy, kill. ♦ Attune: control, enchant, imbue, meld. ♦ Cleanse: absolve, dispel, heal, purify. ♦ Corrupt: charm, curse, deteriorate, infect. ♦ Defend: bless, deflect, hide, protect, resist.
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For those who prefer a more traditional, set-instone type of spellcasting, there is a chapter with a spell list and their unique combinations of Arcane Symbols (see page 188).
The use of Arcane Symbols is not intended to be puzzling: they are meant to give options for the players and allow them to be creative. So in some justified instances, throughout the course of a story, the game master may allow a player to substitute one or more of their characters’ chosen Arcane Symbols that have never been used in a spellcasting for newly selected ones. All changes should be final.
SPELLCRAFT
It is important that, before the dice roll for the spellcasting, the game master tells the player if the selected Arcane Symbols actually have a chance to combine with each other to achieve the desired outcome, or if different Arcane Symbols should be used: note that these Arcane Symbols may include one or more that the character hasn’t learned yet, and if that is the case, the player may change their selection of Arcane Symbols or even change their action (including abstaining from casting a spell at that time).
neither chosen by the player nor randomly assigned. They must be directly related to a specific in-game event, such as the character finding a tome or tutor that will teach her about a particular Arcane Symbol. The character, then, will learn this new Arcane Symbol only if they study the book in question or as an apprentice of said master, and only as long as the Experience Points are spent.
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♦ Move: climb, jump, run, swim, throw, travel. ♦ See: discover, find, identify, remember. ♦ Transmute: change, disguise, mutate, transform.
MIND, SOUL AND POWERS
THIRD ARCANE SYMBOLS LIST
♦ Air: cloudy, fast, gaseous, windy, stormy. ♦ Earth: fertile, healed, natural, stony. ♦ Ethereal: illusory, incorporeal, invisible. ♦ Fire: bright, electrified, energized, heated, sunny. ♦ Shadow: dead, hidden, obscured, occult. ♦ Virtue: good, lucky, new, strong. ♦ Water: frozen, icy, rainy, slow, snowy, wet. ♦ Wicked: evil, old, unlucky, weak. While spellcasters are usually free to learn Arcane Symbols, some settings may limit access to the powers residing in some Arcane Symbols for those that truly submit themselves to certain beliefs or faiths, as such powers will be the domain of certain gods or supernatural beings and inaccessible to all but their most devoted followers. Depending on the setting, such spellcasters will be classified as clerics or cultists. Additional requirements for gaining access to the powers of
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specific Arcane Symbols may also apply, such as: having or not having a specific Weaknesses, having or not having knowledge of a specific Arcane Symbol, belonging to a specific Ancestry or Culture, having a specific Divine Power, having a specific Talent, having performed a specific offering, ritual, or sacrifice. The Arcane Symbols of the Third category are most likely to be the ones having restricted access, especially Virtue and Wicked. A character’s true beliefs and past actions should be more important than their position inside any formal cult hierarchy for the purpose of accessing the powers of a restricted Arcane Symbol. Because of that, a spellcaster may fall from grace and lose access to the powers of a restricted Arcane Symbol when they perform any act considered disrespectful to their deity. Regaining access to lost powers is possible, but will usually call for considerable atonement and sacrifice by the character.
MANA POINTS Before taking a test or contest to cast a spell, a spellcaster will receive bonus dice to add to those
from their Wits Attribute Score by spending one or more Mana Points. This bonus will be one extra die per Mana Point, including the first one required to initiate the spellcasting. These extra dice may be used for the Arcana Skill test or contest, or discarded to increase one or more Spell Aspects by one or more levels (see page 183 - “Spell Aspects”). As usual, no more than 5 dice may be rolled.
However, there are some limitations to the act of gathering Mana Points.
Second, the spellcaster should find a Mana source from where they can gather the Mana Points needed to cast their spell. What constitutes a valid Mana source depends on the setting (see below). Third, a spellcaster may never draw Mana Points from more than a single source for a single spellcasting, even though more than one source may be readily available to them. Thus, they may not add up Mana Points from two sources simultaneously. Fourth, some settings may require that the spellcaster hold a special wand, staff, or another item to both gather Mana Points and cast a spell through it. Once Mana Points are gathered to try to cast a spell, they are lost forever (or, depending on their source, replenished after a certain time passes). This is true even if the spell is unsuccessfully cast, resisted Михаил Герасимов (Order #27301389)
Mana sources are places, objects, ingredients, beings, or innate powers from which a spellcaster may gather the necessary Mana Points to cast a spell. While some Mana sources may be freely accessed by any spellcaster characters that come into contact with them, others may only be used through specific techniques, some of which may have specific requirements such as Skill Abilities, equipment, or materials. As a Free Action, any spellcasters may sense how many Mana Points are available in any nearby Mana source, and no test will be required for that. Below are the various types of Mana sources available in the BYTE RPG. When designing a setting with spellcraft, the game master must choose how many and which of the following Mana sources exist in their world.
SURROUNDINGS In and , Mana may be found by spellcasters in most surroundings: in the air, on the earth, on the sea, on the grass, on a river, in the leaves of trees, in the lives of small insects, and even in some deserts and urban environments. Spellcasters may gather such Mana through mystical arts, borrowing this invisible energy from nature to fuel their spells, and most of the time without any damage to their surroundings. In game terms, gathering Mana Points from surroundings is a Free Action done by the spellcaster character together with their first Focus Action used to cast a spell. No test is required and the character will gather as many Mana Points as needed for the spellcasting as long as their surroundings still have them. Also, as usual, the spellcaster may not gather
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First, the spellcaster will have limits of their own: they will never be able to gather and spend more Mana Points in a single spellcasting than double their Presence Attribute Score (which, however, may be artificially increased by some magical artifacts). However, this total will also be reduced by one point per Cybernetic Implant the spellcaster has installed in their body (not counting Cybernetic Implants classified as neural software; see page 324) and another point per point of Armor Rating the spellcaster has from armor that they are currently wearing (thus, not counting natural armor).
MANA SOURCES
SPELLCRAFT
After the Arcana Skill test or contest is made, any remaining dice are discarded, and when the character wishes to cast a new spell, they will need to spend Mana Points again.
or dodged by its target, interrupted by an attack, or dispelled or deflected by another spellcaster (see pages 183 and 185 for more on interrupting spellcasting, dispelling spell effects, or deflecting spells).
more Mana Points than twice their Presence Attribute Score per spellcasting. So when a spellcaster character decides to gather Mana Points from their surroundings, the game master must decide how many are available.
SPELLCRAFT
First, the game master must establish the dimensions of the spellcaster’s current surroundings; it may encompass a small place, such as a room or a small cave, or a big one, such as a building, a couple of blocks in a neighborhood, a garden, a mountain, a lake, or a section of forest.
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As a rule of thumb, the game master should dictate the size of a spellcaster’s surroundings according to, in their opinion, the narrative needs of the story, which will usually be the same as those of the immediate surroundings where the action is taking place. If still in doubt, the game master should most likely go for the largest area: the building instead of the room, the whole lake instead of its shore, the mountain instead of the cavern, etc. Alternatively, the game master may simply roll a die: its rolled result plus 3, times 10, will be the radius of an invisible sphere around the spellcaster, in meters (or yards), which will constitute her surroundings to assess the amount of Mana Points available to them and other spellcasters present. Once the limits of a spellcaster’s surroundings have been established, the game master must decide (or roll) to discover the amount of Mana Points the surroundings provide. Usually, a natural surrounding will have Mana Points equal to the roll of one die plus 4, while a desert or an urban environment will have Mana Points equal to the roll of one die (minimum of 0); rare, special places called Mana Nodes will have one die plus 12 Mana Points, and some Mana Nodes may additionally provide spellcasters with bonuses to spellcasting tests and contests, depending on the Arcane Symbols used. Mana Nodes are usually magnificent places untouched by progress—an oasis, a natural clearing inside a forest, the snowy top of a high mountain, a chamber deep inside connected caves, a small island inside a lake, etc.—or mystical ones, such as a legendary temple or the intersection of ley lines.
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All available Mana Points may be accessed by all spellcasters present, so if a certain spellcaster gathers some of them, that amount will be deducted from the surroundings’ total and thus won’t be available anymore to the other spellcasters also present. Once the surroundings no longer offer sufficient Mana Points for a spellcaster, they have two options: change locations to try to find a new place with more Mana Points, or wait a certain amount of time for the Mana Points of their current surroundings to replenish. If not corrupted (see further below), a place will replenish its Mana Points at the rate of 1 point per hour.
A secluded place which the spellcaster is attuned to will replenish its Mana Points fully after an hour
Note: a secluded place may not be attuned to more than one spellcaster at the same time, but it may “change hands” between two spellcasters. For this to happen, either the first spellcaster must have passed away, or a dispel-like spell (such as Break Attunement or Dispel Magic) must be successfully cast on the place with such purpose (but remember that the second spellcaster may not gather Mana Points from a place attuned by another spellcaster, which may make things complicated regarding being able to cast said spell). Only after that, a new spellcaster may try to attune herself to the same location, following the rules above. While a spellcaster may drain Mana Points from their surroundings freely, they must be mindful that if a place is totally drained of all its Mana Points, it will become corrupted: plants will wither, soil will spoil, small insects may die, and the location will never again reach its former power. That is why, in most societies where magic is regulated by law, corrupting is frowned upon and considered illicit, and it may be severely punished. A corrupted place will replenish its Mana Points at the rate of 1 point per day, and Mana Points will only be restored up to half of its original total (rounded down).
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Still, to try to increase the rate at which a place replenishes its Mana Points as well as to shield other spellcasters from gathering power from the same surroundings, a spellcaster may try to attune herself to a certain location. The place in question must be a secluded location where they have lived for at least a Time Unit (see page 160). Then, to attune herself to this place, they must enter a meditative trance ritual for approximately an hour and succeed in a normal test of the Arcana Skill. Failure will mean the spellcaster is rejected by the place and a retry is not possible.
passes, as long as they don’t corrupt it (see further below).
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For settings with Darkness Points, corrupting a place will net 1 Darkness Point to the spellcaster. Also, if the spellcaster corrupts a place that they were attuned to, their special link to the place will be severed instantly.
PLACES OF POWER
SPELLCRAFT
Throughout the course of the stories, a spellcaster may be able to find places of great power. Just like Mana Nodes (see above), such places of power are usually magnificent natural locations, which may or may not contain altars of worship to some deities.
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A place of power may hold any number of Mana Points desired by the game master, but they will usually not hold less than a rolled die plus 12 Mana Points. These Mana Points may be accessed from any point inside the place of power, whose exact limits will be adjudicated by the game master as they deem fit in terms of storytelling. To draw Mana Points from a place of power, the spellcaster must be in the location and then—if not done already—attune herself to it with a meditative trance ritual that will require one hour and a successful normal Arcana Skill test. Failure means they are rejected by the place of power and a retry is not possible. No two spellcasters may be attuned to the same place of power: either the first spellcaster must have passed away, or a dispel-like spell (such as Break Attunement or Dispel Magic) must be successfully cast on the place to allow a second spellcaster to try to attune to it (but remember that the second spellcaster may not gather Mana Points from a place attuned by another spellcaster, which may make things complicated regarding being able to cast said spell). Only after that may a new spellcaster try to attune herself to the same location, following the same rules above. In game terms, gathering Mana Points from a place of power is a Free Action done by the spellcaster character together with their first Focus Action used to cast a spell. No test is required and the character will gather as many Mana Points as needed for the spellcasting as long as they are currently standing on the place of power and the location still has them. Also, as usual, the spellcaster may not gather more
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Mana Points than twice their Presence Attribute Score per spellcasting. Any Mana Points drawn from a place of power will be fully replenished after an hour passes, as long as they don’t corrupt it, in which case it will replenish its Mana Points at the rate of 1 point per day, and Mana Points will only be restored up to half of its original total (rounded down). A place of power is corrupted when its last Mana Point is drawn by a spellcaster. For settings with Darkness Points, such as and , drawing Mana Points from a place of power will net 1 Darkness Point to the spellcaster per spellcasting, plus another if it was corrupted in the process. Also, when a spellcaster corrupts a place of power that they were attuned to, their special link to the place will be severed instantly. Some places of power may also grant additional special Advantages for casting spells with some specific Arcane Symbols. As a Free Action, a normal Arcana Skill test may be called for a spellcaster to discover the mysteries governing a given place of power, such as how many Mana Points it has and which arcane properties it has (if any).
MYSTICAL ARTIFACTS Throughout the course of the stories, a spellcaster may be able to find mystical artifacts of great power. Mystical artifacts are usually beautifully ornate objects: a gold bracelet or necklace, a sapphire ring, a meticulously crafted blade or staff, etc. Sometimes, however, looks may be deceiving and an ordinary item may contain immense power. A mystical artifact will usually hold a number of Mana Points equal to a rolled die plus 4.
In game terms, gathering Mana Points from a mystical artifact is a Free Action done by the spellcaster character together with their first Focus Action used to cast a spell. No test is required and the character will gather as many Mana Points as needed for the spellcasting. Also, as usual, the spellcaster may not gather more Mana Points than twice their Presence Attribute Score per spellcasting.
For settings with Darkness Points, such as and , drawing Mana Points from a mystical artifact will net 1 Darkness Point to the spellcaster per use. Some mystical artifacts may also (or alternatively) grant special Advantages for casting spells with some specific Arcane Symbols. As a Free Action, a normal Arcana Skill test may be called for a spellcaster to discover the mysteries governing a given mystical artifact, such as how many Mana Points it has, if it has mysterious requirements for its use, and which special arcane Advantages it may provide (if any). In , , and , the game master may allow a player character to create a mystical artifact. To be able to do so, the spellcaster must have the Enchanter Михаил Герасимов (Order #27301389)
Likewise, if the created mystical artifact has any special Advantages (in addition to or instead of any Mana Points stored in it), the game master will decide on the strength of such special Advantages by using the Arcane Power Spell Aspect level of the Enchantment spell cast as a reference. Once a mystical artifact is created, the enchanter may decide on any secret requirements for its activation or effective use, such as being held in a certain way, requiring a secret word to be said, or being used only during a certain period of the day or only by a person with a certain trait. According to the rules above, such secrets may be discovered by a spellcaster with a Free Action with a normal Arcana Skill test. Finally, in settings with Darkness Points, such as and , creating a mystical artifact will net 1 Darkness Point to the enchanter per mystical artifact created.
FAMILIARS Familiars are domesticated creatures that establish supernatural bonds with a spellcaster (see page 263 on how to have a Familiar), allowing the spellcaster to draw Mana Points from the loyal creature. Usually, the creature species will determine how many Mana Points it possesses, but some creatures may have more Mana Points than usual for their species. If in doubt about a creature’s amount of Mana Points, the game master may simply roll a die.
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Mana Points drawn from a mystical artifact will replenish at the rate of 1 point per hour, but some items of lesser power may become permanently depleted of Mana when used.
Most mystical artifacts will have stored in them some Mana Points. If that is the case, the Arcane Power Spell Aspect level of the Enchantment spell cast will determine how many Mana Points will be stored in the mystical artifact, but the spellcaster may not imbue such an item with more Mana Points than the amount used to cast the Enchantment spell itself.
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Usually, to draw Mana Points from such mystical artifacts, the spellcaster must simply hold or wear it. Some mystical artifacts, however, may have mysterious requirements, such as the incantation of a secret phrase, or only a person with certain moral or physical traits may use them.
Ability from the Arcana Skill and must cast an Enchantment spell on a unique object. Such an object, besides having to be—as usual—of superior quality, must also be distinctive in some specific way: a sword that a famous hero used to kill a wyrm, a religious relic with the blood of a holy person, a staff made from a branch from a fabled tree, a ring made of silver or gold with an amber stone with a certain insect trapped inside, a very expensive necklace that belonged to a certain queen, etc.
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A spellcaster may only establish a bond with one Familiar at a time. Only after a Familiar passes away, disappears for whatever reason, or is returned by the spellcaster to its natural habitat, is the supernatural bond severed, and the spellcaster may then seek a new Familiar. In game terms, gathering Mana Points from a Familiar is a Free Action done by the spellcaster character together with their first Focus Action used to cast a spell. No test is required and the character will gather as many Mana Points as needed for the spellcasting, as long as they are touching the Familiar and the Familiar still has Mana. Also, as usual, the spellcaster may not gather more Mana Points than twice their Presence Attribute Score per spellcasting. All Mana Points drawn from a Familiar will be fully replenished the following day. For settings that have Darkness Points, such as , drawing Mana Points from a Familiar nets no Darkness Points to the spellcaster. Finally, the spellcaster will gain 1 bonus die to their Arcana Skill test when casting any non-harmful spell on their Familiar, as long as the Mana Points gathered for the spell do not come from the Familiar itself.
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BLOODLINE POWER A player may spend 1 Background Point to make their character have the Bloodline power: someone descended from powerful wizards of old (in , this power may also be acquired randomly as a divine power—see page 215). A spellcaster with the Bloodline power may draw from within herself a number of Mana Points per day equal to twice their Presence Attribute Score, but no more than half that maximum may be spent in a single spellcasting. Mana Points from the Bloodline Power may also be voluntarily passed on to any spellcaster by touch— the person with the Bloodline power chooses the amount of Mana Points to transfer, but in accordance with the same limits above—or involuntarily through a blood sacrifice (see further below). In game terms, using Mana Points from their own Bloodline power (or from another’s) is a Free Action done by the spellcaster together with their first Focus Action used to cast a spell. No test is required and the character will gather as many Mana Points as needed for the spellcasting, but if they are using the Bloodline
power from another character, the spellcaster must be within that character’s touching range. ), a In settings with Darkness Points ( , character will gain no Darkness Points when they use their own or another’s Bloodline power to cast a spell (as long as no blood sacrifice is involved—see below).
BLOOD SACRIFICES
In , Blood Sacrifices are only possible with subjects who have the Bloodline power (see above).
But there are exceptions to the maximum stipulated above, as some special beings may grant the double amount of Mana Points per Wound Points inflicted, up to a maximum of 12 Mana Points, such as individuals with the Bloodline power (see above), familiars (see above), and, depending on the setting, some powerful mythical creatures (such as unicorns or dragons). Having an individual with the Bloodline power or a mythical creature as the subject of a blood sacrifice will net another advantage: the spellcaster Presence Attribute Score will be considered 1 point higher for calculating the amount of Mana Points that may be spent on the spellcasting in question (up to a maximum of a Score of 6, for 12 Mana Points). In , the blood from a blood sacrifice may be used as a substitute for all the required Arcane Elements of any given spellcasting (see further below). Михаил Герасимов (Order #27301389)
Note: a person is never considered as a voluntary subject of a blood sacrifice if they are in any way deceived or intimidated into becoming the subject of such a ritual. Also, an unwilling subject must be a captive; a character targeted and wounded during combat may not be considered part of a blood sacrifice, even if the blow was dealt by the spellcaster. In order to work, the blood sacrifice must be performed by the spellcaster with some adequate instrument such as a dagger. As the subject must be either captive or voluntary, no attack roll is needed: the spellcaster will simply choose the amount of Wound Points dealt—and thus, Mana Points gathered—and the action will be performed in conjunction with the first Focus action for the spellcasting. Given their nature—and given special consideration to the group’s gaming sensibilities—it may be prudent for a game master to forbid player characters to voluntarily take part in blood sacrifices, or simply remove this Mana source completely from the setting (as and , , all have alternate Mana sources).
ARCANE ELEMENTS In , the amount of Mana Points gathered by a spellcaster depends on the materials that they have with them to fuel the spell. Such materials are also called Arcane Elements, and each is specific to a single Arcane Symbol. When casting a spell, the character must always provide materials for the Second and Third Arcane Symbols—called the Second and Third Arcane Elements—and sometimes also for the First Arcane Symbol—the First Arcane Element.
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No more than a single subject may be offered as a blood sacrifice per spellcasting. The number of Mana Points absorbed will be the same as the number of Wound Points inflicted on the subject. No more than 6 Mana Points may be absorbed this way, as any living being will begin to pass away with a total of 6 Wound Points.
In settings with Darkness Points (see page 257), such as , and , the character will gain a number of Darkness Points each time they make a blood sacrifice: 2 Darkness Points if the blood came from herself or a willing subject, 3 Darkness Points if the blood came from a restrained creature or a captive person, or 4 Darkness Points if the restrained creature or person (regardless of taking part in it willingly or being a captive) passed away during the blood sacrifice.
SPELLCRAFT
In some settings, a spellcaster may draw Mana Points through blood sacrifices. The blood may be drawn from herself, a willing subject, a captive person, or a restrained creature. Depending on the setting and on the blood sacrifice’s subject, such practice may be frowned upon by some societies and considered outright illegal by others.
The game master may forbid the use of a blood sacrifice as a means to fuel some types of spells, such as those that involve the Virtue Arcane Symbol.
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The First Arcane Element sometimes isn’t needed when the target of the spell is present or can be seen by any means. However, if the First Arcane Symbol refers to something immaterial or that cannot be felt or seen at the moment, the spellcaster will have to provide a First Arcane Element as a proxy or representation of it. On the other hand, a material used as a proxy or representation will always be needed for the Second and Third Arcane Symbols—the Second and Third Arcane Elements—as they signify the spell’s action and nature, which will only be materialized by the spellcasting. How the Arcane Elements are actually employed in the spellcasting is up to the setting, the player, and, above all, the game master. It may involve a brief ritual of sorts, accompanied, perhaps, with incantations. It may take the form of some ritualistic dancing or gracious gesturing. Or it may involve the destruction of one or more Arcane Elements: the spellcaster may have to burn them, bury them, or even eat them. The required ritual will be done simultaneously with the Focus actions required for the spellcasting as Free Actions. It takes, however, a minimum of three rounds to complete the ritual; as such, no spell may be cast with fewer than three Focus actions when Mana Points are being gathered from Arcane Elements (and
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thus, may not allow Time to Cast Spell Aspect of two rounds or less—for Spell Aspects, see page 183). No spell may be cast with Arcane Elements if one of the required materials is missing, except when the First Arcane Element is not needed (and no other Arcane Element is missing). Once all the required Arcane Elements are present and the ritual takes place, the spellcaster will gather 3 Mana Points (even if no First Arcane Element is present, in those situations where it is not needed). The spellcaster will also draw 1 extra Mana Point per Arcane Element they consume or destroy during the ritual (depending on its type, by eating it, burning it, or burying it—a buried Arcane Element is considered sullied and thus loses its magical properties and cannot be reused as an Arcane Element if unburied). Regarding the bonus above for the First Arcane Symbol, in situations where no First Arcane Element is required (because the target is present), to gain 1 extra Mana Point, the spellcaster must destroy something related to the target, such as a portrait or photo of them, paper with their handwriting, or a piece of their clothing (see examples of Arcane Elements further below).
A second extra Mana Point may be gathered per Arcane Element if the one destroyed was considered a material of superior quality. A superior Arcane Element may be either a rare material (something difficult or expensive to obtain), or in the case of the First Arcane Element, something very personal to the target of the spell, such as a drop of blood or tear, or a lock of hair (see examples of Arcane Elements further below).
Below are some examples of regular and superior Arcane Elements for each Arcane Symbol:
FIRST ARCANE ELEMENTS
♦ Blood:
♦ Air:
a henbane plant (regular), some drops of a floral perfume (regular), a wyrm’s talon (superior). ♦ Earth: a wolfsbane plant (regular), a horned beetle (regular), a jade stone (superior). ♦ Ethereal: a mandrake’s root (regular); some turpentine (regular), the chameleon’s tail (superior). ♦ Fire: a foxglove flower (regular), some sulfur (regular), a living firefly (superior). ♦ Shadow: a nightshade plant (regular), the wing of a bat (regular), some arsenic (superior). ♦ Virtue: a belladonna plant (regular), a white dove’s feather (regular), a pearl (superior). ♦ Water: a cinquefoil flower (regular), some saltwater (regular), the tip of a kraken’s tentacle (superior). ♦ Wicked: a hemlock plant (regular), a spider’s web (regular), a serpent’s venom (superior).
ALCHEMY Alchemy is a special method of spellcasting and gathering Mana that involves using a lab set to brew a potion and imbue it with the effects of a desired spell.
SECOND ARCANE ELEMENTS
♦ Attack: an oleander flower (regular), a red rose
with thorns (regular), a talon from a bird of prey (superior). ♦ Attune: some rosary pea seeds (regular), some mercury drops (regular), the oil from some rare
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To become an alchemist, the spellcaster must have the Alchemist Ability from the Arcana Skill and access to a lab set. To brew a potion, an alchemist must first
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a piece of clothing worn by the target (regular), a drop of blood from the target (superior). ♦ Body: a piece of paper with the target’s handwriting (regular), a lock of hair from the target (superior). ♦ Face: a portrait or photo of the target (regular), a teardrop from the target (superior). ♦ Nature: a paper folded in the form of the target (regular), a dangerous predator’s tooth (superior). ♦ Object: an item made from the same material as the target’s (regular), a piece of fine jewelry (superior). ♦ Time: a candle (regular), some bitumen (superior). ♦ Tongue: a feather (regular), a dead person’s tongue (superior). ♦ Void: a glass shard (regular), an incense stick (superior).
THIRD ARCANE ELEMENTS
SPELLCRAFT
Thus, by using Arcane Elements, a spellcaster can gather anything from 3 to 9 Mana Points per spellcasting, but as usual, they cannot gather more Mana Points than twice their Presence Attribute Score; any additional Mana Points provided by Arcane Elements will be lost. Still, the possibility of generating more Mana Points than a spellcaster could possibly absorb won’t allow them to use fewer Material Elements than those required for the spellcasting.
fruit (superior). ♦ Cleanse: a brugmansia flower (regular), some water collected from a waterfall (regular), a rare fungus (superior). ♦ Corrupt: a moonflower (regular), a leech (regular), a maggot extracted from a corpse (superior). ♦ Defend: a king’s crown flower (regular), a slug’s shell (regular), an amber stone (superior). ♦ Move: some ricinus (regular), a lock from a horse’s mane (regular), a living butterfly (superior). ♦ See: a parthenium plant (regular), a small shard from a mirror (regular), a crow’s eye (superior) ♦ Transmute: a snakeroot herb (regular), some clay (regular), a fistful of rice powder (superior).
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consume superior elements for all three Arcane Symbols (see Arcane Elements above—the game master will stipulate the required elements for the procedure), which will supply the Mana Points required to make the potion. The alchemist, however, will only be able to absorb a number of Mana Points equal to their Presence Attribute Score times two—as usual—including the first Mana Point spent to cast the spell. When the spell to be imbued into the potion has the Blood, Body, or Face Arcane Symbols, the alchemist must then consume in the brewing process superior elements from any character except the alchemist. Still, the potion can affect any character who either drinks it or is targeted by it (depending on whether or not it is an attack potion—see below), including the alchemist. Potions must be of one of the following two types: attack or non-attack. Attack potions are potions hurled into an area to negatively affect it and anyone inside it. Non-attack potions are potions that affect only whoever drinks it and may have a positive or negative effect. For attack potions, the spell must have Attack as its Second Arcane Symbol. It must be hurled against a certain target as a magical bomb of sorts. Attack potions must be placed inside a recipient fragile
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enough to break on impact—like a glass flask—which in turn will trigger its effect on the area. Whether the magical attack will be successful will be determined by a contest between the attacker’s Dexterity Attribute and the defender’s Dodge Skill; the number of successes obtained by the alchemist during the brewing of said potion will not affect the contest. For non-attack potions, the spell must have Body, Blood, or Face as its First Arcane Symbol, and it may not have Attack as its Second Arcane Symbol. The potion will affect whoever drinks it; if it contains a harmful spell, the drinker may try to resist it, and the resisting attempt will be made with a hard Vigor Attribute test (instead of the usual Vigor or Presence Attribute contest). Thus, it will be resisted if a single non-cancelled success is obtained, regardless of the number of successes obtained by the alchemist during the brewing of said potion. The test, however, will be a normal one for a character with the Resilient Advantage. Regardless of these requirements, the game master is always free to determine whether any spell is suitable to be brewed into a potion, be it an attack or non-attack one. Unlike other kinds of spellcraft, the alchemist may never decide to be immune to the effects of a potion they brew. As such, they may be affected by
a potion of theirs with malefic effects if they drink it inadvertently or are hit—purposely or by a fumble— by an attack potion of their own making.
It is up to the alchemist to choose the potion’s Arcane Power Spell Aspect and Duration of the Effects Spell Aspect, in accordance with the amount of Mana Points they may spend. The potion may not have a Duration of the Effects Spell Aspect lower than 1 day. This Aspect will not only govern the time that must lapse before a potion expires and permanently loses its magical properties, but also set the actual duration of its effects once it is used.
If the spell is successfully cast during the brewing process, the potion will be completed and, once drunk (with a Focus action) or successfully hurled (with a Ranged action), it will produce the effects of that spell as if it was successfully cast at the exact moment it was drank or hurled, regardless of any Mana source present in the location, unless it is Михаил Герасимов (Order #27301389)
Finally, in settings with Darkness Points, such as and , creating a potion will net 1 Darkness Point to the alchemist per potion created.
SPELL ASPECTS When a spell is about to be cast, the player must together with the game master decide on the aspects of such spellcasting, that is, the scope of the casting itself and, if successful, the strength of the spell’s effects. There are five Spell Aspects:
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THE FIRST SPELL ASPECT - ARCANE POWER The first Spell Aspect is the Arcane Power, which represents the difficulty of a spell to be magically deflected or dispelled, as well as—more importantly—the strength of its effects, such as the amount of damage dealt (usually from the Energy type) and the size of a bonus or penalty to an Attribute (in Score points) or Skill (in Ranks). Unlike most other forms of attack, when a spell deals damage, said damage will not be increased by the margin of success that the spellcaster obtains over their target. The game master is always free to state that some spells with powerful effects must require, by default, a minimum Arcane Power Spell Aspect level to be cast successfully.
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Regarding the actual duration of a potion’s effects once it is used, there are two exceptions to the rule above. First, during the brewing of a potion, the alchemist may always voluntarily choose to set the duration for its effects to be lower than a day (even though the Duration of the Effects Spell Aspect may not actually be set to less than a day). Second, spells that have, by default, an instant duration (as some spells do, especially attacking ones) may not have a higher duration set for its effects (even though, again, the Duration of the Effects Spell Aspect may not actually be set to less than a day).
On the other hand, if a failure occurs during the brewing process, the potion is not made, but all superior elements are consumed during the attempt. And if a critical failure occurs, a dangerous outcome will also take place, such as the destruction of the lab set being used, the wounding of the alchemist, or the alchemist’s imbuement with a negative magical effect.
SPELLCRAFT
When brewing a potion, the alchemist must cast the desired spell with the lowest Time to Cast Spell Aspect (1 hour, which will be the time it takes to brew it), the lowest Range Spell Aspect (2 meters or 7 feet, as the spell will be cast inside the potion during its brewing process), and the lowest Fifth Spell Aspect— either Number of Targets (for non-attack potions) or Area of Effect (for attack potions)—which will, in turn, establish that a brewed potion will either have only a single dose (a single character can drink it), or only affect the target(s) inside a 1-meter (or 3-feet) radius area (if it is a hurled attack potion). For Spell Aspects, see page 183.
resisted by the character who drank it or dodged by the targeted opponent.
While the same spell may be cast two or more times in succession, its bonuses or penalties to the same Attribute Score or the Ranks of the same Skill won’t add up, and only the highest one will apply at any given time, but bonuses and penalties will cancel each other out by the corresponding amount. Wound Points dealt, however, will be aggregated, the same way they do when two or more successive attacks hit the same target.
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THE SECOND SPELL ASPECT - TIME TO CAST
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The second Spell Aspect is the time it takes to cast a spell, from gathering Mana Points to the manifestation of the spell’s effects, in either hours, minutes, or rounds. A spellcaster may do nothing besides Focus actions during the whole casting time (besides perhaps some specific Free Actions—see page 175), otherwise the spellcasting will be interrupted and the Mana Points gathered will be lost. Still, during the spellcasting, the spellcaster may try to self-defend normally, but if they are hit, the spellcasting will be interrupted regardless of any damage taken, and all Mana Points gathered will be lost. During combat and other kinds of scenarios, once
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the spellcaster concentrates for the required amount of time, they may then immediately release the spell as a Free Action on the same turn of their last required Focus action, or hold it off indefinitely as long as they keep concentrating on following turns by continuing taking the Focus Action for this purpose exclusively. Thus, no other spellcasting may be attempted by the same spellcaster while a spell is still being held. If the spellcaster holds a spell, they may release it at any time, even as a Reaction outside their turn, interrupting an enemy action: it is even possible to release the spell in the fraction of time after an enemy attacks or casts a spell of their own, and right before any defensive roll is made. However, if a held spell is not released and the spellcaster is hit by an attack, the spell and all the Mana Points used to cast it will be lost, and no magical effects will take place. With enough dice spent, a spell may even be cast as a Free Action or a Reaction without the need for it to be “held”. Casting a spell with a Reaction during the turn of another spellcaster just for the sake of denying them the Mana Points from a shared Mana source won’t work though, as gathering Mana with a Free Action takes precedence over gathering Mana with a Reaction.
THE THIRD SPELL ASPECT - RANGE The third Spell Aspect is the range of the spell to be cast, or the maximum distance between the spellcaster and the targets of her spell. If the target is an area, the distance should be measured from the spellcaster to the center of the area in question. Some spells may have an automatic minimum range, such as spells that can only be cast on the spellcaster herself.
THE FOURTH SPELL ASPECT - DURATION OF THE EFFECTS The fourth Spell Aspect is the duration of the spell effects, which is the time it takes for them to disappear once they are successfully cast. Some spells may have an automatic minimum duration if they are considered spells with instant effects, such as most spells that deal damage to opponents.
More often than not, a spellcaster may voluntarily interrupt the duration of a spell’s effects at any time— with a Free Action or a Reaction—, but any physical consequences of the spell in the natural world will remain: for instance, a magical rain may be made to stop sooner, but the resulting puddles will remain on the ground. If a spell is cast with the maximum Duration of Effects Spell Aspect level, it may be able to last for an eternity.
THE FIFTH SPELL ASPECT - NUMBER OF TARGETS OR AREA OF EFFECT The fifth and last Spell Aspect is the target of the
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Also, whenever a spell is cast over an area, it will always have the shape of a sphere and be measured by its radius. Depending on the nature of the spell, however, walls, ceilings, floors, and other solid obstacles will interfere and block the spell’s effects (game master’s discretion applies). If a spell is cast with the maximum Number of Targets or Area of Effect Spell Aspect level, it would theoretically be able to affect everyone and everything in the world; however, most spells require that spellcasters have their targets in their line of sight.
187 Note: any and all Spell Aspects may be increased more than once per spellcasting. To increase any Spell Aspect by one level, the player must decrease by one the number of dice to be rolled in their Arcana Skill test or contest. Dice discarded this way come from either Mana Points gathered for the spellcasting or from the Wits Attribute Score itself. A player may keep doing this until they have at least one die to roll in the Arcana Skill test or contest, regardless of the character’s Wits Attribute Score. Remember, however, that the Arcana Skill test or contest to cast a spell is always a hard one. Since a player may never roll more than five dice, it is usually advisable to either gather only the necessary Mana Points to roll five dice, or if more Mana Points are drawn, to always discard at least the dice beyond the fifth die to increase any desirable Spell Aspects (if not more). Spell Aspect Increase and Dice Expenditure
MIND, SOUL AND POWERS
For attacking spells with instant durations, this means two things: such spells won’t be able to deal recurring damage, and the damage inflicted by such spells are physical consequences of theirs on the natural world and not magical effects, so any Wound Points dealt will be permanent (until healed).
The game master should note that, while in many cases the target may be the spellcaster herself, usually she may not target herself with spells that try to neuter any Weaknesses or psychological Disadvantages, such as Craven.
SPELLCRAFT
If a spell is cast with the maximum Range Spell Aspect level, it can theoretically reach any point in the world; however, most spells require that spellcasters have the targets in their line of sight.
spell, which may be measured either in numbers of targets (be it individuals, creatures, or objects) or in area size. The game master is free to adjudicate, depending on the desired spell effect, which way the target will be measured or whether it is the player’s choice.
TABLE 23
ASP\DICE
0
-1
-2
-3
-4
-5
-6
-7
-8
POWER
1
2
4
8
12
16
20
25
30
CASTING
1 HOUR
10 MIN
1 MIN
4 RND
3 RND
2 RND
1 RND
FREE ACTION
REACTION
RANGE
2M/7 FT
10M/ 10 YD
50M/ 55 YD
200M/ 220 YD
1KM/ 1 YD
10KM/ 6MI
100KM/ 60 MI
1,000KM/ 620 MI
UNLIMITED
DURATION
1 RND
3 RND
1 MIN
1 HOUR
8 HOURS
1 DAY
1 WEEK
1 MONTH
UNLIMITED
TARGETS
1
3
5
10
100
1,00
10,000
100,000
UNLIMITED
RADIUS
1M/ 3 FT
5M/ 5 YD
25M/ 25 YD
100M/ 110 YD
500M/ 550 YD
5KM/ 3 MI
50KM/ 30 MI
500KM/ 310 MI
UNLIMITED
SPELLCRAFT
DEFLECTING AND DISPELLING SPELLS
MIND, SOUL AND POWERS
188
Sometimes, a target for a spell may be another spell, such as when trying to deflect it or to dispel its effects. In these situations, the spellcaster must cast a spell of Deflect Magic or Dispel Magic with an Arcane Power Spell Aspect equal to the opposing spell’s own Arcane Power Spell Aspect, otherwise the spell of the Deflect Magic or the Dispel Magic won’t be strong enough for its purpose and will fail automatically. That is why it may sometimes be advisable to increase the Arcane Power Spell Aspect of a given spell simply to make it harder for an opposing spellcaster to deflect it or dispel its effects. The effects of an opponent’s spell may be dispelled with a successful hard Arcana Skill test while casting a Dispel Magic spell. However, only the magical effects may be dispelled, not the physical consequences of a spell on the natural world. Thus, a Dispel Magic spell may be used to remove a curse or a ward, but it may not be used to heal wounds from an attacking spell or bring to its former self any object consumed by a fire started through magic. A Dispel Magic may also be used in place of other dispel-like spells, such as Banish Undead or Dispel Evil, but it may require a higher level of Arcane Power Spell Aspect than a specific dispellike spell to try to achieve the same results. A Dispel Magic spell may also be used to remove the spell imbued into a potion yet to be used (either an attack one or otherwise) or to remove the spell effects of a drunk potion (but not from an attack potion) from someone. Before a Dispel Magic spell may be cast, and depending on the scenario, the game master may
Михаил Герасимов (Order #27301389)
sometimes call for a normal or hard Arcane Skill test to check if the spellcaster is actually able—as a Free Action—to detect and interpret the effects of a spell on their surroundings. Besides dispelling a spell’s effects, a spellcaster may be capable of deflecting an opponent’s spell to apply its effects back to the original spellcaster or even to another target or area. Alternatively, the spellcaster who successfully casts a Deflect Magic spell may choose to instantly cancel the targeted spell before it materializes any effects instead of actually deflecting it. While a spellcaster may always declare that they themselves will not be affected by nonnatural, magical effects of a spell, they will be affected if their spell is successfully deflected by an opponent spellcaster—a successfully deflected spell cannot be dodged or resisted by its original spellcaster. To deflect a spell, a spellcaster must be successful in a hard Arcana Skill contest against their opponent while casting a Deflect Magic spell by rolling at least one more success than the opponent. A deflected spell will have the same Spell Aspects set by its original spellcaster regarding Arcane Power, Range, Duration of the Effects, and Number of Targets (or Area of Effect). Note: it is only possible to deflect a spell during the opponent’s turn in the exact moment after their spell is successfully cast but right before it materializes its effects. Thus, a Deflect Magic spell must be cast as a Reaction (or cast and held to only be released as a Reaction) at the appropriate time —a moment that a spellcaster will be
able to pinpoint with precision as long as they can see or hear their opponent casting their spell. Not only that, but a spellcaster will also most likely be able to tell which spell is being cast—with more or less precision, depending on the scenario— at the moment it is released, whether by the Arcane Symbols that have been intoned by their adversary, the Arcane Elements used, or by auditory or visual cues. The Deflect Magic spell cannot deflect the effects of magical potions.
GRIMOIRE
It is advisable that no spell duplicates the exact effects of another. However, it is perfectly fine for two or more different spells to produce the same general consequences through different means.
Note: in principle, some spells may have been left out from this list on purpose, as they may be considered too powerful or too pyrotechnic, or simply because they alone would, in practice, render void important parts of many stories that the characters could take part in, such as spells that can bring the dead back to full life, teleport someone instantly through large distances to another area, render a character completely invisible, or make any wish a reality. In the end, however, it is always up to the game master to decide on these matters and customize the rules to their setting. Also, consider that the spell descriptions below are mere broad guidelines. With every spell and spellcasting, the game master should ponder not only on what the spellcaster intended, but also on what would be both adequate and possible in the setting, and the cost of all that in terms of Arcane Power.
Михаил Герасимов (Order #27301389)
It takes a character many requirements to become a spellcaster, and they will face many hindrances when trying to cast any spell, such as the time it takes, the power it requires for longer duration effects, possible difficulty in finding a Mana source, the supernatural or social negative consequences, and the always present possibility that a failure happens (or worse, a critical failure). Even though spells may be powerful in the BYTE RPG, their price is already high by default. Game masters should be mindful of this and, most importantly, be consistent throughout a saga: as characters grow in power with each session through Experience Points and in-game rewards, any rulings should respect that growth and not try to counter it. Spellcasters who manage to stay alive after each story should naturally become more adept at successfully casting more powerful spells with the passing of time, which in turn should naturally be followed by higher stakes from within the stories themselves, such as more dangerous opponents and more complex dilemmas, and not from constantly raising the bar on the difficulty of spellcasting, which— barring some clear-cut case of a previous bad adjudication by the game master—should remain the same for any given spell as it was the first time any spellcaster tried to cast it during the saga.
LIST OF SPELLS (AP# is the minimum Arcane Power Spell Aspect level for a spell to be successfully cast or for one of its effects to take place):
ADDICTION (Void / Corrupt / Shadow): For the spell’s
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The game master may also change some spells to tailor them specifically to the setting’s TL.
On the topic of Arcane Power Spell Aspect requirements, the game master should be very cautious about setting a minimum Arcane Power Spell Aspect level requirement for many spells above the default one listed below, as spellcasting in the BYTE RPG is already no easy thing to perform. This should always be seen as an exception, not a rule.
SPELLCRAFT
Below is a list of more than 170 spells. This list, however, is not exhaustive: game master and players alike are encouraged to create spells beyond those listed below, as well as to give alternate effects to specific Arcane Symbol combinations, perhaps with Arcane Power level requirements different from the default ones.
Thus, the game master is free to decide that any given spell has a specific minimum Arcane Power Spell Aspect level above the default one as a requirement to be successfully cast, below which it will simply fizzle out without any effects, but the player with the spellcaster character should be informed of that before they are forced to commit to their action.
SPELLCRAFT MIND, SOUL AND POWERS
190 duration, the target develops a specific compulsion to a drug and is considered to have the Hedonism Weakness regarding it (AP2). This spell is a contest against the target’s Presence Attribute. The spellcaster cannot cast this spell on herself.
AMNESIA (Void / Corrupt / Ethereal): For the spell’s duration, the target forgets recent events (AP2). The target forgets who they are, their friends and family, and all past events, but retains practical and theoretical knowledge (AP4). This spell is a contest against the target’s Presence Attribute.
APPEASE THE DEAD (Time / Cleanse / Earth): The targeted spirit will go to rest forever and stop haunting a place (AP2). This spell may target individual spirits or an area. This spell is a contest against the target’s Presence Attribute. This is a spell with an instantaneous duration, as the dead won’t become restless again after the spell reaches its end. Михаил Герасимов (Order #27301389)
ARACHNID CLIMB (Body / Move / Earth): For the spell’s duration, the target can climb with ease even the most slippery of surfaces, automatically succeeding in any Athletics Skill tests to climb buildings and formations (AP1). In the case of a contest involving climbing, the target will receive bonus Ranks to their Athletics Skill equal to the spell’s AP, up to a maximum total of 5 Skill Ranks.
ARCANE LOCK (Object / Corrupt / Shadow): The targeted lock cannot be opened with any key or lock pick, but it may be opened by arcane means or destroyed or broken open by force (AP1). For it to have a permanent effect, the lock must be of superior quality and the spell must be cast with the maximum Duration of the Effects Spell Aspect.
ATTUNEMENT (Nature / Attune / Shadow): If not already to another, the targeted area will be attuned to the spellcaster (AP1). This is a spell with an instantaneous duration, as the attunement won’t break itself after
the spell reaches its end. This spell is an alternative to the attunement process described in page 175 and may be cast even if the spellcaster is rejected by the place because of failure on said process.
BANISH EVIL
BANISH UNDEAD (Time / Attack / Virtue): The targeted undead will become dead again (AP2). If the undead is a sentient one, such as a vampire, the AP is higher (AP8). This spell is a contest against the target’s Vigor Attribute or, if a sentient one, against their Vigor or Presence Attribute. This is a spell with an instantaneous duration, as the dead won’t become undead again after the spell reaches its end.
BEAUTIFY
BLESS (Body / Defend / Virtue): The target is protected against curses or other maligned spells—those that can be resisted with the Vigor or the Presence Attributes (AP1). A maligned spell will only work if Bless is dispelled first or if it is cast with an AP equal to or higher than the AP from the Bless spell. This spell will also deal damage equal to its AP to targets that are true evil in nature, such as fiends; in this case, this spell is a contest against the target’s Presence or Ferocity Attribute. If a blessed character strikes a target with the Martial Arts Skill, their strike will be considered as if dealt with an enchanted weapon, if said enemy may only be struck with such a weapon.
BLINKING CLOAK (Object / Attune / Ethereal): The targeted cloak will try to protect its wearer from incoming physical attacks, teleporting them away a few centimeters or inches, just enough for the attack to nearly miss them. The wearer must be aware of the incoming attack and try to evade it with the Dodge Skill. The AP of the spell will be bonus Ranks for the Dodge Skill. For the cloak to be permanently enchanted by this spell, it must be of superior quality and the spell must be cast with the maximum Duration of the Effects Spell Aspect; if so, the cloak will be considered to be an enchanted item.
BLOODLUST WEAPON (Object / Attune / Wicked): The weapon will heal its wielder by the same amount of Wound Points it deals (AP2). The wielder may temporarily gain Weaknesses and mannerisms from the person or creature they struck with the Bloodlust Weapon, unless the spell is cast with a higher AP (AP4). For the weapon to be permanently enchanted by this spell, it must be of superior quality and the spell must be cast with the maximum Duration of the Effects Spell Aspect. A Bloodlust Weapon is also considered an enchanted weapon for striking targets that may only be struck by such a weapon.
BORROWED SENSES (Face / Attune / Wicked): Until the spell wears its duration or is voluntarily broken, the spellcaster will only see, hear, smell and sense what the target is seeing, hearing, smelling or sensing (AP2). The spellcaster may temporarily gain Weaknesses and mannerisms from the target unless the spell is cast with a higher AP (AP4). This spell is a contest against the target’s Presence Attribute.
BLIND (Face / Attack / Fire): For the spell’s duration, the target becomes blind (AP1). This spell is a contest against the target’s Vigor Attribute. Михаил Герасимов (Order #27301389)
BOULDER STRIKE (Body / Attack / Earth): The spellcaster will create a boulder from any rocks found (soil, walls, etc.) and hurl
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(Face / Transmute / Virtue): For the spell’s duration, the target loses the Unattractive Disadvantage (if any) and gains the Beautiful Advantage (AP1).
(Body / Move / Ethereal): The target teleports to another open spot in firm land within sight and inside the range of the spell (AP1). This spell may be held to be used as a reaction against an attack as a means to evade it. This is a spell with an instantaneous duration. A critical failure when casting this spell may disintegrate the target or send them to another plane of existence. This spell may be resisted with a contest of the Vigor Attribute or the Presence Attribute, whichever is higher.
SPELLCRAFT
(Body / Attack / Virtue): The targeted creature of a true evil nature, such as a fiend, will be banished to its plane of existence or made to flee the spellcaster (AP2). If the evil creature is considered a sentient being of great power, the AP is higher (AP8). This spell is a contest against the target’s Presence or Ferocity Attribute. This is a spell with an instantaneous duration, as the targeted evil creature won’t be unbanished after the spell reaches its end.
BLINK
SPELLCRAFT MIND, SOUL AND POWERS
192
it against a target. The higher the spell’s AP, the bigger the size of the boulder and the more damage it will deal if a hit occurs, but the target’s armor rating applies, if any. This is a spell with an instantaneous duration. This spell is a contest against the target’s Dodge Skill.
BRAVERY (Face / Attune / Virtue): For the spell’s duration, the target loses the Craven Disadvantage (if any) and gains the Brave Advantage (AP1). The spellcaster cannot cast this spell on herself.
BREAK ARMOR (Body / Attack / Wicked): The targeted armor will be damaged, lose all its armor rating and break apart. The spell’s AP must be at least equal to the armor rating of the targeted item. Increase the AP by at least 2 if the armor is imbued with any kind of spell. This spell is a contest against the wearer’s Vigor Attribute, if it is being worn. This is a spell with an instantaneous duration, as the armor won’t repair itself after the spell reaches its end.
BREAK ATTUNEMENT (Nature / Cleanse / Shadow): The targeted area Михаил Герасимов (Order #27301389)
will lose its attunement to another spellcaster. This spell AP must be equal to or higher than the other spellcaster’s Score in the Arcana Skill if the attunement was obtained with a simple test with the Arcana Skill, or equal to or higher than the opposing spell’s AP if the attunement was obtained with the specific use of an Attunement spell. This is a spell with an instantaneous duration, and its effects will be permanent.
BREAK MACHINE (Object / Attack / Shadow): The targeted machine will break apart (AP1). Increase the AP by 2 in any case if the machine is imbued with any kind of spell. Increase the AP by 2 if the machine is sentient (an automaton). Sentient machines may try to resist the spell with the Presence Attribute. Drivers and pilots may try to resist such a spell targeting their vehicles with their Presence Attributes if they are inside them. This is a spell with an instantaneous duration, as the machine won’t repair itself after the spell reaches its end.
BREAK WEAPON (Object / Attack / Wicked): The targeted weapon will be damaged and break apart. The spell’s AP must be at least equal to the Base Damage Rating of the targeted weapon. Increase the AP by 2 in any case if the
sword is imbued with any kind of spell. This spell is a contest against the wearer’s Vigor Attribute, if any. This is a spell with an instantaneous duration, as the weapon won’t repair itself after the spell reaches its end.
BREATH OF LIFE (Time / Cleanse / Air): A lethally wounded target will survive their fatal injuries if not outright killed by them (AP2). Also, if the target has more than 5 Wound Points, they will be brought back to 5 Wound Points. This spell won’t stop anyone from dying from natural causes such as old age. This is a spell with an instantaneous duration.
(Object / Move / Earth): A targeted object lying on soil will descend and be completely engulfed by the earth, disappearing forever (AP2). Increase the AP by 2 if the object is imbued with any kind of spell. This spell won’t work with objects that are too large enough to be held by a single person. This is a spell with an instantaneous duration, as the object won’t unbury itself after the spell reaches its end.
CALM ANOTHER
CHARM ANOTHER (Void / Corrupt / Fire): The target develops a specific attraction towards someone chosen by the spellcaster and is considered to have the Hedonism Weakness regarding that person (AP4). If not herself, the spellcaster must have seen the person of choice to make that person the desired one, or at least a drawing or portrait of said person. Gender, Ancestry, physical appearance and personality traits won’t matter. This spell is a contest against the target’s Presence.
CLEAR PATH (Nature / Move / Earth): A targeted natural wall made of branches, foliage or rocks is cleared, opening a passage (AP1). This is a spell with an instantaneous duration, as the path won’t close itself after the spell reaches its end. Михаил Герасимов (Order #27301389)
CONTROL AUTOMATON (Tongue / Attune / Wicked): For the duration of the spell, the targeted automaton will be under the spellcaster’s control, obeying any orders given by the spellcaster (AP4). To control the target, the spellcaster must take Focus actions, otherwise the target will remain still. This spell is a contest against the target’s Vigor or Presence Attribute, whichever is higher.
CONTROL BODY (Body / Attune / Wicked): For the duration of the spell, the target’s body will be under the spellcaster’s control as if it was a puppet, obeying their wishes (AP8). If the target is made to speak, they will sound strange and awkward to others. To control the target, the spellcaster must take Focus actions, otherwise the target will remain still. This spell is a contest against the target’s Vigor or Presence Attribute, whichever is higher.
CONTROL CREATURE (Nature / Attune / Wicked): For the duration of the spell, the targeted creature will be under the spellcaster’s control, obeying any orders they give (AP4). To control the target, the spellcaster must take Focus actions, otherwise the target will remain still. This spell is a contest against the target’s Vigor or Ferocity Attributes, whichever is higher.
CONTROL FLAMES (Nature / Attune / Fire): The spellcaster will have control of any existing flames, being capable of extinguishing them or making them become more violent (AP1). The size of the fire being extinguished may not be greater than the area of the spell. Conversely, a fire may not expand to a greater area than that of the spell. This is a spell with an instantaneous duration, as any fire not extinguished will remain burning and may naturally expand beyond the area of the spell if the right conditions are present. This spell is a contest against the holder’s Presence Attribute if the flame of a held torch or lantern is the target of the spell.
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(Face / Attune / Water): For the duration of the spell, the target loses the Wrath Disadvantage (if any) and loses any desire to confront or to fight. The target, however, will still fight to protect himself or other people are in any way important to him (AP2). This spell is a contest against the target’s Presence Attribute. The spellcaster cannot cast this spell on herself.
(Void / Corrupt / Air): The target will become confused, not knowing who they are, who is around them or where they are, which will make them not register any future events while under this spell’s effects (AP2). Once the spell’s duration ends, they won’t have a clear recollection of what happened during that time. This spell is a contest against the target’s Presence.
SPELLCRAFT
BURRY OBJECT
CONFUSION
CONTROL SEA (Nature / Attune / Water): For the duration of the spell, the spellcaster will have control of the surrounding waters of a sea or river (AP1). The waves may become calmer or become more violent and dangerous. The size of the body of water being controlled may not exceed the size of the spell’s area. This spell may not be used to create a maelstrom or a tsunami.
SPELLCRAFT
CONTROL UNDEAD
CREATE BARRIER (Nature / Transmute / Earth): A targeted area or open passage is blocked by nearby branches, foliage or rocks that will form a natural barrier (AP1). This is a spell with an instantaneous duration, as the path won’t open itself after the spell reaches its end.
(Time / Attune / Wicked): For the duration of the spell, the targeted undead will become a puppet under the spellcaster’s direct commands (AP2). If the undead is a sentient one, such as a vampire, the AP is higher (AP8). This spell is a contest against the target’s Vigor, Presence, or Ferocity Attribute, whichever is higher. If the target is already under control by another spellcaster, the Control Undead spell must be cast with an AP at least equal to the one cast by the opposing spellcaster for it to have any chance of succeeding.
(Nature / Transmute / Air): A targeted manmade wall made of any material disintegrates or falls apart, opening a passage (AP1). This spell may not be used to attack a building’s foundation to make it completely fall apart. This is a spell with an instantaneous duration, as the path won’t close itself after the spell reaches its end.
CONTROL WIND
CROSS THE VEIL
(Nature / Attune / Air): For the duration of the spell, the spellcaster will have control of the surrounding wind (AP1). The air may be made completely still to make any sails irrelevant, strong to make a ship run faster, or even violent to the point of
(Body / Move / Shadow): For the duration of the spell, a portal will open to another plane of existence, usually to a shadow copy of the same location as the spellcaster, but in a mirror world. The portal will be big enough for people to cross (AP4).
MIND, SOUL AND POWERS
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ripping them apart. The size of the body of air being controlled may not exceed the size of the spell’s area. This spell may not be used to create a tornado.
Михаил Герасимов (Order #27301389)
CREATE PASSAGE
CURE AMNESIA (Void / Cleanse / Earth): The target will be healed from any amnesia or confusion afflicting them, regaining perfect recollection of people and events (AP1). This is a spell with an instantaneous duration but with permanent effects. The spellcaster cannot cast this spell on herself.
CURE DISEASE (Body / Cleanse / Virtue): The target will be healed from any disease or contamination by radiation and radiation-like effects currently affecting them (AP1). This is a spell with an instantaneous duration but with permanent effects.
(Void / Cleanse / Virtue): The target will be healed from any madness or insanity afflicting them (AP1). This is a spell with an instantaneous duration but with permanent effects. The spellcaster cannot cast this spell on herself.
DARK AURA (Face / Corrupt / Shadow): For the duration of the spell, the target will bring animosity from people and animals who weren’t already friendly to them. People with the Wrath Weakness or animals with a Ferocity Score equal to or higher than 5 may attack them with little warning. Also, all tests and contests with the Charm, Deception, Intimidation, Leadership, Persuasion, and Taming Skills will be hard ones for the target (AP2). This spell is a contest against the target’s Presence Attribute.
SPELLCRAFT
CURE MADNESS
Spell Aspect. The game master should be mindful that even though a player with a character who comes into possession of a cursed object will come into knowledge of such a thing in a short amount of time, there must be an in-game reason for the character to discover that and then discard the object.
CURE POISONING (Blood / Cleanse / Virtue): The target will be healed from any drug, venom or poison currently affecting them (AP1). This is a spell with an instantaneous duration but with permanent effects.
(Body / Corrupt / Wicked): For the duration of the spell, bad fortune will always be around the target. All rolled sixes will count as sevens for all tests and contests the target takes (AP2). This spell is a contest against the target’s Presence Attribute.
CURSE OBJECT (Object / Corrupt / Wicked): Bad fortune will always be around the person in possession of the targeted object. All rolled sixes will count as sevens for all tests and contests the character takes (AP2). However, if the cursed object is a weapon (or an object that may be used as a weapon), it will also be considered an enchanted weapon for attacking targets that may only be struck by such a weapon. This spell is a contest against the character’s Presence Attribute only if the spell is cast while they have the object with them. For the spell to have a permanent effect, the object must be of superior quality and the spell must be cast with the maximum Duration of the Effects Михаил Герасимов (Order #27301389)
MIND, SOUL AND POWERS
CURSE BEING
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DEAFNESS
DEPLETE MACHINE
(Face / Corrupt / Ethereal): For the duration of the spell, the target becomes deaf (AP1). This spell is a contest against the target’s Vigor Attribute.
(Blood / Transmute / Ethereal): The fuel or the power source of a targeted machine of any kind is depleted and must be replenished to work again (AP2). Increase the AP by 2 in any case if the machine is imbued with any kind of spell. Also increase the AP by 2 if the machine is sentient (an automaton). Sentient machines may try to resist the spell with the Presence Attribute. Drivers and pilots may also try to resist such a spell targeting their vehicles with their Presence Attribute if they are inside them. This is a spell with an instantaneous duration but with permanent effects, as the machine won’t repower itself once the spell’s duration ends. This spell doesn’t work against machines plugged in an external and continuous power source, such as a power grid.
DEATH MARK (Body / Corrupt / Shadow): For the duration of the spell, the target will automatically fail any Vigor Attribute test to not die from a mortal wound, but they may still be saved by medical or arcane forms of healing (AP2).
SPELLCRAFT
DECREASE TEMPERATURE
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(Object / Transmute / Water): For the duration of the spell, any object or substance may become frozen. Water will turn to ice, floors will become slippery, and objects will harm the skin if held without gloves (AP1). The size of the body of water being frozen may not exceed the size of the spell’s area. This spell cannot be cast on worn objects and is a contest against the Presence Attribute if cast on an object being held by a person. This spell may not target machines or parts of a machine, as they are subjects of a different spell (Freeze Machine).
DECREASE WEIGHT (Object / Transmute / Air): For the duration of the spell, any object not part of a building foundation or geological formation may become lighter to the point of being lifted with ease by any person (AP1). The object will retain its structure and hardness. Weapons and armors subjected to this spell won’t have its stats changed. This spell may be cast on vehicles and other machines to make them move faster (but be more vulnerable to collisions). If that is the case, owners, drivers and sentient machines (automata) may try to resist this spell with a contest with the Presence Attribute.
DEFLECT MAGIC (Tongue / Defend / Shadow): This spell must be conjured and held to be released against an incoming spell from another spellcaster. This spell AP must be at least equal to the opposing spell AP. To succeed, the spellcaster of the Deflect Magic spell must roll at least one more success than the opposing spellcaster in an Arcana Skill contest. This is a spell with an instantaneous duration but with permanent effects. For more information, see page 188.
Михаил Герасимов (Order #27301389)
DISEASE (Blood / Corrupt / Shadow): Target is infected with a disease chosen by the spellcaster (AP1). The target may be healed through medical or arcane means and will heal automatically once the end of the spell’s duration is reached.
DISGUISE OBJECT (Object / Transmute / Shadow): The targeted object’s shape changes and it becomes a different object of the same size and roughly the same materials (AP2). Increase the AP by 2 in any case if the object is imbued with any kind of spell. Also increase the AP by 2 if the object is a sentient machine (an automaton). Sentient machines may try to resist the spell with the Vigor Attribute or the Presence Attribute, whichever is higher.
DISPEL EVIL (Nature / Cleanse / Virtue): The targeted creature of a true evil nature, such as a demon, will be destroyed (AP2). If the evil creature is considered a being of greater power, the AP is higher (AP8). This spell is a contest against the target’s Vigor, Presence, or Ferocity Attribute, whichever is higher. This is a spell with an instantaneous duration but with permanent effects, as the evil creature won’t return to life once the spell’s duration reaches its end.
DISPEL MAGIC (Tongue / Cleanse / Shadow): This spell is used to try to dispel the magic effects of a spell already cast but still present. This spell doesn’t affect the natural consequences of a spell on the physical world. This
spell AP must be at least equal to the opposing spell AP. A simple success in an Arcana Skill test will be sufficient to dispel the effects of the other spell (as long as the AP is at least matched). This is a spell with an instantaneous duration but with permanent effects. For more information, see page 188.
Damage dealt will be equal to the spell’s AP and no armor rating applies. Also, any Wound Points dealt will automatically heal the spellcaster’s own Wound Points, if any, at a 1-by-1 basis. This spell is a contest against the target’s Vigor or Presence Attribute, whichever is higher. This is a spell with an instantaneous duration but with permanent effects.
DISTURB THE DEAD (Time / Corrupt / Fire): For the duration of the spell, any spirits in a targeted area will become restless and start haunting the place (AP2). This spell is a contest against the spirit with the highest Presence Attribute Score.
(Time / See / Ethereal): The spellcaster will enter a trance and receive visions from the future regarding people, places or situations currently on their mind (AP1). The visions from the future may be confusing as a dream and subject to different interpretations on their meanings. The longer the spell’s duration, the more information the spellcaster will receive.
(Time / Corrupt / Wicked): The target will instantly grow older by a number of years equal to twice the spell’s AP in human years; the game master should adjust accordingly (proportionally) for targets of other Ancestries. Depending on the age reached, the target may become unrecognizable to acquaintances, lose certain Advantages, acquire Disadvantages such as Frail, Sick, Weak, Clumsy, Nearsighted, and Sluggish, and have their Vigor and Dexterity Attribute Scores reduced to 1. The target will revert to their original age when the spell’s duration reaches its end. This spell is a contest against the target’s Vigor or Presence Attribute, whichever is higher.
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DIVINATION
DRAIN LIFE
EARTHQUAKE DRAIN BLOOD (Blood / Attack / Shadow): The spellcaster will engulf a target with shadows that will provoke harm.
(Nature / Attack / Earth): The spellcaster makes the earth shake violently to the point of opening chasms, damaging structures, and injuring people
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(AP8). The effects of the spell won’t exceed the size of the spell’s area. To have any effect, this spell must be cast with a minimum duration of 3 rounds. The damage dealt will be permanent, but the longer its duration, the larger the extent of the damage dealt. The spellcaster will not be immune to its effects and, to be safe, should cast the spell with a range sufficient for them to be outside the center of the spell’s area. If cast on a coastal land, the spell may cause a tsunami instead with the same effects.
Skill. Anyone caught may release himself with a melee action if successful in a Vigor Attribute hard test. Characters may also be released if someone attacks the branches and vines and deals at least 4 points of damage with any weapon of the Slashing type. This is a spell with an instantaneous duration but with permanent effects, as the branches and vines creature won’t return to their previous form once the spell’s duration reaches its end.
EVASION
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ENCHANTMENT (Object / Attune / Shadow): The spellcaster will enchant an object of any kind, such as a weapon, a shield, a suit of armor, a tool, and a vehicle, of superior quality (AP1). Being enchanted is an Attribute that may be relevant for specific story purposes; an enchanted weapon may be needed, for instance, to wound a supernatural enemy, or a ring may be enchanted to be accepted as a gift to a Sidhe Lady. Being enchanted also makes the item more resistant against some maligned spells, such as the Break Weapon and the Burry Object spells. For an object to not lose its enchantment with time, the Enchantment spell must be cast with the maximum level of the Duration of the Effects Spell Aspect.
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ENRAGE CREATURE (Nature / Corrupt / Fire): For the duration of the spell, a target creature will become enraged and attack anyone nearby (AP2). Increase the AP of this spell by 2 if the creature is an animal companion such as a Familiar or a mount. This spell is a contest against the creature’s Vigor Attribute.
ENRAGE PERSON (Face / Corrupt / Fire): For the duration of the spell, the target gains the Wrath Disadvantage (if any) and an uncontrolled desire to fight anyone, regardless of personal relations, for any irrelevant perceived slight (AP2). This spell is a contest against the target’s Presence Attribute. The spellcaster cannot cast this spell on herself.
ENTANGLE (Nature / Move / Wicked): Branches and vines in a targeted area become sentient and attack anyone nearby, restraining them (AP2). The spell will also deal damage once, equal to its AP to anyone caught in the area. Characters in the area may avoid being grabbed in a contest against the spell with the Dodge Михаил Герасимов (Order #27301389)
(Body / Defend / Air): The target increases their reflexes and becomes more proficient in avoiding attacks of any kind. For the spell’s duration, add its AP as bonus Ranks to the target’s Dodge Skill up to a maximum total of 5 Skill Ranks.
FAITHFUL SPEAK (Tongue / Cleanse / Virtue): For the duration of the spell, the target will become unable to deceive or tell even the smallest of the lies. They will also lose the Astute Advantage (if any) and gain the Naïve Disadvantage (AP2). This spell may be resisted with a contest with the Presence Attribute.
FAST SWIM (Body / Move / Water): The target will become more proficient at swimming. For the spell’s duration, add its AP as bonus Ranks to the target’s Athletics Skill for purposes of swimming and diving only, up to a maximum total of 5 Skill Ranks.
FEAR (Face / Corrupt / Wicked): For the duration of the spell, the target will lose the Brave Advantage (if any) and gain the Craven Disadvantage (AP2). This spell may be resisted with a contest with the Vigor Attribute or the Presence Attribute, whichever is higher. The spellcaster cannot cast this spell on herself.
FERTILITY (Body / Cleanse / Earth): For the duration of the spell, a sterile adult target becomes fertile, regardless of having a veritable age (AP1).
FIND BEING (Body / See / Shadow): The spellcaster receives a visual manifestation of a certain being’s location (AP1). The spellcaster herself is the target for this spell, but she must know the being personally, or
at least know its full name or have seen a portrait of them. The longer the duration of the spell, the easier it will be to identify the being’s location.
big enough. The longer the duration of the spell, the easier it will be to follow the lead to find her way to the desired site.
FIND EVIL
FIND UNDEAD
(Void / See / Wicked): The spellcaster will cast this spell over an area and, for its duration, will receive visual and auditory clues about the presence of any evil creature on the site (AP1). The longer the duration of the spell, the easier it will be to follow the lead to find an evil creature.
(Time / See / Wicked): The spellcaster will cast this spell over an area and, for its duration, will receive visual and auditory clues about the presence of any undead on the site (AP1). The longer the duration of the spell, the easier it will be to follow the lead to find an undead.
FIND WATER FIND OBJECT
FIND PATH (Nature / See / Earth): The spellcaster will cast this spell over an area and, for its duration, will receive visual and auditory clues about directions to reach a certain desired location (AP1). The path will end at the border of the spell’s area if its size is not
(Nature / See / Water): The spellcaster will cast this spell over an area and, for its duration, will receive visual and auditory clues about the presence of any source of water on its site (AP1). The longer the duration of the spell, the easier it will be to follow the lead to find water.
FLAME STRIKE (Body / Attack / Fire): The spellcaster will create magical flames out of thin air and hurl them against a target or an area. The higher the spell’s AP, the higher the damage it will deal if a hit occurs, but the target’s armor rating applies, if any. This spell is a contest against the target’s Dodge Skill. This is a spell with an instantaneous duration; the magical flames will
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(Object / See / Shadow): The spellcaster receives a visual manifestation of a certain object’s location (AP1). The spellcaster herself is the target for this spell, but she must have seen the object before or at least received a detailed description or seen a picture or drawing of it. The longer the duration of the spell, the easier it will be to identify the being’s location.
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completely disappear after the attack is made, but any damage dealt will remain.
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FLAMEWALL
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(Nature / Defend / Fire): The spellcaster will create a wall of magical flames out of thin air. The Area of Effect Spell Aspect will determine the wall’s maximum height and length. The higher the spell’s AP, the higher the damage it will deal against anyone who tries to cross it, but the target’s armor rating applies, if any. This spell will also be a contest against the Dodge Skill of anyone already in the area it is cast on for them to not be caught by the Flamewall. As a magical flame, the fire will completely disappear after the spell’s duration reaches its end.
FLAMING WEAPON (Object / Attune / Fire): For the duration of the spell, the weapon will increase its Base Damage Rating by the spell’s AP. As its flames will be magical, they won’t catch on anyone or anything struck by the weapon. The extra damage dealt, however, will have the burnt appearance of damage by fire. This spell must be cast on a weapon of superior quality, otherwise it will be consumed by the magical flames and turned to ashes by the end of the combat or after a few minutes. A Flaming Weapon is also considered an enchanted weapon for striking targets that may only be struck by such a weapon.
FREEZE MACHINE (Object / Attack / Water): For the duration of the spell, the targeted machine will freeze and stop working (AP2). Increase the AP by 2 in any case if the machine is imbued with any kind of spell. Also increase the AP by 2 if the machine is sentient (an automaton). Sentient machines may try to resist the spell with the Vigor Attribute or the Presence Attribute, whichever is higher. Drivers and pilots may try to resist such a spell targeting their vehicles with the Presence Attribute if they are inside them.
GHOST FORM (Body / Transmute / Ethereal): The target and their belongings will assume an ethereal form and be immune to physical attacks. The target will be able to cross walls and closed doors (AP1). The target won’t be immune from energy attacks or attacks with magical properties, such as those dealt with enchanted weapons or by spells alone. The target won’t be able to interact with the physical world or deal any form
Михаил Герасимов (Order #27301389)
of attack, physical or magical, or cast any spells, even though they may speak. They won’t become invisible or be able to fly or go beneath the earth, but they may enter caves and basements. This spell may be resisted with a contest with the Vigor Attribute or the Presence Attribute, whichever is higher.
GIANT LEAP (Body / Move / Fire): For the duration of the spell, add the spell’s AP as bonus Ranks to the target’s Athletics Skill for purposes of leaping higher or farther (AP1). The target may use this spell to reach heights impossible to reach naturally with a jump, but they won’t be protected from any fall from such heights. Roughly, the distance that may be covered by the jump—vertically or horizontally—will be at least equal to the spell’s AP in meters (or yards).
GILLS (Body / Transmute / Water): For the duration of the spell, the target will develop a gills magical mutation that will allow them to breathe underwater, so they won’t drown for the spell’s duration, including in saltwater (AP1). This spell may be resisted with a contest with the Vigor Attribute or the Presence Attribute, whichever is higher.
HEAL WOUNDS (Blood / Cleanse / Earth): If the target has 5 or less Wound Points, they will heal a number of Wound Points equal to the spell’s AP. This spell won’t, however, stop someone from dying from a mortal wound, as this is the subject of a different spell (Breath of Life). This spell has an instantaneous duration, as the healing it dispenses is permanent.
HIDE BEING (Face / Defend / Shadow): For the duration of the spell, the targeted being won’t become invisible but will become impossible to be found by any spell with a lower AP. However, if a spell is successfully cast to find the target with an AP equal to or greater than the Hide Being spell’s AP, the target will be found. The Hide Being spell may be resisted by the target with a contest with the Presence Attribute.
HIDE OBJECT (Object / Defend / Shadow): For the duration of the spell, the targeted object won’t become invisible but will become impossible to be found by means
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of any spell with a lower AP. However, if a spell is successfully cast to find the target with an AP equal to or greater than the Hide Object spell’s AP, the targeted object will be found. The Hide Object spell may be resisted by someone wearing or holding the targeted object with a contest with the Presence Attribute.
(Void / Defend / Shadow): For the duration of the spell, the target’s thoughts will be impervious to mind-reading spells with a lower AP. However, if a spell is successfully cast to read the target’s mind with an AP equal to or greater than the Hide Thoughts spell’s AP, their thoughts may be revealed, but only if not resisted by the character’s Presence Attribute.
(Nature / Defend / Shadow): For the duration of the spell, the targeted area and its occupants and objects won’t become invisible but will become impossible to be found by means of any spell with a lower AP. However, if a spell is successfully cast to find the target with an AP equal to or greater than the Hide Place spell’s AP, the occupants and objects inside the area will be found. The Hide Place spell may be resisted with a contest with the Presence Attribute from the character inside the area with the highest Score in said Attribute.
(Body / Move / Wicked): The target is hurled violently by an invisible force and receives damage equal to this spell’s AP once they hit a wall or the ground, but the target’s armor rating applies, if any. The target will be hurled a number of meters (or yards) equal to the spell’s AP. This spell may be resisted with a contest with the Vigor Attribute or the Presence Attribute, whichever is higher. This is a spell with an instantaneous duration.
HIDE THE PAST
ICE BLAST
(Time / Defend / Shadow): For the duration of the spell, all past facts about the target will be concealed and won’t be possible to discover by any spell with a lower AP. However, if a spell is successfully cast to discover these events with an AP equal to or greater than the Hide the Past spell’s AP, they will be revealed.
(Body / Attack / Water): The spellcaster will create ice shards from any water nearby, including water in containers or pipes, and hurl them against a target. The higher the spell’s AP, the higher the damage if a hit occurs, but the target’s armor rating applies, if any. This spell is a contest against the target’s Dodge Skill. This is a spell with an instantaneous duration,
Михаил Герасимов (Order #27301389)
HURL ANOTHER
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HIDE PLACE
HIDE THOUGHTS
but any Wound Points dealt will be permanent until healed.
ICESKIN
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(Body / Defend / Water): For the duration of the spell, the target’s skin will become hard as thick ice and gain an icy outlook. The target will gain a natural armor rating equal to the spell’s AP, but only against Slashing and Piercing attacks. Blunt and Energy attacks will negate the AR, as well as attacks made with any kind of spells or enchanted weapons. This spell may be resisted with a contest with the Vigor Attribute.
ICEWALL (Nature / Defend / Water): The spellcaster will create a wall of thick ice out of any water nearby, including water in containers or pipes. The Area of Effect Spell Aspect will determine the wall’s maximum height and length. The higher the spell’s AP, the higher the damage that must be dealt with a single blow to break it. This spell cannot be cast on objects and people, as it may not be used to damage or trap them. The wall will crumble and dissolve after the spell’s duration reaches its end.
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IDENTIFY AFFLICTION (Blood / See / Shadow): The spellcaster will identify the nature of any drug, disease, poison, venom or mental illness afflicting the target (AP1). They will also be aware of any possible medical or arcane cures for the ailment. This is a spell with an instantaneous duration.
ILLUSION (Void / Transmute / Ethereal): The spellcaster will create a volumetric illusion out of thin air with a ghost-like appearance and short, repetitive motions (AP1). The illusion will also have a solid appearance with a higher AP (AP2). The illusion will be able to speak and make sounds with a higher AP (AP4). The illusion will be able to conduct complex, nonrepetitive actions according to the spellcaster’s wishes, but as an illusion, it won’t be able to interact with its surroundings, and the spellcaster will have to concentrate to command it through Focus actions (AP 6). Observers who succeed in a contest with the Presence Attribute won’t be fooled by the illusion, but most will never be fooled by an illusion with an AP1 unless perhaps they are a Crave, Naïve or Superstitious person, while an illusion with an AP8 will always fool any onlookers except perhaps Astute, Brave or Erudite people. Any strike against an Illusion will automatically dispel it. It will also dispel itself once the spell’s duration reaches its end.
IMMOVABLE OBJECT (Object / Move / Water): For the duration of the spell, the targeted object will be held in place by an invisible force of insurmountable strength, regardless of its weight (AP1). This spell cannot be cast on held or worn objects, sentient machines (automata), or vehicles. When casting the spell, the spellcaster may set one or more conditions for the object to be moved before its duration expires, such as the incantation of a secret password or a specific physical or mental trait that the person interacting with the object must possess.
INCREASE DEXTERITY IDENTIFY SPELL (Tongue / See / Shadow): The spellcaster will identify any spell, its AP and any other properties, that was cast on an area, being, or object, as long as its effects are still present (AP1). This is a spell with an instantaneous duration.
(Body / Transmute / Air): For the duration of the spell, the target’s Dexterity Attribute is increased by the spell’s AP up to a maximum Score of 5. The target won’t gain any Advantages but will temporarily lose any Disadvantage they might have.
INCREASE TEMPERATURE IGNITE (Nature / Transmute / Fire): The spellcaster will create a small natural fire on any area or object made of a material consumable by fire (AP1). If the fire will or won’t spread itself, it will depend on present natural conditions. This spell may be resisted with a contest with the Presence Attribute if cast on an object currently held or worn by a being. This is a spell with an instantaneous duration. Михаил Герасимов (Order #27301389)
(Object / Transmute / Fire): For the duration of the spell, any object or substance will become hotter. Water will evaporate, rooms will become suffocatingly hot, and objects will hurt if held without gloves (AP1). This spell cannot be cast on worn objects and is a contest against Presence Attribute if cast on an object currently held by a person. This spell may not ignite objects, as this is the subject of a different spell (Ignite).
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INCREASE VALUE
INCREASE VIGOR (Body / Transmute / Virtue): For the duration of the spell, the target’s Vigor Attribute is increased by the spell’s AP up to a maximum Score of 5. The target won’t gain any Advantages but will temporarily lose any Disadvantage they might have.
INCREASE WEIGHT (Object / Transmute / Earth): Any object not part of a structure will become heavier to the point of not being able to be turned or moved without the help of many or some form of mechanical assistance (AP1). This spell may not be cast on a worn item but Михаил Герасимов (Order #27301389)
INVISIBLE GRIP (Blood / Move / Wicked): The target is attacked by an invisible force that strangles them, and they receive damage equal to the spell’s AP. The target’s armor rating will not apply. This spell may be resisted with a contest with the Vigor Attribute or the Presence Attribute, whichever is higher. This is a spell with an instantaneous duration, but any Wound Points dealt will be permanent until healed.
KINETIC DOME (Nature / Defend / Air): A dome made of violent wind is created on the borders of the targeted area, blocking any incoming physical ranged attacks from personal weapons fired from outside of the dome, such as bolts, arrows, bullets, grenades, rockets, and even flames (AP1). Boulders hurled from catapults, cannon shots and munition from artillery will penetrate the area, as well as enchanted missiles or those made of pure magical nature. Attackers who try
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(Object / Transmute / Virtue): For the duration of the spell, a targeted object will transmute into a finer version of itself, increasing its price by 2 points (AP2)—see page 145. With a higher AP, a complete magical forgery will take place and the object will assume the looks of a historical or otherwise famous item of the same type, increasing its price by 5 points (AP8). Once the spell’s duration ends, the object will return to its former form. Those who inspect the object may detect the effects of this spell with a normal test of the Arcana Skill, but the test will be a hard one if the spell is cast with the maximum Duration of the Effects Spell Aspect.
may be cast on held items to make their owners drop them, or on vehicles and other machines to make them considerably slower. If so, owners, drivers and sentient machines (automata) may try to resist this spell with a contest with the Presence Attribute. Vehicles that become heavier will also become more resistant to collisions.
to cross the dome to enter the area must succeed in a hard Athletics Skill test to not be hurled to the ground and receive damage equal to the spell’s AP.
(Body / Move / Air): For the duration of the spell, the target will be able to levitate at will and move in the air in any desirable direction at a slow pace, and they won’t be able to go higher than the spell’s AP in meters (or yards).
parry movement with an insurmountable invisible force, unless held by the hands of the spellcaster, by someone of their choice, by someone with certain physical or mental traits, or by someone who knows the loyal weapon’s secret command word (AP1). The Loyal Weapon is considered an enchanted weapon. For a weapon to be eternally loyal, it must be of superior quality and the spell must be cast with the maximum Duration of the Effects Spell Aspect. An eternal Loyal Weapon may acquire traits from the spellcaster and temporarily pass them to anyone who wields it.
LIGHTNING STORM
MADNESS
(Nature / Attack / Fire): The spellcaster will summon a powerful lightning storm over an area that will strike mighty bolts, which can create fires, destroy structures, and injure people (AP8). The spell’s effects won’t exceed the size of the spell’s area. To have any effect, this spell must be cast with a minimum duration of 3 rounds. The damage dealt will be permanent, but the longer its duration, the larger the extent of the damage dealt. The spellcaster will not be immune to its effects and, to be safe, should cast the spell with a range sufficient for them to be outside the center of the spell’s area.
(Void / Corrupt / Wicked): For the duration of the spell, the target is possessed with madness. They will frequently act in quirky ways that, while not outright indicative of insanity, are not acceptable by any social norms (AP2). The target may try to resist this spell with a contest with the Presence Attribute.
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LEVITATE
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(Object / Attune / Virtue): The targeted weapon won’t leave its scabbard, or it will resist any attack or
Михаил Герасимов (Order #27301389)
MAELSTROM (Nature / Attack / Water): The spellcaster will summon a powerful maelstrom over a sea area, powerful enough to sink ships (AP8). The spell’s effects won’t exceed the size of the spell’s area. To have any effect, this spell must be cast with a minimum duration of 3 rounds. The damage dealt will be permanent, but the longer its duration, the greater the chance that any ship caught by the maelstrom sinks.
The spellcaster will not be immune to its effects and, to be safe, should cast the spell with a range sufficient for them to be outside the center of the spell’s area.
MANY FACES
MEND
(Void / See / Shadow): For the duration of the spell, the target’s thoughts and memories will be accessed by the spellcaster as if they are their own (AP4). To access the target’s mind, the spellcaster must concentrate through Focus actions. This spell is a contest against the target’s Presence Attribute.
MUTE (Tongue / Corrupt / Ethereal): For the duration of the spell, the target becomes mute (AP1). This spell is a contest against the target’s Vigor or Presence Attribute, whichever is higher.
OPEN LOCK (Object / Move / Shadow): The targeted lock will be opened by a magical, invisible key (AP1). If the lock is protected by a spell, the Open Lock spell must be cast with an AP at least equal to that of the spell that was cast to close the lock magically. This is a spell with an instantaneous duration but with permanent effects.
OVERCLOCK MIND CONTROL (Void / Attune / Wicked): The target’s mind goes into a deep sleep while they become completely under the spellcaster’s control (AP8). The spellcaster won’t be able to access the target’s thoughts or memories or extract information from the target but will be able to control them in a very natural way. The spellcaster, however, must keep concentrating to control the target—through successive Focus actions—otherwise the spell’s effects will be broken before the spell’s duration runs out. Once the spell ends or is broken, the target will have only a vague recollection of what happened, as if it was a half-remembered nightmare. This spell is a contest against the target’s Presence Attribute.
MIND LINK (Tongue / Attune / Ethereal): The spellcaster will be able to send words directly into a target’s mind Михаил Герасимов (Order #27301389)
(Object / Move / Fire): For the duration of the spell, the targeted machine or vehicle will function at a higher rate, being able to move faster if it is a vehicle or moving machine (AP1). The targeted machine or vehicle will consume substantially more fuel or power operating this way.
OVERHEAT MACHINE (Object / Attack / Fire): For the duration of the spell, the targeted machine will overheat and must stop working to avoid being damaged or even destroyed (AP2). Increase the AP by 2 in any case if the machine is imbued with any kind of spell. Also increase the AP by 2 if the machine is a sentient one (an automaton). Sentient machines may try to resist the spell with the Vigor Attribute or the Presence Attribute, whichever is higher. Drivers and pilots may also try to resist such a spell targeting their vehicles with their Presence Attributes if they are inside them.
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(Object / Cleanse / Earth): The targeted object is repaired, be it an item, weapon, shield, suit of armor, vehicle, or machine, even a sentient one (automaton). The extent of the repair will be equal to the spell’s AP. In the case of most non-vehicle, non-machine objects, a Mend spell cast with an AP1 will be sufficient to completely repair them, but a higher AP will be required to repair complex machines, vehicles, or fine objects of greater value (AP2). Sentient machines that were completely destroyed might not be recovered through this spell, or, if recoverable at all, may have lost its memories. This spell has an instantaneous duration, but the mending is permanent.
MIND READING
SPELLCRAFT
(Face / Transmute / Ethereal): For the duration of the spell, the spellcaster exchanges faces with a random being of the desired Ancestry, gender, and age close to their location (AP2). The AP must be higher to assume a visage unlike anyone else’s (AP4), and higher still to exchange looks with a specific person (AP8). Any person affected by this spell (AP2 or AP8) may try to resist it with a contest with the Presence Attribute, but if no specific person is targeted, the spell will eventually find an available face to steal from someone nearby (AP2).
and, likewise, be able to receive messages from the target (AP1). The target doesn’t need to be in the spellcaster’s sight, but if they are not, they must be someone the spellcaster knows personally. The target may try to resist receiving such messages with a contest with the Presence Attribute.
PAIN (Blood / Attack / Wicked): The target is afflicted with intense pain (AP2). All normal tests and contests will become hard ones for them during this spell’s duration. This spell may be resisted with a contest with the Vigor Attribute or the Presence Attribute, whichever is higher.
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PARALYSIS (Body / Corrupt / Water): For the duration of the spell, the target becomes frozen in place and unable to move or speak yet conscious of their surroundings (AP4). This spell may be resisted with a contest with the Vigor Attribute or the Presence Attribute, whichever is higher.
PERFECT BALANCE (Blood / Move / Fire): For the duration of the spell, the target will receive bonus Ranks to their Athletics Skill equal to the spell’s AP up to a maximum total of 5 Skill Ranks for tests with movements that involve precise balance or acrobatic maneuvers.
higher the damage dealt to plantations and the higher the chance of anyone being bitten by the insects. Characters targeted by the spell may not resist it, but if bitten by one such summoned insect, may resist the disease or, if infected, may heal normally, according to the normal rules (see page 139). While a crop may be lost by the effects of a Plague spell, its land doesn’t become barren, and a new crop may be grown as soon as all the necessary conditions (e.g., right season, sufficient rain, new seeds, enough time) are present.
POISONING (Blood / Corrupt / Wicked): The target is infected with a poison chosen by the spellcaster (AP1). The targeted character may resist the spell with a contest with their Vigor Attribute, but if they fail, he will automatically be poisoned (they will be unable to try resisting the poison itself, according to the normal rules found in page 140). If the target is poisoned by the spell, they may be healed through medical or arcane means and will heal automatically once the end of the spell’s duration is reached, but any Wound Points received won’t disappear until healed, according to the normal rules (see page 131).
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(Body / Defend / Ethereal): The spellcaster will create illusory copies of a targeted being that will appear around them—approximately one meter (or three feet) apart—and mimic their actions and sounds for the duration of this spell. The number of illusory copies is equal to the spell’s AP. Each time the spell’s target is attacked, roll a die. If the rolled result is equal to or lower than the current number of illusory copies, then one such copy is automatically struck and dispelled for good. If the rolled result is higher than the current number of illusory copies or if a 0 or 7 is rolled, then the targeted being is attacked and may try to defend himself normally. Attackers possessing the Astute Advantage may reroll the die once each time they attack. If the spell’s target is successfully attacked, all illusory copies are dispelled instantly regardless of any damage dealt. A targeted character may try to resist this spell with a contest with the Presence Attribute.
POWER MACHINE (Blood / Transmute / Fire): A targeted machine or vehicle is refueled or repowered instantly to its full capacity (AP1). This spell won’t be able to repower a machine or vehicle that runs on a power source of magical or divine origin. Once the spell’s duration ends, the machine or vehicle will automatically be depleted of fuel or power.
PRECIPITATION (Nature / Transmute / Water): The spellcaster will control the clouds to create a gentle rain over a targeted area (AP2). If both the spell’s area size and the spell’s duration are too high, a flood may happen, depending on the topology of the area. This spell will have a higher AP on settings dominated by a desertlike landscape such as (AP20).
PREDICT WEATHER PLAGUE (Nature / Corrupt / Wicked): A targeted area will be afflicted by a cloud of insects that will destroy crops or transmit a disease of the spellcaster’s choice (AP4)—regarding diseases, see page 139. The effects of the Plague spell are always permanent regardless of its duration, but the longer the spell’s duration, the Михаил Герасимов (Order #27301389)
(Nature / See / Air): The spellcaster will gain perfect knowledge of wind strength, wind direction, temperature, and precipitation of a given location. The Range and the Area of Effect Spell Aspects will determine the location upon which the spellcaster will try to predict the weather. The spellcaster predictions will be instantaneous and precise, but it will only
go further into the future for the same amount of Duration of the Effects Spell Aspect that was set for the spell when it was cast (AP1). The Predict Weather spell may sometimes give wrong information to the spellcaster as it won’t be able to factor unnatural, future events that may interfere with the weather, like the casting of spells such as the Precipitation spell.
PURIFY
it is cast with the maximum duration Spell Aspect, so all the undead will fall to the ground as mere corpses once the spell’s duration reaches its end. Nevertheless, undead created through this spell may leave the targeted area as long as the spell’s duration has not reached its end. Also, new undead created not directly by the spell but rather indirectly by being infected by the originally raised undead won’t die again automatically and become inert corpses when the spell’s duration reaches its end.
(Nature / Cleanse / Earth): The targeted area will be cleansed from plague, be it of natural, man-made, or arcane origin (AP1). If the plague is of arcane origin, this spell must be cast with an AP at least equal to the original spell’s AP for it to work. This spell cannot return a corrupted place—one completely depleted of its Mana—to its original form. This is a spell with an instantaneous duration, but its effects will be permanent unless the area is plagued again.
(Tongue / Attune / Shadow): For the duration of the spell, the target will be able to comprehend a specific foreign language in its written form (AP1). With a higher AP, even an illiterate person will be able to read a text from a specific language, be it their native one or a foreign one (AP2).
RAISE THE DEAD
RESIST COLD
(Time / Corrupt / Shadow): The corpses in a targeted area will be raised as dangerous, mindless undead (AP2). The spellcaster won’t be safe from them, unless they are also able to control them through magical means with the Control Dead spell, but they may banish all of them at once at will if they wish to do so. This spell won’t be permanent unless
(Blood / Defend / Water): For the duration of the spell, the target will be surrounded by an invisible protection that will keep their body warm against cold temperatures (AP1). Additionally, when this spell is cast, its AP will also serve as armor rating effective only against magical attacks of cold or icy nature. If the armor rating is equal to or higher than the cold
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or ice damage, the target will be effectively immune against that attack and receive no damage at all.
rating is equal to or higher than the fire damage, the target will be effectively immune against that fire attack and receive no damage at all.
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RESIST CONTAMINATION (Blood / Defend / Virtue): For the duration of the spell, the target will receive a bonus to their Vigor Attribute Score equal to the spell’s AP for Vigor Attribute tests to resist diseases of both natural and arcane origin. Additionally, all such tests, if hard, will become normal ones.
RESIST DISEASE
RESTORE HEARING
(Blood / Defend / Earth): For the duration of the spell, the target will receive a bonus to their Vigor Attribute Score equal to the spell’s AP for Vigor Attribute tests to resist diseases of both natural and arcane origin. Additionally, all such tests, if hard, will become normal ones.
(Face / Cleanse / Earth): The target will temporarily regain their hearing and cease being deaf (AP1). For its effects to be permanent, the spell must be cast with the maximum Duration of the Effects Spell Aspect.
RESTORE SPEECH RESIST FIRE (Blood / Defend / Fire): For the duration of the spell, the target will be surrounded by an invisible protection against fire, be it of natural or magical origins. This spell’s AP will serve as armor rating effective only against damage from fire. If the armor
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RESIST POISON
(Blood / Defend / Air): For the duration of the spell, the target will receive a bonus to their Vigor Attribute Score equal to the spell’s AP for Vigor Attribute tests to resist contamination from radiation or from radiation-like sources of arcane or divine origin. Additionally, all such tests, if hard, will become normal ones.
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(Tongue / Cleanse / Earth): The target will temporarily regain their speech and cease being mute (AP1). For its effects to be permanent, the spell must be cast with the maximum Duration of the Effects Spell Aspect. The spellcaster cannot cast this spell on herself.
REVEAL FACE (Face / See / Ethereal): The target will lose any disguise it currently wears, if any, be it man-made or of arcane origin (AP1). To work against disguises of arcane origin, this spell must be cast with an AP at least equal to the other spell’s AP. This is a spell with an instantaneous duration but with permanent effects.
REVEAL ILLUSION (Void / See / Ethereal): All illusions cast over the targeted area will be dispelled. To work, this spell must be cast with an AP at least equal to the AP of the spell that created the illusions. This is a spell with an instantaneous duration but with permanent effects.
SEE AURA (Body / See / Ethereal): The target will reveal its aura for the spellcaster, conveying information about himself for them. If cast with an AP1, the spellcaster will learn about all the character’s Weaknesses. If cast with an AP2, the spellcaster will also learn whether the target’s past deeds lean more towards good or bad ones. And if cast with an AP4, the spellcaster will also learn about the target’s current mood. This is a spell with an instantaneous duration. This spell may be resisted with a contest with the Presence Attribute.
(Blood / See / Earth): The spellcaster will be able to see ghost-like (or holographic-like) portraits of the ancestors of a given target around them. The spell’s AP will determine how many generations the spellcaster will be able to see on the target’s genealogical tree. For each ancestor seen, the spellcaster will also know the ancestor’s full name. The spellcaster should cast this spell with a duration compatible with the amount of information they wish to gather on the target’s ancestors—that is, the higher the spell’s AP, the higher the spell’s duration should likewise be, and the spellcaster should have means to take written or mental notes on what they learn.
(Nature / See / Shadow): For the duration of the spell, the spellcaster will be able to see through a targeted dark area as if it was bathed in direct sunlight (AP1).
REVEAL TRUE FORM
SEE THE PAST
REVERSE DECAY (Object / Cleanse / Virtue): The targeted object or area will be restored to its original, newer form, losing any signs of decay, which may increase its value (AP1). For its effects to be permanent, the spell must be cast with the maximum Duration of the Effects Spell Aspect.
SCRYING (Tongue / See / Earth): The spellcaster receives an auditory and visual manifestation of a specific Михаил Герасимов (Order #27301389)
SEE IN DARKNESS
(Time / See / Shadow): The spellcaster will be able to see relevant and dramatic events that took place on the area the spell is cast on, as if witnessing ghosts of the past or a holographic movie (AP1). The spellcaster will also be able to hear sounds of the past with a higher AP (AP2). The higher the spell’s duration, the more information that may be obtained this way. Past events may be protected or obscured by spells; if so, the See the Past spell must be cast with an AP at least equal to the AP of the other spell to properly reveal such past events.
SEE THROUGH WALLS (Nature / See / Ethereal): For the duration of the spell, the spellcaster will be able to see through a targeted area on a wall, be it natural or man-made, to learn what is happening in an adjacent room, chamber, or open area (AP1). With a higher AP, the spellcaster will also be able to hear perfectly what is happening on the other side of the wall (AP2).
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(Object / See / Ethereal): The targeted object will lose any disguise for its form, if any, be it manmade or of arcane origin (AP1). To work against disguises of arcane origin, this spell must be cast with an AP at least equal to the other spell’s AP. This is a spell with an instantaneous duration and permanent effects.
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REVEAL LINEAGE
location (AP1). The spellcaster herself is the target for this spell, but she must have visited the location before or at least received a detailed description or seen a picture or drawing of it. The larger the area the spellcaster wants to observe, the higher the probability that her vision will be blocked by walls, ceilings, trees, terrain, objects, etc. For the duration of the spell, the spellcaster will be able to turn her sight freely to observe the location, but she won’t be able to move around.
SENSE DANGER (Tongue / See / Ethereal): For the duration of the spell, the spellcaster will see visual warnings on the targeted area relating to any physical dangers, such as man-made or magical traps, fragile passageways, nearby predators, and hidden attackers (AP1).
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SHADOW BLADE
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(Body / Attack / Shadow): The target is attacked by an immaterial, magical blade made of black smoke wielded by the spellcaster, which negates any armor, natural or worn, and which cannot be parried. Damage dealt will be equal to the spell’s AP. This is a spell with an instantaneous duration. This spell may be avoided with a contest with the Dodge Skill.
SHADOW CLOAK (Body / Defend / Shadow): The target’s body and belongings are covered by a shadow and dissolve in a wisp of black smoke, becoming immaterial for a mere instant before rematerializing again (AP1). This spell will most likely be held to be used as a reaction against an attack to evade it. This is a spell with an instantaneous duration. A critical failure when casting this spell may disintegrate the target or send them to another plane of existence. This spell may be resisted by its target with a contest the Vigor Attribute or the Presence Attribute, whichever is higher.
SHADOW FORM (Body / Transmute / Shadow): For the duration of this spell, the target will assume a shadowy visage that will mute any sounds they make (except speech) and make it difficult to spot them. The target will receive bonus Ranks to their Stealth Skill equal to this spell’s AP up to a maximum total of 5 Skill Ranks. This spell may be resisted by its target with a contest with the Vigor Attribute or the Presence Attribute, whichever is higher.
with the Vigor Attribute or the Presence Attribute, whichever is higher.
SHOCK (Face / Attack / Wicked): The target is struck by a stunning invisible force and is KO’d for approximately 1 minute (AP4). This spell may be resisted with a contest with the Vigor Attribute. This is a spell with an instantaneous duration.
SLEEP (Blood / Corrupt / Water): The target will be put to sleep for the duration of the spell (AP4). Increase the AP by 2 if the target is currently involved in a stressful situation such as combat. The target will have nightmares during their sleep. During a long period of sleep, the target won’t grow older or suffer from lack of food or water, as they will effectively be under a special arcane stasis. This spell may be resisted with a contest with the Vigor Attribute or the Presence Attribute, whichever is higher. Until the spell reaches its end or until it is dispelled by another spell, the character can’t be made to wake up through any conventional way such as being shaken or hearing loud noises. The Sleep spell, however, may be dispelled by certain mystical events or by conditions set up by the spellcaster (game master’s discretion applies).
SLOW BEING (Blood / Move / Water): For the duration of this spell, the target will move half the usual distance with any combat action for the duration of the spell (AP1). In a chase, the target will receive a penalty to their Athletics Skill equal to the spell’s AP. This spell may be resisted with a contest with the Vigor Attribute.
SPEAK LANGUAGE (Tongue / Transmute / Air): The target will become proficient in speaking a language of the spellcaster’s choice for the spell’s duration (AP1).
SHAPESHIFT (Body / Transmute / Earth): For the duration of this spell, the target will change its form to that of a creature roughly the same size of the spellcaster’s choosing (AP4). During the transformation process, the target’s clothes and items will fall to the ground. The target’s speech ability will be impaired, along with other actions impossible in this new form. However, the target will gain all traits of the creature. This spell may be resisted by its target with a contest Михаил Герасимов (Order #27301389)
SPEAK WITH ANIMALS (Tongue / Attune / Earth): For the spell’s duration, animals will understand what the target speaks, and the target will understand the sounds they make (AP1). Certain animals may be deceiving, while others may be truthful with the target. Communication with animals will always be limited by their intellect and knowledge, as concepts about life in society will be completely alien to most of them.
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SPEED (Blood / Move / Air): For the duration of this spell, the target will be able to move twice the distance with any combat action for the duration of the spell (AP1). In a chase, the target will receive a bonus to their Athletics Skill equal to the spell’s AP up to a maximum total of 5 Skill Ranks.
STAMINA (Blood / Move / Earth): The target will be able to do strenuous, non-stop work for the duration of the Михаил Герасимов (Order #27301389)
STONESKIN (Body / Defend / Earth): For the duration of this spell, the target’s skin will become hard as stone and gain a rocky outlook. The target will gain a natural armor rating equal to the spell’s AP, but only against Slashing and Blunt attacks. Piercing and Energy attacks will negate the AR, as well as attacks made with any kind of spells or enchanted weapons. This spell may be resisted with a contest with the Vigor Attribute.
STONEWALL (Nature / Defend / Earth): The spellcaster will raise a wall made of stone found on nearby floors or walls, if any. The Area of Effect Spell Aspect will determine the wall’s maximum height and length.
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(Time / Attune / Shadow): For the spell’s duration, the target of this spell will be able to hear and be heard by any spirits around their location, as long as there are spirits around and as long as the spirits are not disturbed (AP1). The spirits will speak truthfully about their past lives and what they have seen after death, but such recollections may be faulty as spirits often lack logical thought. A spirit may be found in the place they were buried, but spirits in peace will probably stay for very little time and leave the world altogether after a brief time has passed.
spell (AP1). The target won’t be able to do physical work they are incapable of due to lack of strength, dexterity, or Skill, and they also won’t be able to keep working without minimum sleep, food, and water. The target may suffer severe physical consequences after the spell’s effects end, according to the duration of the work.
The higher the spell’s AP, the higher the damage that must be dealt with a single blow to break it. This spell cannot be cast on objects or people to strike them or to damage the foundation of buildings. The wall will crumble after the spell’s duration reaches its end.
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SUMMONING
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(Body / Attune / Shadow): The spellcaster will summon a certain creature to appear before them. The creature may be some type of animal or supernatural being. The higher the AP, the more powerful a summoned creature may be, as no being will appear before the spellcaster if it has any Attribute Score of a higher value than the spell’s AP. Also, the spell will automatically fail if no creature of the chosen type is inside its range. Regarding creatures that live in other dimensions, the spellcaster must cast this spell with its highest Range Spell Aspect to be able to try summoning such a being, unless the creature has an intimate connection with some place, someone, or something in the spellcaster’s reality, in which case the spell’s range should be able to at least reach that pertinent location. Note: this spell will automatically target the nearest creature of the chosen type, but the being may try to resist the spell with a contest with either its Vigor, Presence, or Ferocity Attributes, whichever is higher. If the being closest to the
Михаил Герасимов (Order #27301389)
spellcaster resists it, the spell may nevertheless find another being of the same type inside its area that will eventually fail the contest and answer the call. Any creature of the chosen type may appear, but it will not come automatically tamed or under the spellcaster’s control. How the creature will arrive at its destination will depend on its means of travel. Once the summoned creature appears before the spellcaster, it may do whatever it wants to. This is a spell with an instantaneous duration, as the being will stay only as long as it wishes to do so (if not compelled in some way to go away sooner or stay longer).
SUPPRESS ADDICTION (Face / Cleanse / Virtue): The target will lose their Hedonism Weakness for the duration of the spell (AP1). The spellcaster cannot cast this spell on herself.
TAME CREATURE (Nature / Attune / Earth): The targeted creature will be calmed and tamed by the spellcaster, and will follow their commands in a competent way as any beings of its species would do if tamed (AP2). If the targeted creature is from a species not considered tamable, the AP will be higher (AP8). The targeted creature will try to resist the spell with a contest with the Ferocity Attribute.
TELEKINESIS
UNBREAKABLE SHIELD (Object / Attune / Earth): The targeted shield becomes impossible to bend or break unless attacked by spells or enchanted weapons (AP1). The shield may be capable of sustaining even attacks from missiles with high penetration capacities, such as the fire from flintlock weapons and personal firearms. For the shield to become permanently enchanted with this spell, it must be of superior quality and the spell must be cast with the maximum Duration of the Effects Spell Aspect, in which case the shield will be considered an enchanted item.
UNSPEAKABLE NAME
TORNADO
VEIL OF DARKNESS
(Nature / Attack / Air): The spellcaster will summon a powerful tornado over an area that can damage structures and injure people (AP8). The effects of the spell won’t exceed the size of the spell’s area. To have any effect, this spell must be cast with a minimum duration of 3 rounds. The damage dealt will be permanent, but the longer its duration, the larger the extent of the damage dealt. The spellcaster will not be immune to its effects and, to be safe, should cast the spell with a range sufficient for them to be outside the center of the spell’s area.
(Nature / Transmute / Shadow): For the duration of this spell, a targeted area will become covered in darkness, blocking any light from entering it even if it is an open area under daylight (AP1). Also, torches and lanterns won’t work inside it. Only the spellcaster will be able to see perfectly inside this spell’s darkness, as well as beings that possess any form of darkvision or infrared devices.
TEMPERANCE
TRANSFORM ATTIRE (Object / Transmute / Ethereal): The targeted attire will be changed to one of the spellcaster’s likings (AP1). While attire may be changed to look like a protective suit, the attire won’t actually provide any additional protection. The wearer of the attire may try to resist this spell with a contest with the Presence Attribute. The spell’s effects will be broken once the attire is removed or the spell’s duration reaches its end.
TRANSLATE SPEAK (Tongue / Attune / Air): For the duration of the
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VEIL OF SILENCE (Nature / Transmute / Ethereal): For the duration of this spell, a targeted area becomes covered in a veil of silence, blocking anyone except the spellcaster from speaking or making any sound inside it—and thus, casting any spell (AP1). People inside the area may try to speak and cast spells by resisting the Veil of Silence with a contest with the Presence Attribute.
WARD (Nature / Corrupt / Shadow): A magical trap will be placed on a targeted area for the spell’s duration, dealing an amount of damage to anyone who steps on it equal to the spell’s AP. Such an area will become marked by the Corrupt Arcane Symbol, but only those
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(Face / Defend / Virtue): The target loses all Weaknesses by the spell’s duration (AP2). The spellcaster cannot cast this spell on herself.
(Tongue / Corrupt / Shadow): The target’s name becomes magically protected (AP2). For the duration of the spell, no person besides the target and the spellcaster will be able to remember, write or speak the target’s name unless successful in a contest with the Presence Attribute. The target may try to resist this spell with a contest with the Presence Attribute.
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(Object / Move / Air): For the duration of this spell, the spellcaster will have control of objects and may make them float and move on the air. The lighter the object, the faster it may be made to move. Conversely, the heavier the object, the slower it will move. Some very heavy objects may be impossible to move at all. A worn object or one that is part of a structure won’t be affected by this spell. A held item, a sentient machine, and a vehicle currently being driven are all things that may be affected by this spell, but the wielder, the automaton, the driver, or the pilot may try to resist it with a contest with their Presence Attributes (the automaton may also use its Vigor Attribute instead, if it is a higher Score). The weight of the object being moved may not be heavier than ten times the spell’s AP. If the object is hurled against an opponent, they may try to use the Dodge Skill to avoid the attack. If the attack hits, the damage dealt will be equal to the spell’s AP, but armor rating applies.
spell, the target will be able to comprehend a specific foreign language in its verbal form (AP1).
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214 who succeed in a Perception Skill test will identify the threat. For the Ward to be permanent, the spell must be cast with the highest Duration of Effects Spell Aspect. The spellcaster who creates the Ward will be immune to it.
WIND BLAST (Body / Attack / Air): The spellcaster will manipulate the air around them to form a violent wind blast to be hurled against a target. The target will be hurled a number of meters (or yards) equal to the spell’s AP. The spell will deal damage equal to its AP once the target hits a wall or the ground, but the target’s armor rating applies, if any. This spell may be resisted with a contest with the Vigor Attribute. This is a spell with an instantaneous duration.
WRITE LANGUAGE (Tongue / Transmute / Shadow): The target will become proficient in writing in a language of the spellcaster’s choice for the spell’s duration (AP1). With a higher AP, even an illiterate person will be able to write a text from a specific language, be it their native one or a foreign one (AP2). Михаил Герасимов (Order #27301389)
WYRM SCALES (Body / Defend / Fire): For the duration of this spell, the target’s skin will become hard as thick scales and gain the outlook of a dragon’s skin. The target will gain a natural armor rating equal to the spell’s AP, but only against Blunt and Energy attacks. Piercing and Slashing attacks will negate the AR, as well as attacks made with any kind of spells or enchanted weapons. This spell may be resisted by its target with a contest with the Vigor Attribute.
YOUTHFULNESS (Time / Cleanse / Virtue): The target will instantly become younger by a number of years equal to the spell’s AP in human years; the game master should adjust accordingly (proportionally) for targets of other Ancestries. Depending on the age reached, the target may become unrecognizable to acquaintances, lose certain Advantages, and acquire Disadvantages such as Frail, Weak, Uneducated, and Naïve, and have their Vigor and Wits Attribute Scores reduced to 1. The target will revert to their original age when the spell’s duration reaches its end. This spell is a contest against the target’s Vigor or Presence Attribute, whichever is higher.
CHAPTER 12
DIVINE POWERS
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OVERVIEW
LIST OF DIVINE POWERS
In some settings, deities may bestow some characters with unique powers. Within these settings, such powers (called Divine Powers) may be acquired during character creation, either randomly or by spending one or more Background Points.
In , during character creation, players may choose to roll once from the list below for their characters to acquire one Divine Power. Once rolled, however, players may not forfeit the acquired power.
Divine Powers may provide good opportunities for game masters to create stories around a character’s powers, as different people and organizations may vie for control of such potential. If a character randomly gains a Divine Power similar to a trait of their Ancestry or one they are forbidden from having by their Ancestry’s traits, the player must roll again to obtain a different power. Likewise, a player may not choose a similar or forbidden trait. A Divine Power can neither stack with nor contradict such aspects. Most Divine Powers are subjective and open to the game master’s interpretation as to their effectiveness. Such powers should first and foremost support the story’s needs and narrative. Divine Powers are, by their very nature, deeply mysterious, and considering the complex interconnections among Divine Powers and between the arcane and divine, the game master is always free to decide whether a Divine Power works as intended. If a Divine Power doesn’t work in a certain situation, it is quite probable that the character won’t know the specific reasons for the failure. In , those who possess Divine Powers are considered blessed by the gods: they are “Marked by the Ashes,” as those particularly affected by a worldwide event known as the “Rain of Ashes.” Most of those “Marked by the Ashes” are also called the “Children of the Ashes,” those people affected by the Ashes while inside their mothers’ wombs. In , those who possess Divine Powers are considered cursed individuals: people touched by T’Kelti or a product of the Invisible Creators. More often than not they are feared, not revered—the “Cursed”, the ones that may taint the souls of those around them.
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In , instead of rolling from the table below, players may instead spend one Background Point to receive one Divine Power of choice. If the player chooses the “Powerful” result, they will then earn two random powers; roll twice in the table, but reroll if another “Powerful” result comes up. Players can spend additional Background Points (one per chosen power) to choose these Divine Powers instead of them being randomly determined. In , a character may only have a Divine Power if their player spends one Background Point. The Divine Power will be acquired randomly by rolling on the table below, unless the player spends a second Background Point to choose the power. In a character may not have more than a single Divine Power. When assigning Divine Powers randomly, roll one die twice and compare the rolled results to the tables below:
0 GREATER POWERS 0-0 Powerful: The character has more than one
Divine Power. The player must roll two more times on this table. If the same result is rolled more than once, or another “Powerful” result is rolled, disregard it and roll again.
0-1 Spellcaster (in , Latent): The character has the power to use Mana to cast spells by using Arcane Symbols, but this is still limited by other requirements (see page 170). In , if this result is rolled or chosen, the character receives a random Psychic Power instead (see page 234). 0-2 Bloodline: The character may provide Mana
to herself or another, just like a Familiar would. The character has as many Mana Points as their Presence Attribute Score. Mana may be voluntarily passed to another by touching them, or be taken involuntarily
DIVINE POWERS
from the character by drawing blood from them (see page 175). As such, having this power may be very risky for the character. In , if this result is rolled or chosen, add 3 to the character’s initial Fortune Points.
to make an energy attack against another. The attack is either a melee one made with the Martial Arts Skill, or a ranged one made with the Dexterity Attribute, with a range of 20 meters (or yards). Before attacking, the character must first Focus for one round (thus, attacking with this power will take 2 rounds). If the attack hits, Base Damage Rating will be equal to twice the character’s Presence Attribute Score (up to a maximum Base Damage Rating of 8). The damage dealt is from the Energy type. For the attack to have a chance to succeed, the character must gather and spend Mana Points from their surroundings only (see page 175). The amount of Mana Points spent must be equal to the Base Damage Rating of the attack, otherwise the Base Damage Rating will be reduced accordingly. All Mana Points will be gathered as if the character was attuned to the place. In , the character is considered to have a number of Mana Points at their disposal at all times equal to twice their Presence Attribute Score, but the power cannot be used more than once per combat. Михаил Герасимов (Order #27301389)
0-5 Longevity: The character ages slowly and, in theory, will have a very long lifespan. This may reach ten times the natural lifespan for their Ancestry or more. Such characters may be sought out as spouses by some but may also be treated with prejudice because of their unnatural aging process. 0-6 Traveler: The character may cross over to a connected point (or “mirrored place”) in any parallel world at will. In this is the method used by the Sidhe when traveling from the Veiled Realm to Niorthus and back. Traveling in this way is very dangerous, as the character risks death if they are caught entering uninvited by denizens of the parallel world. In , this Divine Power may be used to enter T’Kelti. 0-7 Virtuoso: Once per day, the character will be able to reproduce—with high fidelity and without previous training—tasks that were performed by others
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0-3 Divine Strike: The character may use Mana
0-4 Dreamwalker: The character will be able to willfully enter someone else’s Dreamscape without using the Dreamseed drug (see page 249). Without the Dreamseed, however, the character must fall asleep by natural means. In , if this result is rolled, the player must choose any other Divine Power for their character.
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right before their eyes. This includes sophisticated tasks, such as playing music on a piano, assembling a specific complex machine or painting a portrait. The character will be unable to use this power to make forgeries of objects they have seen but didn’t have the opportunity to observe being made. This power may not be used to replicate any action that would require an Attribute or Skill contest of any kind, but it may be used to reproduce the outcome of a talent or action that would require an Attribute or Skill test. No dice roll is required for the character replicating the outcome. Also, for instance, the character won’t be able to automatically repair a machine if they saw someone trying to repair it and failing; likewise, if the character saw someone successfully repairing a machine, they still won’t be able to automatically repair a similar machine without the same tools or repair a similar machine that presents a different problem.
1 META POWERS 1-0 Divine Veil: The character’s power nullifies all other Divine Powers in a radius equal to their Presence Attribute Score times 2 in meters (or yards). Powers fueled by Mana, such as spellcasting and warping powers, are not affected. 1-1 Echo: Once per day, the character may copy another person’s Divine Power. The character must know that the person has a power and which power it is. To copy the power, the character must be able to
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touch the person once, and the power will remain with them until the next sunrise. A character cannot copy a power that their Ancestry is forbidden from having or that is similar to one of their Ancestry’s traits.
1-2 Gods’ Blood: The character doesn’t have a power per se except that their children will be guaranteed to be born with a Divine Power other than Gods’ Blood itself. A character with such power, when identified, may be sought out as a spouse by some. 1-3 Gods’ Eyes: The character sees people’s auras and can identify the aura’s color and strength. The aura will convey superficial information about the person’s spiritual or karmic balance regarding their previous actions, as well as their current mood. 1-4 Mana Guardian (in
, Psychic Guardian): The character’s power blocks access to Mana from their surroundings for all Mana users. This does not affect drawing from a Familiar or other Mana sources. The amount of Mana that cannot be accessed is equal to the character’s Presence Attribute Score, and the radius of the effect is equal to their Presence Attribute Score times 5 in meters (or yards). A Mana Guardian is affected by their own power when trying to access Mana from their surroundings for any purposes. , the character may, once per day, with a Free In Action, block the usage of all Psychic Powers in a radius around them equal to their Presence Attribute Score times 5 in meters (or yards), for a number of
rounds equal to their Presence Attribute Score.
1-5 Power-Bound: The character senses what cardinal direction to follow to find an object or location that is a source of divine power, such as Gods’ . The range of this power, in kilometers, Embers in is equal to the character’s Presence Attribute Score (or their Presence Attribute Score times 0.6 in miles). If more than one source of divine power is within range, the character will usually be attracted to the closest source, but sometimes a source of great, uncommon divine power may take precedence.
1-7 Sniffer: The character may identify whether a person has a Divine Power and, with a successful normal Wits Attribute test, which power they have.
2 MYSTICAL POWERS
Divine Madness: From time to time, the character will have vivid auditory and visual hallucinations while awake, especially in moments of great stress. These surreal hallucinations will usually reveal truths about people, events, and places, even though their meanings may not be discernible immediately.
2-1
2-2 Dream Ghost: The character’s consciousness will be able to “exit” their body while sleeping, floating like an invisible ghost that is able to see and hear its surroundings. The distance and duration of the effect varies but is usually equal to the duration of the character’s sleep. The character’s consciousness is immune to all forms of detection and harm while Михаил Герасимов (Order #27301389)
2-4 Gods’ Servant: Once per week, the character may pray to a god for a whole day for a specific event to happen. What will happen—if anything happens at all—depends on the character’s previous actions, the god they have chosen to pray to, and what is being asked from the god (game master’s discretion applies). If something happens, it will usually be something that would be considered a simple weird coincidence or at most a minor miracle. However, such divine beings often have a strange way of interpreting wishes, which may lead to things happening in a way which is the opposite of what was intended. 2-5 Medium: The character may discover information about the owner or the last user of an object by touching it. The amount of information gathered may vary, but they may receive in their mind information such as the owner’s first name, a glimpse of some part of their body, the sound of their voice, and the scent from their clothes (game master’s discretion applies). 2-6 Merciful Healer: The character may use their own blood to heal other people. In short, the character may choose to receive one Wound Point to heal all of another person’s Wound Points, or a single natural disease, with the mere touch of their hands. Doing this takes a Turn Action. This power can be used only once per day. Saint: The character hears the gods on a day-to-day basis, which basically leaves them on the verge of madness. While there’s generally no practical information that they may gather from this divine cacophony, on occasion the character may be able to know what a given god desires at a certain time.
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2-0 Divine Certainty: Whenever the character must blindly guess among a limited number of options, they will always choose in accordance with their desired outcome. Examples include going left or right to reach a destination, picking one among three shells that has a ball, and choosing the room in a given floor where a certain person is. While the character may get lost in the wild, they will always know the way out of a labyrinth or a building. This Divine Power won’t grant the character knowledge of people’s intentions or past or future deeds, such as who committed a crime or is betraying their faction.
Dreamseer: Sometimes, the character has dreams that are prophetic about future important events, especially those connected to many people suffering. Usually, such revelations will be crystal clear for the character regarding when, where and what is happening, even though sometimes the cause of the tragic event—and how to stop it—may be uncertain.
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DIVINE POWERS
1-6 Shadowy: The character is immune to any supernatural means of detection or identification. Their mind, however, may still be subject to supernatural forms of intrusion.
in this form. They will be able to cross walls and closed doors; they won’t be able to fly or go beneath the earth but may enter caves and basements. The character’s consciousness won’t be able to interact with the physical world in any form, and they cannot , speak, or cast any spells or Psychic Powers. In while in such a state, the character is considered out of the Dreamscape (see page 249).
3 MENTAL POWERS 3-0 Clarity of Mind: The character is never affected by supernatural means of confusion, such as illusions or madness, thus automatically succeeding in any contests to resist spells that try to fool their mind. The character may still be convinced or fooled by natural forms of deceit or persuasion, or affected by other kinds of spells that target the mind, such as those that try to control it or access its memories.
3-5 Keeper of Names: The character intrinsically
knows the real name of all things, living or non-living, that they touch at least once, even the complete name of birth from people they don’t know.
3-6 Machine Sensitivity: With a simple touch of hands on the surface of any machine, the character will sense its status and will receive knowledge of how it may be operated, as well as any current or immediate problems with it. This Divine Power, however, won’t make the character automatically succeed in any tests or contests required for operation.
DIVINE POWERS
3-1 Clockwork Mind: The character remembers
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everything—people, places, and events—in minute detail and in such a vivid way that they are capable of “revisiting” anything through simple remembrance to try to find any missing information. This divine power won’t allow the character to retake any failed tests or contests, such as those related to the Perception Skill, but it may allow them to discover things that were in plain sight (that is, things not concealed) with any tests not taken the first time. Because of this power, the character has constant headaches and trouble sleeping.
3-2 Epiphany: Once per day, the character may choose to automatically succeed in a normal or hard test (but not contest) of the Wits Attribute only (not Skills). The character must choose to use their power before the roll is made. In doing so, the character automatically obtains a non-critical success. 3-3 Gods’ Observer: Once per day, after only a
moment of observation, the character may precisely judge whether another person is—in theory—equal, inferior to or superior to herself in a specific task, be it a physical or mental one. Such evaluations won’t set in stone the fate of any contest between the two involved. In sum, the character will know whether their target has more or fewer Ranks than them in a certain Skill, or if the target has a higher or lower Score in a certain Attribute. Inspired Judgement: Once per week, after careful consideration, the character will know whether a certain course of action is the optimal one, given the circumstances. The character won’t know about chances of success or possible outcomes from the decision under consideration, the other options, or their own risks. However, while an optimal course of action will be the one with the highest chance of success, it may also be the one with the riskiest outcome in the case of a failure.
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Михаил Герасимов (Order #27301389)
3-7 Mind of Numbers: The character knows with mathematical precision what others would only be able to estimate through observation. This includes values such as distance, weight, height, duration, age, speed, quantity, volume, and area—that is, things that may be precisely quantified or represented by numbers. The character must observe for 5 seconds or so what they want to measure with this power. In addition to this, the character may roll one extra die when playing games such as poker (Knuckles, in and )—see page 402.
4 SOCIAL POWERS Creature Charmer: A Creature’s Ferocity Attribute Score will be considered 2 points lower when the character tries a Taming Skill contest to calm it, or 4 points lower if the character also has the Animal Whisperer Ability from the Taming Skill. The character will also be able to tame creatures that are normally considered untamable, with success in a hard Taming Skill contest.
4-0
4-1 Divine Aura: Regardless of the character’s Ancestry, Culture, social status or appearance, they will usually be able to attend the most restrictive of courts and places by the sheer power of the aura that emanates from them. By virtue of their aura, they will be received by high authorities, including queens and kings. Once they get to where they want to be and are heard, anything can happen, but regardless of the outcome, they will most likely be treated without any discrimination. They will be judged solely by their past and present words, actions, and affiliations. Empathic: The character has a natural understanding of all spoken languages, no matter
4-2
how alien they may be, and will be capable of grasping the basic, relevant meaning of sentences uttered in languages they don’t otherwise know. This power doesn’t grant them the ability to speak, read, or write the language.
4-3 Face Stealer: Once per day for a number of
minutes equal to 3 plus a die roll, the character may change their likeness to copy another’s. All normal Deception Skill tests or contests to disguise herself or impersonate the copied target will be considered automatic, non-critical successes. Mesmerizing: With a successful normal contest of the Presence Attribute, the character will be able to hypnotize another person, causing them to forget having seen, and even interacted, with the character in the last few minutes. That person won’t be able to remember any of the character’s last actions. For this Divine Power to work, the character must be able to engage in a normal conversation with the person in question for a minute or so without being disturbed. If the targeted person hadn’t seen the character before, their likeness will be completely lost from the person’s memories.
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4-5 Sensitive: The character may “hear” intense
4-6 Truthspeaker: Widely sought as advisors or inspectors, a character with this power will be unable to speak even the smallest of lies. They will, however, be capable of omitting details or remaining silent when asked questions. 4-7 Whisperer: The character may send succinct
telepathic messages across great distances to people with whom they have a strong bond of love, friendship, or blood. Usually a phrase of approximately five words at most can be sent, as complex information will be lost in the void. Not only that, if the character uses this Divine Power for more than a minute per hour, they will become very tired and may even pass out from the effort. Some kingdoms and nations exchange twins with this power to use them as communication vessels.
Михаил Герасимов (Order #27301389)
MIND, SOUL AND POWERS
thoughts of others, good or bad. Usually, the character will “hear” a single word that represents a person’s current thoughts or general mood. A person currently in a calm, neutral state most likely won’t be “heard” at all by the character.
5 PHYSICAL POWERS 5-0 Bird Eyes: The character is very good at hitting stationary targets incapable of reaction. They must use a ranged weapon of any kind and the target must be in range. If the test for the attack would be a normal one, an automatic, non-critical success happens. If the test would be a hard one, roll for the attack treating it as if it was a normal one instead. If for whatever reason the attack would call for a contest, this power won’t have any effect.
DIVINE POWERS
5-1 Chameleon Skin: The character may change
5-2 Child of the Darkness: The character has an extra-sensory perception that allows them to see in darkness—total or partial, magical or natural—as clear and detailed as if the area were bathed by direct sunlight. 5-3 Divine Whirlwind: During a combat, the character may take a Focus action in a given turn to
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their clothing and skin color at will, in the same way as a chameleon. The character won’t become invisible, but all normal Stealth Skill tests or contests to hide or follow someone are considered automatic non-critical successes. If the test or contest would be a hard one, treat it as a normal one instead.
Михаил Герасимов (Order #27301389)
be able to complete two actions during their turn in the following round. Both must be performed at the character’s place in the Initiative order, and must be taken consecutively. The two actions must be Melee, Ranged, Reload, or Flee, but they don’t need to be the same. Inner Energy: Add 1 to the Base Damage Rating of the character’s unarmed strikes with the Martial Arts Skill.
5-4
5-5 Lightning Reaction: The character’s Initiative
roll is considered equal to that of the character who immediately preceded them in the order of Initiative (if any), plus 1. Thus, they will effectively climb one spot on the Initiative order. This power applies only to combat in general and not to any forms of duel. Rage: If the character is wounded by an enemy during a combat, increase the Base Damage Rating of all their melee attacks by 1 for the remainder of the combat.
5-6
5-7 Regeneration: If the character is not dying and has less than 6 Wound Points, they will heal all of their Wound Points after a full night of rest, without needing any medical treatment. They won’t
they entered stasis and be able to leave it immediately at will.
6 ENDURANCE POWERS
6-6 Strength of the Faithful: The character can do strenuous tasks without suffering any of the physical consequences. Examples include going through a whole night without rest or sleep, traveling double the normal distance by foot, or doing twice the normal daily routine of any demanding physical work. The character can keep going at this rate for a number of days equal to their Vigor Attribute Score before needing a day of normal routine with a rest period. This does not allow the character to do physical work of which they are incapable due to lack of strength, dexterity, or skill, and they also won’t be able to keep working without minimal food and water. In , characters identified as having this Divine Power are usually sought out by many companies and rewarded accordingly.
6-0 Blessed: All kinds of spells have a higher chance of not working on the character. The character must always try to resist every spell cast on them, good or bad. For beneficial spells without a specific resisting contest, they will try to resist them with their Presence Attribute Score. Also, add 2 to their Vigor or Presence Attribute Scores when trying to resist any spells, good or bad ones. This divine power won’t affect spells that may be dodged instead of resisted, or negative spells that don’t specify any form of , add 2 to the character’s Presence resisting. In Attribute Score when trying to resist any malignant Psychic Powers. Gods’ Lover: The character is immune to common, natural diseases. The character is also sterile.
6-1
Iron Will: Once per session, the character may reroll a failed Weakness test. This reroll won’t count as a test when adding up the number of times a character’s Weakness was tested in a session.
6-2
6-4 Serpent Blood: The character will never die from any poison or venom but may suffer any other effects from such toxins. 6-5 Stasis: The character may voluntarily enter and exit a special, hibernation-like state. This stasis may be used to either resist extreme survival conditions, such as the lack of food or extreme cold, or simulate a dead state. Staying in this special state for more than a couple of days is dangerous and may result in death. While in this state, the character will be semiconscious with minimal respiration and heart beats. Their senses and Ability to react will be extremely impaired—they won’t be able to see, will only hear the loudest of noises, and will only feel pain from grave injuries. The character will, however, have a good sense of how much time has passed since Михаил Герасимов (Order #27301389)
die from any natural or supernatural disease but may suffer any other effects from illnesses.
7 ELEMENTAL POWERS 7-0 Cat’s Leap: The character may reach as high
or as far as 10 meters (or yards) with a jump. If they are conscious, they will be able to glide down instead of falling if the fall isn’t from a height greater than 10 meters (or yards) from the ground. If they fall from a height higher than 10 meters (or yards), subtract that distance from the height when calculating damage received (see page 143).
7-1 Earth Warper: If there are rocks near the character, they may warp them to attack a target. The attack is either a melee one made with the Martial Arts Skill, or a ranged one made with the Dexterity Attribute, with a range of 15 meters (or yards). Before attacking, the character must first Focus for one round (thus, attacking with this power will take 2 rounds). If the attack hits, Base Damage Rating will be equal to the character’s Presence Attribute Score plus their Vigor Attribute Score (up to a maximum Base Damage Rating of 6; damage dealt is from the Blunt type). For the attack to have a chance to work, the character must gather and spend 1 Mana Point from their surroundings only (see page 175). The Mana Point will always be gathered as if the character were attuned to the place. In , the character is considered to have 1 Mana Point at their
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Ox Guts: The character is immune to all effects of any drugs—good or bad—but not poisons. They also won’t become addicted to any such drugs. In , the character may, however, choose to voluntarily be affected by the effects of the Dreamseed drug.
6-3
6-7 Divine Protection: The character will never
DIVINE POWERS
automatically heal severe injuries like broken bones, missing limbs, or deadly wounds.
DIVINE POWERS
disposal at all times, but the power cannot be used more than once per combat.
7-2 Fire Warper: If there is any fire source near the character, they may warp it to attack a target. The attack is either a melee one made with the Martial Arts Skill, or a ranged one made with the Dexterity Attribute, with a range of 15 meters (or yards). Before attacking, the character must first Focus for one round (thus, attacking with this power will take 2 rounds). If the attack hits, Base Damage Rating will be equal to twice the character’s Presence Attribute Score (up to a maximum Base Damage Rating of 6; damage dealt is from the Energy type). For the attack to have a chance to work, the character must gather and spend 1 Mana Point from their surroundings only (see page 175). The Mana Point will always be gathered as if the character were attuned to the place. In , the character is considered to have 1 Mana Point at their disposal at all times, but the power cannot be used more than once per combat.
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7-3 Hardened Skin: The character’s skin has a likeness that resembles marble and that provides them a natural armor with a rating of 1. While the character’s likeness may be considered beautiful, they may still draw unwanted attention. Water Warper: If there is any water source near the character, they may warp it to attack a target. The attack is either a melee one made with the Martial Arts Skill, or a ranged one made with the Dexterity Attribute, with a range of 15 meters (or yards). Before attacking, the character must first Focus for one round (thus, attacking with this power will take 2 rounds). If the attack hits, Base Damage Rating will be equal to the character’s Presence Attribute Score plus their Wits Attribute Score (up to a maximum Base Damage Rating of 6; damage dealt is from the Blunt type). For the attack to have a chance to work, the character must gather and spend 1 Mana Point from their surroundings only (see page 175). The Mana Point will always be gathered as if the character were attuned to the place. In , the character is considered to have 1 Mana Point at their disposal at all times, but the power cannot be used more than once per combat.
MIND, SOUL AND POWERS
7-4
7-5 Water-Breather: The character cannot drown
as they are able to breathe underwater. This power works with saltwater and freshwater.
7-6 Михаил Герасимов (Order #27301389)
Wind Warper: if the character is outside,
they may warp the wind to attack a target. The attack is either a melee one (with the Brawl Skill) or a ranged one made with the Dexterity Attribute, with a range of 15 meters or yards). Before attacking, the character must first Focus for one round (thus, the attack will take 2 rounds). If the attack hits, Base Damage Rating will be equal to the character’s Presence Attribute plus their Dexterity Attribute (up to a maximum Base Damage Rating of 6; damage dealt is from the Blunt type). For the attack to have a chance to work, the character must gather and spend 1 Mana Point from their surroundings only (see page 175). The Mana Point will always be gathered as if the character were attuned to the place. In , the character is considered to have 1 Mana Point at their disposal at all times, but the power cannot be used more than once per combat.
7-7 Wyrm’s Blood: The character is never injured by heat or fire, but worn clothes and carried items may be destroyed. They are not immune to explosions, lava, electricity, acids or other subtypes of Energy damage.
CHAPTER 13
VITALITY POWERS
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OVERVIEW
VITALITY POWERS
and some other fantastical settings, there In are people who can tap into their inner energy to accomplish superior physical and mystical feats called Vitality Powers. , all player characters are considered to In have Vitality Powers. In other settings of their own devising, the game master may stipulate that a player must spend 1 or more Background Points for their character to have Vitality Powers. During creation of a character with Vitality Powers, the player must first choose a Martial Arts school of which their character will be a disciple. This must be chosen from those available in the setting or created from scratch if the setting allows. Depending on the setting, some Martial Arts schools may have requirements regarding who may join them. More often than not, they are restricted to students from a single Culture.
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226 When creating a Martial Arts school, the player will give it a name, location, motto, colors and a symbol. Then, the player will create the school’s Martial Arts style by choosing 4 Vitality Powers and randomly assigning 4 other Vitality Powers, for a total of 8 Vitality Powers. Depending on the setting, being part of one such school may be a requirement for a character to have access to the specific Abilities from the Martial Arts Skill. If that is the case, besides giving access to 8 Vitality Powers, the school will also teach 5 generic or specific Martial Arts Skill Abilities (see page 86). The character will start the game with 4 Vitality Powers. The character may start with additional Vitality Powers by spending Background Points: 1 Background Point for each extra Vitality Power. Each Vitality Power will be related to one Attribute. A character may not have more Vitality Powers from any given Attribute than twice its score. Vitality Powers may also be learned between sessions with the expenditure of Experience Points: Михаил Герасимов (Order #27301389)
3 Experience Points for a Vitality Power from the character’s school, or 6 Experience Points for a Vitality Power from another school. In order to learn a power from another school, the character must have learned enough about its Martial Arts style in some way that would merit such access to its secrets. In the same way, if access to specific Martial Arts Skill Abilities is restricted in the setting, learning an Ability from another school will cost an additional 3 Experience Points (in addition to the cost of raising the Martial Arts Skill Rank—see page 86). Note that schools are always protective of their own Martial Arts style secrets. This means that it is very rare for a character from another school to be invited by a master to learn a Vitality Power or a Martial Arts Skill Ability. Thus, such secrets are usually learned by fighting characters from other Martial Arts schools, spying on their practices, or stealing treatises from a master. Most Vitality Powers performed during combat are defined as “Techniques”—powers performed with the Martial Arts Skill. Usually, no more than one Technique may be performed in conjunction with a single attack. However, two or more Techniques may be used when the character performs a Combo or a Whirlwind special action (see below). When a Technique deals damage to an opponent, the damage will be increased by the Mighty Advantage (if any; unless stated otherwise in the Technique description) and also by the margin of success that the attacker obtained over their target (if any). In this way, damage from a technique is treated like damage from a regular attack according to the normal combat rules. Damage dealt by a Technique cannot, however, be increased by the Strike Technique Ability. Besides Vitality Powers, the character will also have a number of Vitality Points. Vitality Points are awarded by the Vitality Powers themselves when acquired by a character during their creation or between sessions. While some Vitality Powers will award the character only a single Vitality Point, some may award more. Vitality Points will be spent to perform some
VITALITY POWERS
During combat, a character may spend 1 or more Vitality Points to do one of the following three special actions:
COMBO If both hands are free, and the character is not wearing armor with an armor rating higher than 1, they may string together two or more Martial Arts attacks against a single target during their turn. No Михаил Герасимов (Order #27301389)
weapons may be used when performing a Combo action.
227 The player must state how many attacks will be strung together and spend 1 Vitality Point per attack before any roll is made. The attacker may do as many generic Martial Arts attacks and Vitality Powers classified as Techniques as they wish to and can pay for in Vitality Points. This cost is in addition to the cost of the Combo action. The same Technique may not be used more than once per Combo action. When their character performs a Combo action, the player must state the order in which each attack is performed. After that, the player will roll only once for all attacks, and the contest will be of hard difficulty for their character. The contest will also be of hard difficulty for the defender. If the attacker succeeds, their player will apply damage from every attack individually in the order they specified, but the bonus damage from the success margin will only apply for the first attack in the Combo action. The target’s armor rating, if any, will apply against each individual damage dealt (minimum of 1 point of damage per attack in the Combo action). Each damage dealt in the Combo action will be checked against the target’s damage thresholds
MIND, SOUL AND POWERS
Vitality Powers—Techniques or otherwise—or the Combo, Whirlwind, and Absorption special combat actions (see below). Spent Vitality Points will be completely replenished after the character rests for a full night. A character’s maximum number of Vitality Points will, however, be reduced by the number of Darkness Points they have (see page 257). If for whatever reason a character’s number of Darkness Points drops, then their number of Vitality Points will increase by the same amount. The character’s Vitality Points total will also be permanently reduced by one point per Cybernetic Implant they have installed in their body (not counting Cybernetic Implants classified as neural software; see page 324).
individually. If the target is KO’d before the damage from all attacks in a Combo action are applied, the remaining damage is not dealt, but all of the Vitality Points are spent anyway.
VITALITY POWERS
WHIRLWIND
During a Whirlwind action, the attacker may move up to a total of 20 meters (or yards), but no target may be more than 5 meters (or yards) from the previous target in the target chain. The player must state how many attacks will be strung together and spend 1 Vitality Point per attack before any roll is made. The attacker may do as many generic Martial Arts attacks and Vitality Powers classified as Techniques as they wish to and can pay for in Vitality Points. This cost is in addition to the cost
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If both hands are free, and the character is not wearing armor with an armor rating higher than 1, the character may string together two or more Martial Arts attacks against any number targets during their turn. No target may be attacked more than once with a Whirlwind action, and the player must state which targets their character is going to attack and in what order. No weapons may be used to when performing a Whirlwind action.
Михаил Герасимов (Order #27301389)
of the Whirlwind action. The same Technique may not be used more than once per Whirlwind action. All contests are of hard difficulty for the attacker and must be performed in the order stated by their player. If the attacker succeeds in a contest, apply damage normally and proceed with the contest against the next target, if any. Otherwise, if the attacker fails one of the Whirlwind attacks, the action ends immediately and any remaining targets are not attacked, but all of the Vitality Points are spent anyway.
ABSORPTION Once per round, as a special Reaction, if not wearing armor with an armor rating higher than 1, a character may spend Vitality Points to absorb (negate) all damage received from a single attack or event. This reaction can be taken during combat or otherwise. The character must spend a number of Vitality Points equal to twice the amount of damage to be negated. If the damage is from the Slashing or Piercing type, the required Vitality Point cost is equal to three times the amount about to be negated. If the character doesn’t have sufficient Vitality Points to negate all damage received, the Absorption Reaction cannot be taken.
need any water or food and will become resistant to extreme cold. While in this state, the character’s senses and capacity to react will be extremely impaired; they won’t be able to see, will only hear the loudest of noises, and will only feel the pain from grave injuries. After a full day passes, the character will automatically leave their stasis state. Vitality Points received: 4. Vitality Point cost: 3 (per stasis).
LIST OF VITALITY POWERS
3 Fist of the Righteous: This is a Technique. If not wearing armor with an armor rating higher than 1, and if at least one hand is free, the character may try to cause greater damage to an opponent with a punch. This is a normal Martial Arts test for the attacker. Base Damage Rating will be equal to the character’s Vigor Attribute Score and damage is of the Blunt type. This is considered a Vitality attack when targeting the Undead, Vampires or Fiends (see page 280). Vitality Points received: 3. Vitality Point cost: 2 (per attack attempt).
The available Vitality Powers for each Attribute are listed below. Each Vitality Power has an assigned number that may be used when there is need to randomly select one such power. When that is the case, roll one die twice: first to determine the related Attribute, then to find out the Vitality Power.
VIGOR-RELATED VITALITY POWERS (0 OR 1)
1 Beetle Style: When using the Vigor Attribute in relation to the Melee Weapons Skill or the Exotic Weapons Skill, the character may use whichever of these Skills has the highest number Ranks. This Power works for all normal and hard tests or contests, when attacking or parrying with an exotic or a melee weapon. Vitality Points received: 2. Vitality Point cost: 0 (permanent effect). Death Trance: Once every couple of days, the character may voluntarily enter a stasis where they will be semiconscious, with minimal respiration and heartbeats. This state lasts for a whole day, and may fool enemies about whether they are alive. This state may be used to prolong their life up to one day, in instances where the character is mortally wounded but not outright killed. During their Death Trance, they won’t
2
Михаил Герасимов (Order #27301389)
5 Iron Resistance: Once per day, before rolling any
dice, a hard test to avoid death becomes a normal one. Vitality Points received: 2. Vitality Points cost: 2 (per test).
6 Iron Strength: Once per day, before rolling any dice, the character may automatically succeed in a test to not be KO’d, but only if a test is actually
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0 Bear Stance: When using the Vigor Attribute in relation to the Martial Arts Skill, all attacks will be considered Vitality attacks when targeting the Undead, Vampires or Fiends (see page 280). Vitality Points received: 2. Vitality Point cost: 0 (permanent effect).
4 Iron Fists: This is a Technique. If not wearing armor with an armor rating higher than 1, and if at least one hand is free, the character may try to cause greater damage to an opponent with a punch, and may even damage or destroy any worn armor. This is a hard Martial Arts test for the attacker. Base Damage Rating will be equal to the character’s Vigor Attribute Score plus 1, and damage is of the Blunt type. If hit by the attack, the opponent will be pushed back 5 meters (or yards), and they will fall to the ground if they hit any obstacle with their back. Any non-enchanted armor they are wearing will be damaged, losing 1 point of armor rating per 4 points of damage dealt. Lost armor rating points will still cancel out damage from the attack that damaged the armor before being permanently lost. This is considered a Vitality attack when targeting the Undead, Vampires or Fiends (see page 280). Vitality Points received: 3. Vitality Point cost: 3 (per attack attempt).
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If the character is successfully targeted by a Combo action, the target may only cancel the damage from a single attack. The choice of which attack to absorb the damage from must be made before any Vigor Attribute tests are made as a result of the damage received. While damage from an attack may be absorbed, its additional effects (such as being pushed back or becoming stunned) will still take place, if there are any.
damage. Finally, if the character fell to the ground, they may use the Agile like Water Power to get up with a Free Action or Reaction, thus avoiding any penalties associated with lying on the ground. Vitality Points received: 2. Vitality Point cost: 1 (per jump, combat action, or Free Action).
1 Speed of the Wind: The total Vitality Point cost
to do a Whirlwind action is 1 less (minimum of 1). Vitality Points received: 2.
VITALITY POWERS
Vitality Points cost: see Whirlwind action.
2 Flurry of Blows: The total Vitality Point cost to do a Combo action is 1 less (minimum of 1). Vitality Points received: 2. Vitality Points cost: see Combo action.
required.
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Vitality Points received: 2. Vitality Points cost: 2 (per test).
7 Protective Aura: Once per round, if not wearing armor with an armor rating higher than 1, when doing an Absorption reaction, the character can reduce the Vitality Points cost of absorbing Slashing- or Piercingtype damage. The cost of the absorption reaction will be double the amount of damage absorbed, instead of three times. Vitality Points received: 2. Vitality Point cost: variable (per Reaction).
DEXTERITY-RELATED VITALITY POWERS (2 OR 3) Agile like Water: If not wearing armor with an armor rating higher than 1, the character may move a number of meters (or yards) per round equal to their Dexterity Attribute Score times 10 when doing any combat action(including the Combo and the Whirlwind action). The character may also jump up or forward the same number of meters (or yards) and fall from the same height without suffering any
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3 Flying Kick: This is a Technique. If not wearing armor with an armor rating higher than 1 and if at least one hand is free, the character may jump forward in the air to try to hit an opponent with a powerful kick. Including the running and the actual jump, the character may hit an opponent up to 20 meters (or yards) away with this Technique. This is a normal Martial Arts contest for the attacker. Its Base Damage Rating is equal to the character’s Dexterity Attribute, and the damage is of the Blunt type. If hit by the attack, the opponent will be pushed back 5 meters (or yards) and fall to the ground if they hit any obstacle with their back. This is considered a Vitality attack when targeting the Undead, Vampires or Fiends (see page 280). Vitality Points received: 3. Vitality Point cost: 2 (per attack attempt). Mantis Style: When using the Dexterity Attribute in relation to the Fencing Skill or the Exotic Weapons Skill (through the Precision Ability), the character may use whichever of these Skills has the highest number of Ranks. This power works for all normal and hard tests or contests, when attacking or parrying with an exotic or fencing weapon.
4
Vitality Points received: 2. Vitality Point cost: 0 (permanent effect).
5 Phase Strike: This is a Technique. If not wearing
Vitality Points received: 3. Vitality Point cost: 3 (per attack attempt). Tiger Stance: When using the Dexterity Attribute in relation to the Martial Arts Skill (through the Finesse Ability), attacks dealt will be considered Vitality attacks when targeting the Undead, Vampires or Fiends (see page 280).
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Vitality Points received: 2. Vitality Point cost: 0 (permanent effect).
Vitality Points received: 3. Vitality Points cost: 2 (per parry attempt).
WITS-RELATED VITALITY POWERS (4 OR 5)
0 Danger Awareness: Once per day, the character may try to sense if they are in imminent danger. A character will register any threats of physical harm to them in their current location, such as traps or ambushers. The danger, if present, must be of intentional harm due to happen within an hour. To become aware of the imminent danger, they must succeed in a normal Arcana Skill test. No retry is possible. Михаил Герасимов (Order #27301389)
1 Deadly Strike: This is a Technique. If not wearing armor with an armor rating higher than 1 and if at least one is hand free, the character may do an open hand chop to a potentially lethal spot. This is a normal Martial Arts contest for the attacker. Its Base Damage Rating is equal to the character’s Wits Attribute Score plus 1, and damage is of the Piercing type. This is considered a Vitality attack when targeting the Undead, Vampires or Fiends (see page 280). Vitality Points received: 3. Vitality Point cost: 2 (per attack attempt). Dragon Stance: If not wearing armor with an armor rating higher than 1 and if both hands are free, the character may use their Wits Attribute instead of their Vigor one for tests and contests with the Martial Arts Skill. Martial Arts attacks dealt while having this Vitality Power will be considered Vitality attacks when targeting the Undead, Vampires or Fiends (see page 280). Vitality Points received: 2. Vitality Point cost: 0 (permanent effect).
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3
Entering Throw: This is a Technique. If not
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7 Wristlock: Once per round, if not wearing armor with an armor rating higher than 1 and if both hands are free, the character may, as a reaction, disarm an opponent who does a melee attack against them. This is a hard Martial Arts contest for the character using the power. If they are successful, then the attacker loses their weapon, which is thrown away from their immediate reach.
Vitality Points received: 4. Vitality Points cost: 3 (per test).
VITALITY POWERS
armor with an armor rating higher than 1 and if at least one hand is free, the character may move forward at great speed and pass through their opponent with a Phase Strike. When using this technique the character’s hands and forearms become ethereal and deliver damage directly inside the target’s body. This is a hard Martial Arts contest for the attacker, and the defender cannot parry but can only dodge this attack. All of the opponent’s armor rating—natural or worn— is negated. The Base Damage Rating of the attack is 2, and it cannot be increased by the Mighty Advantage. The damage is of the Energy type. This is considered a Vitality attack when targeting the Undead, Vampires or Fiends (see page 280).
wearing armor with an armor rating higher than 1 and if both hands are free, the character may try to throw an opponent to the ground. This Technique may not target a character who has a Vigor Attribute Score 3 or more points higher than the martial artist’s highest Attribute Score. This is a normal Martial Arts contest for the attacker. Its Base Damage Rating is equal to the character’s Wits Attribute Score, and damage is of the Blunt type. If successful, the opponent is thrown to the ground. This is considered a Vitality attack when targeting the Undead, Vampires or Fiends (see page 280). Vitality Points received: 3.
VITALITY POWERS
Vitality Points cost: 3 (per attack attempt). Lay on Hands: The character may use their Vitality to heal another character by laying their hands on a wound. The recipient must have fewer than 6 Wound Points and not be dying. This takes a couple of minutes and is a hard Arcana Skill test. If successful, the character instantly heals 1 Wound Point.
4
Vitality Points received: 3. Vitality Points cost: 2 (per test).
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Meditative Healing: Once per day, the
character may try to heal herself from the effects of any drug or poison with a successful hard Arcana Skill test. To do so, the character must meditate for at least 15 minutes, and the meditation must begin no more than an hour after the drugging or poisoning event. If the effects of the poison are delayed, the meditation must begin no more than one hour after the first symptoms appear. Only one try is possible per drugging or poisoning event. Vitality Points received: 3. Vitality Point cost: 2 (per test).
6 Momentum Throw: Once per round, if not wearing armor with an armor rating higher than 1 and if both hands are free, the character may use the momentum of an attacker against them. As a reaction, they can use both hands to throw an opponent who attacks them with an unarmed strike or a Technique with the Martial Arts Skill. This Ability may not target a character who has a Vigor Attribute Score 3 or more points higher than the martial artist’s highest Attribute Score. This is a hard Martial Arts contest. If the user of this Ability is successful, the opponent is thrown to the ground. The Base Damage Rating is equal to 1 and the damage is of the Blunt type. This is considered a
Vitality attack when targeting the Undead, Vampires or Fiends (see page 280). Vitality Points received: 3. Vitality Points cost: 2 (per parry attempt).
7 Wasp Style: If not wearing armor with an armor
rating higher than 1, the character may use their Wits Attribute instead of their Dexterity one for tests and contests with the Fencing Skill. Vitality Points received: 2. Vitality Point cost: 0 (permanent effect).
0 Energy Blast: If not wearing armor with an armor rating higher than 1 and if both hands are free, the character can hurl a translucent energy ball forward at great speed for up to 20 meters (or yards) to try to hit an opponent. This is a hard Martial Arts contest for the attacker. The Energy Blast cannot be parried, its Base Damage Rating is equal to the character’s Presence Attribute Score, and the damage is of the Energy type. If the target is hit, they are hurled 5 meters (or yards) back and fall to the ground. This is considered a Vitality attack when targeting the Undead, Vampires or Fiends (see page 280). Vitality Point cost: 3 (per attack attempt).
4 Inner Strength: Once per day, the character may use their Presence Attribute Score instead of their Vigor one for tests to check if they are KO’d. Vitality Points received: 3. Vitality Point cost: 1 (per test). 5 Life Force: Once per day, the character may use their Presence Attribute Score instead of their Vigor one for tests to check if they die. Vitality Points received: 3. Vitality Point cost: 2 (per test).
1 Blinding Speed: Once per round, if not wearing
armor with an armor rating higher than 1, the character may, as a reaction, try to teleport to a couple of meters or yards away to try to avoid an attack. When using this Ability a hard Dodge Skill test or contest will become a normal one. Blinding Speed supersedes any Skill Ability, power or condition that would make the Dodge Skill test a hard one. Vitality Points received: 3. Vitality Point cost: 2 (per dodge attempt). Energy Strike: This is a Technique. If not wearing armor with an armor rating higher than 1 and if at least one hand is free, the character may do a palm melee strike that deals damage. This is a normal Martial Arts contest for the attacker. Its Base Damage Rating is equal to the character’s Presence Attribute Score, and the damage is of the Energy type. This is considered a
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6 Monkey Stance: If not wearing armor with an armor rating higher than 1 and if both hands are free, the character may use their Presence Attribute Score instead of their Vigor one for tests and contests with the Martial Arts Skill. Martial Arts attacks dealt while having this Vitality Power will be considered Vitality attacks when targeting the Undead, Vampires or Fiends (see page 280). Vitality Points received: 2. Vitality Point cost: 0 (permanent effect). 7 Scorpion Style: If not wearing armor with an armor rating higher than 1, the character may use their Presence Attribute Score instead of their Vigor one for tests and contests with the Exotic Weapons Skill. Vitality Points received: 2. Vitality Point cost: 0 (permanent effect).
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Vitality Points received: 3.
3 Flaming Strike: This is a Technique. If not wearing armor with an armor rating higher than 1 and if at least one hand is free, the character may attack with a Flaming Strike. Using an intricate hand movement the character causes mystical flames to spring out from their skin made of pure life energy. The flames won’t ignite any kind of material. This is a hard Martial Arts contest for the attacker. Its Base Damage Rating is equal to the character’s Presence Attribute Score plus 2, and the damage is of the Energy type. This is considered a Vitality attack when targeting the Undead, Vampires or Fiends (see page 280). Vitality Points received: 3. Vitality Point cost: 3 (per attack attempt).
VITALITY POWERS
PRESENCE-RELATED VITALITY POWERS (6 OR 7)
Vitality attack when targeting the Undead, Vampires or Fiends (see page 280). Vitality Points received: 3. Vitality Point cost: 2 (per attack attempt).
CHAPTER 14
PSYCHIC POWERS
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OVERVIEW In and other settings with supernatural elements, some characters may be able to control beings and objects solely with the power of their minds. These people are considered psychics—those who possess Psychic Powers.
To be able to have Psychic Powers, a character must either be from an Ancestry that grants such powers by default, or have the Insightful Advantage and spend 1 Background Point. When created, a psychic character will begin with a number of Psychic Powers freely chosen by the player equal to their Presence Attribute Score plus one.
All psychic characters will have a number of Psychic Points that are required to perform Psychic Powers. Psychic Points will be equal to three times the character’s Presence Attribute Score, plus one point per Psychic Power they possess. The character’s Psychic Points total will be temporarily reduced, however, by armor they are wearing. Their total is reduced by one for each point of Armor Rating they possess from worn armor (thus, not counting natural armor). Their Psychic Points total will also be permanently reduced by one point per Cybernetic Implant they have installed in their body (not counting Cybernetic Implants classified as neural software; see page 324). Михаил Герасимов (Order #27301389)
If said character acquires a second Psychic Power, either by experiencing another paranormal event or by spending Experience Points, then they will also gain additional Psychic Powers equal to their Presence Attribute Score plus one point per Psychic Power they now possess. Performing a Psychic Power takes a Turn Action. To perform one such power, the character must:
♦ ♦ ♦
do a Focus action; spend the amount of Psychic Points required by the Psychic Power; and perform either a Psychic test or contest. These are equal to a Presence Attribute test or contest and the test or contest will be a normal one, unless stated otherwise.
Some Psychic Powers, indicated below, may be activated with a Free Action or a Reaction by spending double their cost in Psychic Powers. When a Psychic Power may be activated with a Free Action, it may only be done during the Psychic character’s own turn. When a Psychic Power may be activated with a Reaction, it may only be done if the Psychic character has not tried to dodge or parry an incoming attack during the same turn order. Similarly, if a Psychic character tried to activate a Psychic Power with a Reaction, they may not try to dodge or parry an incoming attack during the same turn order. A psychic character will also have the option to roll one extra die (up to the maximum total of 5 dice) when using any Psychic Power. To do this they must spend 2 more Psychic Points than the Power requires. This can be done only once per Psychic test or contest.
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The player may also spend Background Points to choose additional Psychic Powers for their character, gaining 1 additional Psychic Power for each Background Point spent. Later on, additional Psychic Powers may be acquired through Experience Points, with character gaining 1 new Psychic Power per 6 Experience Points.
In some very rare and special circumstances, whether they have the Insightful Advantage or not, a non-psychic character may develop Psychic Powers by experiencing some sort of paranormal event (see pages 215 and 245). When that happens, the character will gain one random Psychic Power and a number of Psychic Points equal to twice their Presence Attribute Score only. A character may also be created with one such random Psychic Power by spending 1 Background Point (regardless of having the Insightful Advantage).
PSYCHIC POWERS
The nature of a Psychic Power may vary from setting to setting. It may be derived from an Ancestry’s natural or artificial genetic evolution, it may be a supernatural gift given by the gods (willingly or accidentally) to some individuals, or it may be a mystical force present in all things that dedicated people may tap into and influence with their own power.
Spent Psychic Points will be fully replenished after a full night of rest.
The character may do so as long as they have the necessary Psychic Points, but the second time and each subsequent time they do it before a new day begins, they will also receive 1 Wound Point, as the character will self-inflict brain damage.
PSYCHIC POWERS
In settings with Darkness Points (see page 257), the game master may decide that characters may roll one extra die by receiving a Darkness Point instead of spending the extra Psychic Points, and without receiving Wound Points for doing so more than once per day. Success in a Psychic test means the Psychic Power has manifested as intended, and normal rules regarding critical successes apply. Failure, on the other hand, simply means the Psychic Power does not manifest. A critical failure, however, will mean the Psychic Power has manifested with undesired, perhaps tragic, consequences for the psychic character or people around them. This could include a reversed effect. Some Psychic Powers may only be performed on the psychic character herself. Where a Psychic Power can be used on others, however, if the subject is not herself or a character willingly placing themselves as
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the subject, the Psychic test becomes a contest instead. A Psychic contest will be normal for both the Psychic character and their target. For the Psychic character, it will be a Presence Attribute contest. The target, however, will resist in one of the following three ways, depending on the traits of the Psychic Power:
♦ If
the Psychic Power affects the target’s mind, they will resist with either their Wits or Presence Attribute, whichever is higher. ♦ If the Psychic Power affects the target’s body directly, they will resist with either their Vigor or Presence Attribute, whichever is higher. ♦ If the Psychic Power affects the target’s body indirectly—such as by hurling objects at them— they will resist with their Dodge Skill. Some Psychic Powers may target creatures (for creatures, see page 263). Psychic Powers that affect the mind, and that are targeting a creature, may be resisted with its Ferocity Attribute (as creatures do not possess a Wits or Presence Attribute) but with a penalty of 4 to its Score (minimum of 1). Psychic creatures, however, are an exception to this rule and may use their Presence Attribute if it is higher (see page 243).
Whenever a Psychic Power would deal damage to a target, increase said damage by the margin of success the psychic obtained over their opponent (if any), just like damage from a regular attack would under the normal combat rules. If the target is a psychic character or psychic creature, they may spend 2 Psychic Points to roll 1 extra die (up to a maximum of 5 dice) to try to resist it; this can be done only once per Psychic contest. This bonus die may be applied for resisting Psychic Powers that affect the mind or body directly, but not those that target the body indirectly.
In settings with Darkness Points (see page 257), the game master may decide that characters may obtain the same bonus die to try to resist a Psychic Power targeting them by receiving a Darkness Point instead of spending Psychic Points. Just like with Psychic tests, the game master should be mindful about the psychic character rolling critical successes and especially critical failures during Psychic contests, which may have terrible consequences for those involved.
Finally, depending on the setting, some special items and places may increase a psychic character’s power by giving bonuses to their Presence Attribute (for performing Psychic Powers) or by giving them bonus Psychic Points.
LIST OF PSYCHIC POWERS The Psychic Powers for , and other settings with such powers, are listed below by type. Each Psychic Power has an assigned number that Михаил Герасимов (Order #27301389)
0 Adrenaline Surge: For a number of minutes equal to their Presence Attribute Score (or for a whole combat or chase), the psychic character may increase their Vigor Attribute Score by 1 (up to a maximum Score of 5). This Psychic Power may not be performed again in following turns to aggregate bonuses. The Psychic character may try to activate this Psychic Power with a Free Action. Psychic Points cost: 2. 1 Chameleon Power: For a number of minutes equal to their Presence Attribute Score times 5, the character will receive 3 bonus Stealth Skill Ranks (up to a total maximum of 5 Skill Ranks). These bonus ranks affect all normal or hard tests and contests. This Psychic Power may not be performed again in following turns to aggregate bonuses. Psychic Points cost: 2. 2 Hyperkinesis: For a number of minutes equal to their Presence Attribute Score (or for a whole combat or chase), the psychic character may increase their Dexterity Attribute Score by 1 (up to a maximum Score of 5). This Psychic Power may not be performed again in following turns to aggregate bonuses. The Psychic character may try to activate this Psychic Power with a Free Action. Psychic Points cost: 2. 3 Levitation: For a number of minutes equal to their Presence Attribute Score, the psychic character may levitate. They can reach a height equal to their Presence Attribute Score times 10, and move slowly in any direction. Once the Psychic Power expires, the character will slowly descend to the ground. Psychic Points cost: 4. 4 Phasing: The psychic character rearranges the molecules of their body, as well as their clothes and any objects they are carrying, to make them briefly immaterial for a second or so. With this Psychic Power, the character may pass through a single wall or closed door or become free of any kind of shackles. Phasing may also be used as a Reaction to try to avoid an incoming attack instead of parrying or dodging it. When Phasing is used as a defensive reaction, the psychic character must perform a normal Psychic contest to try to avoid the attack. Psychic Points cost: 3.
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Unless stated otherwise in the description of the Psychic Power, characters will usually be able to identify the source of any Psychic Power taking place because of their body language, facial expressions, gestures, and especially supernatural auditory or visual cues emanating from the psychic.
MIND OVER BODY PSYCHIC POWERS (0 OR 1)
PSYCHIC POWERS
The targeted psychic character or psychic creature may get this bonus die as many times as possible per day without negative repercussions, such as self-inflicted Wound Points, as long as they have Psychic Points available.
may be used when there is need to randomly select one of such powers. If that is the case, roll one die twice: first to determine its category, then again to find out the Psychic Power.
5 Psychic Grip: The psychic character may choke
PSYCHIC POWERS
another as if the target’s throat were gripped by an invisible hand of great might. This Psychic Power may also affect large-sized or smaller creatures. The psychic character must have line of sight to their target. Base Damage Rating for this attack is equal to the psychic character’s Presence Attribute Score and the damage is from the Blunt type. This attack will completely disregard the target’s armor. The target may resist it with their Vigor or Presence Attribute, whichever is higher. In settings with the darkness tracker, this Psychic Power will give the user 1 Darkness Point each time it is successfully used. Psychic Points cost: 3.
6 Psychic Healing: If the subject has less than 6
Wound Points and is not dying, the psychic character may instantly heal 1 Wound Point from another character. This Psychic Power may also affect largesized or smaller creatures. Psychic Points cost: 2.
7 Psychic Regeneration: If they have less than 6 Wound Points and are not dying, the psychic character may instantly heal 1 of their own Wound Points. Psychic Points cost: 2. 238
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MIND OVER MATTER PSYCHIC POWERS (2 OR 3)
0 Energy Manipulation: The psychic character may manipulate energy around them, such as static energy, to provoke violent discharges against a target in the form of lightning bolts. This Psychic Power may also affect large-sized and smaller creatures. The lightning bolts may reach as far as a number of meters (or yards) equal to the psychic character’s Presence Attribute Score times 5. Base Damage Rating for this attack is equal to the psychic character’s Presence Attribute Score plus 1, and the damage is from the Energy type. The target may try to dodge this attack. In settings with the Darkness Tracker, this Psychic Power will give the Psychic 1 Darkness Point each time it is successfully used. Psychic Points cost: 2. 1 Hydrokinesis: The psychic character may control water, evaporate it or turn it to ice. The character may affect a body of water (e.g. the sea, a lake, a river), and can control a sphere of water with a radius equal to their Presence Attribute Score times 10 in meters (or yards). The psychic character may use this power to launch a wave attack or turn water
Михаил Герасимов (Order #27301389)
into ice shards to hurl them at enemies, including creatures. The attack may hit up to a number of targets equal to the psychic character’s Presence Attribute Score, as long as they are not more than 5 meters (or yards) apart from one another and not more than 10 meters (or yards) from the psychic character. A wave attack will have a Base Damage Rating of 1 and damage will be of the Blunt type. Ice shards will have a Base Damage Rating of 2 and will be of the Piercing type. Both attacks may be dodged. Targets hit by a wave will be pushed back 5 meters (or yards) and fall to the ground. Psychic Points cost: 3.
2 Kinetic Dome: The psychic character conjures a static Kinetic Dome with a radius equal to or lower than their Presence Attribute Score, in meters (or yards). The dome will last for a few minutes or a whole combat. The Kinetic Dome will defend against and deflect any and all ranged attacks (incoming or outgoing), regardless of their type of damage. This includes those from spells and other arcane sources, such as attacks made with Energy Manipulation, Psychokinesis, and Shockwave. The Kinetic Dome won’t, however, protect against ranged attacks from spells and other arcane sources that cannot be dodged, such as Psychic Grip and Pyrokinesis. The Psychic character may try to activate this Psychic Power with a Reaction. Psychic Points cost: 3. 3 Obliteration: The psychic character may damage objects with the power of their mind, as long as they are no farther away than a number of meters (or yards) equal to their Presence Attribute Score times 5. They may do things such as breaking a wooden door, shattering a window, blowing a tire, and damaging things made of metal or concrete. When targeting vehicles or automata, damage dealt will be equal to the psychic character’s Presence Attribute and will be of the Energy type. Any armor applies normally. While the attack cannot be dodged, characters operating a targeted vehicle may try to resist this Psychic Power with their Presence Attribute, while a targeted automaton may try to resist it with its Vigor or Presence Attribute, whichever is higher. When targeting objects larger than a vehicle or an automaton, such as buildings and other structures, the radius of the affected area will be equal to the psychic character’s Presence Attribute Score in meters (or yards). Psychic Points cost: 3. 4 Pyrokinesis: The psychic character may ignite flammable objects, control flames, or extinguish fires solely with the power of their mind. When controlling existing flames or extinguishing fires, the psychic
Psychic Blade: The psychic character will sprout from their hand a purple, translucent blade of pure psychic energy that will last for a few minutes or for a whole combat. The Psychic Blade negates all natural or worn armor, unless it is enchanted or energy-based, and attacks with the blade cannot be parried but only dodged. On following turns, after conjuring the Psychic Blade, the psychic character may attack with it using the Martial Arts Skill. Its Base Damage Rating is equal to the psychic character’s Presence Attribute Score and damage is of the Energy type. Psychic Points cost: 3.
5
7 Psychokinesis: The psychic character may move objects in their line of sight up to 10 meters (or yards) solely with the power of their mind. This Psychic Power doesn’t work with living beings and the object may not weigh more than the psychic character’s Presence Attribute Score times 10 in kilograms (or twice that total in pounds). This Psychic Power may be used to hurl objects at a target that is no more than 10 meters (or yards) from the psychic character. Base Damage Rating for this attack is equal to the psychic character’s Presence Attribute Score and damage is from the Blunt type. The target may try to dodge this attack. Psychokinesis may also be
PSYCHIC POWERS
character may affect an area with a radius equal to their Presence Attribute Score times 10 in meters (or yards). When igniting objects, they will affect a single object, as long as it is flammable and its dimensions— length, width, or height—do not individually exceed the psychic character’s Presence Attribute Score, in meters (or yards). While the attack cannot be dodged, characters operating a targeted vehicle may try to resist this Psychic Power with their Presence Attribute, while a targeted automaton may try to resist it with either its Vigor or Presence Attribute, whichever is higher. If this Psychic Power is used to ignite the held or worn possessions of a living being, the target may try to resist the attack with their Vigor or Presence Attribute, whichever is higher. Base Damage Rating for this attack is equal to the psychic character’s Presence Attribute Score and damage is of the Energy type. Any armor applies normally. If the target is hit by the attack, they (or another character) must lose a Turn Action to extinguish the flames, otherwise the target will keep receiving the same amount of damage on following rounds. In settings which use the Darkness Tracker, this Psychic Power will give the Psychic 1 Darkness Point each time it is successfully used to damage characters or creatures. Psychic Points cost: 4.
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used to try to remove a weapon or another object from the hands of an opponent. In this scenario, the enemy may try to resist it with either their Vigor or Presence attribute, but the contest will be a hard one for the Psychic. The Psychic character may try to activate this Psychic Power with a Reaction. Psychic Points cost: 2. Shockwave: The psychic character may manipulate the air around them to provoke violent shockwaves against several targets, including creatures. The shockwave may hit up to a number of targets equal to the psychic character’s Presence Attribute Score, as long as they are not more than 5 meters (or yards) apart from one another and not more than 10 meters (or yards) away from the psychic character. Base Damage Rating for this attack is equal to 1 and damage is from the Blunt type. Targets hit will be pushed back 5 meters (or yards) and fall to the ground. All targets may try to dodge this attack. Psychic Points cost: 3.
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0 Dream Sharing: The psychic character may cause herself to fall asleep and enter the dreams of a sleeping character to share a dreamscape with them (see page 249). This lasts for a maximum number of hours equal to the psychic character’s Presence Attribute Score. The psychic character may not be farther from the sleeping character than the psychic character’s Presence Attribute Score times 10 in meters (or yards). The sleeping character may resist the Dream Sharing with their Wits or Presence Attribute. Psychic Points cost: 3. 1 Enthrallment: The psychic character may control the mind of another. This Psychic Power may also affect large or smaller creatures. The target may not be farther away than the psychic character’s Presence Attribute Score times 10 in meters (or yards). The Enthrallment will last for a number of minutes equal to the psychic character’s Presence Attribute Score. To control the target’s actions, the psychic character must take consecutive Focus actions. If they are hit by an attack or if they take an action other than a Focus one (with the specific intent of controlling the target), the Enthrallment is broken. The target may resist this attack with their Wits or Presence Attribute, whichever is higher, and the contest will be a hard one for the Psychic. Whenever the target is commanded by the psychic character to perform any action that
Михаил Герасимов (Order #27301389)
would mean immediate physical harm to them or to a friend, they may take a normal Presence Attribute test to break the Enthrallment. If they are successful they will not perform the action they were commanded to do. After an Enthrallment ends, the target will always know what happened to them and who the psychic character was that did it to them. In settings with the Darkness Tracker this Psychic Power will give the Psychic 1 Darkness Point each time it is successfully used. Psychic Points: 4. Inflict Pain: The psychic character inflicts intense pain directly into the mind of another. This Psychic Power may also affect creatures of any size. The target may not be farther away than the psychic character’s Presence Attribute Score times 5 in meters (or yards). If the psychic character is successful, the target will become stunned. The target may resist this Psychic Power with their Wits or Presence Attribute, whichever is higher. If the target is also a psychic character or psychic creature, they will lose a number of Psychic Points equal to the attacker’s Presence Attribute Score, plus the margin of success the attacker obtained over them. In settings with the Darkness Tracker, this Psychic Power will give the Psychic 1 Darkness Point each time it is successfully used. Psychic Points cost: 2.
2
3 Mind Shield: The psychic character may shield herself or another character in her line of sight from any Mind over Mind Psychic Powers. The shield lasts for a number of minutes equal to the psychic character’s Presence Attribute Score. If successful, the character protected by the Mind Shield will have a bonus of 1 to both their Wits and Presence Attribute Scores when resisting other Mind over Mind Psychic Powers. The Psychic character may try to activate this Psychic Power with a Reaction. Psychic Points cost: 2. 4 Psychic Shock: The psychic character sends a psychic shockwave that may KO another. This Psychic Power may also affect large or smaller creatures that aren’t immune to KO. The target may not be farther away than the psychic character’s Presence Attribute Score times 5 in meters (or yards). The target may resist this Psychic Power with their Wits or Presence Attribute, whichever is higher. If the psychic character is successful in the contest, the target becomes stunned. If they are successful by a margin of 1 or more successes, the target is KO’d instead. Psychic Points cost: 3. 5
Suggestion: The psychic character creates a
PSYCHIC POWERS
6 Telepathy: The psychic character may establish a telepathic link with another for a number of minutes equal to their Presence Attribute Score, Михаил Герасимов (Order #27301389)
but only as long as the psychic character keeps doing consecutive Focus actions. The telepathic link allows both characters to send and receive non-spoken messages directly into each other’s minds. The target of the Telepathy may try to resist it with their Wits or Presence Attribute, whichever is higher. There’s no set maximum distance for Telepathy to work, but the psychic character must personally know their target. Other Mind over Mind Psychic Powers may be performed during a telepathic link by both characters (if the target of the Telepathy is also a psychic character), as if they were physically next to one another. If that is the case, doing a Focus action to perform a different Mind over Mind Psychic Power won’t break the telepathic link. Psychic Points: 3.
7 Thought Reading: The psychic character may read another character’s active surface thoughts while this Psychic Power is active. The psychic character can also tell with certainty whether the target is lying and sense any strong emotions taking place at that time, such as love, hate, or suspicion, as well as intentions such as harm or betrayal. The target must be no farther away than the psychic character’s Presence Attribute Score times 5 in meters (or yards). The Thought Reading will last a number of minutes equal to the
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visual and auditory illusion inside the mind of another character. The target may not be farther away than the psychic character’s Presence Attribute Score times 5 in meters (or yards). The illusion will remain in the mind of the target for a number of minutes equal to the psychic character’s Presence Attribute Score. If the illusion is of a living being, it will perform simple, repetitive actions chosen by the psychic, unless they keep doing consecutive Focus actions to command it, in which case the illusion can perform diverse and complex actions, including speaking. The target may resist this attack with their Wits or Presence Attribute, whichever is higher. If the illusion is not believable or if it performs an action that is not credible, the target may take a normal Wits Attribute test to break the effects of the Suggestion. Also, if the target attacks the illusion, they will automatically succeed with their attack and the illusion will disappear instantly. After the Suggestion ends, the target will always know that they were subjected to an illusion, but they may not know who the psychic character was who did it to them. Psychic Points: 4.
psychic character’s Presence Attribute Score. This Psychic Power may be resisted by the target’s Wits or Presence Attribute, whichever is higher. If the psychic character is successful, the target will not know that their mind was read. Psychic Points: 4.
PSYCHIC POWERS
MIND OVER ETHER PSYCHIC POWERS (6 OR 7)
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0 Astral Projection: The psychic character may enter a meditative trance that allows their mind to leave their body for a number of hours equal to their Presence Attribute Score. While doing an Astral Projection, their body will be left behind and will be completely defenseless, while their consciousness will be immune to all forms of detection and harm. They will be able to cross walls and pass through closed doors. They won’t be able to fly or to go beneath the earth, but they may enter caves and basements. The character’s consciousness won’t, however, be able to interact with the physical world in any form, speak, or initiate any Psychic Powers. They can choose to end the Astral Projection at will, and when the projection ends they will instantly return to their body. Psychic Points: 4. Aura Reading: The psychic character may see other people’s auras. The target may not be farther away than of the psychic character’s Presence Attribute Score times 5 in meters (or yards). This Psychic Power requires a Psychic test instead of a contest, as it cannot be resisted by the target. If successful, the psychic character will learn the following things about their target (depending on the setting): whether the target is a spellcaster; whether they have a Divine Power; whether they are a psychic; whether they have Vitality Powers; whether they are a Vampire; whether they are a Fiend; whether they have Darkness Points (and how many); how many Fortune Points they have; whether they have taken the life of another sentient being (even if in a justifiable situation); whether they are a paragon of goodness; whether they are despicably evil, or whether they are just an individual with an unremarkable aura (even though they may have done some bad things in the past). The target of an Aura Reading won’t know that a psychic character is reading their aura. Psychic Points: 3.
1
2 Channeling: The psychic character may call upon a spirit to talk to—and, perhaps also see. The spirit must be personally linked to them, to the place they are currently in, or to some person in the Михаил Герасимов (Order #27301389)
vicinity of the psychic character who is also a willing participant. How cooperative the spirit will be is never known in advance and some spirits may be dangerous supernatural entities capable of both mental and physical harm (see page 243). The Channeling will last for a maximum number of minutes equal to the psychic character’s Presence Attribute Score times 5, but the psychic character can sever the connection at will. Psychic Points: 4.
3 Extrasensory Perception: For a number of minutes equal to their Presence Attribute Score times 5, the character will receive 3 bonus Perception Skill Ranks (up to a total maximum of 5 Skill Ranks). These bonus ranks affect normal or hard tests and contests. This Psychic Power may not be performed again in following turns to aggregate bonuses. Psychic Points cost: 2. Precognition: The psychic character will receive visual and auditory revelations directly into their mind about the future of a person, place or object of their choosing. Those revelations will refer to immediate events, ones that will occur after many years, or anything in between. The psychic character will neither have control of the exact window of time in the future, nor will they acquire perfect knowledge about what will happen. These revelations are usually very subjective in nature, when not a total cacophony of dreamlike images, smells, and sounds. More often than not, however, such revelations will have connections to the most pressing matters regarding the psychic character or the target of the Precognition. While the revelations may take many minutes inside the mind of the psychic character, in the physical world they will fully happen in the span of a single round. Psychic Points: 4.
4
5 Retrocognition: The psychic character will receive visual and auditory revelations directly into their mind about the past of a person, place or object of their choosing. Those revelations will refer to recent past events, ones that happened many, many years ago, or anything in between. The psychic character will neither have control of the exact window of time in the past, nor will they acquire perfect knowledge about what happened. These revelations are usually very subjective in nature, when not a total cacophony of dreamlike images, smells, and sounds. More often than not, however, such revelations will have connections to the most pressing matters regarding the psychic character or the target of the Precognition. While the revelations may take many minutes inside
the mind of the psychic character, in the physical world they will fully happen in the span of a single round. Psychic Points: 4.
7 Telesthesia: The psychic character will receive visual and auditory revelations directly in her mind about the current situation of a remote person, place or object of their choosing. Those revelations will be visual, olfactory and auditory and will refer to the target in real-time. The Telesthesia will last for
PSYCHIC CREATURES In and other settings with psychics, there are creatures whose main trait is the possession of Psychic Points and the capacity to perform certain Psychic Powers. Below are some sample psychic creatures:
WRAITH
PSYCHIC POWERS
6 Teleportation: The psychic character may instantly teleport herself to an open spot in her sight, up to a distance equal to her Presence Attribute Score times 10 in meters (or yards). The psychic character may also teleport one other character with herself if she is grabbing them—and the Teleportation cannot be resisted once the character is grabbed. Teleportation may not be used if the psychic character is blindfolded or shackled in any way. Teleportation may also be used as a reaction to try to avoid an incoming attack instead of parrying or dodging it. When Teleportation is used as a defensive reaction, the psychic character will do a normal Psychic contest to try to avoid the attack, while their attacker will roll normally to try to strike them. Psychic Points cost: 4.
a number of rounds equal to the psychic character’s Presence Attribute Score, as long as they keep concentrating on their subject with consecutive Focus actions. A psychic character may not perform Psychic Powers against another character being targeted by Telesthesia. A character targeted by Telesthesia (or present in an area targeted by it) may sense that they are being spied upon with success in a hard Wits or Presence Attribute test, but they won’t be able to know who is spying on them. Psychic Points: 4.
An incorporeal, semi-sentient evil spirit bent on terrorizing living beings in a location significant to its life. A Wraith will usually haunt the place of its death or the location of its corpse. More often than not, a
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Wraith will appear during the night (for more info on the following stats, see page 263):
PSYCHIC POWERS
Vigor 1 / Dexterity 1 / Senses 3 / Ferocity 5 WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
-
-
-
-
1
Regular Attacks: None. Action Types: Fly (Dexterity). Special: Immune to KO. Wraiths fear the daylight and only come out at night, but they may appear indoors during daytime. Immune to all forms of physical attacks, unless dealt by enchanted weapons (see page 188) or by Vitality Powers (see page 229). Immune to all forms of arcane attacks except spells cast with the Virtue Arcane Symbol (see page 188) or the Divine Strike (see page 261). Presence Attribute Score (for performing or resisting Psychic tests or contests): 3 Psychic Points: 14 Psychic Powers: Dream Sharing, Psychokinesis, Suggestion, Telepathy, Teleportation.
MIND, SOUL AND POWERS
A tiny, intelligent parasitic worm that will adhere to the back of a living being’s neck. From there, will try to establish a mind-link to control the being to do their bidding, in a macabre symbiotic relation (for more info on the following stats, see page 263): Vigor 1 / Dexterity 1 / Senses 1 / Ferocity 5 WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
-
-
-
-
1
Regular Attacks: None. Action Types: Crawl (Vigor). Special: Immune to KO. Never flees. The Mindworm may only adhere to helpless targets, such as those restrained or sleeping. All of its Psychic Powers may only affect a character to whom it has adhered. Presence Attribute Score (for performing or resisting Psychic tests or contests): 4 Psychic Points: 17 Psychic Powers: Enthrallment, Extrasensory Perception, Inflict Pain, Suggestion, Thought Reading.
TRAPPER-OF-SOULS A mass of interconnected sentient plants with a collective mind. The Trapper-of-Souls resembles tentacles and can cover huge areas (for more info on the following stats, see page 263): Михаил Герасимов (Order #27301389)
WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
4
8
12
16
20
Tentacles (hits up to 2 targets): Blunt, 2, or Grab (Trapper-of-Souls’ choice); a grabbed character must lose a Turn Action to do a Vigor Attribute contest to try to break free (the contest is normal for both). Each round a character remains trapped by the Trapperof-Souls will give them 1 Wound Point, regardless of any worn or natural armor. A single trapped character may be also freed by another if an attack deals at least 1 Wound Point to the Trapper-of-Souls. Action Types: None. Special: Immune to KO. Never flees. Senses prey and movements through minimal ground vibrations. Presence Attribute Score (for performing or resisting Psychic tests or contests): 3 Psychic Points: 12 Psychic Powers: Chameleon Power, Extrasensory Perception, Suggestion.
OVERSEER
MINDWORM 244
Vigor 3 / Dexterity 2 / Senses 1 / Ferocity 5
A huge, sentient, dark, amorphous, floating creature made of many tentacles, strange eyes and mouths with many sharp teeth (for more info on the following stats, see page 263): Vigor 6 / Dexterity 2 / Senses 3 / Ferocity 5 WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
4
8
12
16
20
Bite: Slashing, 5. Tentacle: Blunt, 2, or Grab (Overseer’s choice); a grabbed character must lose a Turn Action to do a Vigor Attribute contest to try to break free (the contest is normal for both). Each round they are trapped they will receive 6 points of Slashing damage while the Overseer uses one of its many mouths to harm them. A single trapped character may be freed by another if an attack deals at least 1 Wound Point to the Overseer. Action Types: Dodge (Dexterity) / Fly (Dexterity). Special: Immune to KO. Presence Attribute Score (for performing or resisting Psychic tests or contests): 4 Psychic Points: 19 Psychic Powers: Chameleon Power, Energy Manipulation, Inflict Pain, Kinetic Dome, Mind Shield, Phasing, Psychic Grip.
CHAPTER 15
MUTATIONS
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LIST OF BENEFICIAL MUTATIONS
OVERVIEW
Adrenaline: A single, non-modified, rolled 1 will count as a non-modified, rolled 0 for all purposes when participating in normal or hard tests or contests with the Dodge Skill.
0
MUTATIONS
In settings such as , where the world has suffered nuclear apocalyptic destruction, or a similar event from other causes, characters may receive mutations. Characters from Ancestries that can sustain mutations without dying may start the game with a randomly assigned mutation if they so wish.
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, only Human, Brau’Haque, Jeod, Zaaveld, In and Purzari characters may start with mutations, as they are lethal to those Taullians and Raikurs who receive them. Characters may also develop new mutations as a result of prolonged or intense contact with zones or objects contaminated by radiation-like effects (see page 141). Characters created as mutants will automatically start with two mutations: one good and one bad.
1 Pheromones: A single, non-modified, rolled 1
will count as a non-modified, rolled 0 for all purposes when participating in normal or hard tests or contests with the Charm Skill. Chameleon-like: A single, non-modified, rolled 1 will count as a non-modified, rolled 0 for all purposes when participating in normal or hard tests or contests with the Stealth Skill.
2
3 Glowing Eyes: A single, non-modified, rolled 1
will count as a non-modified, rolled 0 for all purposes when participating in normal or hard tests or contests with the Intimidation Skill.
Game masters should also be mindful of roleplaying implications about how a mutant will be treated by others, as people are rarely indifferent to a character with a visible mutation. Regardless of the mutation being benign or malignant, some societies may revere a mutant as a divine being, while others may completely despise them.
ESP: A single, non-modified, rolled 1 will count as a non-modified, rolled 0 for all purposes when participating in normal or hard tests or contests with the Persuasion Skill.
LIST OF MUTATIONS
5 Hypermobility: A single, non-modified, rolled 1 will count as a non-modified, rolled 0 for all purposes when participating in normal or hard tests or contests with the Athletics Skill.
For characters created with mutations, simply roll two dice during character creation and add them together to find out which beneficial mutation is acquired in the respective list, then repeat the process with the malignant mutations list to find out which malignant one is acquired. A player will then have the option to discard a malignant mutation acquired during character creation, but they must spend 1 of their character’s Background Points to do so. For mutations acquired in a session through contact with a radioactive source, first roll a single die to determine if the mutation is benign (if the die roll is equal to or lower than 3) or malignant (if the die roll is equal to or higher than 4). Then roll two dice and add them together to find out in the respective list which mutation was acquired.
Михаил Герасимов (Order #27301389)
4
6 Prescient: A single, non-modified, rolled 1 will count as a non-modified, rolled 0 for all purposes when participating in normal or hard tests or contests with the Driving Skill. 7 Gifted: If the setting has Psychic Powers, the character will gain one random Psychic Power. If the character was not yet a psychic, they will also gain Psychic Points equal to twice their Presence Attribute Score (see page 234). If the setting does not have Psychic Powers, reroll the dice again on this same list. Contortionist: The character may free herself from any shackle or rope with a normal Dexterity Attribute test.
8
9 Water-Breather: The character can breathe underwater, both saltwater and freshwater, and thus
MUTATIONS
can never drown. If the character already has a similar trait from their Ancestry, roll again on this same list.
Blindness: The character becomes blind. The lack of vision may change some tests and contests from normal to hard or make them outright impossible for the character. If the character is already blind, roll again on this same list.
0
Immune: The character will always be considered to have the Resilient Advantage for any situations related to contact with zones and items contaminated by radiation and radiation-like effects.
1 Deafness: The character becomes deaf. All normal tests and contests involving Skills from the Presence group become hard ones. This mutation effect supersedes any Ability that would revert such tests and contests into normal ones.
Claws: The character’s unarmed strikes will have a Base Damage Rating of 2. Also, the character’s unarmed strikes deal Slashing-type damage instead of Blunt-type. If the character already has a similar trait from their Ancestry, roll again on this same list.
2 Neuralgia: The character will have permanent and intense pains that affect their capacity for concentration. All normal tests and contests involving Skills from the Wits group become hard ones. This mutation effect supersedes any Ability that would revert such tests and contests into normal ones.
13 Scales: The character develops natural armor with a rating of 1. If the character already has a natural armor of 1 or higher, roll again on this same list.
3 Spasms: The character will suffer constant spasms. All normal tests and contests involving Skills from the Dexterity group become hard ones. This mutation effect supersedes any Ability that would revert such tests and contests into normal ones.
11
12
14 Mutant Regeneration: The character heals one Wound Point per hour without needing any medical treatment, as long as they are not dying and have less than 6 Wound Points. Михаил Герасимов (Order #27301389)
4 Drained: The character will feel exhausted all the time. All normal tests and contests involving
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Blindsight: The character has a sonar-like vision that allows them to “see” perfectly in total darkness or if blinded by any cause. If the character already has a similar trait from their Ancestry, roll again on this same list.
10
LIST OF MALIGNANT MUTATIONS
Skills from the Vigor group become hard ones. This mutation effect supersedes any Ability that would revert such tests and contests into normal ones.
5 Photophobic: Daylight will hurt the character’s
eyes and make it difficult for them to see. All tests and contests with the following Archery, Driving, Heavy Weapons, Marksmanship, Perception, and Piloting Skills will be hard ones for them during broad daylight if they are not wearing any protective accessory (such as sunglasses):. This mutation effect supersedes any Ability that would revert such tests and contests into normal ones. Blisters: The character will develop strange blisters on their face and body. All tests and contests with the Charm Skill and the Persuasion Skill will be hard ones for them. This mutation effect supersedes any Ability that would revert such tests and contests into normal ones.
MUTATIONS
6
7 Glowing Skin: The character will have a faint,
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glowing skin tone that will make it hard for them to hide or to follow someone without being seen. All tests and contests with the Stealth Skill will be hard ones for them. This mutation effect supersedes any Ability that would revert such tests and contests into normal ones.
8 Strange Smell: A strange smell that cannot be disguised will always emanate from the character, which will make surrounding creatures suspicious and sometimes aggressive. All tests and contests with the Taming Skill will be hard ones for them. This mutation effect supersedes any Ability that would revert such tests and contests into normal ones. 9 Seizures: The character will be prone to seizures. All Vigor Attribute tests to avoid being knocked out will be hard ones for them. 10 Vulnerable: The character will always be considered to have the Sick Disadvantage for any situations related to contact with zones and items contaminated by radiation and radiation-like effects. If the character is already Sick, roll again on this same list. Mutated Organs: The character will develop mutated organs, and all Medicine Skill tests they take as a patient will be hard ones.
11
12 Михаил Герасимов (Order #27301389)
Hemophilic: The character will be prone to
continued bleeding when injured. All Vigor Attribute tests to avoid dying will be hard ones for them.
13 Debilitated: All the character’s damage thresholds will be reduced by 1, just like if the character had the Frail Disadvantage. If the character is already Frail, roll again on this same list. 14 Advanced Aging: The character will suffer all physical effects of aging. In a matter of hours, they will age a number of years equal to a die roll times 5 (minimum total of 10). As an optional rule, depending on the setting or the situation, when the mutation’s description doesn’t already include a change to the character’s appearance, the game master may determine that it may still result in physical alterations. This change may occur regardless of being beneficial or malignant. When that is the case, roll two dice and add them together to find out the effect from the following list:
toes;
0 Develops an extra pair of eyes or ears; 1 Body becomes extremely asymmetrical; 2 Develops webbed digits or extra fingers and
3 Tongue becomes elongated and bifurcated, and the teeth become serrated; 4 Develops a hunchback; 5 Skin becomes slimy or changes color to a bright red, green, purple, or blue; 6 Loses all hair from head and body; 7 No changes to appearance; 8 Body becomes fully covered by fur or feathers; 9 Hands, feet or ears become animal-like; 10 Bone spurs grow out of the spine; 11 Eyes change color and bulge out. An extra, membranous eyelid develops; 12 Develops a non-prehensile tail; 13 Face develops animal-like features; 14 Develops an extra pair of short, thin, weak arms. These appearance changes fully develop in a number of days equal to a die roll plus 1. They should be considered cosmetic and for roleplay purposes only, and not give positive or negative modifiers to tests or contests.
CHAPTER 16
DREAMSCAPES
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OVERVIEW
DREAMSCAPES
In some settings with fantastical elements, such as , and , a person may, forcibly or with permission, enter another person’s dreams. In those settings, this is possible through a drug called the Dreamseed and, in , it is also possible for those with the Dreamwalker Divine Power (see page 216).
Those who ingest the Dreamseed made from spores of the same Nemadae at roughly the same time can share a dream in a parallel reality called the Dreamscape. The Dreamscape is just like a dream made of pieces from the subconsciouses of two or more dreamers who happen to share it. Each dreamer brings places, objects, events from past experiences, secret desires, hidden fears, and Oneiroi—soulless, autonomous, lifelike people and creatures made of dream—to merge into a unique dreamlike landscape.
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The Dreamseed is a drug made from the spores of a small, slug-like being called the Nemadae. People who ingest the Dreamseed will drop into a slumber in 1 to 8 minutes, and the sleep will last 4 to 8 hours.
Михаил Герасимов (Order #27301389)
No two Dreamscapes will be identical, even when the same dreamers come together for a second episode of dream-sharing. Characters that have the Insightful or Astute Advantages or that knowingly took the Dreamseed (or used the Morpheus Machine— see further below) will be considered “lucid dreamers” and will be capable of altering the Dreamscape, while non-lucid dreamers will be unaware that they are dreaming and won’t be able to make changes to the dream-reality around them.
CREATING A DREAMSCAPE Some Dreamscapes may take a surreal appearance, with different laws of physics than those of the awakened world. They may lack logical correlation between cause and effect, and be the home of strange denizens. Other Dreamscapes may be quite indistinguishable from the awakened reality. Regardless of how the Dreamscape looks, a non-lucid dreamer won’t ever discover that they are dreaming while inside a Dreamscape, only realizing that when they wake up. When describing a Dreamscape, game masters should
think about the setting, the personalities of the dreamers involved, and the peculiarities of the story itself. Above all, game masters should be bold with this task. For support only, game masters may refer to or randomly choose options from the tables below, designed to help them in creating a unique Dreamscape on the fly.
SPECIAL RULES OF THE DREAMSCAPE TABLE 25
DESCRIPTION
O
The Dreamscape won’t have any special rules and will allow lucid dreamers to try to change it freely, according to the normal rules.
1
The Dreamscape will be firmly anchored in the laws of physics from the awakened world. All attempts at changing it—like creating things out of thin air—will automatically fail.
2
The Dreamscape will function as a dream prison. No lucid dreamer may try to awaken from it, and every dreamer killed inside it will “wake up” in another location inside the dream. All dreamers will automatically retain knowledge of what passed in the Dreamscape when they actually wake up.
3
Unlike regular dreams, the Dreamscape will allow dreamers to coherently read words and numbers, and these won’t change every time dreamers glance at them.
THE DREAMSCAPE TABLE 24
DICE ROLL
DESCRIPTION
0
The dreamscape will infinite desert.
1
The Dreamscape will resemble some part of the awakened world.
2
The Dreamscape will be entirely composed of a single, large labyrinth.
3
The Dreamscape will be entirely composed of a large vehicle or ship. Depending on the setting, this may be a sailing ship, a starship, a train, an airship, etc.
4
resemble
an
5
The Dreamscape will be based on a fictional scenery. Depending on the setting, this may be from an opera, a play, a painting, a book, a television show, etc.
6
The Dreamscape will resemble a bizarre land, with surreal geological formations and alien buildings.
7
The Dreamscape will resemble a mythical land, such as purgatory or heaven.
Михаил Герасимов (Order #27301389)
4
The Dreamscape is a nightmare of sorts in which all attempts to run away from danger will automatically fail. Also, any lucid dreamer who tries to control the Dreamscape to levitate or fly will automatically fail.
5
The Dreamscape taps deeply into every dreamer’s subconscious. All contests will be normal ones for thieves and hard ones for marks in situations where a lucid dreamer tries to steal secrets from someone inside the Dreamscape.
6
The Dreamscape is an obvious dream reality to everyone inside it. All non-lucid dreamers inside it will have the same powers, knowledge, and capabilities as lucid dreamers.
7
The Dreamscape is a terrifying nightmare. Any dreamer—lucid or otherwise—who “dies” inside it must succeed in a normal Wits or Presence Attribute test to avoid psychological effects.
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The Dreamscape will be entirely composed of a single room or building, such as a house, a school, or an office, from which the dreamers are incapable of leaving.
DREAMSCAPES
DICE ROLL
THE ONEIROI
THE TYPE OF THE DREAM
DREAMSCAPES
TABLE 26
DESCRIPTION
O
The Dreamscape is populated only by the dreamers, without the presence of any Oneiroi. Lucid dreamers cannot create any Oneiroi.
1
The Oneiroi will resemble people and creatures from the awakened world.
2
The Oneiroi will resemble doppelgangers of the dreamers themselves, but they won’t emit a single word in any circumstance and will have permanent sinister looks and grins. Lucid dreamers cannot create any Oneiroi.
3
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TABLE 26
DICE ROLL
The Oneiroi are comprised exclusively of people and creatures from the awakened world who have passed away, be they people and companion creatures the dreamers knew personally in life or famous historical people and creatures. Some may have the appearance of ghosts or animated corpses.
4
The Oneiroi are comprised exclusively of creatures of the awakened world, with no people in sight besides the dreamers themselves. Some of the Oneiroi creatures will be able to speak.
5
The Oneiroi are comprised of human or creature-like fiends, which will be aggressive against all dreamers, especially against lucid ones.
6
The Oneiroi will resemble artificial people, mannequins, or faceless automata, incapable of doing anything other than standing still, doing repetitive motions, or speaking the same words in a loop.
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The Oneiroi will resemble bizarre, strange, surreal, alien, or mythical beings, which, depending on the setting or situation, may take the form of anything from angels to talking furniture.
DICE ROLL
DESCRIPTION
O
Like in an ordinary day, life inside the Dreamscape will revolve around things like work, school, and house routines.
1
The Dreamscape will continuously call dreamers for adventures, and inspire them to be brave and bold in their hearts. Oneiroi will give them quests to be performed inside the dream, which may also help them with their ventures in the awakened world.
2
The Dreamscape will be surreal in all of its aspects. Cause and effect won’t have logical correlations. Oneiroi will act bizarrely, things won’t function as they are supposed to, and architecture may not conform to the three dimensions of space.
3
The Dreamscape will be filled with symbolism, and the dream will become a journey of metaphysical enlightenment. The supernatural will take control of the Dreamscape, and a channel to other realities— divine or otherwise—will be opened. Dreamers may come into contact with non-dreaming superior beings or alien lifeforms, and may discover profound truths about the awakened world.
4
The Dreamscape will be heavily influenced by their dreamers’ strong desires. Most of the time, the Dreamscape will try to suppress action and combat. Challenges faced by dreamers will revolve around their own emotions, deception, and frailties. Secrets will be hidden away behind lies or moral challenges.
5
The Dreamscape will be like a mystery or a puzzle. Most of the time, the Dreamscape will try to suppress action and combat. Challenges faced by dreamers will revolve around observation, logic, and intuition. Secrets will take physical form and be hidden away behind locks, traps, or secret passages.
6
7
Dreamers will face a psychological journey. Most of the time, the Dreamscape will try to suppress action and combat. Challenges faced by dreamers will revolve around persuasion, past events, and analysis. Secrets will be hidden away in the small details of stories from the past.
THE RULES OF A DREAMSCAPE Game masters should take the opportunity afforded by Dreamscapes to leave the dice aside for a moment and dare to give themselves, and their players, an opportunity to let the story follow solely its narrative needs.
Still, there are rules for game masters who may need (or want) to let the dice have some say in the outcome of events inside a Dreamscape. The first rule is that, unless the game master decides otherwise, all things and beings will have the same stats and operate in the same form as if from the real world. Variations in this may be caused by the unique rules of reality of the current Dreamscape, discussed above. Inside a Dreamscape, characters won’t be able to cast spells or use any form of arcane or mystical powers. Still, as exceptional actions are possible by lucid dreamers, the game master may use the rules and stats regarding some spells (page 189), Divine Powers (page 215), Psychic Powers (page 234), and Vitality Powers (page 225) as reference to decide on the specifics of actions by lucid dreamers.
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Usually such a test will be a normal one if a character is trying to create or modify a small or medium-sized object—weapons, clothes, armor, furniture, doors, stairs, windows, miscellaneous items, etc. It will be a hard one if they are trying to create or modify large things—land, sea or air
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Everything is possible in the reality of a Dreamscape— even things not achievable in the awakened world through magic or other arcane powers. Events should be bound not by the roll of the dice, but by good ideas. Above all, the focus should be what the story needs, regardless of immediate good or bad consequences for the player characters.
Lucid dreamer characters may create things out of thin air or modify them with a normal or hard Wits Attribute test, depending on the size and complexity of the item being created (game master’s discretion applies). These might include items, buildings, and vehicles.
DREAMSCAPES
The Dreamscape will be a frightening reality, with stormy nights, menacing predators, cruel people, and an ever-present sense of intense menace lurking around every corner. Dreamers will most likely fail encounters that they try to resolve through combat.
Lucid dreamer characters may also substitute their Vigor Attribute Score for their Presence Attribute Score and their Dexterity Attribute Score for their Wits Attribute Score for Attribute and Skill tests or contests.
vehicles; whole buildings of all sizes, or the landscape itself etc.
DREAMSCAPES
If another dreamer is actively trying to suppress such an action with the sheer will of their mind, a hard Wits Attribute contest will always take place instead of a normal or hard test. Creating or modifying things is always a Turn Action, while trying to suppress such actions will be an instant, free reaction.
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Lucid dreamer characters may also create and control Oneiroi as well as bend the Dreamscape’s rules. This requires a normal or hard Presence Attribute test depending on the size, power and number of Oneiroi being created or on how radically they are trying to change the rules of the Dreamscape (game master’s discretion applies, as usual). Usually such a test will be a normal one if a character is trying to create Oneiroi, and they may create a number of these dream beings equal to their Presence Attribute Score. The created beings are always secondary non-player characters (see page 162) or creatures acting together in a swarm (see page 264). The test will be a hard one if the lucid dreamer is trying to bend the laws of physics in the Dreamscape itself—inverting the gravity vector of an area, teleporting herself or someone else to an open spot in her sight instantly, being able to fly, turning daylight into night or vice versa, etc. If another dreamer is trying to suppress such an action with the sheer will of their mind, a hard Presence Attribute contest will take place instead of a normal or hard test. Creating beings or modifying the Dreamscape is always a Turn Action, while trying to suppress such actions will be an instant, free reaction. Characters may take any number of Wits or Presence Attribute tests or contests to try to create or modify things inside the Dreamscape, as well as to try to suppress such actions from adversarial dreamers. However, a character may not actually succeed in creating or modifying a number of things greater than their Presence Attribute Score per dream.
DREAMSCAPE AND THE MIND Sharing a Dreamscape will, in some ways, open Михаил Герасимов (Order #27301389)
the mind of one dreamer to another. Thus, it is a risky thing for characters with compromising secrets, since these are very hard to hide inside a dream reality. Through conversation or other forms of interaction, characters may learn clues and see signs of what facts or thoughts others are trying to hide. This might take the form of trying to identify and carefully observe the Oneroi, places and events that come from an adversarial character’s subconscious to merge with those of other dreamers to form the current dreamscape. Sometimes people may try to use this ability to get information from another mind inside a Dreamscape for reasons other than stealing. This might include helping someone remember things lost by amnesia or discovering facts known by people unable to communicate because of different languages. Another important fact of the Dreamscape regarding the mind: a character will be automatically awakened if they “die” inside the dream. When that happens, the dreamer must succeed in a normal Wits Attribute test to retain anything from all that they experienced and learned during their dream before being abruptly woken. The same test will be required when the dreamer is woken by an external event, such as being physically shaken by someone in the awakened reality. Once every hour, a lucid dreamer may try to wake herself up with a successful hard Presence Attribute test. A dreamer who wakes up by their willpower alone or because the Dreamseed’s effect has run its time will retain all knowledge of what they dreamed without having to succeed in a test of any kind. Characters must also be careful about whom they might share a Dreamscape with. Accomplished and ill-intentioned lucid dreamers may be able to use the knowledge gathered from other dreamer’s subconscious to turn the shared Dreamscape into a personalized, terrifying nightmare. This may leave psychological trauma, such as phobias, constant hallucinations, or paranoia. Inducing such terrible nightmares will depend on many variables, but it will require at least that the assailant steals information about its victim regarding past traumas or present fears, and obtains success
character, however, game masters must consider the strength of its effects. This may have limited gameplay repercussions besides the player having to roleplay the affliction or might present more serious consequences that may render a character ineffective for a period of time. In the latter scenario, game masters may use the rules on Despair in page 260 as reference, but such negative effects will last for a number of days equal to a die roll only (minimum of one day).
THE MORPHEUS MACHINE TL 7
While the traditional Morpheus Machine may induce its users to sleep and enter a dream state, its wireless version may only do so to those who are physically connected to it by electrodes. Other dreamers inside its area of effect will only enter the Dreamscape when they fall asleep by other means. in a hard Presence Attribute contest to transform the Dreamscape into a suitable nightmare against a dreamer. Doing so will net the assailant 1 Darkness and (see page Point in some settings, such as 257). Even if a suitable nightmare is created against a dreamer, the dreamer may still try to resist any psychological effects with a normal Wits or Presence Attribute test—whichever has a higher Score. If a nightmare successfully affects a player Михаил Герасимов (Order #27301389)
A character may try to resist falling asleep while connected to a Morpheus Machine with a hard Vigor Attribute test. Two or more Morpheus Machines, traditional or wireless, may be physically connected to function as one, allowing a greater number of dreamers to share a single Dreamscape. Two or more wireless Morpheus Machines may also be connected by a worldwide data network to function as one, allowing dreamers living several kilometers or miles apart to share a single Dreamscape.
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A traditional Morpheus Machine, which uses electrodes to induce sleep and connect dreamers, will have a cost equivalent to a price of 16. The wireless version, which can reach its subjects’ brain waves inside a 10-meter (or yard) radius without using electrodes— will have a price of 22. A wireless Morpheus Machine may be adjusted to target one or more people’s brainwaves while excluding others inside its area of effect. The machine includes a sonar-like system to establish the positions of potential targets, and a display allowing the user to select who is affected.
DREAMSCAPES
For game masters who wish to incorporate the Dreamscape into settings of their own, with a TL 7 or higher, there is an alternative to the Dreamseed called the Morpheus Machine. This is a portable device that can connect the sleeping minds of up to eight subjects to form a single, non-mystical type of Dreamscape that they populate.
CHAPTER 17
TRACKERS
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OVERVIEW
After the Darkness test is made, if no Darkness event was triggered, the character’s current Darkness Points will be reduced by 2. Then, if applicable, roll one die and check the result in the list below to see which kind of Darkness event was triggered.
In some settings, characters may have one additional stat that refers directly to an aspect of the stories that will be told, with important roleplay repercussions. Such stats are collectively called Trackers.
DARKNESS EVENTS
Non-player characters, be they main or secondary ones, from such settings usually won’t have Trackers, but the game master may assign them on the fly to any such characters if the need arises.
Weakened: Throughout the following day, all tests and contests with the Vigor and Dexterity Attributes, and Skills related to those Attributes, will be considered hard ones for the character.
Compared to Attributes and Skills, Trackers will usually be defined by having a fluctuating, dynamic value, which may go up or down depending on how well or how badly the characters are facing particular threats in the story.
1 Confused: Throughout the following day, all tests and contests with the Wits Attribute, and Wits-related Skills, will be considered hard ones for the character. Also, the Wits Attribute Score will be considered 1 point lower (minimum of 1) for tests and contests with the Arcana Skill for the purpose of spellcasting only.
In some settings, such as , , and , those who deal with the arcane carelessly may find themselves facing the dangerous threat of an evil, supernatural force referred to as the Darkness.
Depending on the gravity of the performed action, a character may earn 1 to 4 Darkness Points. Not only that, characters must take a Darkness test each night of rest after a day during which they have earned Darkness Points. To that effect, players with such characters will roll a single die:
♦ ♦
if the result is equal to or higher than the character’s current Darkness Points, nothing happens; if the result is lower than the character’s current Darkness Points, a Darkness Event will be triggered.
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3 Corrupted: Throughout the following day, the character will be considered to have all four Weaknesses. Also, the character will fail tests with any of those Weaknesses with a result of a 4, 5, 6, or 7. 4 Marked: Throughout the following day, the character will have an invisible dark aura. Any people and animals they encounter for the first time will be automatically suspicious or aggressive toward them, making all Skill tests and contests related to the Presence Attribute hard ones by default. The character will also be subjected to unusual bad luck in both small and important occurrences—all rolled sixes will count as sevens for all tests and contests the character takes. 5 Hallucinations: Throughout the following day, the character will suffer from constant auditory or visual hallucinations, which they won’t be able to distinguish from reality. Some of these hallucinations may be vivid and truly frightening nightmares that
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In such settings, each character will start the first story with 0 Darkness Points, but they may gain points by performing wicked deeds according to the specifics of the setting, such as using blood magic or doing generally evil things, especially those that hurt innocent people.
2 Drained: Throughout the following day, all tests and contests with the Presence Attribute, and Presence-related Skills, will be considered hard ones for the character. Also, the Presence Attribute Score will be considered 1 point lower (minimum of 1) for gathering Mana Points for spellcasting only.
TRACKERS
DARKNESS
0
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terrify the character while awake. This could provoke actions incomprehensible to those around the character and possibly put them at grave risk of some kind. All Skill tests and contests related to the Wits and the Presence Attributes will be hard ones.
6 Dark Mutation: If the character has only 1 Darkness Point, apply the “Marked” result instead. The character is “rewarded” by a specific Fiend (see page 295), or the Darkness itself, and receives a random good or bad mutation (page 245). Even if the character receives a good mutation, they will probably have to deal with a change to their appearance and any possible social repercussions stemming from it. In most situations, the Dark Mutation is permanent, but, as a curse of sorts, it may go away under very rare circumstances, if the character manages to redeem herself from their past dark acts. Shadow Visitor: If the character has only 1 Darkness Point, apply the “Hallucinations” result instead. On one of the following days, most likely when they are alone, the character will be visited by a powerful being from the shadows (see Fiends in page 295). Such a creature will be attracted by the character’s power or corruption, and it may try to kill and consume them to steal their Darkness. Still, sometimes the shadow being may first offer some kind of sinister blood pact to spare the character’s life for the next few days or years.
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In certain situations, a character’s Darkness Points won’t ever drop below a permanent minimum, as outlined below:
♦ a minimum of 1 Darkness Point, for characters
who have accepted blood from a willing person, such as in a blood ritual; ♦ a minimum of 2 Darkness Points, for characters who have knowingly injured an innocent or a restrained person or knowingly injured a restrained animal for purposes of spellcasting; ♦ a minimum of 3 Darkness Points, for characters who have knowingly killed an innocent or restrained person or knowingly killed a restrained animal for purposes of spellcasting. Having 4 or more Darkness Points may create direct passive repercussions, since some special non-player characters, creatures, or places may “sense” such a status from a player character, affecting immediate or future story developments. Also, for settings with Vitality Powers ( ), a character’s total Vitality Points will be reduced by the same amount as they have Darkness Points at any given moment (see page 225). Player characters who deal consistently with the Darkness may, over time, become immune to its effects, but in doing so they will also become irredeemably evil in nature and thus are automatically
retired, becoming non-player characters under the control of the game master. In some settings, the Darkness will simply represent the path a character may take towards true evil, without any supernatural element attached to it. If that is the case, roll for Darkness tests as usual, but do not roll for Darkness events. If a player character fails a Darkness test, they become possessed by true evil and most likely will turn into a non-player character under control by the game master from henceforth.
FORTUNE In , and other settings with the Fortune Tracker, luck and destiny are not only credible things to most, but also powers that will directly impact characters’ lives.
In , the wasteland contains so many different perils, and life is so brutal, that most survivors become superstitious folk who firmly believe in luck. In the same vein, it is also a popular belief that luck runs out sooner or later, followed by tragedy, misery, and death.
When an amulet or trinket with positive Fortune Points is lost or stolen, the character will lose the associated points. On the other hand, the decrease resulting from items with negative Fortune Points— once worn or otherwise simply owned—will stick to the character even when the cursed object changes hands, vanishes, or is destroyed. Because of this, a character may have a negative total of Fortune Points. If so, they cannot spend any Fortune Points until they reach a positive total again. Alternatively, in settings of their own design, the game master may give or take Fortune Points to characters regardless of amulets or trinkets. This could represent the gain and loss of favor with the unseen, superior forces of reality, according to the morality of their actions. When that is the case, apply the following rules:
♦ no more than one reward and one penalty should
be given per story, per character—and, preferably, they should be given at the end of a story; ♦ not all stories have to end with Fortune Point rewards or penalties; ♦ the reward or penalty should not exceed 3 positive or negative Fortune Points per character; ♦ different characters may receive different Fortune Point rewards or penalties. Regardless of how characters gain or lose Fortune Points, no character can have a total of Fortune Points higher than 9 or lower than -9.
In those settings, each new character begins their first story with a religious amulet or a lucky trinket. This is imbued with a number of Fortune Points equal to the roll of a die plus 2. The character won’t have to carry the amulet or trinket; it may be placed on something very personal to them, like their vehicle, their bed, or a pet’s collar.
Whenever a bad outcome happens to a character, their player may choose to spend some of their Fortune Points to try to reverse their fate. This is only possible if they have a positive total of Fortune Points.
While in most Fortune items are amulets of religious meaning and outlook, in such special
The first time a character spends Fortune Points in a session, they will lose 1 point. The second time they
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In , most believe that the invisible, superior overseers are plotting everyone’s destiny, so people within this setting appeal to religious items and rituals to gain the favor of one or more of the overseers.
New amulets and trinkets may later be found, stolen, or acquired from merchants. Such items may have positive or negative Fortune Points which will instantly increase or decrease a character’s total once they acquire them permanently.
TRACKERS
Although unlikely, in some very rare and special circumstances, characters whose souls have been completely engulfed by the Darkness may be inspired to reach redemption, losing all of their current Darkness Points in the process. Such events, however, usually come at the cost of sacrificing oneself to save others from greater evil.
objects may assume any form, such as a loved one’s photo or a lucky coin from the old times. Anything may function as a vessel of luck.
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spend Fortune Points in a session, they will lose an amount equal to the roll of a die plus 1. A character may never spend Fortune Points more than twice per session.
Points represent a character’s capacity to function normally, in psychological terms, even though society has completely collapsed around them.
After Fortune Points are spent, if the character still has at least 1 Fortune Point left, the game master will change their outcome for a better one. If they are left with no Fortune Points, the original fate will remain. But while Fortune Points may go negative (as seen above), they may not go below 0 only because of such dice rolls.
Each character will start their first story with a number of Hope Points equal to a die roll, plus 4, plus twice their Presence Attribute Score, minus their total number of Weaknesses.
In theory, anything may be reversed, and even a failed test or contest may be retaken; the game master is free to decide how to deal with each case. However, unless the player is trying to reverse the outcome of a banal event, no bad fate will completely change to a good one—things will just become slightly better. In some situations, the game master may choose to simply state the situation’s general new outcome and let the player narrate specifics regarding how the scene unfolds. During combat, if a character is hit by an attack and receives more than a single Wound Point, and if Fortune Points are successfully used by their player, the game master may adjudicate that they avoided or blocked most of the damage and that no additional Wound Point is received after the first one. Also, no extra effect—such as being KO’d or stunned—will take place. In some instances, having a positive or negative Fortune Points total may create direct, passive repercussions. Some special non-player characters, creatures, or places may “sense” such a status from a player character, affecting immediate or future story developments. The game master is also free to create special situations where the collective sacrifice of a certain amount of Fortune Points by the player characters—by collectively praying to their gods or performing some kind of religious ritual— may be used as an alternative route to reach a certain outcome. If that happens, the expense won’t count towards the maximum of two Fortune uses each character is allotted.
HOPE AND DESPAIR Characters in , and some other postapocalyptic settings, will have Hope Points. Hope Михаил Герасимов (Order #27301389)
Hope Points may be earned at the end of a story if its outcome is considered a positive one by the game master and if the player characters have completed its main objectives. Each player will be awarded 1 Hope Point per session of the finished story before the next step in the saga begins. On the other hand, Hope Points will be lost whenever a character experiences a very bad event. The event’s gravity will determine the amount lost: 1 point for a troublesome event, or a number of points equal to a die roll (minimum of 1) for a traumatic one. However, a character of a player who currently has the Token may never lose more than 1 Hope Point per traumatic event, regardless of its gravity. The game master is free to decide what exactly constitutes a troublesome or traumatic event for a character. Such decisions involve many subjective considerations, but the game master must try to be consistent throughout the saga. As a rule of thumb, a troublesome event usually relates to exasperating situations that don’t involve loss of life, while a traumatic one most likely involves the tragic passing of one or more persons who were close to the player characters. Whenever a character loses all of their remaining Hope Points, or if they lose 6 or more Hope Points in a single event, then the character is in Despair. A character in Despair with no current affliction will gain one, and these may be triggered immediately or after some brief time. The game master will either choose the affliction or roll a die and check its result in the list below:
0 Shock: the character is in a semi-catatonic state and is unable to talk or do anything beyond the simplest actions like walking, eating, and sleeping. 1
Paranoia: the character will trust nobody, not
TRACKERS constant thoughts of self-sacrifice, and may act on these with little consideration if the opportunity presents itself.
Amnesia: the character will forget their identity and those of their friends and family. They will forget their name and any past events, no matter how important they were.
Once a character receives an affliction, the player has the option to either roleplay it or relinquish the character to the game master—temporarily or not— and wait for the first opportunity to have another character of theirs join the story.
2
3 Terror: the character will run away from others. They will want to be alone and go into hiding, and they may act violently against those who try to approach them, even close friends. 4 Deviation: the character adopts some kind of odd behavior, with various social and physical risks. Phobia: the character will develop a phobia of something not necessarily threatening, such as domesticated animals, if not completely banal, such as gentle rain. This will render them ineffective in a certain way.
5
Compulsion: the character will cease all necessary activity, and will gain a specific addiction and the Hedonism Weakness (if they don’t already have it).
6
7
Hopelessness: the character will start having
Михаил Герасимов (Order #27301389)
and other settings with Hope Points, it Thus, in is strongly advisable that each player creates at least two characters to alternate play throughout a story in case Despair befalls one of their characters currently being roleplayed. Nevertheless, if a character has at least a single Hope Point left, they may fully recover from their affliction and regain the ability to function normally. Recovery will take a number of days equal to a die roll (minimum of 1). Finally, regardless of the number of Hope Points left, a character may also recover immediately from their affliction if they earn at least 1 Hope Point at the end of a story. The player is free to divide any Hope Points earned among all of their characters in the same saga as they see fit, so a character may recover following a session in which they did not take part.
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even their closest friends. They may react with violence to actions perceived as menacing or treacherous, even slight ones.
BESTIARY
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CHAPTER 18
CREATURES
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CREATURES BESTIARY
264
OVERVIEW
When an Attribute test or contest is needed for the creature to perform a trick (see page 106), check which one it will use in the list below:
Creatures are non-player characters that, depending on the setting, will range from pets to wild animals, supernatural monsters, and mythical beings.
♦ Attack: the creature will attack anyone its master
Creatures don’t have Weaknesses but have four Attributes: the usual Vigor and Dexterity ones, plus Senses and Ferocity (in place of the Wits and Presence Attributes). Unlike characters’ Attribute Scores, a creature’s Attribute Score may range from 1 to 9, but the creature won’t have any Advantages or Disadvantages regardless of its Attribute Scores. Still, like characters, a creature will never roll more than 5 dice for any tests or contests, even when its Attribute Score is higher than 5. The Senses Attribute will govern the creature’s ability to find prey and avoid predators through sight, hearing or smell. The Ferocity Attribute will represent the creature’s aggressiveness, its tendency not to flee from foes, and the difficulty for others to approach and tame it. Approaching and taming a creature will demand two separate Taming Skill contests (see page 106). Instead of having Skills and Abilities, tamed creatures may be trained to develop tricks, which represent actions they may perform on command. Creatures must be trained to perform tricks beforehand, and must be commanded by their masters. Thus, a trick may demand three separate tests:
♦ The first is for the character to teach a creature to
do the trick: a Taming Skill test of the difficulty specified on the creature’s description (see page 106).
♦ The second is for the character to command the creature, which will be called for only under special circumstances (again, see page 106).
♦ The
third is for the creature to perform the trick, which will be either an automatic success, or resolved as if it were a Skill test or contest relating to one of the creature’s Attribute Scores. Unless specified otherwise, the creature will be considered to have 2 Ranks in the trick.
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commands it to (see specific rules below). ♦ Come to a Whistle: the creature will come to its master by using either its Senses or Ferocity Attribute as the one relating to the trick, depending on whether it is difficult for the creature to hear the command or whether it is dangerous for it to come to its master (whichever is more pertinent). ♦ Grab Something: the creature may be commanded by its master to grab something or, if the creature is sufficiently larger, someone. This could be with its mouth, hands, claws, tentacles, or prehensile tail, by using its Vigor (if trying to grab someone) or Dexterity Attribute (if trying to grab something) as the one relating to the trick. ♦ Guard a Spot: the creature will guard a spot indicated by its master with its Senses or Ferocity Attribute as the one relating to the
♦
trick, depending on whether it is difficult for the creature to see trespassers or to stand ground against them (whichever is more pertinent). Listen and Repeat: the creature may be commanded to repeat something its master said or that it heard somewhere—a couple of words or a short phrase, at most. The Senses Attribute will be used as the one related to the trick if it is difficult for the creature to hear what is being said in its surroundings.
A creature will also probably have at least one attack that will be its natural form of defense or catching prey. An attack must be treated like a Skill and, unless specified otherwise, the creature will have 2 Ranks in it. The attack can be performed with either its Vigor or Dexterity Attribute, regardless of it being a melee or ranged one. However, if the attack is successful, damage increment by the margin of success will be halved (rounded down) if the Vigor Attribute was used for a ranged attack or the Dexterity Attribute for a melee one.
For an optional, more streamlined rule for wounds, simply give a medium-sized or larger creature 1 Wound Point for every 2 points of damage that bypass its natural armor (3 if it is large; 4 if it is huge; 5 if it is colossal). With a total of 4 Wound Points, the creature flees (if possible). With a 5th Wound Point, it is KO'd (if possible). With a 6th Wound Point, the creature is killed. By the default rules, however, creatures don’t automatically die when they reach a total of 6 or more Wound Points. Still, most creatures will flee if they receive damage from a single attack equal to, or higher than, their Ferocity Attribute Score plus their first damage threshold value. Finally, in some situations, the game master may choose to streamline combat involving mediumsized or smaller creatures from the same species, such as when the player characters confront a pack or a swarm of small creatures. When that is the case, apply the following rules:
♦ ♦
The swarm will act together during the same Initiative order, with an Initiative of 7. A creature that is part of a swarm can be instantly killed if it receives damage from a single attack
TABLE 27
SIZE
WOUNDED
2/1W+KO(B)?
3/2W+KO/D(P)?
4/3W+KO+I/D?
TINY (RAT)
DEAD 1
SMALL (CAT)
1
2
3
4
5
MEDIUM (HUMAN)
2
4
6
8
10
LARGE (HORSE)
3
6
9
12
15
HUGE (ELEPHANT)
4
8
12
16
20
COLOSSAL (WHALE)
5
10
15
20
25
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Melee attacks dealt by creatures with a Vigor Attribute of 6 or higher may only be parried if the targeted character has a Vigor Attribute Score no more than two points lower than the attacker’s (see page 129).
Creatures will also usually have the same five damage thresholds as a character, and more often than not they will suffer same effects (see page 131). Their damage threshold increments will depend on the creature’s size, however, according to table 27.
CREATURES
Besides Attributes and tricks, creatures will also have action types, which will refer to the kind of actions it may perform that are natural for the creature (that is, that don’t have to be learned from its master first). Just like tricks, creature actions will always be resolved as if it were a Skill test or contest relating to one of the creature’s Attribute Scores. Unless specified otherwise, the creature will be considered to have 2 Ranks in the action type.
The Base Damage Rating from a creature’s attack depends on the creature’s Vigor Attribute Score and on the type of the attack; see the creature’s description or the rules on companion creatures (see page 266).
CREATURES
equal to, or higher than, 1 if it is tiny or small, or 2 if it is medium-sized. If the amount of damage dealt is below that value, nothing happens. Also, disregard any natural armor the creature might have. ♦ If there are more creatures than characters, divide them somewhat equally among the opposing characters. The creatures will attack only once per character, as a group. For each creature in the attacking group after the first one, roll 1 extra die for the attack roll (maximum of 5). ♦ Defending against a swarm of creatures is a hard contest for the target. ♦ If a character successfully eliminates all creatures from the group attacking them, then during their next turn they may choose to either escape— which will be an automatically successful action—or help another fellow character, thus dividing the number of attacking creatures in this second group between the characters.
COMPANION CREATURES
BESTIARY
266
In many settings, players may choose to give companion creatures to their characters by buying them according to the normal, applicable Money Stat rules. In those situations, a character’s options of companion creatures are usually limited to the most common mounts and pets. As another option, available in some other settings such as , , and , a player may have their character start with a tamed companion creature by spending 1 Background Point during character creation. Unlike when acquiring a companion creature with the character’s Money Stat, such an animal may be a more exotic specimen found and tamed by the character. A character may have more than one companion creature, but a spellcaster character may only have one Familiar at any given time. When giving their character a companion creature by spending 1 Background Point, the player will have two options: choose any one creature from the mount, hunter companion, pet or familiar categories found in page 270 (Sample Creatures), or create one unique companion creature from scratch.
Михаил Герасимов (Order #27301389)
A companion creature created from scratch may be from the species found in page 270 (Sample Creatures)—most likely with different Attribute Scores—or from an entirely new species. A new species should be devised by the player together with the game master, ensuring that it is in keeping with the setting’s general theme and tone. To create a companion creature for their character, the player will receive a number of Creature Points to spend. The Creature Point total is equal to twice the character’s Presence Attribute Score, plus twice the number of nonbonus Ranks in the Taming Skill, plus the number of non-bonus Ranks in the Survival Skill, plus the number of non-bonus Ranks in the Arcana Skill. The player may also spend a second Background Point to double the amount of Creature Points; this may be done only once per companion creature. Once the Creature Point total has been established, the player must follow these steps:
1 Choose a name for the companion creature and give them a general description. 2 Choose the companion creature’s size and Vigor Attribute Score: ♦ 0 Creature Points for a tiny creature that cannot be ridden, with a Vigor Attribute Score of 1 ♦ 1 Creature Point for a small creature that cannot be ridden, with a Vigor Attribute Score of 1 ♦ 2 Creature Points for a medium creature that cannot be ridden, with a Vigor Attribute Score of 2 ♦ 3 Creature Points for a large creature that may be ridden by a single rider, with a Vigor Attribute Score of 3 ♦ 4 Creature Points for a large creature that may be ridden by one or two riders, with a Vigor Attribute Score of 4 ♦ 6 Creature Points for a huge creature that may be ridden by up to three riders, with a Vigor Attribute Score of 5 ♦ 8 Creature Points for a huge creature that may be ridden by up to four riders, with a Vigor Attribute Score of 6 3 Choose the companion creature’s type of movement and Dexterity Attribute Score: ♦ 0 Creature Points for the creature to only be
CREATURES
able to Crawl (Vigor-based action) and have a Dexterity Attribute Score of 1
♦ 1 Creature Point for the creature to only be able to Crawl and Burrow (both Vigor-based actions) and have a Dexterity Attribute Score of 1
♦ 1 Creature Point for the creature to only be able to ♦ 2 Creature Points for the creature to only be able to
Walk (Vigor-based action), and have a Dexterity Attribute Score of 2
♦ 3 Creature Points for the creature to be able to
Walk and Swim (all Vigor-based actions) and have a Dexterity Attribute Score of 3
♦ 4 Creature Points for the creature to be able to
Run and Jump (all Vigor-based actions), and have a Dexterity Attribute Score of 4
♦ 6 Creature Points for the creature to be able to
Run, Jump and Climb (all Vigor-based actions) and have a Dexterity Attribute Score of 5
♦ 8 Creature Points for the creature to be able to
Run, Jump, Climb (all Vigor-based actions) and Fly (Dexterity-based action), and have a Dexterity Attribute Score of 6
Михаил Герасимов (Order #27301389)
Choose the companion creature’s natural armor rating and its Ferocity Attribute Score: ♦ 0 Creature Points for the creature to have no natural armor and a Ferocity Attribute Score of 1
5
267
BESTIARY
Swim (Vigor-based action) and have a Dexterity Attribute Score of 2
4 Choose the companion creature’s Dodge and Stealth action types and its Senses Attribute Score: ♦ 0 Creature Points for the creature to have a Senses Attribute Score of 1, but the creature won’t have the Dodge and the Stealth action types; ♦ 1 Creature Point for the creature to have a Senses Attribute Score of 2, and the creature will have the Dodge action type (Dexterity-based), but not the Stealth one ♦ 2 Creature Points for the creature to have a Senses Attribute Score of 3, and the creature will have the Dodge action type (Dexterity-based), but not the Stealth one ♦ 4 Creature Points for the creature to have a Senses Attribute Score of 4, and the creature will have the Dodge action type (Dexterity-based), but not the Stealth one ♦ 6 Creature Points for the creature to have a Senses Attribute Score of 5, and the creature will have both the Dodge and the Stealth action types (both Dexterity-based)
CREATURES
♦ 1
BESTIARY
268
Creature Points for the creature to have no natural armor and a Ferocity Attribute Score of 2 ♦ 2 Creature Points for the creature to have no natural armor and a Ferocity Attribute Score of 3 ♦ 3 Creature Points for the creature to have no natural armor and a Ferocity Attribute Score of 4 ♦ 4 Creature Points for the creature to have natural armor with a rating of 1 and a Ferocity Attribute Score of 5 ♦ 6 Creature Points for the creature to have natural armor with a rating of 2 and a Ferocity Attribute Score of 6 ♦ 8 Creature Points for the creature to have natural armor with a rating of 3 and a Ferocity Attribute Score of 7
6 Choose the companion creature’s attack type:
♦ 0 Creature Points for a creature with no form of
attack ♦ 1 Creature Point for a Tail attack (Melee, Blunt, Base Damage Rating equal to its Vigor Attribute Score -3) ♦ 1 Creature Point for a Beak attack (Melee, Piercing, Base Damage Rating equal to its Vigor Attribute Score -3) ♦ 2 Creature Points for a Sting attack (Melee, Piercing, Base Damage Rating equal to its Vigor Attribute Score -2) ♦ 2 Creature Points for a Claws attack (Melee, Slashing, Base Damage Rating equal to its Vigor Attribute Score -2) ♦ 2 Creature Points for a Tentacle attack (Melee, Blunt, Base Damage Rating equal to its Vigor Attribute Score -2), but the companion creature must be at least medium-sized ♦ 3 Creature Points for a Bite attack (Melee, Slashing, Base Damage Rating equal to its Vigor Attribute Score -1) ♦ 3 Creature Points for a Horns attack (Melee, Piercing, Base Damage Rating equal to its Vigor Attribute Score -1) ♦ 3 Creature Points for a Ram attack (Melee, Blunt, Base Damage Rating equal to its Vigor Attribute Score -1), but the companion creature must be at least medium-sized ♦ 4 Creature Points for a Trample attack (Melee, Blunt, Base Damage Rating equal to its Vigor Attribute Score), but the companion creature must be at least large ♦ 6 Creature Points for an Acid Breath attack
Михаил Герасимов (Order #27301389)
(Ranged, Energy, Base Damage Rating equal to its Vigor Attribute Score -2, 10-meter/yard reach, 4-meter/yard radius, hits 1 or 2 targets), but the companion creature must be at least large
♦ 8 Creature Points for a Fire Breath attack (Ranged,
Energy, Base Damage Rating equal to its Vigor Attribute Score -1, 15-meter/yard reach, 8-meter/ yard radius, hits 1 to 4 targets), but the companion creature must be at least huge
7 Choose the companion creature’s Mana Points:
♦ 0 Creature Points for the companion creature to have 0 Mana Points
♦ 1 Creature Point for the companion creature to ♦ Fortitude: serve as Familiar and have 1 Mana Point
♦ 2 Creature Points for the companion creature to serve as Familiar and have 2 Mana Points
♦ 4 Creature Points for the companion creature to serve as Familiar and have 3 Mana Points
♦ 6 Creature Points for the companion creature to serve as Familiar and have 4 Mana Points
♦ 8 Creature Points for the companion creature to serve as Familiar and have 5 Mana Points
8 Choose the companion creature’s tricks:
♦ 0 Creature Points for the companion creature to ♦ 1 Creature Point for the companion creature to be rideable—if large or huge—but to have no tricks
♦ 2 Creature Points for the companion creature to be rideable—if large or huge—and to Attack on command
♦ 2 Creature Points for the companion creature to be rideable —if large or huge—and to Come to a Whistle on command
♦ 3
Creature Points for the companion creature to be rideable—if large or huge—and to Attack and Guard a Spot on command
♦ 4 Creature Points for the companion creature to
be rideable—if large or huge—and to Come to a Whistle, and Listen and Repeat on command
♦ 5 Creature Points for the companion creature to be
rideable—if large or huge—and to Attack, Come to a Whistle, and Guard a Spot on command Creature Points for the companion creature to be rideable—if large or huge—and to Attack, Come to a Whistle, Guard a Spot, and Listen and Repeat on command
♦ 6 Creature Points for the companion creature to be
rideable—if large or huge—and to Attack, Come to a Whistle, Guard a Spot, and Grab Something on command
♦ 8
Creature Points for the companion creature to be rideable—if large or huge—and to Attack, Come to a Whistle, Guard a Spot, Listen and Repeat, and Grab Something on command
9 Choose one or more of the special traits below
for the companion creature, if any:
♦ Strength:
increase the companion creature’s Vigor Attribute Score by 1 (maximum Attribute Score of 9); costs 2 Creature Points.
Михаил Герасимов (Order #27301389)
269
BESTIARY
♦ 6
CREATURES
be unable to be ridden and to have no tricks
increase the companion creature’s Vigor Attribute Score by 1 (maximum Attribute Score of 9); costs 2 Creature Points. ♦ Speed: increase the companion creature’s Dexterity Attribute Score by 1 (maximum Attribute Score of 9); costs 2 Creature Points. ♦ Agility: increase the companion creature’s Dexterity Attribute Score by 1 (maximum Attribute Score of 9); costs 2 Creature Points. ♦ Scent: increase the companion creature’s Senses Attribute Score by 2 (maximum Attribute Score of 9); costs 2 Creature Points. ♦ Vision: increase the companion creature’s Senses Attribute Score by 2 (maximum Attribute Score of 9); costs 2 Creature Points. ♦ Dangerous: increase the companion creature’s Ferocity Attribute Score by 2 (maximum Attribute Score of 9); costs 2 Creature Points. ♦ Predator: increase the number of Ranks of one of the companion creature’s attacks from the default 2 to 4; cost of 2 Creature Points. ♦ Intelligence: increase the number of Ranks of one of the companion creature’s tricks (other than Attack) from the default 2 to 4; cost of 2 Creature Points. ♦ Swiftness: increase the number of Ranks of one of the companion creature’s action types (such as Dodge) from the default 2 to 4; cost of 2 Creature Points. ♦ Chameleon Skin: the companion creature will have the Stealth action type (Dexterity-based) if not already; also, increase the companion creatures Stealth Ranks from the default 2 to 4; costs 4 Creature Points. ♦ Reflexes: the companion creature’s Climb, Jump, Run, and Swim action types, if any, will be Dexterity-based instead of Vigor-based; costs 4 Creature Points. ♦ Tenacity: the companion creature is immune to KO; costs 4 Creature Points. ♦ Steadfastness: the companion creature never flees; costs 4 Creature Points. ♦ Venom: once per combat, the companion creature may infect a target it has successfully attacked with the effects of a poison of the player’s choosing (one poison per companion creature); costs 4 Creature Points. ♦ Regeneration: if not killed, dying, or inflicted with 6 or more Wound Points, the companion creature will heal one Wound Point per hour and one missing limb per week; costs 4 Creature Points.
SALAAG
SAMPLE CREATURES Below are some sample animals and fantastical creatures divided into five generic groups: mounts, hunter companions, pets, Familiars, and wild creatures.
CREATURES
Creatures found under the Familiars group are not the only ones that may be used as Familiars; any creature with Mana Points may be used as long as it can be turned into a companion creature through the Taming Skill. As always, any spellcaster character may not have more than one Familiar at any given time. All stats listed below are averages. Just like any other characters, individual creatures from each of those species may have different Attribute Scores.
A large, Komodo-like dragon, with iridescent scales. Similar Creatures: None. Vigor 5 / Dexterity 1 / Senses 2 / Ferocity 4 WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
3
6
9
12
15
Tail: Blunt, 2. Natural Armor: 1. Action Types: Climb (Vigor) / Dodge (Dexterity) / Run (Vigor). Number of Riders: 2. Mana Points: 0. Tricks: Attack (normal). Special: Immune to KO. Its blood is a potent corrosive substance.
MOUNTS WYRMSPAWN HORSE
BESTIARY
270
Large. Similar Creatures: Hornedferus (similar to a large horse, but with colored, zebra-like stripes, and large goat-like horns; , , , ), Fae-Moose (mooselike creature; , , ), Desert Ferus (a cross between a horse and a dromedary; , , ).
A large, dragonfly-like, winged insect with a red or golden body. Similar Creatures: Arurus (a pterosaur-like creature with colorful feathers; , ), Dragonbird (a giant hummingbird-like creature; , , ). Vigor 3 / Dexterity 6 / Senses 4 / Ferocity 2 WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
3
6
9
12
15
Vigor 6 / Dexterity 3 / Senses 2 / Ferocity 3 WOUNDED 3
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
6
9
12
15
Ram: Blunt, 5. Natural Armor: 0. Action Types: Dodge (Dexterity) / Jump (Vigor) / Run (Vigor, 4 ranks). Number of Riders: 2. Mana Points: 0. Tricks: Attack (normal; Horse, Hornedferus and FaeMoose only) / Come to a Whistle (normal). Special: The creature and its riders (if any) can resist malignant spells as if they had the Resilient Advantage (Fae-Moose only).
Михаил Герасимов (Order #27301389)
Sting: Piercing, 1 (Wyrmspawn only). Beak: Piercing, 0 (Arurus and Dragonbird only). Natural Armor: 0. Action Types: Dodge (Dexterity) / Fly (Dexterity, 4 ranks). Number of Riders: 1. Mana Points: 1. Tricks: Attack (hard). Special: Immune to KO. Has a fluorescent body that can be easily detected during the night (Wyrmspawn only).
fur and white eyes; , , , (a hyena-like creature; , , , wolf-like creature; , , ).
), Savage Canid ), Greylupus (a
Vigor 3 / Dexterity 3 / Senses 4 / Ferocity 6
Huge. Similar Creatures: Scaramuht (a six-legged, desert beetle-like insect, the size of an elephant; , , , , ); Darkfur (a mastodon-like creature; , , , ).
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
2
4
6
8
10
Bite: Slashing, 2. Natural Armor: 0. Action Types: Dodge (Dexterity) / Jump (Vigor) / Run (Vigor). Number of Riders: 0. Mana Points: 2. Tricks: Attack (normal) / Come to a Whistle (normal) / Guard a Spot (normal) / Grab Something (normal). Special: May follow a track by scent with a normal Senses Attribute test.
CREATURES
ELEPHANT
WOUNDED
271 Vigor 7 / Dexterity 1 / Senses 2 / Ferocity 5 WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
4
8
12
16
20
BESTIARY
Trample: Blunt, 7. Natural Armor: 2. Action Types: Run (Vigor). Number of Riders: 4. Mana Points: 0. Tricks: Attack (normal). Special: Immune to KO (Scaramuht only). Its shell can be used to craft armor or shield with an armor rating of 2 (Scaramuht only).
TIGER
HUNTER COMPANIONS WOLF Medium. Similar Creatures: Hound ( , , ), Wildcanid (a half-dog, half-wolf, medium-sized animal with black
Михаил Герасимов (Order #27301389)
Medium. Similar Creatures: Felityrg (a large tiger-like animal with dark, oily skin and spikes on the joints; , , , , ), Ligon (a lion-like creature; , , ), Shadowcat (a panther-like creature; , , , ).
CREATURES
Vigor 5 / Dexterity 4 / Senses 4 / Ferocity 7 WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
2
4
6
8
10
Claws: Slashing, 3. Natural Armor: 0. Action Types: Climb (Vigor) / Dodge (Dexterity) / Jump (Vigor) / Run (Vigor) / Stealth (Dexterity). Number of Riders: 1 (Felityrg and Shadowcat only). Mana Points: 1. Tricks: Attack (normal). Special: Its blood may be used to make a Paralysis poison (Felityrg only).
Claws: Slashing, 3. Natural Armor: 0. Action Types: Dodge (Dexterity) / Fly (Dexterity). Number of Riders: 1. Mana Points: 0. Tricks: Attack (normal) / Come to a Whistle (normal; Buteorex only). Special: Its talons can be used to craft daggers (Vultryph only).
BEAR Large. Similar Creatures: Carnimaximus (a large bear-like animal with a body covered in spikes similar to a porcupine’s; , , ).
MELIERAXUS Large; a formidable bird of prey with razor-sharp claws. Similar Creatures: Vultryph (a giant condor-like creature; , ), Buteorex (a giant eagle-like creature; , , ). Vigor 4 / Dexterity 4 / Senses 5 / Ferocity 3
272 2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
3
6
9
12
15
BESTIARY
WOUNDED
Vigor 6 / Dexterity 2 / Senses 3 / Ferocity 6 WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
3
6
9
12
15
Claws: Slashing, 4. Natural Armor: 1. Action Types: Climb (Vigor) / Dodge (Dexterity) / Run (Vigor). Number of Riders: 1 (Carnimaximus only). Mana Points: 0. Tricks: Attack (hard; Carnimaximus only). Special: A saddle on a leather coat is mandatory for the creature to be used as a mount (Carnimaximus only).
PETS MONKEY Small. Similar Creatures: Rarplo (a small four-eyed, monkey-like animal with four arms, a prehensile tail and multi-colored fur; , , , , ), Arborsimus (a monkey-like creature; , , ). Vigor 2 / Dexterity 4 / Senses 2 / Ferocity 3
Михаил Герасимов (Order #27301389)
WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
1
2
3
4
5
Claws: Slashing, -1. Natural Armor: 0. Action Types: Climb (Dexterity) / Dodge (Dexterity, 4 ranks) / Jump (Dexterity, 4 ranks) / Run (Dexterity) / Stealth (Dexterity). Number of Riders: 0. Mana Points: 2. Tricks: Attack (hard; Hornedfelix only) / Come to a Whistle (normal) / Grab Something (hard). Special: Sees in darkness.
DOG Small. Similar Creatures: Canid (a small dog-like creature with a fox-like tail; , , ).
CAT Small. Similar Creatures: Hornedfelix (a small cat-like animal with miniature, antelope-like horns; , , , , ), Vulpix (a creature like a cross between a cat and a fox; , , ). Vigor 1 / Dexterity 5 / Senses 4 / Ferocity 4 WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
1
2
3
4
5
Vigor 2 / Dexterity 3 / Senses 5 / Ferocity 3 WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
1
2
3
4
5
RAVEN Tiny. Similar Creatures: Speakbird (a white feathered, small bird with three eyes and a white, long beak, able to reproduce spoken words; , , , ), Etherbird (a sparrow-like creature; , , , ), Corvus (a crow-like creature; , , ). Vigor 1 / Dexterity 3 / Senses 4 / Ferocity 2
Михаил Герасимов (Order #27301389)
WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
-
-
-
-
1
273
BESTIARY
Bite: Slashing, 1. Natural Armor: 0. Action Types: Dodge (Dexterity) / Jump (Dexterity) / Run (Dexterity). Number of Riders: 0. Mana Points: 1. Tricks: Attack (normal) / Come to a Whistle (normal, 4 ranks) / Guard a Spot (normal, 4 ranks) / Grab Something (normal, 4 ranks). Special: May follow a track by scent with a normal Senses Attribute test.
CREATURES
Bite: Slashing, 1. Natural Armor: 0. Action Types: Climb (Dexterity, 4 ranks) / Dodge (Dexterity) / Jump (Dexterity, 4 ranks) / Run (Vigor) / Stealth (Dexterity, 4 ranks; Rarplo only). Number of Riders: 0. Mana Points: 1. Tricks: Attack (hard; Arborsimus only) / Come to a Whistle (normal) / Guard a Spot (hard; Rarplo only) / Grab Something (normal). Special: Because of its relentlessness, characters successfully targeted by it cannot take a Focus action their next turn, unless the creature itself is also successfully attacked by someone before that (Rarplo only).
CREATURES
Beak: Piercing, -2. Natural Armor: 0. Action Types: Dodge (Dexterity) / Fly (Dexterity, 4 ranks). Number of Riders: 0. Mana Points: 0. Tricks: Attack (hard; Corvus only) / Come to a Whistle (normal; Speakbird, Etherbird and Corvus only) / Guard a Spot (normal; Corvus only) / Listen and Repeat (normal; Speakbird only) / Grab Something (hard; Speakbird only). Special: May be sent to places it already knows to deliver messages, then it will return to its owner (Speakbird only).
GHOSTLIZARD A small, bipedal lizard with chameleon-like skin and a prehensile tail. Similar Creatures: None.
SERPENT Small. Similar Creatures: Serpens (a small viper-like creature; , , , ), Aranae (a spider-like creature, but larger; , , , , ). Vigor 1 / Dexterity 3 / Senses 2 / Ferocity 7
Vigor 1 / Dexterity 3 / Senses 2 / Ferocity 2 WOUNDED 1
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
2
3
4
5
274
BESTIARY
Bite: Slashing, 0. Natural Armor: 0. Action Types: Climb (Dexterity) / Jump (Dexterity) / Run (Dexterity) / Stealth (Dexterity). Number of Riders: 0. Mana Points: 4. Tricks: Attack (hard) / Come to a Whistle (normal). Special: When spellcasting with Mana Points from a Blindferret, the character may temporarily reduce the number of Ranks in this Skill by 1 to roll one extra die. Only usable in Arcana Skill tests and not contests.
Tail: Blunt, -2. Natural Armor: 1. Action Types: Climb (Vigor) / Dodge (Dexterity) / Stealth (Dexterity, 4 ranks). Number of Riders: 0. Mana Points: 0. Tricks: Attack (hard) / Grab Something (hard). Special: Immune to KO. Its Dexterity Attribute Score is considered 5 when the creature is doing a Stealth action.
FAMILIARS
WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
1
2
3
4
5
Bite: Slashing, 0, Venom (works just like the Sweet Kiss poison). Natural Armor: 1 (Serpent and Serpens only). Action Types: Climb (Vigor) / Dodge (Dexterity) / Run (Vigor) / Stealth (Dexterity). Number of Riders: 0. Mana Points: 3 (Serpent and Serpens only). Tricks: Attack (hard; Serpens and Aranae only). Special: Immune to KO. Never flees (Serpens only). 1 bonus die when casting a spell with the Wicked Third Arcane Symbol, and 1 fewer die when casting a spell with the Virtue Third Arcane Symbol (only when using Serpens’ Mana Points).
VORYUK
BLINDFERRET A small ferret-like animal with no eyes and bat-like sonar. Similar Creatures: None.
A blind rat with bat-like sonar, the size of a small dog) Similar Creatures: Laceratix (an eyeless lizard-like creature; , , , .
Vigor 1 / Dexterity 3 / Senses 1 / Ferocity 1
Vigor 2 / Dexterity 2 / Senses 1 / Ferocity 2
WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
1
2
3
4
5
1
2
3
4
5
Михаил Герасимов (Order #27301389)
Bite: Slashing, 1, Venom (works just like the Vapour drug). Natural Armor: 0. Action Types: Climb (Vigor) / Run (Vigor) / Stealth (Dexterity). Number of Riders: 0. Mana Points: 3. Tricks: Attack (hard) / Come to a Whistle (normal). Special: May form a natural telepathic link with its master for up to 100 meters (or yards) that will allow the master to sense what the Voryuk senses with its sonar. When doing so, the owner will have their own senses “muted” for the duration of the link (Voryuk only).
A parasitic worm that may live under the skin in the neck of humanoid beings. Similar Creatures: Vine-of-Thorns (a sentient, vinelike plant with venomous thorns; , , , , ), Mindworm ( ; see page 243). Vigor 1 / Dexterity 1 / Senses 1 / Ferocity 5 WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
-
-
-
-
1
WILD CREATURES BULL Large. Similar Creatures: Blatarus (a large bovine creature Михаил Герасимов (Order #27301389)
,
,
Vigor 6 / Dexterity 2 / Senses 2 / Ferocity 7 WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
3
6
9
12
15
Horns: Piercing, 5. Natural Armor: 1. Action Types: Dodge (Dexterity) / Jump (Dexterity) / Run (Vigor, 4 ranks). Number of Riders: 0. Mana Points: 0. Tricks: Cannot be tamed. Special: When killed, there’s a 50% chance it will burst open, blasting nearby people with bone splinters (Blatarus only; Energy-type, Base Damage Rating of 3, 4-meter/yard radius; hits 1 to 2 targets).
GORILLA Large. Similar Creatures: Tarmahsma (a large gorilla-like creature with four arms and fur with brightly colored stripes; , , , , ).
275
Vigor 5 / Dexterity 3 / Senses 2 / Ferocity 6 WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
2
4
6
8
10
Ram: Blunt, 4. Bite: Slashing, 4. Natural Armor: 0. Action Types: Climb (Vigor) / Dodge (Dexterity) / Jump (Vigor) / Run (Vigor). Number of Riders: 0. Mana Points: 0. Tricks: Attack (hard; Tarmahsma only) / Grab Something (hard, 4 ranks; Tarmahsma only). Special: From time to time, may develop intellect equivalent of a Wits Attribute with a Score of 1 (Tarmahsma only).
BESTIARY
Sting: Piercing, -1, Disease (works just like the Rip Mind disease; subject must test for the disease once per week). Natural Armor: 0. Action Types: Swim (Vigor; Hellworm only). Number of Riders: 0. Mana Points: 5 (Hellworm only, and only if infected by it). Tricks: Attack (hard). Special: The Hellworm can only attack helpless targets, such as those restrained or sleeping. Once a person is infected, they are drained (their physical age increases by 1 plus a die roll years) and may suffer episodes of insanity (Hellworm only). Immune to KO. Never flees.
,
CREATURES
HELLWORM
,
with a body covered with blisters; ).
Vigor 5 / Dexterity 4 / Senses 4 / Ferocity 8
CROCODILE Large. Similar Creatures: Alligator ( ), Swampbane (a large alligator-like creature with dark skin and fluorescent eyes; , , , ).
CREATURES
Vigor 6 / Dexterity 2 / Senses 3 / Ferocity 7
276
WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
3
6
9
12
15
Bite: Slashing, 5. Natural Armor: 2. Action Types: Dodge (Dexterity) / Run (Vigor) / Stealth (Dexterity) / Swim (Vigor). Number of Riders: 0. Mana Points: 0. Tricks: Cannot be tamed. Special: Immune to KO. Has an organ that functions like an organic battery of sorts, retaining its energy for a week or so after being harvested (Swampbane only).
WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
2
4
6
8
10
Bite: Slashing, 4. Natural Armor: 1. Action Types: Dodge (Dexterity) / Jump (Vigor) / Run (Vigor, 4 ranks) / Stealth (Dexterity). Number of Riders: 1. Mana Points: 0. Tricks: Attack (hard). Special: Immune to KO. Its blood has limited regenerative properties (any failed Medicine Skill test to speed up a patient’s healing process may be retaken once if the Repysaur blood was used during the first attempt).
SHARK Large. Similar Creatures: None.
BESTIARY
Vigor 6 / Dexterity 3 / Senses 3 / Ferocity 8 WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
3
6
9
12
15
Bite: Slashing, 5. Natural Armor: 1. Action Types: Dodge (Dexterity) / Stealth (Dexterity) / Swim (Vigor, 4 ranks). Number of Riders: 0. Mana Points: 0. Tricks: Cannot be tamed. Special: Immune to KO.
REPYSAUR A fast, agile, medium-sized, dinosaur-like creature with chameleon-like skin. Similar Creatures: None.
Михаил Герасимов (Order #27301389)
LIVING DEAD A mindless, flesh-eating corpse reanimated by maligned supernatural powers. Similar Creatures: Undead (
,
; see page 280).
Vigor 2 / Dexterity 1 / Senses 2 / Ferocity 9 WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
2
-
-
-
4
Mana Points: 0. Tricks: Cannot be tamed. Special: Immune to KO. Haunts fear the daylight and only come out at night, otherwise remaining indoors. Immune to all forms of physical attacks, unless dealt by enchanted weapons (see page 189), or by Vitality Powers (see page 229). Immune to all forms of arcane attacks, except spells cast with the Virtue Arcane Symbol (see page 189) and Divine Strike (see page 216).
GHUL
GIANT SERPENS
A semi-intelligent undead humanoid creature.
Huge. Similar Creatures: Giant Aranae (a huge spider-like creature; , , ).
Similar Creatures: Undead (
,
; see page 280).
Vigor 3 / Dexterity 2 / Senses 3 / Ferocity 5 WOUNDED 2
2/1W+ KO(B)? 4
3/2W+ KO/D(P)? 6
4/3W+ KO+I/D? 8
Vigor 6 / Dexterity 2 / Senses 2 / Ferocity 6 DEAD WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
4
8
12
16
20
10
Bite (4 Ranks): Slashing, 5, Venom (works just like the Sweet Kiss poison). Natural Armor: 2 (Giant Serpens only). Action Types: Climb (Vigor) / Dodge (Dexterity) / Run (Vigor). Number of Riders: 0. Mana Points: 0. Tricks: Cannot be tamed. Special: Immune to KO. Never flees (Giant Serpens only).
HAUNT
SWAMMERDAMI
A semi-sentient hateful spirit of a dead being.
A huge scorpion-like creature. Similar Creatures: None.
Similar Creatures: Wrath (
; see page 243).
Vigor 1 / Dexterity 1 / Senses 3 / Ferocity 5
Vigor 5 / Dexterity 3 / Senses 2 / Ferocity 9
WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
-
-
-
-
1
4
8
12
16
20
Haunting: Blunt, 2 (a telekinetic attack that will hurl nearby objects at targets; this special attack uses the Senses Attribute as the related one for the contest). Natural Armor: 0. Action Types: Fly (Dexterity). Number of Riders: 0. Михаил Герасимов (Order #27301389)
Sting (4 Ranks): Piercing, 3, Venom (works just like the Sweet Kiss poison). Natural Armor: 3. Action Types: Dodge (Dexterity) / Run (Vigor). Number of Riders: 0.
277
BESTIARY
Claws: Slashing, 1, Disease (works just like the Red Grip disease, and if the character dies from the disease, they will be cursed to come back from the dead as a Ghul). Natural Armor: 0. Action Types: Climb (Vigor) / Run (Vigor). Number of Riders: 0. Mana Points: 0. Tricks: Cannot be tamed. Special: Immune to KO. Ghuls fear the daylight and only come out at night, otherwise remaining indoors.
CREATURES
Clawing-and-Biting: Slashing, 1. Natural Armor: 0. Action Types: Walk (Vigor). Number of Riders: 0. Mana Points: 0. Tricks: Cannot be tamed. Special: Immune to KO. Never flees. The Living Dead fear the daylight and only come out at night, otherwise remaining indoors.
Mana Points: 0. Tricks: Cannot be tamed. Special: Immune to KO. Never flees. Has an organ that can be harvest and contains a valuable secretion that is used either as a spice or as a perfume ingredient.
A colossal man o’ war-like creature that floats in the air. Similar Creatures: Overseer (
; see page 243).
CREATURES
Vigor 5 / Dexterity 1 / Senses 2 / Ferocity 5 WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
5
10
15
20
25
BESTIARY
Multiple Stings (hits up to 2 targets; 4 Ranks): Piercing, 3, Venom (works just like the Paralysis poison). Natural Armor: 0. Action Types: Dodge (Dexterity) / Fly (Dexterity). Number of Riders: 0. Mana Points: 0. Tricks: Cannot be tamed. Special: Immune to KO. Senses the movements of prey and other creatures through minimal air vibrations.
Михаил Герасимов (Order #27301389)
A colossal serpent-like creature with many heads that lives in either saltwater or freshwater. Similar Creatures: Hydra ( ). Vigor 7 / Dexterity 3 / Senses 2 / Ferocity 8
TERRORSALIS
278
PHEMHIDRE
WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
5
10
15
20
25
Multiple Bites (hits up to 4 targets; 4 Ranks): Slashing, 6, Venom (works just like the Veil poison). Natural Armor: 2. Action Types: Dodge (Dexterity) / Swim (Vigor, 4 ranks). Number of Riders: 0. Mana Points: 0. Tricks: Cannot be tamed. Special: Immune to KO. Never flees. If not killed, it will completely regenerate itself in a day or so (even lost heads).
DRAGON A colossal flying lizard; some have human-like intelligence and may even be able to speak.
Similar Creatures: Wyrm (
).
Vigor 8 / Dexterity 3 / Senses 4 / Ferocity 9 WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
5
10
15
20
25
CREATURES
Fire Breath (ranged; hits up to 4 targets; 4 ranks): Energy, 7. Bite (4 Ranks): Slashing, 7. Claws (4 Ranks): Slashing, 6. Natural Armor: 3. Action Types: Dodge (Dexterity) / Fly (Dexterity, 4 ranks). Number of Riders: 0. Mana Points: 2. Tricks: Cannot be tamed. Special: Immune to KO. Never flees. Places where Dragons live are always considered to have 2 less Mana Points than usual because of the constant Mana-draining inherent to them.
ETERNAL A colossal underground worm, capable of swallowing whole huge creatures or vehicles. Similar Creatures: None.
279
Vigor 9 / Dexterity 1 / Senses 5 / Ferocity 9 2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
5
10
15
20
25
Swallow (hits up to 4 targets; 4 Ranks): Energy, 9, if a target is knocked out by the attack, they are swallowed whole and die instantly. Natural Armor: 4. Action Types: Crawl (Vigor) / Burrow (Vigor, 4 ranks). Number of Riders: 0. Mana Points: 5. Tricks: Cannot be tamed. Special: Immune to KO. Never flees. It is attracted by surface vibrations, such as those made by large creatures or vehicles.
Михаил Герасимов (Order #27301389)
BESTIARY
WOUNDED
CHAPTER 19
DENIZENS OF THE NIGHT
BESTIARY
280
Михаил Герасимов (Order #27301389)
THE UNDEAD In and , player characters will face the Undead: the corpses of creatures reanimated after death by mysterious circumstances. They have no desire other than to pursue and kill the living.
, the Undead are mindless, ferocious creatures In that may occasionally be able to mimic intelligent actions that they were able to perform when they were alive. This manifests as a kind of spasmodic reaction in response to certain situations, echoes from routine actions of their living past. , however, while most of the Undead are still In nothing more than unintelligent predators, there are also the Vampires: the once living who, willingly or not, became sentient, lifeless beings of intellect and great power through dark blood rituals (see page 285).
For , and other settings where the Undead are caused by a virus outbreak, the game master should define some parameters regarding how the infection works.
♦ ♦
everyone is already infected, so they will always rise as Undead after death from any cause; a character will rise as Undead only if killed by an Undead; a character will die in a few days, a week at most, after being infected by an Undead attack—the game master should roll a die to determine the number of days for that to happen. A character which dies in this way will rise as an Undead ; check below for (this is the default rule for chances of an Undead attack being infectious).
The time it takes for a victim to rise as an Undead per the rules above should be from a few seconds— such as a round of combat (this is the default rule in )—to a single day at most. Once the game master has decided on the nature of infection, they should then consider if the virus affects only humans or if it can affect other creatures, such as other humanoids, mammals, or—as is the —even birds and reptiles. default rule in Finally, there is one last consideration about the infection - whether it is realistically possible to find a cure for the virus. Table 28 summarizes the possible choices by and the game master regarding the infection in other settings with Undead being caused by a virus outbreak. The game master should also decide, regarding
TABLE 28
QUESTION HOW DOES THE INFECTION HAPPEN? TIME TO RISE AS AN UNDEAD AFTER DEATH. WHO CAN BE INFECTED? POSSIBILITY OF A CURE FOR THE INFECTION.
Михаил Герасимов (Order #27301389)
281
OPTION 2
OPTION 3
Chance of infection if wounded by an Undead. Death after 0 to 7 days.
Certainty of infection if killed by an Undead.
Certainty of infection if death occurs.
A few seconds or a combat round.
A couple of hours.
A day or so.
All living beings.
All living mammals.
Only humans and other humanoids.
There’s no cure for the infection.
Yes, but probably cannot be mass produced.
Yes, and it can be mass produced.
BESTIARY
To understand the Undead, it is first necessary to determine the nature of what created them. In , they are a product of mystical forces of great , the Undead are the result of an outbreak evil. In of a mysterious virus.
♦
DENIZENS OF THE NIGHT
, the Undead are found mostly on the borders of In , society has completely collapsed and the the empire. In living are the minority that must hide day after day from the horde of predators.
First, the game master must choose one of the following as the nature of the infection:
, and other settings with the Undead, how the player characters can effectively destroy them, as well as how they can avoid having any corpses rise as Undead. For this, check the options in tables 29 and 30.
DENIZENS OF THE NIGHT
Finally, in settings where the Undead have a supernatural origin, such as in , game masters should consider whether they are impaired by some conditions. For instance, the Undead may only rise during the night, be unable to enter some holy grounds such as temples, or be especially affected or destroyed by some religious items, such as amulets or holy water.
BESTIARY
282
UNDEAD TYPES AND THE HORDE
In and , the mindless Undead can never be KO’d. They also never flee from combat. Just like Creatures (see page 263), the Undead have the Senses and Ferocity Attributes in place of the Wits and the Presence ones. They have only the following two damage thresholds:
♦
Corpse: The amount of damage that must be dealt to an Undead’s body in a single attack for it to be destroyed. All attacks dealt with Piercingtype weapons will deal 1 less point of damage to the Corpse damage threshold if a hit occurs. All attacks dealt with Energy-type weapons, with Vitality Powers (see page 225), with Divine Strike (see page 216), or with attacking spells that use the Virtue Arcane Symbol, will deal 1 more point of damage to the Corpse damage threshold if a hit occurs. If the damage dealt to an Undead’s body doesn’t match or surpass the Corpse damage threshold, reduce its value by 1 per 2 points of damage dealt. TABLE 29
♦
Brain: The amount of damage that must be dealt to an Undead’s head in a single attack for it to be destroyed. All attacks to the head are considered, by default, hard contests for the attacker. All attacks dealt with Energy-type weapons, with Vitality Powers (see page 225), with Divine Strike (see page 216), or with attacking spells that use the Virtue Arcane Symbol will deal 1 more point of damage to the Brain damage threshold if a hit occurs. If the damage dealt to an Undead’s head doesn’t match or surpass the Brain damage threshold, reduce its value by 1 per 2 points of damage dealt.
For some settings other than and , where there are Undead that may be killed with a strike to the heart, game masters may apply the same rules from the Brain damage threshold to create a Heart damage threshold. In , the Undead also have a special Score called Infection, which represents the chance of a character being infected by the virus when struck by the creature. For an infection to happen, the game master must roll a number equal to or higher than the Undead’s Infection Score on a single die. This die roll should be made in secret, each time a hit occurs. If the targeted character has the Resilient Advantage, subtract 2 from the result (unless it is a 7). If the targeted character has the Sick Disadvantage, add 2 to the result (unless it is a 0). Below are four sample types of Undead created from human corpses, for and . The game master is, as always, free to devise new types of Undead. They may also use the templates from page 263 (Creatures) as a starting point when devising nonhuman Undead if the setting allows it. TABLE 30
POSSIBLE WAYS TO DESTROY AN UNDEAD
DOES THIS WORK IN THE DEFAULT RULES?
WITH THE SAME AMOUNT OF DAMAGE REQUIRED TO KILL A LIVING BEING.
NO
POSSIBLE WAYS TO AVOID A GIVEN CORPSE RISING AS AN UNDEAD BY BURYING IT. BY BURNING IT.
WITH MASSIVE DESTRUCTION OF THE UNDEAD CORPSE.
YES (
WITH SUFFICIENT DAMAGE TO THE HEART.
AND
)
NO
BY DESTROYING IT THROUGH MASSIVE DAMAGE. BY PUTTING A STAKE THROUGH ITS HEART (WILL STOP IT FROM RISING). BY DECAPITATING IT.
WITH SUFFICIENT DAMAGE TO THE HEAD OR NECK.
Михаил Герасимов (Order #27301389)
YES (
AND
)
BY DESTROYING ITS HEAD.
DOES THIS WORK IN THE DEFAULT RULES?
DENIZENS OF THE NIGHT
SHAMBLER The most common type of Undead: slow and relentless flesh-eaters. Vigor 2 / Dexterity 1 / Senses 2 / Ferocity 9 BRAIN
CORPSE
DEFAULT INITIATIVE
2
4
3
Михаил Герасимов (Order #27301389)
283
MERCILESS Depending on the overall condition of the corpse, there’s a good chance that a newly arisen Undead will become a Merciless, at least for a few weeks. During this time it will continue to decay, eventually becoming a Shambler. A Merciless will act more intelligently than a Shambler, and it will be capable of ambushing like a predator would. Vigor 3 / Dexterity 3 / Senses 5 / Ferocity 9 BRAIN
CORPSE
DEFAULT INITIATIVE
4
8
14
Attack: Bite (3 Ranks), Slashing, Base Damage Rating 2, Infection 4. This attack is hard by default, but becomes normal if the target is being held by the same or another Undead. Attack: Claws (3 Ranks), Blunt, Base Damage Rating 2, Infection 7. Attack: Grab (3 Ranks), Blunt, Base Damage Rating 0, no Infection. This attack doesn’t deal damage, but if it hits, the only action the character may take on
BESTIARY
Attack: Bite (1 Rank), Slashing, Base Damage Rating 1, Infection 4. This attack is hard by default, but becomes normal if the target is being held by the same or another Undead. Attack: Claws (1 Rank), Blunt, Base Damage Rating 1, Infection 7. Attack: Grab (1 Rank), Blunt, Base Damage Rating 0, no Infection. This attack doesn’t deal damage but, if it hits, the only action the grabbed character may take on their turn is try to break free. This requires a normal Vigor Attribute contest. While holding a character, the Undead may not do anything other than continue to hold them and try to bite them (see above). Skills: No Skills. The Shambler will never try to dodge or parry incoming attacks. Special: Immune to KO. Shamblers move half the usual distance a human would. Still, player characters may find themselves trapped inside small rooms or
surrounded by Undead coming from every direction. The game master should also be mindful that the Undead are relentless and never sleep.
their turn is try to break free. This requires a normal Vigor Attribute contest. While holding a character, the Undead may not do anything other than continue to hold them and try to bite them (see above). Skills: Athletics 3, Dodge 3, Stealth 3. Special: Immune to KO. A Merciless moves the same distance a human would, and it usually tries to stay in the shadows to surprise its targets. It also tries to dodge any incoming attacks.
DENIZENS OF THE NIGHT
GROTESQUE
Vigor 4 / Dexterity 1 / Senses 2 / Ferocity 9 BRAIN
CORPSE
DEFAULT INITIATIVE
6
12
7
Attack: Bite (2 Ranks), Slashing, Base Damage Rating 2, Infection 2. This attack is hard by default, but becomes normal if the target is being held by the same or another Undead. Attack: Claws (2 Ranks), Blunt, Base Damage Rating 2, Infection 6.
BESTIARY
284
Grotesques are old Undead that have been around long enough to become mutated monstrosities; no two are alike. Like the Merciless, Grotesques will act more intelligently than Shamblers.
Михаил Герасимов (Order #27301389)
Attack: Grab (2 Ranks), Blunt, Base Damage Rating 0, no Infection. This attack doesn’t deal damage, but if it hits, the only action the character may take on their turn is try to break free. This requires a normal Vigor Attribute contest. While holding a character, the Undead may not do anything other than continue to hold them and try to bite them (see above). Skills: Usually none. Hardly a Grotesque will try to dodge an incoming attack, but that depends on its mutations. If a Grotesque has any Skill, it most likely has 2 Ranks in it. Special: Immune to KO. Just like Shamblers, Grotesques move half the usual distance a human would. They may develop one or more mutations, such as having a natural armor with a rating of 1, spitting acid (Vigor-based, 3 Ranks, Energy, Base Damage Rating 3, Infection 4), or instantly exploding when destroyed (Vigor-based, 4 Ranks, Energy, Base Damage Rating 4, Infection 6, hits 1 or 2 targets in a 4-meter/yard radius).
DEVIOUS The Devious is a rare type of undead that, for unknown reasons, displays almost human-like capacity for using common items and melee weapons. It won’t show reasoning or articulation, but it is capable of mimicking human speech like a parrot would—and sometimes with an uncanny resemblance to the original voice.
Vigor 3 / Dexterity 2 / Senses 4 / Ferocity 9 BRAIN
CORPSE
DEFAULT INITIATIVE
6
8
10
♦ ♦
♦
♦
During combat, the horde of Shamblers will act together during the same Initiative order, with a Default Initiative of 3. A Shambler can be instantly destroyed—or put indefinitely out of action—if a single attack aimed at its Corpse or Brain deals 2 or more points of damage. If the amount of damage dealt is below 2, nothing happens. If there are more Shamblers than player characters, divide them somewhat equally among the targeted living. The Shamblers will attack only once per character as a group. For each Shambler in the attacking group after the first one, roll 1 extra die for the attack roll (maximum of 5). Defending against a horde is a hard contest by default.
Михаил Герасимов (Order #27301389)
VAMPIRES In , all Undead are created by supernatural evil, sometimes through blood spells by ill-intended practitioners. Vampires, however, are a special case, as they are created through dark rituals of blood magic by other Vampires. They are the descendants of the Firstborn: the long-forgotten person who became the first Vampire under mysterious circumstances. Even though Vampires are magical creatures, most of them are not spellcasters. They are effectively dead corpses “reborn” through a blasphemous ritual. A person becomes a Vampire not by being bitten by a Vampire, but by drinking blood from such an Undead creature (its master) when they are at death’s door, either because of an illness or injury. The usual “nearly dead” scenarios are the following:
♦ ♦ ♦
The character is about to die in 1 to 8 hours because they have a total of 6 Wound Points (see page 131). The character is about to die in 1 to 8 hours because of a failed normal Vigor Attribute test after receiving substantial damage from a Piercing weapon (see page 131). The character is about to die in 1 to 8 minutes
285
BESTIARY
and , many Shamblers are Undead In corpses in an advanced state of decay. When player characters face a horde of such Undead in bad shape, the game master may choose to streamline the rules of combat, applying the following guidelines:
♦
The horde is considered to be surrounding the player characters from all directions. Once per round, instead of attacking or taking other Turn Actions, a character may try to break free from the horde with a successful hard test of either the Athletics Skill or the Dodge Skill. Failure means escaping is not possible during that round, but the character may try again on following rounds. If a character escapes successfully, the game master should decide if the Shamblers left behind will try to follow the escaping character (most likely unsuccessfully), or if they will divide themselves among the remaining groups of Shamblers which are attacking any characters left behind (if any). If a character successfully eliminates all Shamblers in the group attacking them, then during their next turn they may choose to either escape, which will be an automatically successful action, or help another fellow character, thus dividing the number of attacking Shamblers of this second group between the characters.
DENIZENS OF THE NIGHT
Attack: Bite (2 Ranks), Slashing, Base Damage Rating 2, Infection 4. This attack is hard by default, but becomes normal if the target is being held by the same or another Undead. Attack: Claws (2 Ranks), Blunt, Base Damage Rating 2, Infection 7. Attack: Grab (2 Ranks), Blunt, Base Damage Rating 0, no Infection. This attack doesn’t deal damage, but if it hits, the only action the character may take on their turn is try to break free. This requires a normal Vigor Attribute contest. While holding a character, the Undead may not do anything other than continue to hold them and try to bite them (see above). Attack: Club (2 Ranks), Blunt, Base Damage Rating 2, no Infection. Skills: Athletics 2, Dodge 2, Melee Weapons 2, Stealth 2. Special: Immune to KO. Just like a Merciless, a Devious will move the same distance a human would, and it will usually try to stay in the shadows to surprise its targets. In addition to trying to dodge any incoming attacks, it may also try to parry melee attacks if it happens to have a club or any other kind of melee weapon in its hands. A Devious may perfectly mimic voices it has heard before.
♦
because of a failed hard Vigor Attribute test after receiving substantial damage (see page 131). ♦ The character has lost two and a half liters of blood (see page 289). All Vampires must frequently feed on the blood of other beings to keep being “alive” and avoid decay.
DENIZENS OF THE NIGHT
Whether a Vampire can be a moral being is up for discussion, but at least in , “good” Vampires are unheard of. Most Vampires have the following Vampiric traits:
ATTRIBUTES Unlike other Undead, a Vampire has the traditional Wits and Presence Attributes instead of the Senses and the Ferocity Attributes. A person’s Vigor, Dexterity and Presence Attribute Scores will be raised by 1 when they are turned into a Vampire (maximum Score of 5). Any Disadvantages the person might have from those Attributes are removed, and they may choose additional Advantages from those Attributes if their respective Scores are increased to 3, 4, or 5 on becoming a Vampire.
286
BESTIARY
SENSES Vampires have acute senses. They can see through darkness (even total darkness) as if it were bathed by direct sunlight. They can smell blood through great distances, and hear the lowest of the noises. Whenever the Vampire actively uses its senses to track opponents, or reactively to avoid being ambushed, consider it like a creature with a Senses Attribute with a Score of 5, and roll for any tests or contests accordingly.
WEAKNESSES If they don’t have it already, a person who turns into a Vampire will acquire the Hedonism Weakness.
MASTERY A Vampire is a creature of high precision, so it never commits critical failures. Still, all rolled ones always cancel successes other than rolled zeros.
FORBIDDEN POWERS A Vampire may not cast spells or have Divine Powers or Vitality Powers. Vampires may not enter Dreamscapes (see Day-Night Cycle below). If the Михаил Герасимов (Order #27301389)
Vampire had any such powers while it was a living being, it will lose access to them.
IMMUNITIES Vampires cannot be KO’d.
DAMAGE THRESHOLDS Like the Undead, Vampires won’t have the same damage thresholds as other characters. Instead, they will have a Corpse damage threshold with a value of 9, plus the Vampire’s Vigor Attribute Score, and a Brain damage threshold with a value of 3, plus the Vampire’s Vigor Attribute Score. As with other Undead, all damage received that doesn’t match or surpass the Corpse damage threshold or the Brain damage threshold will reduce the corresponding damage threshold value by 1 per 2 points of damage received.
DAMAGE RESISTANCE All attacks dealt with Piercing-type weapons will deal 1 less point of damage to the Corpse damage threshold.
DAMAGE FRAILTIES All attacks dealt with Energy-type weapons, with attacking spells that use the Virtue Arcane Symbol, with Divine Strike (see page 216), or with certain Vitality Powers (see page 225) will deal 1 more point of damage to the Vampire if a hit occurs. This applies to both the Corpse damage threshold and the Brain damage threshold, depending on what was targeted.
DESTRUCTION A Vampire will most likely be destroyed if its Corpse damage threshold or Brain damage threshold reaches 0. However, in certain situations—such as having its Corpse damage threshold reduced to 0 due to lack of blood—the Vampire will, instead, be put in a catatonic state for an indefinite amount of time. To be certain of its death, enemies should do one of the following to a Vampire: burn its body, put a stake through its heart, or decapitate it.
BITE Vampires may use their fangs not only to feed themselves, but also to attack others. Attacking with a bite uses the Vampire’s Martial Arts Skill and has a Slashing-type Base Damage Rating of 3. This attack is hard by default, but becomes normal if the target is being held by someone, including the Vampire
DENIZENS OF THE NIGHT
itself. When successful in a bite attack, and if its target suffers at least 1 Wound Point, the Vampire may choose to drink half a liter of blood from them and instantly heal 1 lost point from both its Corpse and Brain damage thresholds (the thresholds cannot exceed their maximum values).
for a Hedonism Weakness test. If the Vampire fails that test, it won’t be able to control its lust for more blood and, unless stopped by someone else, it will kill the person it is feeding on by drinking too much of their blood. The Vampire is unable to stop even once its Corpse and Brain damage thresholds reach their maximum values.
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BLOOD-FEEDING
BLOOD FRENZY When a Vampire drinks more than 1 liter of blood in a single instance, the game master may call
Михаил Герасимов (Order #27301389)
VAMPIRIC VITALITY Vampires will lose their strength, and will appear weak and very old, if they do not drink blood regularly. Their Vigor and Dexterity Attribute Scores reduce to 1 if they stay buried under the earth for a week or more, if they don’t feed on human blood for a week or more, or if their Corpse damage threshold is reduced to 3 or less.
HEALING A Vampire will heal 1 lost point from both its Corpse and Brain damage thresholds per half a liter of human blood it drinks, or per 1 week it stays buried under the earth. While remaining buried has a healing effect, staying one or more weeks under the earth will affect a Vampire’s vitality (see above). Drinking at least half a liter of human blood will also restore a Vampire’s Vigor and Dexterity Attribute Scores to their normal
BESTIARY
Vampires need blood from living beings to survive. For that purpose, Vampires may, at will, elongate their fangs to puncture the skin of others. A Vampire that fails to feed itself will have its Corpse damage threshold automatically reduced by 1 per day without blood. Roughly half a liter of blood will satisfy a Vampire for a full day, so a Vampire that drinks 5 liters of blood in one day won’t be hungry for the following 10 days. However, a Vampire won’t need to feed itself with blood while buried under the earth. Blood from the dead, as well as human food and drinks, act as poison to their corpses, reducing their Corpse damage threshold by an amount equal to the total of two rolled dice (minimum of 1) per event.
values, if they were reduced to 1 because of lost vitality. A Vampire may drink up to half a liter of blood per round.
REFLECTION While Vampires usually have a visage that won’t raise suspicions from others, they won’t cast their reflection in any mirrors.
MASTER-CHILD RELATION The more powerful the Vampire “master” that turned a person into another Vampire is, the more likely the new Vampire “child” will also be somewhat powerful at its creation. The Vampire master will usually exert a powerful influence over its Vampire child, but in some circumstances, it will also be held responsible before other Vampires for the actions of its Vampire child (see below).
DENIZENS OF THE NIGHT
WATER
288
A Vampire doesn’t breathe and, as such, cannot drown. A Vampire, however, cannot willingly cross a sea or a river, unless it does so inside a coffin.
A Vampire will have its Corpse damage threshold automatically reduced by 1 per round of exposure to direct sunlight.
In some places, Vampires may form secret societies governed by rules of their own. Some such rules may be universal—such as not openly revealing their existence to human society—while others may be unexpected and bizarre codes of conduct. Vampires that violate such norms, knowingly or not, may face terrible consequences at the hands of the local Vampiric Society.
DAY-NIGHT CYCLE
THRALLS
Because the sunlight is harmful to them, Vampires choose to be outside only during night time. They stay in a trance-like state during daytime, most likely inside a coffin in their lair. Note that Vampires, like the Undead, do not sleep or dream, but they may have hallucinations during their trance-like state. Thus, they may not enter Dreamscapes.
Vampires will usually have thralls—people of weak or wicked minds who will pursue a Vampire to become its servants. Usually such people will have the Hedonism Weakness. A Vampire may keep useful thralls around for a very long time, even turning its favorite ones into Vampire children. Sooner or later, however, it is likely to discard those considered only useful for the blood in their veins, be it out of boredom or in of an uncontrolled lethal frenzy for blood. Most times, a Vampire will have a number of thralls around equal to its Presence Attribute Score.
SUN-BURNING
LONGEVITY BESTIARY
VAMPIRIC SOCIETY
There’s no expected amount of time a Vampire may live, as it will not get old and will physically remain at the age it was when it ceased being human. Thus, a Vampire may live for hundreds and hundreds of years, but with the long life may also come a madness that, after a while, will consume the Vampire and probably lead to its own death.
SUPERSTITION Religious symbols do not affect Vampires, and they are able to enter the home of others uninvited. Many, however, become somewhat irrational when they become Vampires. To reflect this, all Vampires with a Wits Attribute Score of 2 will be considered to have the Superstitious Disadvantage. Not only that, if a Vampire has a Wits Attribute Score of 1, it will also have another Disadvantage from said Attribute in addition to Superstitious. Михаил Герасимов (Order #27301389)
VAMPIRIC POWERS Usually, the older the Vampire—that is, the longer a person has been a Vampire—the more powerful it is. “Old” Vampires may develop Vampiric powers, which can range from the capacity to remove a negative trait to developing supernatural Abilities. They may be able to cross rivers and seas outside of a coffin, or perhaps even being able to avoid damage by direct sunlight. New Abilities might include commanding people of low will by putting them under hypnotic-like trances, controlling creatures of the night such as bats and wolves, disappearing inside a fog, and levitating themselves. Most of such Vampiric powers will likely be resolved either with normal tests or contests with the Presence Attribute. For more information, see page 289 below.
VAMPIRE PLAYER CHARACTERS
In some settings, it is possible for a player character to be turned into a Vampire and still be kept under the control of their player instead of becoming a non-player character controlled by the game master.
Depending on the setting, all Vampires should come from the Human Ancestry or other humanoid Ancestries. The game master should also devise together with each player how the character became a Vampire, the Vampire character’s master, if the character has any Vampire children and thralls, and where its lair is—the location of its coffin (see page 285 above). Player characters created from the ground up to be Vampires won’t receive any Character Points or Background Points for the Hedonism Weakness, as this is a mandatory Weakness for the Vampire. Also, all the Vampiric traits found in page 285 apply to that character.
The number of Vampiric powers a Vampire has, times 10, will be roughly equal to the “age” of the Vampire. The player may spend additional Background Points for their character to be “older”, and therefore have more Vampiric powers from the start, at the rate of 1 Background Point per 1 additional Vampiric power. Usually, the number of uses and the duration of Vampiric powers will be equal to the Vampire’s Presence Attribute Score or a multiple of it, depending on how powerful it is.
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BESTIARY
For their character to be a Vampire, the player must spend 1 Background Point. A Vampire player character will start the game with a number of Vampiric powers equal to its Presence Attribute Score minus 1, freely chosen by the player.
DENIZENS OF THE NIGHT
If that is the case, the game master may want to consider that such player characters are “old” Vampires, with powers that will allow them to be effective during a gaming session.
List of Vampiric powers:
WOLF Medium
DENIZENS OF THE NIGHT
ANIMAL FORM Once per day, the Vampire may assume the form of a wolf or a swarm of bats. It takes a Turn Action for the Vampire to perform this supernatural transformation. All of the Vampire’s clothes and personal belongings will transform with it. Changing the Vampire back to its normal form will take a Turn Action, which will happen when it wishes to do so or automatically after a number of hours equal to its Presence Attribute Score. While in Animal Form, the Vampire won’t be able to speak, perform any other type of Vampiric power, or perform any actions beyond those natural to the creature species whose form it assumed. This Vampiric power may only be used during night time. While in wolf or bat forms, the Vampire may be targeted normally by its opponents; all frailties and strengths of the Vampire’s damage thresholds will apply normally, and all damage taken while in its Animal Form will be carried back to the Vampire’s normal form (and vice versa); see the pertinent stats below:
BESTIARY
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Михаил Герасимов (Order #27301389)
Vigor 3 / Dexterity 3 / Senses 4 / Ferocity 6 BRAIN
CORPSE
DEFAULT INITIATIVE
3
9
-
Bite: Slashing, 2 (if the target receives at least 1 Wound Point, the Vampire may choose to drink half a liter of its opponent’s blood and heal 1 point of both its Corpse and Brain damage threshold, if any was lost). Natural Armor: 0. Action Types: Dodge (Dexterity) / Jump (Vigor) / Run (Vigor). Special: May follow a track by scent with a normal Senses Attribute test.
SWARM OF BATS Tiny; total of 9 bats.
Vigor 1 / Dexterity 4 / Senses 4 / Ferocity 5 BRAIN
CORPSE
DEFAULT INITIATIVE
-
9
-
BESTIAL The Vampire may, as a Free Action or reaction, reveal its actual true form - a frightening, bestial face. When a Vampire does this, people know for sure that it is a supernatural creature. When this Vampiric power is used, the Vampire will receive a bonus of 2 to both its Presence Attribute Score (maximum Score of 5) and its Intimidation Skill Ranks (maximum of 5 Skill Ranks) for intimidating other characters. The Vampire may use this Vampiric power any number of times per day, but it may only target the same character once per day, regardless of any success.
BLINKING
CREATURE OF THE NIGHT With a combat action, the Vampire is able to control the actions of creatures of the night, such as bats, rats, and wolves. This requires a successful normal test of its Presence Attribute, but does not work on creatures which have been tamed. If the Vampire succeeds, it will access all of the creature’s senses and control its actions for a number of hours equal to the Vampire’s Presence Attribute Score. The Vampire must take Focus actions to maintain this Михаил Герасимов (Order #27301389)
With a combat action, the Vampire can walk on walls and ceilings, and can levitate itself in the air at a height equal to or lower than twice its Presence Attribute Score. This Vampiric power may be used a number of times equal to the Vampire’s Presence Attribute Score per day, and each time it will last a number of rounds equal to the Vampire’s Presence Attribute Score. No test is required for this Vampiric power to work.
FOG-DWELLER With a combat action, the Vampire can become one with any fog it enters during night time. While in this form it is able to see, hear, and smell anything the fog touches, and can re-materialize itself at any point it reaches. This Vampiric power may last as long as the Vampire wishes, but only as long as the fog doesn’t dissipate. While inside the fog, the Vampire won’t be able to interact with the physical world in any form, speak, or cast any spells. This Vampiric power may be used a number of times equal to the Vampire’s Presence Attribute Score per day, and no test is required for it to work. Also, once per day, if it is night time, if it is not raining, and if there is no fog around, the Vampire may summon fog to enter. This will only work outside, and the fog will take roughly one minute to form. It will last a number of hours equal to the Vampire’s Presence Attribute Score, and will cover an area with a radius equal to the Vampire’s Presence Attribute Score in kilometers (or their Presence Attribute Score times 0.6 in miles).
HYPNOTIC TRANCE With a combat action, the Vampire can control the actions of any human subject it comes into contact with, with a successful normal contest of the Presence Attribute between the two. If the target resists, the Vampire won’t be able to try to control them ever again. If the Vampire succeeds, it will control the actions of the target for a numbers of hours equal to
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BESTIARY
The Vampire is able to move at a speed so fast that it would appear to teleport short distances. With a Free Action during its turn, the Vampire may move a distance equal to, or lower than, ten times its Presence Attribute Score and still take a combat action, with any additional movement that is part of it. This Vampiric power may be used a number of times equal to the Vampire’s Presence Attribute Score per day, and no test is required for it to work. This Vampiric power may only be used during night time.
HOVER DENIZENS OF THE NIGHT
Bite: Slashing, 0 (the cloud of bats will attack according to the normal Swarm rules found in page 264, but, unlike its normal form or wolf form, the Vampire won’t recover damage to its damage thresholds even if the target receives Wound Points). Natural Armor: 0. Action Types: Dodge (Dexterity) / Fly (Dexterity). Special: Swarm of Bats has Corpse 1 per each of the nine bats forming the swarm
control, and can willingly end the effect by stopping taking these actions. This Vampiric power may be used a number of times equal to double the Vampire’s Presence Attribute Score per day, and a separate test must be taken per creature. The Vampire may simultaneously control more than one creature with a single Focus action per turn—each one performing identical or different actions—but each creature will count towards the Vampire’s maximum number of times this power may be used per day.
the Vampire’s Presence Attribute Score. The Vampire must take focus actions to maintain this control, and can willingly end the effect by stopping taking these actions. The target may break a Hypnotic Trance with a successful normal Presence Attribute test if they are commanded to do any action that represents immediate physical harm to them or their friend. The Hypnotic Trance will break instantly if its target is wounded in any way. This Vampiric power may be used once per day.
DENIZENS OF THE NIGHT
ILLUSIONIST
BESTIARY
292
The Vampire can permanently and automatically cast its reflection on any mirror, per the sheer power of its presence. This is a permanent Vampiric power.
POWER OF THE BLOOD The Vampire may use its own blood as a Mana source to cast spells (if the Vampire has the Supernatural Power; see further below) or to allow itself to keep using other Vampiric powers beyond their regular maximum number of uses. In exchange for 1 Blood Point the vampire gains 1 Mana Point, 1 extra use of a Power or 1 extra hour of a Power’s duration (whichever is more pertinent to the Vampiric power in question). In doing so, the Vampire will hurt itself at the basis of 1 point of damage to its own Corpse damage threshold per Blood Point Used. When using Power of the Blood, the Vampire may not cause more damage to its own Corpse damage threshold per day than twice its Presence Attribute Score. This Vampiric power may only be used during night time.
SANE The Vampire loses its Superstitious Disadvantage if its Wits Attribute Score is equal to 1 or 2.
SUPERNATURAL DEXTERITY With a Free Action or a reaction, the Vampire can increase its Dexterity Attribute to a Score of 6 for a single round. The Vampire may do this a number of rounds per day equal to its Presence Attribute Score. Supernatural Dexterity may only be used during night time.
spellcaster will be limited in the Mana sources it may use to gather the necessary Mana Points for casting spells; it may only access Mana from Mystical Artifacts, Blood Sacrifices, or the Power of the Blood Vampiric power (see above). This Vampiric power may only be used during night time.
SUPERNATURAL RESISTANCE With a Free Action or a reaction, the Vampire can resist damage in many forms. The Vampire will have a natural armor rating equal to its Presence Attribute Score for a single round, but this natural armor does not protect the Vampire against damage from Virtue Arcane Symbol spells, Divine Powers, Vitality Powers, fire, or sunlight. This Vampiric Power may not be activated with a reaction after an opponent succeeds in attacking the Vampire—the reaction must be taken before the attack roll is made. The Vampire may do this a number of rounds per day equal to its Presence Attribute Score. Supernatural Resistance may only be used during night time.
SUPERNATURAL STRENGTH With a Free Action or a reaction, the Vampire can increase its Vigor Attribute to a Score of 6 for a single round. The Vampire may do this a number of rounds per day equal to its Presence Attribute Score. Supernatural Strength may only be used during night time.
TRAVELER The Vampire can cross rivers and seas outside of a coffin. While doing so, however, the Vampire will have both its Vigor and Dexterity Attribute Scores reduced to 1, and it will not have access to any of its other Vampiric powers, if any. This is a permanent Vampiric power.
WARM The Vampire can receive direct sunlight without being hurt. While doing so, however, the Vampire will have both its Vigor and Dexterity Attribute Scores reduced to 1, and it will not have access to any of its other Vampiric powers, if any. This is a permanent Vampiric power. This is a very powerful Vampiric power that counts as two Powers towards the character’s maximum.
SUPERNATURAL POWER If the setting allows for spellcasting characters, and if all requirements are present, the Vampire will be able to cast spells—except those with the Virtue Arcane Symbol. As an Undead creature, the Vampire Михаил Герасимов (Order #27301389)
Vampire characters may gain additional Vampiric powers after character creation each time experience points are used to increase their Presence Attribute Score—one new power per Score increment.
LYCANTHROPY
Usually, only humans may become lycanthropes, but some settings may allow some humanoid Ancestries to also become werewolves. If lycanthropy is caused by a curse or a disease, a character who receives 1 or more Wound Points as a result of a werewolf Bite or Claws attack but doesn’t die may become a werewolf. If a wound from such a creature is received, roll a die. With a result equal to or higher than 4, the character will become a lycanthrope. If the character has the Resilient
If infected by lycanthropy, the character will become feverish after a few hours and turn into a werewolf after a number of days equal to a die roll. If the infected character is from an Ancestry incapable of being werewolves, the curse or disease won’t have any effects on them. On the other hand, if lycanthropy is not a curse or disease but a power, a character may be a werewolf by spending 1 Background Point. When that is the case, the origin of such a power will be hereditary, possibly relating to a long-forgotten ritual that one of the character’s ancestors took part of. While the power may not be transmitted through a Bite or Claws attack in this instance, any of the character’s descendants will have a chance of inheriting it (a result equal to or higher than 4 on a die roll), with the lycanthropy manifesting itself for the first time once adulthood is reached.
DENIZENS OF THE NIGHT
In some settings, player or non-player characters may have the power of lycanthropy. This allows them to turn into werewolves once per night for any desired number of hours (as long as it remains night). Most times, however, such a power will actually be a supernatural curse or a mythological disease, and the character won’t have control regarding when the transformation will occur—which will only happen when the full moon is visible—or its duration.
Advantage, subtract 2 from the result, or add 2 if they have the Sick Disadvantage.
When lycanthropy is a power, the character may choose to assume the form of a large wolf instead of a werewolf, with the following stats:
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during the process, and any personal belongings will drop to the floor.
LARGE WOLF Large
DENIZENS OF THE NIGHT
Vigor 5 / Dexterity 4 / Senses 5 / Ferocity 7 WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
3
6
9
12
15
Bite: Slashing, 4. Natural Armor: 0. Action Types: Dodge (Dexterity) / Jump (Vigor) / Run (Vigor). Special: May follow a track by scent with a normal Senses Attribute test. Blunt, Piercing and Slashing weapons deal 2 less points of damage, unless made of silver. Piercing and Slashing weapons made of silver deal 2 more points of damage. All Wound Points taken while in wolf form will be carried back to the character’s normal form, and vice versa. And whenever the character turns into a werewolf (voluntarily or not), use the following stats:
WEREWOLF 294
Large Vigor 6 / Dexterity 3 / Senses 4 / Ferocity 8 WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
3
6
9
12
15
As a werewolf (or a large wolf), the character cannot speak or perform any actions beyond those natural to their current animalistic form, as their brain is overwhelmed by the mind of the beast. The character temporarily loses their Wits and Presence Attributes and any Skills. They also temporarily gain the Wrath Weakness, if they didn’t have it already. A character in werewolf (or large wolf) form may be a threat to both friend and foe. As such, in combat or other stressful situations, the game master may call for a Wrath Weakness test to check if the werewolf also attacks any non-opposing characters (remember that, according to the normal rules, such a test may not be called more than twice per session). If the werewolf character fails the test but their lycanthropy is a power (rather than a curse or disease), then they may still choose to revert to their original form with their next Turn Action, thus avoiding attacking any allies or innocent people. Finally, some settings may allow characters to assume the form of a non-wolf-like creature, such as a werebear (see stats below). If that is the case, and the condition is a power (rather than a curse or disease), the character can also alternate between the creature form and the werebeast form, using the rules above.
BESTIARY
BEAR Bite: Slashing, 5. Claws: Slashing, 4. Natural Armor: 1. Action Types: Dodge (Dexterity) / Jump (Vigor) / Run (Vigor). Special: May follow a track by scent with a normal Senses Attribute test. Blunt, Piercing and Slashing weapons deal 2 less points of damage, unless made of silver. Piercing and Slashing weapons made of silver deal 2 more points of damage. All Wound Points taken while in werewolf form will be carried back to the character’s normal form, and vice versa. Turning into a werewolf (or a large wolf) and turning back into the original form each take a Turn Action, whether or not the transformation is voluntary. The character’s clothes will rip apart Михаил Герасимов (Order #27301389)
Large Vigor 6 / Dexterity 2 / Senses 3 / Ferocity 7 WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
3
6
9
12
15
Claws: Slashing, 4. Natural Armor: 1. Action Types: Climb (Vigor) / Dodge (Dexterity) / Run (Vigor). Special: Blunt, Piercing and Slashing weapons deal 2 less points of damage, unless made of silver. Piercing and Slashing weapons made of silver deal 2 more points of damage. All Wound Points taken while in bear form will be carried back to the character’s normal form, and vice versa.
FIENDS
WEREBEAR Large Vigor 7 / Dexterity 2 / Senses 2 / Ferocity 8 WOUNDED
2/1W+ KO(B)?
3/2W+ KO/D(P)?
4/3W+ KO+I/D?
DEAD
3
6
9
12
15
A fiend is not a creature from the world of humans, but it may visit their world for an unspecified duration before having to return to its existence inside the Darkness. Sometimes when a fiend arrives, it won’t come in its original form of shadow, but may assume the visage of an animal or a human being. On occasion the presence of red eyes, horns and wings will tell its true nature. In
DENIZENS OF THE NIGHT
Claws: Slashing, 5. Natural Armor: 2. Action Types: Climb (Vigor) / Dodge (Dexterity) / Run (Vigor). Special: Blunt, Piercing and Slashing weapons deal 2 less points of damage, unless made of silver. Piercing and Slashing weapons made of silver deal 2 more points of damage. All Wound Points taken while in werebear form will be carried back to the character’s normal form, and vice versa.
In , , , and other settings which include the Darkness (see page 257), those who deal in dark rituals and acquire Darkness Points will eventually attract—willingly or not—creatures from the Darkness born of pure evil, called fiends.
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some instances, however, the fiend may be completely indistinguishable from any other animal or human being.
DENIZENS OF THE NIGHT
What a fiend may want is never known in advance. Some may seek to satisfy perverse desires of their own, while others may simply want to kill people and consume the Darkness within them—and innocent people nearby may pay the same price. Despite these dark intentions, a fiend may also offer, or be convinced to strike, a bargain of sorts for some obscure purpose.
BESTIARY
296
Such pacts will, sooner or later, have a heavy price to be paid by the person who attracted the fiend. There may, however, be those who, with their minds and hearts completely taken by the madness from the Darkness, are insane enough to desire that outcome. All fiends are unique beings with their own appearances, powers, and traits. Most fiends, however, are creatures of great power with many immunities and resistances and thus are formidable opponents that player characters usually cannot successfully face in combat. , player characters must, above all, Thus, in resort to cunning when dealing with fiends. While the evil creatures are themselves very devious, they are also creatures possessing a deeply flawed mind made of Darkness and, with it, irrational desires. Identifying those weaknesses and desires may be important in setting a trap of sorts for a fiend to fall into, offering a safer way to try to destroy it or to banish it back to the Darkness. Many also develop obscure frailties when they arrive in the world of women and men—frailties that, if discovered, should be exploited by the characters. If, due to lack of good judgment or alternatives, the player characters choose to destroy a fiend in combat instead of banishing it, the game master should be mindful that such creatures cannot be KO’d and that they have the following five damage thresholds:
♦ One Wound: Depending on the size of the fiend (see below), if an attack deals damage equal to this damage threshold but lower than the next one, the fiend will receive 1 Wound Point. This reduces all of the fiend’s damage thresholds by 1.
Михаил Герасимов (Order #27301389)
A fiend that reaches a total of 6 or more Wound Points dealt by all sources and situations will be instantly destroyed. Note that a fiend may have resistances and immunities that may protect it from some forms of attack or reduce the amount of damage taken.
♦ Two Wounds: Depending on the size of the fiend
(see below), if an attack deals damage equal to this damage threshold but lower than the next one, the fiend will receive 2 Wound Points. This reduces all of the fiend’s damage thresholds by 2. A fiend that reaches a total of 6 or more Wound Points dealt by all sources and situations will be instantly destroyed. Note that a fiend may have resistances and immunities that may protect it from some forms of attack or reduce the amount of damage taken.
♦ Three
Wounds: Depending on the size of the fiend (see below), if an attack deals damage equal to this damage threshold but lower than the next one, the fiend will receive 3 Wound Points. This reduces all of the fiend’s damage thresholds by 3. A fiend that reaches a total of 6 or more Wound Points dealt by all sources and situations will be instantly destroyed. Note that a fiend may have resistances and immunities that may protect it from some forms of attack or reduce the amount of damage taken.
♦ Four Wounds: Depending on the size of the fiend
(see below), if an attack deals damage equal to this damage threshold but lower than the next one, the fiend will receive 4 Wound Points. This reduces all of the fiend’s damage thresholds by 4. A fiend that reaches a total of 6 or more Wound Points dealt by all sources and situations will be instantly destroyed. Note that a fiend may have resistances and immunities that may protect it from some forms of attack or reduce the amount of damage taken.
♦ Death: Depending on the size of the fiend (see
below), if an attack deals damage equal to or higher than this damage threshold, the fiend will be instantly destroyed. Note that a fiend may have resistances and immunities that may protect it from some forms of attack or reduce the amount of damage taken.
A game master may devise a fiend on the fly by choosing or randomly assigning traits from the tables below:
TABLE 31 - APPEARANCE,
SIZE, DAMAGE THRESHOLDS, AND UNARMED ATTACKS
DESCRIPTION
0
A small, dark creature, such as a bird, a snake, or a cat. Damage thresholds: one wound 1, two wounds 2, three wounds 3, four wounds 4, death 5. Claws (base damage rating 0; slashing).
1
An odd-looking, sinister child. Damage thresholds: one wound 1, two wounds 2, three wounds 3, four wounds 4, death 5. Martial arts (base damage rating 0, blunt) or claws (base damage rating 0, slashing).
2
A medium-sized creature, such as a hound or a wolf, with something unnerving about its form. Damage thresholds: one wound 2, two wounds 4, three wounds 6, four wounds 8, death 10. Bite (base damage rating 2, slashing).
3
There’s no cure for the infection. A medium-sized human. Damage thresholds: one wound 2, two wounds 4, three wounds 6, four wounds 8, death 10. Martial arts (base damage rating 1, blunt) or claws (base damage rating 1, slashing).
4
A medium-sized humanoid creature. Damage thresholds: one wound 2, two wounds 4, three wounds 6, four wounds 8, death 10. Martial arts (base damage rating 1, blunt) or claws (base damage rating 1, slashing).
5
A large dark animal, such as a horse, a wolf, or a big feline, with something unnerving about its form. Damage thresholds: one wound 3, two wounds 6, three wounds 9, four wounds 12, death 15. Ram (base damage rating 3, blunt), bite (base damage rating 3, slashing), or claws (base damage rating 2, slashing).
6
A huge, bipedal shadow creature with fangs, horns and a tail. Damage thresholds: one wound 4, two wounds 8, three wounds 12, four wounds 16, death 20. Claws (base damage rating 4, slashing) or tail (base damage rating 2. Blunt).
7
A colossal, repulsive mass of flying dark tentacles and black fog. Damage thresholds: one wound 5, two wounds 10, three wounds 15, four wounds 20, death 25. Tentacle (base damage rating 6, blunt).
DENIZENS OF THE NIGHT
DIE ROLL
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TABLE 33 - WEAKNESSES
DIE ROLL
DESCRIPTION
DIE ROLL
0
Vigor 5, Dexterity 2, Wits 1, Presence 3
0
Wrath
1
Vigor 3, Dexterity 5, Wits 2, Presence 1
1
Pride
2
Vigor 2, Dexterity 1, Wits 5, Presence 3
2
Greed
3
Vigor 1, Dexterity 2, Wits 3, Presence 5
3
Hedonism
4
Vigor 4, Dexterity 4, Wits 4, Presence 4
4
Wrath and Pride
5
Vigor 5, Dexterity 5, Wits 5, Presence 5
5
Greed and Hedonism
6
Vigor 6, Dexterity 6, Wits 3, Presence 3
6
Wrath, Pride and Hedonism
7
Vigor 9, Dexterity 3, Wits 3, Presence 6
7
Wrath, Pride, Greed and Hedonism
Михаил Герасимов (Order #27301389)
DESCRIPTION
BESTIARY
TABLE 32 - ATTRIBUTES
TABLE 34 - SKILLS
AND SPELLS
DENIZENS OF THE NIGHT
DIE ROLL
DESCRIPTION
0
Athletics (3 Ranks), Unarmed Attack (by using Martial Arts, claws, tentacles, etc.; 4 Ranks), Melee Weapons (4 Ranks), Dodge (3 Ranks), Intimidation (5 Ranks).
1
Athletics (4 Ranks), Unarmed Attack (by using Martial Arts, claws, tentacles, etc.; 3 Ranks), Dodge (4 Ranks), Stealth (5 Ranks), Survival (4 Ranks).
2
Unarmed Attack (by using Martial Arts, claws, tentacles, etc.; 3 Ranks), Dodge (3 Ranks), Charm (5 Ranks), Deception (4 Ranks), Persuasion (4 Ranks).
3
Unarmed Attack (by using Martial Arts, claws, tentacles, etc.; 3 Ranks), Dodge (3 Ranks), Stealth (4 Ranks), Perception (4 Ranks), Survival (5 Ranks).
4
Athletics (5 Ranks), Unarmed Attack (by using Martial Arts, claws, tentacles, etc.; 4 Ranks), Dodge (4 Ranks), Perception (4 Ranks), Survival (4 Ranks).
5
Unarmed Attack (by using Martial Arts, claws, tentacles, etc.; 3 Ranks), Dodge (3 Ranks), Arcana (5 Ranks; no spells), Intimidation (4 Ranks), Leadership (4 Ranks).
6
Unarmed Attack (by using Martial Arts, claws, tentacles, etc.; 3 Ranks), Dodge (3 Ranks), Arcana (5 Ranks). Spells: Amnesia, Blink, Charm Another, Control Body, Fear, Madness, Many Faces, Mute, Pain, Paralysis, Shapeshift, Sleep. May cast these spells normally, according to the same rules applicable to any spellcasters.
7
Unarmed Attack (by using Martial Arts, claws, tentacles, etc.; 3 Ranks), Dodge (3 Ranks), Arcana (5 Ranks). Spells: Control Undead, Disease, Disturb the Dead, Drain Blood, Drain Life, Entangle, Plague, Poisoning, Raise the Dead, Shadow Form, Veil of Darkness, Veil of Silence. May cast these spells normally, according to the same rules applicable to any spellcasters.
298 TABLE 35 - DARKNESS
BESTIARY
DIE ROLL
POWERS (PHYSICAL)
DESCRIPTION
0
Relentless: may take two Turn Actions per round at the same Initiative order. The actions may be the same or different ones.
1
Jump: may jump as high or as far as 10 times its Vigor Attribute Score, in meters (or yards).
2
Fly: may fly at will, as high as 5 times its Vigor or Dexterity Attribute Scores (whichever is higher), in meters (or yards).
3
Regeneration: if it is not already dead, the fiend will heal all Wound Points after a new day comes and will automatically heal any severe injuries, such as broken bones or missing limbs.
4
Blending with the Shadows: the fiend may obscure its appearance to match any shadows around it. All normal Stealth Skill tests or contests to hide or to follow someone are considered automatic, non-critical successes.
5
Reflexes: the fiend’s Initiative roll is considered equal to that of the character who immediately preceded it in the order of Initiative (if any), plus 1. Thus, it will climb one spot on the Initiative order.
6
Acid Touch: the fiend will instantly corrode anything it touches. It may also spit acid as far as 10 meters (or yards) away to try to hurt any characters. This attack will be a normal Vigor or Dexterity Attribute contest for the fiend (whichever Attribute is higher), but a hard one for its target, using their Dodge Skill. Base Damage Rating for the attack will be equal to the Fiend’s Vigor Attribute Score (Energy-type).
7
Foul Presence: any people around the fiend in a radius equal to its Vigor Attribute Score, in meters (or yards), will be infected by a disease of the game master’s choice (see page 139), unless they succeed in a hard Vigor Attribute test. If a character successfully resists, they will become immune to the sickness that emanates from the fiend.
Михаил Герасимов (Order #27301389)
TABLE 36 - DARKNESS
POWERS (ARCANE)
DESCRIPTION
0
Nightmares: the fiend will be able to enter someone else's dreams at will (see page 249, about Dreamscapes).
1
Cloaked by the Shadows: the fiend is immune to any supernatural means of detection or identification.
2
Mask of the Shadows: once per day, the fiend will be able to change its likeness to copy another’s. This effect will last as long as the fiend wishes. All normal Deception Skill tests or contests to disguise itself or to impersonate the copied target will be considered automatic, non-critical successes.
3
Shapeshifter: once per day, the fiend will be able to change its likeness to assume that of a creature of any size. This effect will last a number of hours equal to the fiend’s Presence Attribute Score. Regardless of its new form, the fiend’s Attribute Scores and damage thresholds won’t change, but it will be able to reproduce all physical Abilities from the creature whose form it copied, without losing any of its own Skills or powers.
4
Power from the Darkness: if the fiend is a spellcaster, it may draw from within itself a number of Mana Points per day equal to twice its Presence Attribute Score. The fiend may not, however, access more Mana Points in a single spellcasting than its Presence Attribute Score.
5
Darkness Strike: the fiend may use the shadows around it to deliver target. The attack is either a melee one made with the Martial Arts with the Dexterity Attribute, with a range of 20 meters (or yards). Damage Rating will be equal to twice the fiend’s Presence Attribute
6
Shrouding: the fiend blocks access to Mana from its surroundings, but not from other Mana sources. The amount of Mana that cannot be accessed is equal to the fiend’s Presence Attribute Score, and the radius of the effect is equal to its Presence Attribute Score times 5, in meters (or yards). The fiend itself is not affected by this power when trying to cast spells, if it is also a spellcaster.
7
Dark Influence: any people around the fiend in a radius equal to double its Presence Attribute Score, in meters (or yards), will be considered to have all four Weaknesses (Wrath, Pride, Greed, and Hedonism), unless they succeed in a hard Presence Attribute test. If a character successfully resists it, they will become immune to the dark influence that emanates from the fiend.
an Energy attack against a Skill or a ranged one made If the attack hits, Base Score (Energy-type).
DENIZENS OF THE NIGHT
DIE ROLL
299
TABLE 37 - RESISTANCES
DIE ROLL
DESCRIPTION No natural armor rating. Blunt weapons deal -1 point of damage. Also (and cumulatively), attacks with stones deal -1 point of damage.
1
Natural armor rating of 1. Piercing weapons deal -1 point of damage. Also (and cumulatively), attacks with water or ice deal -1 point of damage.
2
Natural armor rating of 1. Slashing weapons deal -1 point of damage. Also (and cumulatively), weapons made from metal deal -1 point of damage.
3
Natural armor rating of 2. Energy weapons deal -1 point of damage. Also (and cumulatively), fire attacks deal -1 point of damage.
4
Natural armor rating of 2. Blunt weapons deal -2 points of damage. Also (and cumulatively), attacks with stones deal -2 points of damage.
5
Natural armor rating of 3. Piercing weapons deal -2 points of damage. Also (and cumulatively), attacks with water or ice deal -2 points of damage.
6
Natural armor rating of 3. Slashing weapons deal -2 points of damage. Also (and cumulatively), weapons made from metal deal -2 points of damage.
7
Natural armor rating of 4. Energy weapons deal -2 points of damage. Also (and cumulatively), fire attacks deal -2 points of damage.
Михаил Герасимов (Order #27301389)
BESTIARY
0
TABLE 38 - IMMUNITIES
DENIZENS OF THE NIGHT
DIE ROLL
DESCRIPTION
0
Immune to KO, drugs, diseases, venoms, and poisons. May not be affected by spells that target the body or the mind unless they have the Virtue Arcane Symbol.
1
Immune to KO, drugs, diseases, venoms, and poisons. Immune to Blunt damage. Spells, Enchanted weapons, Divine Strike, and some Vitality Powers deal normal damage (resistances apply normally). May not be affected by spells that target the body or the mind unless they have the Virtue Arcane Symbol.
2
Immune to KO, drugs, diseases, venoms, and poisons. Immune to Blunt and Piercing damage. Spells, Enchanted weapons, Divine Strike, and some Vitality Powers deal normal damage (resistances apply normally). May not be affected by spells that target the body or the mind unless they have the Virtue Arcane Symbol.
3
Immune to KO, drugs, diseases, venoms, and poisons. Immune to Blunt, Piercing and Slashing damage. Spells, Enchanted weapons, Divine Strike, and some Vitality Powers deal normal damage (resistances apply normally). May not be affected by spells that target the body or the mind unless they have the Virtue Arcane Symbol.
4
Immune to KO, drugs, diseases, venoms, and poisons. Immune to Blunt, Piercing, Slashing, and Energy damage. Spells, Enchanted weapons, Divine Strike, and some Vitality Powers deal normal damage (resistances apply normally). May not be affected by spells that target the body or the mind unless they have the Virtue Arcane Symbol.
5
Immune to KO, drugs, diseases, venoms, and poisons. Immune to Blunt, Piercing, Slashing, and Energy damage. Enchanted weapons, Divine Strike, and some Vitality Powers deal normal damage (resistances apply normally). May not be affected by spells that target the body or the mind unless they have the Virtue Arcane Symbol.
6
Immune to KO, drugs, diseases, venoms, and poisons. Immune to Blunt, Piercing, Slashing, and Energy damage. Vitality Powers deal a maximum of 1 point of damage. Enchanted weapons and Divine Strike deal normal damage (resistances apply normally). May not be affected by spells that target the body or the mind unless they have the Virtue Arcane Symbol.
7
Immune to KO, drugs, diseases, venoms, and poisons. Immune to Blunt, Piercing, Slashing, and Energy damage. Enchanted weapons and Vitality Powers deal a maximum of 1 point of damage. Divine Strike deals normal damage (resistances apply normally). May not be affected by spells that target the body or the mind unless they have the Virtue Arcane Symbol.
300
BESTIARY
TABLE 39 - DESIRES
DIE ROLL
DESCRIPTION
0
None, as the fiend came unintentionally to the world of humans. Nevertheless, it is sowing chaos and reaping death anywhere it goes.
1
To feed on the blood of humans, especially those marked by the Darkness.
2
To feed on the blood of animals and innocent humans.
3
To experience the smells and flavors from nature and human cuisine.
4
To conceive an offspring of its own.
5
To destroy or corrupt sacred places.
6
To relish in the mischief, misfortune, and madness it provokes in humans.
7
To make a pact with a human marked by the Darkness to force them to do mortal, human things for its own obscure benefit, or for the sake of a more powerful fiend’s desires.
Михаил Герасимов (Order #27301389)
TABLE 40 - FRAILTIES
DIE ROLL
DESCRIPTION It may be destroyed instantly by fire, energy attacks, or perhaps direct sunlight.
1
It may be destroyed instantly by cold, icy weapons, or perhaps water from the rain, a river, or the sea.
2
It may become vulnerable as a human and lose all of its powers, immunities, and resistances during either the day, the night, some phase of the moon, some weather condition, or some specific hour of the day.
3
It may become vulnerable as a human and lose all of its powers, immunities, and resistances if it is close to some kind of an animal, such as a cat or a goat, or if it hears the song of a certain bird or child.
4
It may become vulnerable as a human and lose all of its powers, immunities, and resistances if it drinks, eats, or comes into contact with a certain food, liquid, spice, or herb.
5
It may become vulnerable as a human and lose all of its powers, immunities, and resistances if it is mesmerized by something related to its own secret desire.
6
All its immunities and resistances will be negated by attacks with weapons with certain prayers or mystical inscriptions on their blades or handles, or that carry a special item, such as the relic of a saint, a lock of hair from a maiden pure of heart, or the tears from a child.
7
All its immunities and resistances will be negated by attacks with weapons especially forged or crafted with some rare item, such as a fang of a certain creature or even a lock of hair or fur from the fiend itself.
TABLE 41 - BANISHMENT
CONDITIONS
DIE ROLL
DESCRIPTION Discovering the secret name of the fiend and speaking it loudly enough for it to hear.
1
Tricking the fiend into drinking a substance blessed by an appropriate spell with the Virtue Arcane Symbol.
2
Making the fiend laugh by telling it a joke it likes.
3
Tricking the fiend into seeing its own image in a mirror or other reflective surface.
4
Dropping the fiend into a river, a sea, or a deep pool of water.
5
Making the fiend listen to a song sung by a person who is flawless and pure of heart.
6
An obscure sacred ritual must be performed by a certain number of priests and with particular items present.
7
The fiend cannot be banished, except by being destroyed in combat.
TABLE 42 - SOURCE
OF KNOWLEDGE ON THE FIEND’S STRENGTHS AND FRAILTIES
DIE ROLL
DESCRIPTION
0
An old and mysterious book about fiends that is found in a library.
1
The diary of a dead fiend-hunter.
2
The verses from an ancient song.
3
The ramblings of mad people.
4
By spying on the fiend and its habits from a hiding place.
5
By interrogating the person responsible for attracting the fiend in the first place.
6
By interrogating any surviving witnesses.
7
An arcane divination by spellcasting or other mystical power or event.
301
BESTIARY
0
Михаил Герасимов (Order #27301389)
DENIZENS OF THE NIGHT
0
TECH
302
TECH Михаил Герасимов (Order #27301389)
CHAPTER 20
NETWORKS AND HACKING
303
TECH
TL 7
Михаил Герасимов (Order #27301389)
the Technophobe Disadvantages will always automatically succeed when trying to directly access a local unprotected computer. They do not require a Technology Skill test or any hardware or software.
OVERVIEW TL 7
In , , , and settings with a TL 7 , characters may use the Technology Skill to hack the following:
NETWORKS AND HACKING
♦ a
standalone computer, a server, or another electronic device that is password-protected and can only be accessed locally, directly or through a standalone network, through a physical connection or a wireless one ♦ a computer, a server, or another electronic device linked to a worldwide network like the Internet (the WorldNet and the VR Net in , the Interstellar Network and the VR Net in , or the Ancient Web in ) In certain settings, if the character has at least 1 Rank in the Technology Skill, it is also possible for them to hack advanced tech such as AI, automata, and cybernetic implants. This requirement, however, won’t apply to Neural Hacking attempts involving that hardware (see page310).
304
TECH
A
Михаил Герасимов (Order #27301389)
character
without
the
Uneducated
or
A character may try to access a passwordprotected standalone computer, server or another electronic device with a hard Technology Skill test. The character must gain physical access to the device’s location, find a physical access point (such as the hardware itself or a port connecting to its local network), and bring a portable computer (if not hacking a computer or a server by direct physical access). The test will become a normal one if the character brings software designed for the hacking job on an appropriate piece of hardware (a portable computer, pen drive, floppy disk, etc., depending on the setting). A character may try to remotely access a computer, server or another electronic device that is online on a worldwide network by using a computer that is connected to the same network, and has software designed for hacking. This requires a normal Technology Skill test, but the test will be a hard one if the targeted computer, server or electronic device has adequate safety measures, such as a firewall.
Thus, unlike when trying to directly hack hardware accessed locally, the hacker may not try to hack hardware remotely without any appropriate hacking software. If the character doesn’t have such hacking software, their options will be to try to acquire or program some (see page 307). If the hacker succeeds in the Technology Skill test (or contest—see page 305) to hack hardware, they will gain free access and be able to do one Hacking action per turn.
♦ obtain a list of all computers and other electronic
Михаил Герасимов (Order #27301389)
Depending on the specifics of the scenario, other Hacking actions may also be possible. In many instances, the character will have ample time to do whatever they want to do once a hacking attempt is successful. However, in other scenarios, the hacker may have limited time because of active security presence. In some TL 8 or TL 9 settings, such as and , a character may hack things without a computer by using their Neural Jack or Neural Port. The Neural Jack can be used to connect directly or through a local or worldwide network (but not the VR Net), and the Neural Port can connect to the hardware via the VR Net. Whenever the hacker uses a Neural Jack to access the hardware they are trying to hack— locally or remotely through a network—they will roll 1 bonus die in all Technology Skill tests and contests regarding the hacking attempt (see page 324).
305
HACKING CONTESTS TL 7
In , , , and settings with a TL 7 , the Technology Skill test will become a contest if the character is trying to access a server (in either a traditional worldwide network or a standalone network) currently being monitored by another character. The Technology Skill contest will either be a normal or hard one for the hacker, according to the above rules regarding the presence of adequate security measures such as a firewall. It will always be a normal one, however, if the hacker obtained local access to a terminal already inside the network by using a password with a high clearance level. If so, the Technology Skill contest will be a hard one for the monitoring character; otherwise, it will always be a normal one for them.
TECH
devices linked to a server ♦ access a specific computer inside a server ♦ shut down a server or computer ♦ copy a file into a server or a computer, such as a virus ♦ find a file inside a computer and read it, copy it, delete it, edit its data, or overwrite it with a new one ♦ wipe the contents of a single computer ♦ shut down a camera or put its transmission on a loop ♦ shut down or activate an alarm system ♦ open or close a door which is connected to the system ♦ operate an elevator ♦ shut down a turreted weapon or another electronic device. The device will remain deactivated until restarted. ♦ operate a turreted weapon or another electronic device for a round (may be done for multiple rounds) ♦ shut down an AI, an automaton, or a cybernetic implant (see page 308). The device will remain deactivated until it is restarted. ♦ delete or extract data from the memory of an AI, automaton, or cybernetic implant (see page 308) ♦ upload a pre-programmed code or memory to an AI, an automaton, or a cybernetic implant, overwriting its current one (see page 307 and 308);
(may be done for multiple rounds—see page 308) ♦ disconnect from a server, a computer, or another electronic device to avoid being traced
NETWORKS AND HACKING
A Hacking action is a subtype of a Focus action that may be performed every turn instead of other actions. Hacking actions may be used to do one of the following:
♦ directly control an automaton’s body for a round
NETWORKS AND HACKING TECH
306
If the monitoring character wins the contest, the server cannot be hacked again until the hacker programs specific hacking software for a new attempt or a different hacker tries to do the invasion (see page 307). Also, if the monitoring character won the contest by a margin of 2 or more successes over the hacker, they will also discover the hacker’s physical location, which can sometimes lead to the discovery of their identity as well. On the other hand, if the hacker rolled at least one success and a tie happened, or if the hacker obtained more successes than the monitoring character, then they will have access to the server and can do a number of Hacking actions equal to the margin of success plus 1. As usual, each Hacking action will take one turn. Once the hacker completes their allowed number of Hacking actions, the monitoring character will become aware of the invasion. Then, the monitoring character will have four options: The first one is to shut down the server. If this
Михаил Герасимов (Order #27301389)
option is chosen, the shutdown is automatic and the hacking ends instantly. Sometimes, however, shutting down a server may have economic or other real world consequences that may make the monitoring character avoid doing so. Other times, they may delay the shutdown while awaiting confirmation from their boss. The second option is to try to disconnect the hacker and cut their access to the server. Doing so is a hard Technology Skill contest for the monitoring character and a normal one for the hacker, but the monitoring character will succeed if they roll at least one success and a tie happens. In the case of a failure to disconnect the hacker, a new attempt may be done by the monitoring character during their next turn. The hacker will also have the option to do an additional Hacking action during their next turn before such a new attempt is made. On the other hand, if the monitoring character is successful, the hacker is disconnected. Their location is not traced (regardless of the margin of success), and the server won’t be shut down, but it also cannot be hacked again until the hacker programs a new, specific hacking software for the new attempt or a different
hacker tries to do the invasion (see page 307). The third option for the monitoring character is to try to trace the hacker’s location before shutting down the server or trying to disconnect the hacker. Doing so is a hard Technology Skill contest for the monitoring character and a normal one for the hacker, but the monitoring character will succeed if they roll at least one success and a tie happens.
Note, however, that in the case of each tracing attempt initiated by the monitoring character, the hacker will always be instantly notified. If the tracing attempt fails, the hacker may do a Hacking action during their turn to disconnect from the server, thus avoiding any future contests altogether and the possibility of being located. This Hacking action to disconnect doesn’t require tests or contests and always succeeds automatically.
In , , , and settings with a TL 7 , characters may program software, which can be stored in media—such as a drive or a disk—or loaded into a character’s Neural Port cybernetic implant (see page 324). If the character doesn’t have access to hacking software that may be required, they may program one with a computer and a success in a hard Technology Skill test, which will take a number of hours equal to a die roll plus 1. As preparation for a hacking attempt, the character may do a separate but identical hard Technology Skill test, to design a virus: malicious software to be inserted in a computer or server once the device is hacked. This also requires a number of hours equal to a die roll plus 1. The purpose of a virus is to do automated Hacking actions once it is inserted in a hacked computer or server, thus eliminating the need to spend Hacking actions to perform them in following turns. The virus, however, still take a turn per action it was programmed to perform.
307
The number of successes obtained by the character when programming a virus will determine the maximum number of Hacking actions that may actually be programmed into it. The character will then specify which Hacking actions the virus will perform, the precise sequence in which they will occur, and the type of hardware or software each Hacking action will target.
TECH
On the other hand, if the monitoring character is successful, the hacker’s location is traced, but the hacker may do one final Hacking action during their next turn. After that, the monitoring character may automatically sever the hacker’s connection without a new contest during their following turn. The server then cannot be hacked again until the hacker programs a new, specific hacking software for the new attempt or a different hacker tries to do the invasion (see page 307).
TL 7
The fourth and final option for the monitoring character is an attempt to revert any single previous hacking action performed by the hacker, such as trying to delete an inserted virus or to retake control of an electronic device. Doing so is a hard Technology Skill contest for the monitoring character and a normal one for the hacker, but the monitoring character will succeed if they roll at least one success and a tie happens.
Once the character has a hacking software or virus ready, they may make multiple copies for free and without a Technology Skill test, as long as the character does not have the Uneducated or the Technophobe Disadvantage.
It is important to note that the monitoring character may not be able to revert some permanent effects of a hacking action; for example, they may not delete information already gathered by the hacker or recover files deleted by the hacker if no backup copy exists.
Depending on the specifics of the scenario, the game master is free to decide that a general hacking software or virus won’t work and that a specific one is needed for a certain type of server, computer or electronic device, such as those with a radically different architecture or superior
Михаил Герасимов (Order #27301389)
NETWORKS AND HACKING
In the case of a failure, a new attempt may be made on the next turn, but the hacker will have the possibility to do an additional Hacking action on their next turn before such a new attempt is made.
PROGRAMMING
security measures. If that is the case, a new hacking software or virus must be programmed from scratch or acquired from a specialist.
NETWORKS AND HACKING
In some settings, the character may also be able to program a new AI, automaton, or cybernetic implant, or overwrite the existing code or memory data within one, if is the item in question has been successfully hacked (see below).
308
Usually, a character will try to overwrite the code or memory data of an existing AI, automaton, or cybernetic implant with their own software in order to change its properties or behavior (see below for more information about hacking AI, automata and cybernetic implants). To program a new code or memory data for an AI, automaton, or cybernetic implant, the character must succeed in a hard Technology Skill test. It will take a number of hours equal to a die roll plus 1 to program or modify a cybernetic implant, AI, or automaton. For other possible software to be programmed, see page 326—Neural Software.
HACKING ADVANCED TECH TL 8
TECH
In , , , and other settings with a TL 8 or TL 9 , a character may be able to hack AIs, automata
and non-installed cybernetic implants. To do so, a character must have at least 1 Rank in the Technology Skill (see page 108). To hack an AI, the character must hack the computer or server it is located in. Such a computer or server, however, will always be monitored by the AI itself, so the hacking attempt will involve Technology Skill contests per normal rules. The AI will roll for such contests as any monitoring character would: by using its Wits Attribute Score and its Technology Skill Ranks.
If an AI has no Technology Skill Ranks, it will do Wits Attribute contests instead, but the hacker will take part in those contests as normal, with their Technology Skill.
Михаил Герасимов (Order #27301389)
If the hacking attempt is unsuccessful, the AI can only try to disconnect the hacker or track their location, according to the normal rules found in page 305, as it cannot shut itself down.
A character may also try to hack an AI through the VR Net or by plugging their Neural Jack directly into the Neural Port on the computer or server hosting the AI. To hack an automaton, the hacker must directly access it by plugging a computer into the automaton’s Neural Port. To do so, the automaton most likely has to be physically restrained in some form. The automaton will always be considered as monitoring itself from hacking attempts. The automaton will roll for such contests as any monitoring character would: by using its Wits Attribute Score and its Technology Skill Ranks.
If an automaton has no Technology Skill Ranks, it will do Wits Attribute contests instead, but the hacker will take part in those contests as normal, with their Technology Skill. If the hacking attempt is unsuccessful, the automaton, in most scenarios, can only try to disconnect the hacker (the access may be severed digitally, even if the physical connection to its Neural Port remains), according to the normal rules found in page 305. The automaton shutting itself down won’t end the hacking, and there will be no need to locate the hacker as they will be directly connected to it. A tracing attempt may be desirable, however, in the instance of a Neural Hacking through the VR Net (see page 310). If the attempt is successful, the hacker can: shut down the automaton (the connection between both will be severed and the automaton will stop working for an amount of time specified by the hacker); delete or extract information from the automaton’s code or memory data, or upload a previously programmed
NETWORKS AND HACKING
If successful, the hacker can: shut down the AI (the connection between both will be severed and the AI will stop working for an amount of time specified by the hacker); delete or extract information from the AI’s code or memory data, or upload a preprogrammed code or memory data to overwrite the current one. Each option requires a Hacking action and takes one round, according to the normal rules (see page 305).
The Technology Skill contest will be a hard one by default to both the hacker and the automaton, but it will become a normal one for the hacker only if they brought hacking software specifically designed for the job.
309
TECH
Михаил Герасимов (Order #27301389)
NETWORKS AND HACKING
new code or memory data to overwrite the current one. Each option requires a Hacking action and takes one round to be performed, according to the normal rules (see page 305).
TECH
310
The hacker may, instead, choose to take direct control of the automaton’s body. If the hacker chooses this, they will be able to control the automaton for a number of rounds equal to the number of their remaining Hacking actions (see page 305.). The automaton’s body will act during its own Initiative order, and the hacker cannot do anything else during their turns besides Hacking actions to control it. If for whatever reason the hacker stops taking Hacking actions to control the automaton’s body, the automaton will resume complete control of itself. A character may also try to hack an automaton through the VR Net or by plugging their Neural Jack directly into their target’s Neural Port. For more about Neural Hacking an automaton, see below. In and , a character may also try to hack cybernetic implants. If the cybernetic implant is not yet installed inside a person, the hacker must first physically open it, then access its circuits with a computer or a Neural Jack. If the cybernetic implant is already installed inside a person, the hacker will have to restrain their target if they are not a willing subject. Surgery may then be needed to access a cybernetic implant already installed. If so, such a surgery will require appropriate medical equipment and success in a hard Medicine Skill test.
Each option requires a Hacking action and takes one round, according to the normal rules (see page 305). Instead of performing surgery, a cybernetic implant may be accessed by the target’s Neural Port with the hacker’s Neural Jack. In that is the case, the hacker won’t need the required minimum of 1 Rank in their Technology Skill and a Neural Hacking must be performed. For Neural Hacking, see below. Note: Neural Hacking will always take place if the cybernetic implant being hacked is an installed Neural Port.
NEURAL HACKING TL 8
In , , and other settings with a TL 8 or TL 9 , a Neural Hacking attempt happens when a
hacker connects their Neural Jack directly into the Neural Port of another character, an automaton, or a computer with an AI.
In the instance of a Neural Hacking attempt, both the hacker and target will temporarily lose eyesight and other senses, since their (natural or artificial) brain will be filled by digital imagery and artificial audio, smell, taste, and touch sensations as they are submerged virtual reality. The form this virtual reality takes depends on the setting and the game master, and it may go from 3D wireframe graphics to high fidelity reproductions almost indistinguishable from the real world.
Once a physical connection to the cybernetic implant is established, the hacker must succeed in a hard Technology Skill test to hack it (or a normal one, if the hacker has appropriate hacking software).
A Neural Hacking may also happen when both the hacker and their target are connected to the VR Net (see page 313). This rarely happens in public virtual spaces, however, as these have embedded state-ofthe-art security measures that make a successful hack very difficult.
If successful, the hacker can: shut down the cybernetic implant (the connection will be severed and the implant will stop working for an amount of time specified by the hacker); delete or extract information from the cybernetic implant’s code or memory data, or upload a previously programmed code or memory data to overwrite the current one.
If a hacker inside the VR Net finds and targets the visual representation of a server, computer, or another electronic device, a regular hacking attempt will take place instead of a neural one, since the target is not another VR Net user (e.g., another character or an AI). This takes place according to the normal rules (see page 305).
Михаил Герасимов (Order #27301389)
Still, if a monitoring character, AI, or Spectre (see page 313) is present in the location targeted within the VR Net they can defend against the attempted intrusion. The defender targets the hacker, and as such a Neural Hacking confrontation will take place and must be resolved before the hacker may proceed with their original hacking attempt.
A Neural Hacking action attempt is resolved with a Technology Skill contest. By default, the contest will be a normal one for the defender and a hard one for the attacker, but ties favor the attacker, as long as they roll at least one success. Note that a hacker who uses their Neural Jack to physically connect to their target will have a bonus of 1 extra die in tests and contests with the Technology Skill (see page 324). Thus, this bonus won’t apply to hacking through the VR Net, as the hacker will be using their Neural Port for the task instead (see page 313).
NETWORKS AND HACKING
Note that Neural Hacking is fundamentally distinct from regular hacking. While hacker and target remain connected, both may take Neural Hacking actions (a subtype of the Focus action) during their respective turns to try to invade or damage their opponent’s mind or code.
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If the attacker doesn’t roll at least one success, or if the defender rolls more successes than them, the neural hack attempt fails during that turn. A new attempt may take place in the following round if the connection between the characters is not severed.
Neural Hacking Action Effects List:
0 The defender becomes stunned. 1 The defender becomes stunned and has a temporary penalty of 1 Skill Rank in all Technology Skill tests for the remainder of the hacking Михаил Герасимов (Order #27301389)
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On the other hand, if the attacker rolled one or more success and at least the same number of successes as the defender, then the attacking player must roll a die and check its result on the list below. They will add to their roll a bonus equal to the margin of their success. Once a result is determined, the attacker may either apply the corresponding effects or those of any result with a lower number in the list. Only the effects of a single result may be applied.
confrontation (minimum of 0 Rank). This effect may only be applied once per target, per hacking confrontation.
2 The connection between attacker and defender is immediately severed, as well as the defender’s connection to the VR Net, if any.
NETWORKS AND HACKING
3 The connection to the defender is immediately
severed, as well as the defender’s connection to the VR Net, if any. Also, the defender’s Neural Jack or Neural Port—whichever is being used—overheats, and the defender must wait for a die plus 1 hours to reconnect to a Neural Port or to the VR Net, respectively. The defender receives 2 points of Energy damage as “Feedback Burn.” Such damage will directly affect the brain of the target (if a character) or its code (if an AI or automaton). No armor applies (*).
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5 The defender receives 4 points of Energy damage as “Feedback Burn.” Such damage will directly affect the brain of the target (if a character) or its code (if an AI or an automaton). No armor applies (*).
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6 The attacker may try to hack one of the defender’s cybernetic implants as if they were directly connected to it, according to the normal rules (see page 308). If the cybernetic implant being hacked is the Neural Port itself (directly or not), the hacker may access any of the target’s recorded memories (if any) and copy or delete them. Deleting recorded memories from a Neural Port won’t, however, provoke amnesia regarding those memories in the target. If an automaton or an AI was the defender, the attacker will be able to extract information from its code or memory data (see page 308). Alternatively, the attacker may choose to trace the defender’s physical location, if not already known. 7 The defender receives 6 points of Energy damage as “Feedback Burn.” Such damage will directly affect the brain of the target (if a character) or its code (if an AI or an automaton). No armor applies (*). 8 The defender receives 8 points of Energy damage as “Feedback Burn.” Such damage will directly affect the brain of the target (if a character) or its code (if an AI or automaton). No armor applies (*).
Михаил Герасимов (Order #27301389)
9+ The attacker may try to implant suggestions
inside the defender’s mind (see below). If the defender is an automaton or AI, the attacker will be able to shut it down, take control of its body for a number of rounds equal to a die roll plus 3 (if it is an automaton), delete its code or memory data, or overwrite it with a new software (see page 307 and 308). Alternatively, the attacker may choose to discover the defender’s identity, if not already known. (*) Note: if a defender of a successful Neural Hacking action receives damage (the “Feedback Burn”) it is possible that their Neural Jack or Neural Port may be destroyed—depending on what is being used—which will then sever the connection to both the attacker and the VR Net (see page131). The connection will also be automatically severed if the defender is KO’d by the amount of damage received. As seen above, the hacker may try to implant a suggestion inside a target’s mind. To do so, the hacker must succeed in a hard Deception Skill test, which will be done as a Free Action. Each success obtained by the hacker in their hard Deception Skill test will allow them to implant one fake memory inside the target’s mind, such as:
♦ a fake own name ♦ a different Culture ♦ a different profession ♦ a different physical location of their house ♦ a different significant other (even an imaginary
one) ♦ someone being a relative (even an imaginary one) ♦ someone being an old friend (even an imaginary one) ♦ someone being an old enemy (even an imaginary one) ♦ a fake personal event ♦ a fake historic event Once the suggestion has been successfully implanted, the targeted character will believe the false information for a number of days equal to the roll of a die plus 1 (rolled in secret by the game master). An extreme suggestion, or some real-life situations, may make the target question their own sanity. This may, in turn, allow them to recover sooner—even
instantly—from the implanted suggestion with a successful normal Wits Attribute test.
VR NET TL 8
To connect to the VR Net, the character must have the Neural Port cybernetic implant. This allows them to physically jack-in to a “landline” from a home, office, or cybercafé, to receive the VR Net transmission directly into their brain.
A character assumes an avatar or persona when they enter the VR Net: a digital three-dimensional self-representation, controlled by their mind. This can be identical to their own looks or of an entirely different visage. The character will don an outfit of choice, as well as virtual accessories, items, and perhaps even armor and weapons. Most VR Net locations ban military items, however, even though they are incapable of doing any harm in (almost) all situations (see Relayed Feedback Burn in page 315).
NETWORKS AND HACKING
In , , and other settings with a TL 8 or TL 9 , characters may access a virtual reality worldwide network called the VR Net to meet others from remote locations, for business or pleasure. Just like our Internet, the VR Net is a place for services, consumption, dubious information, and, in its darkest corners, crime.
Connecting to the VR Net means suppressing all but the most intense real-life sensations, in exchange for a total virtual reality immersion rivaled only by reality itself. When connected to the VR Net, the character will be able to taste virtual food, feel the blow of digital wind, smell the aroma of impossible perfumes, see things that do not obey the laws of physics, and experience touch, heat, cold, and sometimes even pain.
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Outfits, accessories and other items, besides the very basic ones, are software that must be purchased. Virtual armor and weapons may also be purchased, but usually only from illicit suppliers.
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Alternatively, characters may program their own outfits, accessories, items, armor, and weapons prior to entering the VR Net. Doing so requires access to a computer, a number of days equal to the roll of a die plus 1, and success in a hard Technology Skill test. However, the character must first obtain a detailed design or blueprint of the thing being programmed or have personal knowledge on crafting it, which must be pre-evaluated through a hard Craft Skill test. Inside the VR Net, Wits and Presence Attributes along with Wits-related and Presence-related Skills will usually work just like in the real world. The exception is the Arcana Skill and its related Abilities and powers, which will be unavailable. As characters may use their avatars to engage in simulated physical activities, Vigor and Dexterity Attributes and Vigor-related and Dexterity-related Skills may function as usual, but some places in the VR Net may operate under different laws of physics. Depending on how they were programmed, some may favor some actions, giving bonuses, while curbing others, rendering them impossible or very difficult to perform. Besides that, since all activities inside the VR Net are commanded solely by the mind, when performing a simulated physical action, a character may substitute their Vigor and Dexterity Attribute Scores with their Presence and Wits ones, respectively. The character’s Ranks in Vigor-related and Dexterity-related Skills will remain the same.
be identified by their Neural Port’s serial number, which anyone can instantly visualize and record. This allows identification of its owner, which in turn may lead to their location, thus serving as a deterrent to most illicit activities. There are illegal ways to conceal Neural Ports’ serial numbers, however, such as hacking said device (see page 308), installing a “blank” one from a manufacturer with dubious reputation, or worse, removing a Neural Port from a dead person. Still, even when a hacker does anything like that, they would most likely avoid the common, public areas of the VR Net. The corporate owners of such spaces will have in place very aggressive, automated cybersecurity software called Spectres looking to target criminals and trespassers, with occasionally lethal consequences. Spectres may assume the form of different avatars, but most try to pass as real-life people. Their stats may vary, but usually a Spectre will operate just like a monitoring character would (see pages 305 and 310). For that purpose, most Spectres have a Wits Attribute Score of 3 and a Technology Skill with 3 Ranks. Spectres that are capable of assuming humanlike looks—called Personified Spectres—can generally simulate other Attributes and Skills as well. They will usually have a Score of 3 in both Vigor and Dexterity Attributes, a Score of 1 in the Presence Attribute, and 2 Ranks in some pertinent Skills. Some Spectres (Personified or not) may also have some Skill Abilities; if so, disregard their requirements.
Anything in the immediate surroundings of the character’s avatar may be hacked (if the target is the visual representation of a server, computer, or another electronic device) or neural-hacked (if it is the avatar of another character or AI) at a distance, with the pertinent Technology Skill contests. Such intrusions while inside the VR Net will, however, be perceivable by the target and anyone around them through visual and auditory cues linking the hacker to their target (see page 310).
There are other artificial denizens of the VR Net much more complex than Spectres and Personified Spectres: several AIs—most with their own avatars— are found there. Most of the AIs are owned by corporations and, while they are very intelligent and human-like, they are programmed with certain limitations: they are not completely free, even though they may appear to be. They are usually sophisticated, service-providing software, programmed for the convenience of visitors and benefit of its owners (see page 318 about AI). A character may try to identify a personified Spectre or an AI, differentiating them from people, with a normal Perception Skill test.
Not only that, a character’s avatar may also
Mostly due to Spectres, hackers generally restrict
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RELAYED FEEDBACK BURN TL 8
, , and other settings with a TL 8 or TL 9 , a location in the VR Net, or a limited area within it, may allow simulated physical actions to deal Relayed Feedback Burn damage. This is similar in nature, but from a different source, to the normal Feedback Burn damage that may be dealt during Neural Hacking attempts (see page 310). In
When that happens, anyone inside such an area is fair game. Damage that would be dealt if the simulated physical action were performed in the real world is converted into Energy damage dealt directly into the target’s brain. This Energy damage could be equal to the physical damage which would be caused, but depending on the purpose of the location and its settings, such damage may be halved (rounded down). Note that a target who receives Relayed Feedback Burn damage may be KO’d or have their Neural Port destroyed, which will instantly sever their connection to the VR Net (see page 131). Thus, in certain rare situations, when dealing with very competent hackers, some corporate locations may instantly change their current laws of physics to allow Relayed Feedback Burn damage as a means for Personified Spectres to try to forcefully disconnect invaders from the VR Net through simulated combat. This, however, is a two-way game: once the laws of physics are changed in a location, Personified Spectres themselves will also become vulnerable to damage dealt through simulated physical actions, as will the owners of any other avatars caught in the fray.
NETWORKS AND HACKING
themselves to the fringes of the VR Net: privately owned places which are also sought by those wishing to go undetected. People who cannot pay the entrance fees of the best corporate public spaces and those who are after illegal services or forms of entertainment such as digital drugs, so-called taboo houses, and illicit arenas where people go to see semi-professional combatants fight each other for money in bizarre setups with the real possibility of brain injuries (such places are programmed to convert each simulated strike into real life damage by Feedback Burn). The higher the damage conversion rate, the bigger the crowd, the greater the prize, and the higher the chance a fighter ends up dead on the mat. For more about that, see Relayed Feedback Burn below.
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In a Relayed Feedback Burn environment, virtual weapons and armor will work just like they do in the real world. Thus, virtual armor may reduce damage dealt by Relayed Feedback Burn, although it has no effect on the damage from Feedback Burn dealt by Neural Hacking (see page 310).
To be a Potential, the character must have the Insightful Advantage, and the player must spend 1 Background Point during character creation. Once created, the Potential character will have a number of Focus Points equal to four times their Presence Attribute Score. Focus Points may be spent in place of Psychic Points or Vitality Points to allow the character to simulate any Mind over Body or Mind over Matter Psychic Powers (see page 237) or any Vitality Powers classified as “Techniques” (see page 229) while inside the VR Net.
POTENTIALS TL 8
In designing their own settings with a TL 8 or TL 9 , game masters may choose to allow some characters to be Potentials: people with the mysterious power to hack the VR Net solely with their willpower. A Potential may do Presence Attribute contests instead of Technology Skill ones when performing a Neural Hacking even when outside the VR Net (see page 310) On the other hand, their opponent, if not a Potential, will do Technology Skill contests according
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For purposes of both Feedback Burn dealt by Neural Hacking (see page 310) and Relayed Feedback Burn from simulated combat, a Personified Spectre will most likely have a single damage threshold for death, and its value will most likely be 5. While most of the Personified Spectres won’t have natural or worn virtual armor, they are always immune to KO, whatever the source of damage.
to the normal rules regarding Neural Hacking. This does not effect regular hacking jobs (see page 305).
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Spent Focus Points will be completely replenished after a full night of rest. If a setting with Potentials has most of its stories taking place inside the VR Net, the game master may also allow non-Potential characters to have access to powers. They receive a number of Focus Points equal to twice their respective Presence Attribute Scores, and can perform any powers with a cost equal to 2 or less Psychic Points or Vitality Points (Techniques only).
CHAPTER 21
AI AND AUTOMATA
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TL 8
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AI TL 8
AI AND AUTOMATA
In , , , and other settings with a TL 8 or TL 9 , characters may meet software with artificial intelligence (AI) in standalone computers, network servers, or in the VR Net. Some AI may be fully autonomous, always-evolving entities, fully conscious and with free will, but most mimic living things but are actually nothing more than thralls to their code. Whether an AI is considered a living being is a question to which the game master and players alike can establish the answer. As AIs don’t have bodies, they only have the Wits and Presence Attributes. These may have Scores from 1 to 5, although AIs with a Presence Attribute Score higher than 2 are rare. They may also have Ranks in all Skills from the four Skill groups, except the Arcana Skill, and skills may have any number of Ranks up to 5, as well as Skill Abilities, regardless of their requirements. AIs have no Advantages and Disadvantages, but some may develop Weaknesses. 318
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Inside full virtual reality simulations like the VR Net, AIs may assume avatars and simulate physical actions. For that, an AI will have simulated Vigor and Dexterity Attribute Scores, both of which will be equal to its Wits Attribute Score (for the VR Net, see page 313). An AI may be destroyed by deletion if no copy of it exists—most AIs are incapable of copying themselves. Other ways to destroy it are Feedback Burn and Relayed Feedback Burn (see page 310 and 315). For that purpose only, an AI also has a single damage threshold for death, usually equal to twice its Wits Attribute Score up to a maximum of 8. If, for whatever reason, an AI manages to transfer itself to a mechanized or cybernetic body, it will become an automaton (see page 219).
SAMPLE AI Simulated Vigor 4 / Simulated Dexterity 4 / Wits 4 / Presence 2 Damage Threshold for Feedback Burn and Relayed Feedback Burn: Dead 8. Михаил Герасимов (Order #27301389)
Skills: Athletics 2, Martial Arts 3, Dodge 3, Legerdemain 3, Stealth 3, Engineering 3, Perception 4, Technology 5, Charm 1, Deception 2, Intimidation 2, Persuasion 2. Skill Abilities: None. Weaknesses: Pride.
AI PLAYER CHARACTERS TL 9
In some TL 9 settings, game masters may allow players to create AI characters. Such AI characters are considered as having complete free will. Nevertheless, AI characters are not advisable for all players and TL 9 settings, as they are very limited in their capabilities. Still, as characters living in highly advanced technological societies, AI characters may be able to use worldwide networks and diverse hardware to travel great distances instantly; hear through microphones; see things through cameras; communicate through screens, headphones and speakers; pilot vehicles, aircrafts and spaceships; operate machinery and turreted weapons, etc. The AI character is able to hack instantly, without needing a test or contest, any ordinary hardware not directly relevant to the goal of the story as a means to interact with other characters and their surroundings. In relevant situations, such as hacking an enemy’s turreted weapon or opening a cell door that is locking in an ally, the hack must be performed according to the normal rules (see page 303). Also, if the setting allows characters to be Potentials (see page 316), the AI character is automatically considered a Potential. When creating AI characters, use the following rules: ♦ AI characters start with 8 Character Points and may gain additional Character Points by acquiring Weaknesses, according to the normal rules. ♦ AI characters may increase their Wits and Presence Attribute Scores according to the normal rules. ♦ AI characters will have a simulated Vigor and Dexterity Attribute Scores equal to their Wits Attribute Score. ♦ AI characters won’t have any Advantages or Disadvantages, regardless of their Attribute Scores. ♦ AI characters won’t have any damage thresholds except the Dead damage threshold, which will
AI AND AUTOMATA
Михаил Герасимов (Order #27301389)
♦ AI
characters will be immune to most arcane powers, especially those that affect the body or mind as they have none, only a code stored inside hardware. As such, they will be virtually immune to almost all spells, Divine Powers, Psychic Powers, Vitality Powers, and arcane powers from Vampires and Fiends. ♦ Even though AI characters don’t have a mind, they do have personalities and may be influenced or influence others by the use of most Presence Attribute Skills and Abilities. Game masters should be mindful of what sections from the rules above integrate well into their settings, and they should forbid any Skills or Abilities considered incompatible with an AI character.
AUTOMATA TL 8
In , , , , , and other settings with a TL 8 or TL 9 , characters may meet automata: primitive or advanced mechanized bodies with an artificial intelligence. Simply put, autonomous robots. In very advanced societies such as those from and some other TL 9 settings, automata made of
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be equal to twice their Wits Attribute Score up to a maximum of 8 and will be affected only by Feedback Burns and Relayed Feedback Burns inside the VR Net. The AI character will, however, be destroyed if its code is deleted by an enemy’s hacking action. ♦ AI characters start with 0 Background Points and may not gain additional Background Points in any way. ♦ AI characters may gain and spend Skill Points according to the normal rules, but they will receive only half the regular amount of Skill Points from the Vigor and Dexterity Attribute Skill groups, rounded up. ♦ AI characters may acquire Abilities from Skills, but they disregard any requirements. ♦ AI characters may acquire languages and talents according to the normal rules. ♦ AI characters won’t have a Culture or social class and will start the game without any money. ♦ Unless as a Potential inside the VR Net, AI characters may not possess or perform arcane powers of any kind; they cannot cast spells, possess Divine Powers, Psychic Powers, Vitality Powers, or Mutations, and they cannot enter Dreamscapes. ♦ AI characters won’t possess Darkness Points, Fortune Points, or Hope Points, and they won’t be affected in any way by the rules pertaining to Darkness, Fortune, Hope and Despair.
AI AND AUTOMATA
incapable of performing it because of the limitations of its body.
Just like an AI (see page 318), some automata may be fully conscious and have free will, while others will be nothing more than thralls to their programming. They have no Advantages and Disadvantages, but some may develop Weaknesses.
If an automaton manages to connect to the VR Net, its simulated Vigor and Dexterity Attribute Scores will be equal to its Wits Attribute Score (for the VR Net, see page 313).
Wits and Presence Attributes may have Scores from 1 to 5, but they depend on the level of sophistication of the automaton’s artificial intelligence. Still, automata with Presence Attribute Scores higher than 2 are rare. The automaton’s artificial intelligence also dictates which Skills and Skill Abilities it has, as well as how many Ranks it has in each Skill; it may have Skills and Skill Abilities from all four Skill groups. Also, just like an AI, an automaton may disregard requirements when acquiring Skill Abilities, but while it may technically possess a Skill Ability, it may be
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synthetic materials, nearly identical to biological matter, become so humanlike that they are classified as androids. These advanced automata are almost indistinguishable from humanoids. For them to be identified as androids and not real humanoids, they must be subjected to medical or psychological examinations. These will require success in a normal Medicine Skill test or a hard Perception Skill test, respectively.
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The automaton’s body determines its Vigor and Dexterity Attribute Scores, which may range from 1 to 9 depending on its size, component materials, and power source.
Depending on an automaton’s power source, it may operate forever or may need to recharge from time to time—perhaps after many decades. The automaton’s power source may also affect its daily routine, in ways such as: forcing it into a temporary standby state to avoid overheating its internal systems, or ceasing its activities during the night due to lack of solar energy. An automaton may have cybernetic implants such as a Neural Port to allow it to be programmed by its creator. An automaton may also have armor and weapons, as well as resistances or vulnerabilities against particular types of attacks.
Automata also have a Resilience Stat usually equal to their Vigor Attribute Score: every time an automaton receives damage, first reduce the total from its armor rating (if any), then subtract the remaining damage (if any) from its Resilience Stat. See below for rules for if the Resistance Stat reaches 0. Unlike vehicles, a targeted automaton may receive damage to its Resilience Stat from the margin of success the attacker obtained over it, as well as any damage bonuses from Advantages or Skill Abilities.
If an automaton’s Resilience Stat reaches 0, roll a die, add to its result any remaining damage after the Resilience Stat reaches 0, and compare the total in the table to see what happens:
0 The automaton is disabled, but its power source will bring it back to fully operational status in a number of minutes equal to a die roll plus 1. A successful normal Technology Skill test (or a hard Engineering Skill test in ) will return the automaton to fully operational status with a one-minute repair.
2 The automaton is disabled. Its power source
may keep its data intact until repair, for a number of days equal to a die roll plus 1. Repair is possible with a normal Technology Skill test (or a hard Engineering ), as long as the necessary tools and Skill test in materials are available, with a one-hour job.
3 The automaton is disabled. Its power source
may keep its data intact until repair, for a number of hours equal to a die roll plus 1. Repair is possible with a normal Technology Skill test (or a hard Engineering ), as long as the necessary tools and Skill test in materials are available, with a one-hour job. Михаил Герасимов (Order #27301389)
6 The automaton is disabled and received extensive damage. Its body is beyond repair, but its data may still be salvaged if the procedure is done in a number of hours equal to a die roll plus 1. A hard Technology Skill test is required (or a hard Engineering Skill test, in ), as well as the necessary tools and materials, with a one-hour job. 7+ The automaton is completely destroyed. Both its body and data are beyond repair and recovery.
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Still, as usual, the game master is always free to determine whether any given automaton is completely destroyed when its Resilience Stat is reduced to zero without rolling on the above list. As automata (just like AIs) may be targeted and killed by Feedback Burn and Relayed Feedback Burn (see pages 310 and 315), they also have a single damage threshold for death, usually equal to twice its Wits Attribute Score up to a maximum of 8. The Resilience Stat does not impact these forms of damage. If, for whatever reason, an automaton manages to transfer its code and memory to a standalone computer, a network server, or the VR Net, it becomes free from its mechanized or cybernetic body, and will become an AI (see page 318).
SAMPLE AUTOMATON Vigor 6 / Dexterity 1 / Wits 2 / Presence 1
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1 The automaton is disabled, but its power source will bring it back to fully operational status in a number of hours equal to a die roll plus 1. A successful normal Technology Skill test (or a hard Engineering Skill test ) will return the automaton to fully operational in status with a one-minute repair.
5 The automaton is disabled and received extensive damage. Its body is beyond repair, but its data may still be salvaged, if the procedure is done within a number of hours equal to a die roll plus 1. A normal Technology Skill test is required (or a hard Engineering Skill test in ), as well as the necessary tools and materials, with a one-hour job.
AI AND AUTOMATA
Even though an automaton cannot be KO’d, if it loses half or more of its total Resilience Stat in a single attack, it must succeed in a normal Vigor Attribute test to avoid falling and becoming stunned.
The automaton is disabled and received extensive damage. Its power source may keep its data intact until repair, for a number of hours equal to a die roll plus 1. Repair is possible with a hard Technology Skill test (or a hard Engineering Skill test in ), as long as the necessary tools and materials are available, with a one-hour job.
4
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Size: Medium (Human-sized). Power Source: Operational 24 hours a day. Must be changed after 50 years or so. Immunities: Cannot be KO’d. Immune to drugs, poisons, diseases, and contamination (but may become radioactive). Immune to mind-affecting effects from spells, Divine Powers, and Mind over Mind Psychic Powers. Resistances: Unarmed Strikes and Slashing attacks deal 1 less point of damage. Frailties: Water-based attacks and Energy attacks deal 1 more point of damage. Armor: 3 (iron body). Resistance: 6. Damage Threshold for Feedback Burn and Relayed Feedback Burn: Dead 4. Skills: Athletics 1, Martial Arts 1, Melee Weapons 2, Dodge 1, Legerdemain 2, Engineering 2, Perception 2, Intimidation 2, Persuasion 1. Skill Abilities: None. Weaknesses: None. Cybernetic Implants: Neural Port. Weapons: Unarmed Strike (1, Blunt), Longsword (3, Slashing).
AUTOMATON PLAYER CHARACTERS TL 9
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In and some other TL 9 settings, game masters may allow players to create automaton characters. Such characters are considered to have complete free will. When creating automaton characters, use the following rules: ♦ Automaton characters start with 8 Character Points and may gain additional Character Points by acquiring Weaknesses, according to the normal rules. ♦ Automaton characters may increase their Wits and Presence Attribute Scores according to the normal rules. ♦ Automaton characters may increase their Vigor and Dexterity Attribute Scores by paying half the normal cost. Also, both their Vigor and Dexterity Attribute Scores may be increased beyond 5 up to a maximum of 9, but each Attribute Score point beyond 5 will cost 4 Character Points. ♦ Automaton characters won’t have any Advantages or Disadvantages, regardless of their Attribute Scores. ♦ Automaton characters will have an Armor Stat, like natural armor from some Ancestries and
Михаил Герасимов (Order #27301389)
Михаил Герасимов (Order #27301389)
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Game masters should be mindful of which sections from the rules above integrate well into their settings and forbid any Skills or Abilities considered incompatible with an automaton character.
AI AND AUTOMATA
creatures. This will be equal to a quarter of its Vigor Attribute Score rounded down if the automaton is a cyborg with synthetic skin, or equal to half its Vigor Attribute Score rounded down if the automaton is a metal robot. ♦ Automaton characters will have a Resilience Stat equal to their Vigor Attribute Score. ♦ Besides their Resilience Stat, automaton characters won’t have any damage thresholds except the Dead damage threshold, which will be equal to twice their Wits Attribute Score up to a maximum of 8. This will be affected only by Feedback Burns and Relayed Feedback Burns inside the VR Net. The automaton character will, however, be destroyed if its code is deleted by an enemy’s hacking action. ♦ Automaton characters start with 0 Background Points and may not gain additional Background Points in any way. ♦ Automaton characters may gain and spend Skill Points according to the normal rules. They won’t, however, receive additional Skills Points from the Vigor and Dexterity Attribute groups beyond 7 Skill Points each from Attributes with a Score higher than 5. ♦ Automaton characters may acquire Abilities from Skills, but they disregard any requirements. ♦ Automaton characters may acquire languages and talents according to the normal rules. ♦ Automaton characters won’t have a Culture or a social class, and they will start the game without any money. ♦ Automaton characters may neither possess nor perform arcane powers of any kind. They cannot cast spells, possess Divine Powers, Psychic Powers, Vitality Powers, or Mutations, and they cannot enter Dreamscapes. ♦ Automaton characters won’t possess Darkness Points, Fortune Points, or Hope Points, and they won’t be affected in any way by rules pertaining to Darkness, Fortune, Hope and Despair. ♦ Automaton characters will be immune to most arcane powers that affect the mind, as they have no mind. As such, they will be virtually immune to some spells, Divine Powers, Psychic Powers, and arcane powers from Vampires and Fiends. ♦ Even though automaton characters don’t have a mind, they do have personalities and may be influenced or influence others by the use of most Presence Attribute Skills and Abilities.
CHAPTER 22
CYBERNETIC IMPLANTS
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OVERVIEW TL 8
In , , and some settings with a TL 8 or TL 9 , characters may augment their bodies with
cybernetic implants to gain physical or intellectual Advantages.
Some cybernetic implants are non-physical modifications, categorized as neural software. These programs are uploaded to a person’s brain through special chips inserted in slots in their Neural Port, in order to augment an ability they have or to add features to their Cybernetic Eyes, if they have them. An installed neural software chip also adds up to a character’s limit on cybernetic implants. To acquire a cybernetic implant, a character must first purchase it, then pay the costs of the procedure to install it in their body. These will be two separate expenditures of Money Stat points.
Since having a Neural Port cybernetic implant is needed for one to enjoy the main entertainment forms of the future and—together with the Neural Jack cybernetic implant—is a requirement for many industry jobs many subject themselves to such job contracts. The price of cybernetic implants is very high, and required for jobs from operating heavy machinery to programming. Thus, in search of basic sustenance and escapism, many become, effectively, subjects of corporations. A character who wishes to be free of such a bond may try to pay back the sponsor for the cybernetic implants but, more often than not, extras such as interest rates or rental fees for the implants make the prices skyrocket. Besides a possible debt with powerful people, having a cybernetic implant may have some other Disadvantages.
Alternatively, and depending on the setting, a character may acquire a cybernetic implant during character creation or throughout the course of a story, not by spending Background Points or Money Stat points, but by signing a contract of fidelity with a sponsor.
Firstly, in settings with spells and Divine Powers, a character with cybernetic implants will be able to absorb 1 less Mana Point, be it for spellcasting or any other mystical purposes, for each cybernetic implant they have.
A sponsor will be the character’s employer— either a mega corporation or very rich individual— that will lend one or more cybernetic implants to the character for as long as needed for them to perform particular work.
Secondly, some cybernetic implants may be damaged or even hacked, which may make natural Disadvantages resurface and cybernetic Advantages disappear. As a result, the character may also lose access to related Skill Abilities or other cybernetic implants bonuses.
Михаил Герасимов (Order #27301389)
325
TECH
A character may also start with a cybernetic implant of choice installed in their body by spending 1 Background Point. . Multiple implants may be chosen at the cost of 1 Background Point per implant.
The sponsor will usually provide 2 cybernetic implants, and the character will have to sign a contract of fidelity for at least 20 years. While some jobs will not require that the character put in office hours throughout a whole week, all will require a high degree of loyalty. Characters who breach such contracts will risk the sponsor coming after them to repossess their investment, usually with very grim repercussions for the ex-employee. This could range from brain-damaging, forceful removal of a neural software’s chip to quick-and-dirty surgical procedures, and this could result in anything from missing limbs to death.
CYBERNETIC IMPLANTS
Each cybernetic implant will be associated with an Attribute. A character may have as many cybernetic implants associated with each Attribute as their Score in that Attribute. Thus, a character with a Score of 2 in their Vigor Attribute and 3 in their Presence Attribute may have a maximum of 2 cybernetic implants associated with the Vigor Attribute and 3 associated with the Presence Attribute.
For instance, a sponsor may be in need of an assistant or bodyguard with a specific Skill, an entertainment studio beautifying its star, a sports team augmenting one of its players, or an intelligence or military contractor improving one of its operators.
Note that a cybernetic implant may be destroyed when the character is severely hurt by an Energy-type attack (see page 131). For rules on hacking a cybernetic implant, see pages 308 and 310.
that the character first have installed the Neural Port cybernetic implant, as this is necessary to have neural software installed on their brain. Likewise, some implants may require that the character have Cybernetic Eyes, as this is necessary for usage of many types of retinal displays and mods. In each case this is noted in the entry for the implant.
LIST OF CYBERNETIC IMPLANTS
CYBERNETIC IMPLANTS
TL 8
The tables below show the available cybernetic implants, by associated Attribute. Some require TABLE 43 - VIGOR-ASSOCIATED
TYPE
CYBERNETIC IMPLANTS IMPLANT PROCEDURE COST COST
DESCRIPTION
NANOAGULANT
10
8
Negates the Frail Disadvantage.
NANOCYTES
10
8
Negates the Sick Disadvantage.
CYBERNETIC PROSTHESIS
15
16
Negates the Weak Disadvantage and replaces a missing limb, if any.
BIONIC MUSCLE FIBERS
15
24
Character gains the Mighty Advantage. If the character has the Weak Disadvantage, it is negated instead.
BIONIC ORGANS
20
24
Character gains the Resilient Advantage. If the character has the Sick Disadvantage, it is negated instead.
POLYMER SKELETON
15
24
Character gains the Tough Advantage. If the character has the Frail Disadvantage, it is negated instead.
ADRENALINE DISPENSER
10
8
Roll 1 extra die in tests and contests with the Athletics Skill.
KINETIC PASSIVE CONTROLLER
15
16
Roll 1 extra die in tests and contests with the Craft Skill.
CYBERNETIC JOINTS
15
16
Roll 1 extra die in tests and contests with the Exotic Weapons Skill.
ANTISPASMODIC RECOIL CONTROLLER
15
16
Roll 1 extra die in tests and contests with the Heavy Weapons Skill.
POLYMER HANDS
15
16
Roll 1 extra die in tests and contests with the Martial Arts Skill.
MAGNETIC PALM GRIP
10
16
Roll 1 extra die in tests and contests with the Melee Weapons Skill.
BIOMOD GILLS
15
16
The character can breathe underwater, including saltwater, and thus can never drown. They can also breathe in hostile atmospheres as long as a minimal percentage of oxygen is present.
RETRACTABLE GRAPPLING HOOK
15
16
The character has a retractable 10-meter/yard grappling hook implanted in their body. All normal Athletics Skill tests to climb a height equal to or shorter than that length will automatically succeed.
RETRACTABLE TITANIUM CLAWS
15
16
The character has retractable blades implanted inside their hands. Their unarmed strikes will have a Base Damage Rating of 3, from the Slashing type.
POLYMER SKIN
20
24
The character has a natural armor with a rating of 1.
326
TECH
A character with a cybernetic implant may, for free, remove it to create “space” for a new one to be installed. Selling the removed cybernetic implant will usually cover the costs of its removal.
Михаил Герасимов (Order #27301389)
TABLE 44 - DEXTERITY-ASSOCIATED
TYPE
CYBERNETIC IMPLANTS IMPLANT PROCEDURE COST COST
DESCRIPTION
15
16
Negates the Clumsy Disadvantage.
SYNTHETIC EYES
15
16
Negates the Nearsighted Disadvantage and a blindness condition, if any.
KINETIC STIMULATOR
10
8
Negates the Sluggish Disadvantage.
CYBERNETIC EYES
20
16
Character gains the Deadeye Advantage. If the character has the Nearsighted Disadvantage or a blindness condition, it is negated instead.
CYBERNETIC TENDONS
15
16
Character gains the Deft Advantage. If the character has the Clumsy Disadvantage, it is negated instead.
BIONIC MUSCLE SPINDLES
10
16
Character gains the Agile Advantage. If the character has the Sluggish Disadvantage, it is negated instead.
THREAT ASSESSMENT DISPLAY
15
8
Roll 1 extra die in tests and contests with the Dodge Skill. This is neural software that requires both a Neural Port and Cybernetic Eyes.
PATH ANALYZER DISPLAY
10
8
Roll 1 extra die in tests and contests with the Driving Skill. This is neural software that requires both a Neural Port and Cybernetic Eyes.
RETRACTABLE MULTI-TOOL
15
16
Roll 1 extra die in tests and contests with the Legerdemain Skill.
TARGET FINDER DISPLAY
10
8
Roll 1 extra die in tests and contests with the Marksmanship Skill. This is neural software that requires both a Neural Port and Cybernetic Eyes.
FLIGHT ASSISTANT DISPLAY
10
8
Roll 1 extra die in tests and contests with the Piloting Skill. This is neural software that requires both a Neural Port and Cybernetic Eyes.
HOLO-SKIN
20
24
Roll 1 extra die in tests and contests with the Stealth Skill.
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TABLE 45 - PRESENCE-ASSOCIATED
TYPE
CYBERNETIC IMPLANTS IMPLANT PROCEDURE COST COST
CYBERNETIC IMPLANTS
CYBERNETIC FINGERS
DESCRIPTION
10
16
Negates the Craven Disadvantage.
BIOMOLECULAR FACIAL RECONSTRUCTION
15
16
Negates the Unattractive Disadvantage.
BIOMOLECULAR BODY REDESIGN
15
24
Character gains the Beautiful Advantage. If the character has the Unattractive Disadvantage, it is negated instead.
AGGREGATION PHEROMONE DISPENSER
10
8
Roll 1 extra die in tests and contests with the Charm Skill.
FACIAL MUSCULOSKELETAL MOD
15
16
Roll 1 extra die in tests and contests with the Deception Skill.
TERRITORIAL PHEROMONE DISPENSER
10
8
Roll 1 extra die in tests and contests with the Intimidation Skill.
VOCAL AMPLIFIER
10
16
Roll 1 extra die in tests and contests with the Leadership Skill.
SIGNAL PHEROMONE DISPENSER
10
8
Roll 1 extra die in tests and contests with the Persuasion Skill.
APPEASEMENT PHEROMONE DISPENSER
10
8
Roll 1 extra die in tests and contests with the Taming Skill.
Михаил Герасимов (Order #27301389)
TECH
BIOFEEDBACK STABILIZER
TABLE 46 - WITS-ASSOCIATED
CYBERNETIC IMPLANTS
TYPE
CYBERNETIC IMPLANTS IMPLANT PROCEDURE COST COST
DESCRIPTION
SMART RETINAL DISPLAY
15
8
Negates the Uneducated Disadvantage. This implant requires Cybernetic Eyes.
NEURAL DATABANK
20
8
Character gains the Erudite Advantage. This is neural software that requires a Neural Port.
ANALYTIC DISPLAY
15
8
Roll 1 extra die in tests and contests with the Engineering Skill. This is neural software that requires both a Neural Port and Cybernetic Eyes.
8
The character knows the Scores of the Vigor and the Dexterity Attributes of any beings in their sight. Roll 1 extra die in tests and contests with the Medicine Skill. This is neural software that requires both a Neural Port and Cybernetic Eyes.
MEDICAL SCANNER
15
THERMAL IMAGING SCANNER
20
8
Roll 1 extra die in tests and contests with the Perception Skill. The character may also see objects and living beings in total darkness and behind most walls and other forms of cover. This includes the ability to see implants hidden under the skin when visually inspecting a body. This is neural software that requires both a Neural Port and Cybernetic Eyes.
BIO SCANNER
15
8
Roll 1 extra die in tests and contests with the Survival Skill. This is neural software that requires both a Neural Port and Cybernetic Eyes.
16
The character has a connector that allows them to physically access electronic devices, computers, servers, local networks, worldwide networks (other than the VR Net), and others’ Neural Ports. Roll 1 extra die in tests and contests with the Technology Skill (see page 303 ). Requires a Neural Port.
16
The character may access the VR Net, record their memories as if they were a movie, download their memories to a data storage device, and upload other people’s memories to temporarily experience them in real time as if they were their own. This also allows the installation of neural software, and can be accessed by people with Neural Jacks (see page 303 ).
328 NEURAL JACK
15
NEURAL PORT
TECH
20
NEURAL SOFTWARE TL 8
In some settings of their own design, with a TL 8 TL 9 , a game master may allow characters to
or download neural software through their Neural Ports and into their minds, that will grant them Skill Points. These Points will persist until the software is deleted. Neural software may contain the knowledge of 1 to 4 Skill Ranks in a single Skill related to the Vigor, Dexterity, or Wits Attribute, a single language, or a single talent. The knowledge can cover any skill except the Arcana Skill.
Михаил Герасимов (Order #27301389)
Many types of neural software may only be acquired on the black market. The cost of neural software varies depending on how many Skill Ranks are programmed into it and whether it is legal, but the price is usually 10 to 20. Neural software will only have an effect if the character has fewer Ranks in the said Skill than the bonus grants. Thus, a character with 5 Skill Ranks in a certain Skill would never benefit from neural software dedicated to that Skill., A character with 1 Skill Rank in a certain Skill would receive 1 bonus Skill Rank by downloading neural software with a total of 2 Skill Ranks.
CYBERNETIC IMPLANTS 329 When a character effectively receives 1 or more bonus Skill Ranks from neural software, they will also be able to choose the same number of bonus Abilities from the same Skill.
To free up memory space in their mind in order to download new neural software, a character may partially or totally delete any previously downloaded neural software. Likewise, a character may partially download neural software to receive a fraction of the total number of Skill Ranks if they
Михаил Герасимов (Order #27301389)
Downloading or deleting neural software won’t take longer than a single Turn Action, and it may be done by the character or by another assisting them, but a computer’s neural jack must be connected to the character’s Neural Port for this to happen. A character may delete and download neural software at the same time in one Turn Action. Tech-savvy characters may try to program neural software using a computer. The task requires a hard test of the Technology Skill and takes a number of days equal to a die roll plus 1. A character can only program neural software granting a number of Ranks in a Skill, language, or talent that they already possess, or that another character possesses if that character gives assistance throughout the whole process. As this is a requirement for the programming, however, no assistance bonus die will be received for the test. For more on programming software, see page 307.
TECH
This kind of neural software doesn’t require chip installation and don’t count to a character’s limit on cybernetic implants. A character’s mind, however, is not free to download an infinite number of neural software: each character may store in their mind a number of bonus Skill Points, languages and talents equal to twice their Wits Attribute Score. A character who is a Potential, if permitted in the setting, may store up to four times their Wits Attribute Score (see page 316).
don’t have enough free space in their mind. If a character chooses to do this they receive an equal number of related Skill Abilities.
CHAPTER 23
MECHAS
TECH
330
TL 8
Михаил Герасимов (Order #27301389)
OVERVIEW TL 8
In , , , and some other settings with a TL 8 or TL 9 , characters may use mechas for travel, heavy work, combat, or travelling in hostile ecosystems. There are two general types of mechas: the large machines called Mecha Suits, and the colossal ones called Mecha Vessels.
MECHA SUITS Mecha suits are powered machines that may weigh a ton and be twice as tall as a human. They have a size comparable to large creatures (see page 264). Mecha suits give bonuses and penalties to Attributes and Skills, but they may forbid some actions. Wearers of Mecha Suits may not have the Technophobe Disadvantage to be able to operate them adequately, otherwise all tests and contests performed with them will be hard ones.
Sample Mecha Suits:
IRON SOMA Vigor Bonus: +3 (maximum of 7; still cannot roll more than 5 dice) Dexterity Penalty: -3 (minimum of 1) Armor Rating: 3 Unarmed Attack Base Damage Rating Bonus: +2 Restricted Skills (All tests and contests are hard ones): Dodge Restricted Skills (Cannot be performed): Archery, Craft, Driving, Fencing, Legerdemain, Marksmanship, Михаил Герасимов (Order #27301389)
Price: 22
HEAVY LOAD CARRIER Vigor Bonus: +4 (maximum of 8; still cannot roll more than 5 dice) Dexterity Penalty: -3 (minimum of 1) Armor Rating: None Unarmed Attack Base Damage Rating Bonus: +2 Restricted Skills (All tests and contests are hard ones): Dodge Restricted Skills (Cannot be performed): Archery, Craft, Driving, Fencing, Legerdemain, Marksmanship, Medicine, Piloting, Stealth, Taming Special: Wearer is considered to have the Mighty Advantage and not to have the Weak Disadvantage. May hold two-handed-only weapons as onehanded. May not hold one-handed-only weapons. Heavy firearms should be modified to be used by the mecha.
331
Price: 22
MILITARY MECHA SUIT Vigor Bonus: +4 (maximum of 8; still cannot roll more than 5 dice) Dexterity Penalty: -2 (minimum of 1) Armor Rating: 4 Unarmed Attack Base Damage Rating Bonus: +2 Restricted Skills (All tests and contests are hard ones): Dodge Restricted Skills (Cannot be performed): Archery, Craft, Driving, Fencing, Legerdemain, Marksmanship, Medicine, Piloting, Stealth, Taming Special: Wearer is considered to have the Mighty Advantage and not to have the Weak Disadvantage. May hold two-handed-only weapons as onehanded. May not hold one-handed-only weapons. Heavy firearms should be modified to be used by the mecha. Price: 24
TECH
For combat purposes, a Mecha Suit and its pilot will be treated as one entity. If the wearer is knocked out or dies, the Mecha Suit will be considered completely destroyed or at least heavily damaged. Most Mecha Suits are too big to fit inside standard vehicles and houses.
Special: Wearer is considered to have the Mighty Advantage and not to have the Weak Disadvantage. May hold two-handed-only weapons as onehanded. May not hold one-handed-only weapons. Heavy firearms should be modified to be used by the mecha.
MECHAS
TL 8
Medicine, Piloting, Stealth, Taming
MECHA VESSELS TL 9
MECHAS
Mecha vessels resemble colossal anthropomorphic robots. Mecha vessels give no bonuses or penalties to Attributes, as they have Attributes of their own, but they may perform some actions according to the pilot’s proficiency in a related Skill. Pilots of Mecha Vessels must have the appropriate Piloting Skill Ability to operate them adequately, otherwise all actions performed with them will be hard ones. Not only that, many actions will be performed with the Piloting Skill itself. For purposes of combat, especially damage received, a Mecha Vessel is considered a separate entity from its pilot, just like a vehicle would be. Mecha vessels have the following seven Stats: 332
♦ Speed: a number between 1 and 5, representing how fast the Mecha can move.
TECH
♦ Maneuverability:
a number between 1 and 5, representing how maneuverable the Mecha is. If the pilot’s Dexterity Attribute Score is two or more points higher than their Mecha’s Maneuverability Stat, add 1 to this Stat per 2 points of difference. If the pilot’s Dexterity Attribute Score is two or more points lower than their mecha’s Maneuverability Stat, subtract 1 from this Stat per 2 points of difference.
♦ Size:
a Stat mostly used for comparison with vehicles and airplanes; all Mecha Vessels have a Size Stat of 4.
♦ Vigor: a Stat mostly used for comparison with
colossal creatures; all Mecha Vessels have a Vigor Stat of 9.
♦ Ceiling:
a number between 0 and 1, with 0 representing a Mecha that can’t fly and a 1 representing a Mecha that can fly at low altitudes and hover.
♦ Resilience:
a number between 10 and 14, representing the amount of damage the Mecha can receive before it is destroyed.
Михаил Герасимов (Order #27301389)
♦ Armor: a number between 7 and 10, corresponding
to the hardness of the Mecha’s composite materials. This represents the amount of damage negated before any points are removed from the Mecha’s Resilience Stat. Final damage received may be 0 if it was originally equal to or lower than the Armor Stat.
For many actions, a Mecha Vessel pilot must roll for tests or contests using the Piloting Skill or other Skills. If such actions involve the Mecha Vessel moving in any form, use the Mecha pilot’s number of Ranks in the said Skill for the test or contest, but roll a number of dice equal to the Mecha’s Maneuverability Stat Score instead of any of the pilot’s Attribute Scores. Some Mecha Vessels may require the installation of a Neural Port cybernetic implant in their pilot’s body (see page 324). Such Mecha Vessels are considered as having a neural cockpit instead of a traditional one. Traditional cockpits are aircraft-like, and operated through flight sticks and keyboards. As such, their pilots always roll one fewer die (minimum of 1) when performing tests and contests involving the Dodge Skill, the Martial Arts Skill, or the Melee Weapons Skill, regardless of the Mecha Vessel’s Maneuverability Stat and the pilot’s Dexterity Attribute. Neural cockpits, on the other hand, do not have the same penalty. Since the pilot is intimately linked to their Mecha Vessel, however, damage received by the Mecha Vessel is also dealt to the pilot as Relayed Feedback Burn (see page 315). Damage is dealt at the rate of 1 point to the pilot (no armor applies) per 2 points lost from the Mecha Vessel’s Resilience Stat. Thus, when a neural cockpit is being used, a pilot may be KO’d or even killed before their Mecha Vessel is destroyed. Finally, some Mecha Vessels have a dual cockpit, which is both a traditional and a neural one, that allows the pilot to revert to any mode of control of the Mecha Vessel as a Free Action during their turn, with the corresponding hindrances.
Sample Mecha Vessels:
JUGGERNAUT SPEED
MANEUVERABILITY
SIZE
VIGOR
CEILING
RESILIENCE
ARMOR
1
4
4
9
0
12
9
Amor Details Scaled Armor: armor 10 against Slashing damage, armor 8 against Piercing damage UNARMED STRIKE
RANGED WEAPON 1
MELEE WEAPON
Rotary Cannon
Martial Arts Skill
Warhammer
Weapons Skill; Base Rating 10; Blunt; must be used with two mecha parrying with it is hard.
Missile Launcher
Piloting Skill; Base Damage Rating 10; Energy; ignores 3 points of armor rating; mounted weapon (doesn’t need mecha hands to be operated); 6 ammo; 1 ammo spent per shot; hits 1 mecha or vehicle, or 1 to 4 persons (8-meter/yard radius); cannot be reloaded during combat (ammo price: 18).
COCKPIT TYPE
SPECIAL
PRICE
TRADITIONAL
ONLY WALKS (CANNOT RUN OR JUMP)
50
MECHAS
Base Damage Rating 8; Blunt.
Melee Damage always hands; always
Heavy Weapons Skill; Base Damage Rating 8; Piercing; ignores 3 points of armor rating; must always be used with two mecha hands; 100 ammo; 10 ammo spent per shot; each shot may hit 1 mecha or vehicle, or 1 to 2 persons (4-meter/yard radius); needs 2 Turn Actions to reload.
RANGED WEAPON 2
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TECH
Михаил Герасимов (Order #27301389)
LEVIATHAN SPEED
MANEUVERABILITY
SIZE
VIGOR
CEILING
RESILIENCE
ARMOR
2
5
4
9
0
12
8
Amor Details Nanotech Armor: armor 9 against Piercing damage, armor 7 against Slashing damage UNARMED STRIKE
MELEE WEAPON
Harpoon
Martial Arts Skill
MECHAS
Base Damage Rating 8; Blunt.
TECH
334
Михаил Герасимов (Order #27301389)
Melee Weapons Skill; Base Damage Rating 8; Piercing; ignores 3 points of armor rating; must always be used with two mecha hands; may be thrown.
RANGED WEAPON 1
RANGED WEAPON 2
Dart Cannon
Piloting Skill; Base Damage Rating 10; Energy; ignores 4 points of armor rating; mounted weapon (doesn’t need mecha hands to be operated); 2 ammo; 1 ammo spent per shot; hits 1 mecha or ship, or 1 to 2 underwater creatures (8-meter/yard radius); cannot be reloaded during combat (ammo price: 19); can only be used underwater.
Heavy Weapons Skill; Base Damage Rating 7; Piercing; ignores 4 points of armor rating; must always be used with two mecha hands; 50 ammo; 1 ammo spent per shot; each shot may hit 1 mecha, vehicle or person; needs 1 Turn Action to reload; may be used underwater.
Torpedo Launcher
COCKPIT TYPE
SPECIAL
PRICE
NEURAL
CAN RUN, JUMP AND GO UNDERWATER
53
MECHAS 335
GOLEM MANEUVERABILITY
SIZE
VIGOR
CEILING
RESILIENCE
ARMOR
2
4
4
9
0
14
9
Amor Details Composite Armor: armor 10 against Blunt damage, armor 8 against Energy damage UNARMED STRIKE
MELEE WEAPON
Poleaxe
Martial Arts Skill
Base Damage Rating 8; Blunt.
Михаил Герасимов (Order #27301389)
Melee Weapons Skill; Base Damage Rating 9; Slashing; ignores 2 points of armor rating; must always be used with two mecha hands; parrying with it is always hard.
RANGED WEAPON 1
RANGED WEAPON 2
Flame Cannon
Piloting Skill; Base Damage Rating 10; Energy; ignores 3 points of armor rating; mounted weapon (doesn’t need mecha hands to be operated); 20 ammo; 1 ammo spent per shot; hits 1 mecha or vehicle, or 1 to 2 persons (4-meter/yard radius); cannot be reloaded during combat (ammo price: 18).
Heavy Weapons Skill; Base Damage Rating 8; Energy; must always be used with two mecha hands; 12 ammo (fuel); 1 ammo (fuel) spent per shot; each shot may hit 1 to 2 mechas or vehicles, or 1 to 4 persons (8-meter/yard radius); cannot be reloaded during combat.
Heavy Cannon
COCKPIT TYPE
SPECIAL
PRICE
NEURAL
CAN RUN AND JUMP
56
TECH
SPEED
VALKYRIE SPEED
MANEUVERABILITY
SIZE
VIGOR
CEILING
RESILIENCE
ARMOR
3
5
4
9
1
10
8
Amor Details Reflective Armor: armor 9 against Energy damage, armor 7 against Blunt damage UNARMED STRIKE
RANGED WEAPON 1
MELEE WEAPON
Heavy Gun
Blade
Martial Arts Skill
MECHAS
Base Damage Rating 8; Blunt.
TECH
336
Михаил Герасимов (Order #27301389)
Melee Weapons Skill; Base Damage Rating 9; Slashing; ignores 1 point of armor rating; may be used with one or two mecha hands.
Heavy Weapons Skill; Base Damage Rating 7; Piercing; ignores 3 points of armor rating; may be used with one or two mecha hands; 30 ammo; 3 ammo spent per shot; each shot may hit 1 mecha or vehicle, or 1 to 2 persons (4-meter/yard radius); needs 1 Turn Action to reload.
RANGED WEAPON 2 Beam Gun
Piloting Skill; Base Damage Rating 9; Energy; ignores 4 points of armor rating; mounted weapon (doesn’t need mecha hands to be operated); 30 ammo; hits 1 mecha or vehicle, or 1 to 2 persons (4-meter/yard radius); cannot be reloaded during combat.
COCKPIT TYPE
SPECIAL
PRICE
DUAL
CAN RUN, JUMP, FLY AND HOVER IN THE AIR
59
BUILDING A MECHA VESSEL
♦ Maneuverability
4: +6 price; the Mecha Vessel
TL 9
♦ Maneuverability
5: +8 price; the Mecha Vessel
In and some other TL 9 settings, characters may have a budget from an organization they belong to, such as a government’s military branch or an international conglomerate, to build their own Mecha Vessel to use in battle. That budget will be expressed in a value that may not be exceeded by the Mecha Vessel’s price (but any remaining value will be returned to the organization).
Speed: 1, which allows it to only walk (may not run, jump, or swim) Maneuverability: 1 Size: 4 Vigor: 9 Ceiling: 0, which won’t allow it to fly and hover Resilience: 10 Armor: 7 Unarmed Strike: Base Damage Rating 8, Blunt Melee Weapon: none Ranged Weapon: none Ranged Weapon Placement: none Cockpit: traditional
1 Increased Speed:
♦ Speed 2: +2 price; the Mecha Vessel may also run. ♦ Speed 3: +4 price; the Mecha Vessel may also run. ♦ Speed 4: +6 price; the Mecha Vessel may also run. ♦ Speed 5: +8 price; the Mecha Vessel may also run. 2 Increased Maneuverability:
♦ Maneuverability
2: +2 price; the Mecha Vessel may also jump. ♦ Maneuverability 3: +4 price; the Mecha Vessel may also jump.
Михаил Герасимов (Order #27301389)
3 Increased Resilience:
♦ Resilience 11: +1 price. ♦ Resilience 12: +2 price. ♦ Resilience 13: +3 price. ♦ Resilience 14: +4 price. 4 Increased Armor:
♦ Armor 8: +2 price. ♦ Armor 9: +4 price.
5 Melee Weapons:
♦ Harpoon:
+2 price; Melee Weapons Skill; Base Damage Rating 8; Piercing; ignores 3 points of armor rating; must always be used with two mecha hands; may be thrown.
♦ Blade:
+2 price; Melee Weapons Skill; Base Damage Rating 9; Slashing; ignores 1 point of armor rating; may be used with one or two mecha hands.
♦ Poleaxe: +2 price; Melee Weapons Skill; Base Damage Rating 9; Slashing; ignores 2 points of armor rating; must always be used with two mecha hands; parrying with it is always hard.
337
♦ Warhammer: +2 price; Melee Weapons Skill; Base
Damage Rating 10; Blunt; must always be used with two mecha hands; parrying with it is always hard.
6 Handheld Ranged Weapons:
♦ Dart
Cannon: +2 price; Heavy Weapons Skill; Base Damage Rating 7; Piercing; ignores 4 points of armor rating; must always be used with two mecha hands; 50 ammo; 1 ammo spent per shot; each shot may hit 1 mecha, vehicle or person; needs 1 Turn Action to reload; may be used underwater.
♦ Flame Cannon: +2 price; Heavy Weapons Skill;
Base Damage Rating 8; Energy; must always be used with two mecha hands; 12 ammo (fuel); 1 ammo (fuel) spent per shot; each shot may hit 1 to 2 mechas or vehicles, or 1 to 4 persons (8-meter/ yard radius); cannot be reloaded during combat.
♦ Heavy Gun: +2 price; Heavy Weapons Skill; Base
TECH
Then, the character may, according to budget limits, choose options from the lists below to increase some of their Mecha Vessel’s Stats or to receive bonuses:
may also jump.
MECHAS
All Mecha Vessels are created from a colossal chassis with a base price of 35, with the following Stats:
may also jump.
Damage Rating 7; Piercing; ignores 3 points of armor rating; may be used with one or two mecha hands; 30 ammo; 3 ammo spent per shot; each shot may hit 1 mecha or vehicle, or 1 to 2 persons (4-meter/yard radius); needs 1 Turn Action to reload. ♦ Rotary Cannon: +2 price; Heavy Weapons Skill; Base Damage Rating 8; Piercing; ignores 3 points of armor rating; must always be used with two mecha hands; 100 ammo; 10 ammo spent per shot; each shot may hit 1 mecha or vehicle, or 1 to 2 persons (4-meter/yard radius); needs 2 Turn Actions to reload.
MECHAS
7 Fixed-Mounted Weapon Placements:
♦ 1 Placement: +1 price. ♦ 2 Placements: +2 price. ♦ 3 Placements: +3 price.
8 Fixed-Mounted Ranged Weapons:
♦ Beam Gun: +3 price; Piloting Skill; Base Damage
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338
Rating 9; Energy; ignores 4 points of armor rating; mounted weapon (doesn’t need mecha hands to be operated); 30 ammo; hits 1 mecha or vehicle, or 1 to 2 persons (4-meter/yard radius); cannot be reloaded during combat. ♦ Heavy Cannon: +3 price; Piloting Skill; Base Damage Rating 10; Energy; ignores 3 points of armor rating; mounted weapon (doesn’t need mecha hands to be operated); 20 ammo; 1 ammo spent per shot; hits 1 mecha or vehicle, or 1 to 2 persons (4-meter/yard radius); cannot be reloaded during combat (ammo price: 18). ♦ Missile Launcher: +3 price; Piloting Skill; Base Damage Rating 10; Energy; ignores 3 points of armor rating; mounted weapon (doesn’t need mecha hands to be operated); 6 ammo; 1 ammo spent per shot; hits 1 mecha or vehicle, or 1 to 4 persons (8-meter/yard radius); cannot be reloaded during combat (ammo price: 18). ♦ Torpedo Launcher: +3 price; Piloting Skill; Base Damage Rating 10; Energy; ignores 4 points of armor rating; mounted weapon (doesn’t need mecha hands to be operated); 2 ammo; 1 ammo spent per shot; hits 1 mecha or ship, or 1 to 2 underwater creatures (8-meter/yard radius); cannot be reloaded during combat (ammo price: 19); can only be used underwater.
9 Advanced Cockpit:
♦ Neural Cockpit: +2 price. Михаил Герасимов (Order #27301389)
♦ Dual Cockpit: +3 price. 10 Special:
♦ Airborne:
+4 price; Mecha Vessel can fly and hover in the air. It must have a Maneuverability and Speed Stat with a Score of at least 3. ♦ Marine: +1 price; Mecha Vessel can swim in water and underwater (even to great depths). It must have a Maneuverability and Speed Stat with a Score of at least 2. ♦ Orbital: +1 price; Mecha Vessel can operate in space but needs transportation to exit and enter atmospheres, and it must have the Airborne option. While in space, treat the Mecha Vessel as a medium-sized starship, its Speed Stat should be capped at 2. ♦ Composite Armor: +1 price; +1 armor against Blunt damage, -1 Armor against Energy damage. Cannot be combined with other types of armor. ♦ Nanotech Armor: +1 price; +1 Armor against Piercing damage, -1 Armor against Slashing damage. Cannot be combined with other types of armor. ♦ Reflective Armor: +1 price; +1 Armor against Energy damage, -1 Armor against Blunt damage. Cannot be combined with other types of armor. ♦ Scaled Armor: +1 price; +1 Armor against Slashing damage, -1 Armor against Piercing damage. Cannot be combined with other types of armor. ♦ Octo-Armor: +3 price; when the pilot uses the Dodge Skill or the Piloting Skill to avoid any kind of attack, a single rolled 1 will count as a rolled 0 for all purposes, including not being cancelled out by a rolled 7, adding up to another rolled 0 for purposes of achieving a critical success, and counting as two successes if a critical success is achieved or if the player has the Token. May not be combined with other types of armor, an Energy Shield or a Repulse Shield. ♦ Reflective Shield: +1 price; uses one Mecha Vessel hand. If the pilot rolls the same number of successes as the attacker while using the Dodge Skill with the Reflective Shield, increase the Mecha Vessel’s Armor rating by 3 against that attack only. ♦ Energy Shield: +2 price; +1 Armor against Energy damage. This shield is in-built and does not require a mecha hand to operate. May not be combined with an Octo-Armor or a Repulse Shield. ♦ Repulse Shield: +2 price. +1 Armor against
MECHAS 339
Михаил Герасимов (Order #27301389)
For those pilots from organizations with limited budgets, such as a pirate clan or a mercenary company, players may also choose one or more options below to keep their Mecha Vessels affordable:
♦ Faulty
Circuitry: -3 price; if the Mecha Vessel loses 3 or more Resilience points in a single attack, consult the table below for additional effects (instead of losing 4 or more Resilience points, according to the normal rules - see page340). ♦ Improvised Armor: -3 price; the Mecha Vessel has an Armor Stat of 6. The Mecha Vessel may not increase its Armor Stat above a Score of 6 by any means. ♦ Locked Cockpit: -3 price; the pilot may not eject from the Mecha Vessel as a reaction when it is destroyed. The pilot may still exit the Mecha Vessel before it is destroyed with a regular Turn Action instead of performing any other combat action (no test is required). ♦ Rusty Chassis: -3 price; the Mecha Vessel has a Resilience Stat of 8. The Mecha Vessel may not increase its Resilience Stat above 8 by any means. ♦ Used Power Cell: -3 price; at the start of their turn, the player must roll a single die before
TECH
Piercing damage. This shield is in-built and does not require a mecha hand to operate. May not be combined with an Energy Shield or an OctoArmor. ♦ Chaff: +1 price; once per combat, when the pilot uses the Dodge Skill or the Piloting Skill to avoid an attack from a Missile Launcher, reduce a rolled result by one (other than a 7). If the contest was a hard one for the targeted pilot, it becomes a normal one instead. ♦ Smoke Screen: +1 price; once per combat, when the pilot uses the Dodge Skill or the Piloting Skill to avoid any kind of attack requiring a hard contest from them, it becomes a normal one instead. ♦ Mantis: +2 price; the Mecha Vessel has 4 arms and may hold more weapons and other objects, but it may still not attack more than once per round. ♦ Centaur: +1 price; the Mecha Vessel has 4 legs and will only lose points in its Speed and Maneuverability Stats after it loses 2 legs. ♦ Ejection Seat: +2 price; reduces a rolled result by 1 (other than a 7) when the pilot uses the Athletics Skill to eject from their Mecha Vessel when it is destroyed.
taking any action. If a 7 is rolled, the Mecha Vessel has overheated and may not act during its turn. The pilot may still try to avoid incoming attacks according to the normal rules. Regardless of its bonuses and hindrances, a Mecha Vessel may never have a final price of less than 40.
MECHA COMBAT
MECHAS
TL 9
When Mecha Suits face off in combat, normal rules regarding combat between characters apply (see page 126). In such situations, however, apply the additional rules below. If there is any ambiguity, the rules found here take precedence. If a Mecha Vessel is in a combat that involves vehicles or airplanes (including any starships that have entered the atmosphere), apply the rules below together with those found in pages 347 and 357. The rules found here take precedence.
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340
In the above scenario, for moving and maneuvering only, treat the Mecha Vessel as a land vehicle, unless it has a Ceiling Stat of 1 and is airborne, in which case treat it as a flying machine that can hover in the air (such as a helicopter). Regardless of whether a Mecha Vessel is being treated as a vehicle or flying machine, its pilot will always use the Piloting Skill for any maneuvers.
move a number of meters (or yards) equal to twenty times its Speed Stat, then do a single attack with one of its melee or ranged weapons. Remember that, regardless of the Skill being used by the mecha pilot, the Maneuverability Stat should be used as the related Attribute in all tests and contests that involve the Mecha Vessel moving in any form, including attacking and trying to avoid an attack. Whenever a Mecha Vessel pilot uses their Dodge, Heavy Weapons, Martial Arts, or Melee Weapons Skill, they may not apply any related Skill Abilities to a roll for their Mecha Vessel. A character—even when wearing a Mecha Suit— who is targeted by a Mecha Vessel may only try to dodge the incoming attack. Another Mecha Vessel will have more options, however, found in table 47. Vehicle pilots may avoid a mecha attack with a success in a hard contest with the Driving Skill, while airplane pilots may avoid a mecha attack with a success in a normal contest with the Piloting Skill.
At the start of a combat, for each Mecha Vessel, roll a number of dice equal to its Speed Stat, and add them together to determine that Mecha’s Initiative. Whichever rolls higher will go first.
Attacks that target a Mecha Vessel never deal additional damage besides the weapon’s Base Damage Rating, except in the instance of a critical success by the attacker. Traditional damage from the margin of success over the defender is not applied, neither is any damage bonuses from Advantages or Skill Abilities. If a critical success is achieved, apply bonus damage from the margin of success (if any) as if the attack were dealt against a character and not a Mecha Vessel.
Each round of combat lasts approximately 5 seconds.
Damage dealt may be 0 if the total is equal to, or lower than, the Mecha Vessel’s Armor Stat.
During its Turn Action, a Mecha Vessel may
When a Mecha Vessel loses 4 or more Resilience
TABLE 47
ATTACK
SKILL USED FOR DEFENSE
UNARMED STRIKES OR MELEE WEAPONS
Normal contest with the Piloting, Dodge, Martial Arts or Melee Weapons Skill (if using a Melee Weapon).
RANGED WEAPONS
Михаил Герасимов (Order #27301389)
Hard contest with the Piloting or Dodge Skill.
points in a single attack, roll a die and check its result in the list below for additional effects:
0 If the mecha has a Ceiling Stat of 0, nothing
extra happens. If it has a Ceiling Stat of 1, it is reduced to 0, as the mecha loses a wing and its capacity to fly and hover. If the mecha was airborne, it is forced to land immediately.
1 Overheated, the mecha loses its next Turn Action, as it must cool down to avoid destruction. It may still defend itself normally. 2 One of the Mecha Vessel’s legs is damaged. Reduce both its Speed Stat and its Maneuverability Stat by 1 (minimum of 1) until it is repaired.
4
The Mecha Vessel loses its melee weapon,
5 The Mecha Vessel loses its handheld ranged weapon, which is destroyed. 6 The Mecha Vessel loses its fixed-mounted ranged weapon, which is destroyed. 7 A piece of the Mecha Vessel’s armor breaks apart, and the mecha loses 1 armor rating against all types of attacks. If a Mecha Vessel loses its last point of the Resilience Stat, it will be instantly destroyed. The mecha pilot may try to save their life by ejecting or jumping off from the mecha’s cockpit. Exiting a mecha safely under such dire circumstances requires a success in a normal Athletics Skill test; failure means the character didn’t exit in time or couldn’t land safely. If that is the case, the pilot will receive a number of Wound Points equal the roll of a die.
MECHAS
3 The Mecha Vessel loses one of its arms, which prevents it from holding two-handed weapons until it is repaired.
which is destroyed.
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TECH
Михаил Герасимов (Order #27301389)
VEHICLES
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VEHICLES Михаил Герасимов (Order #27301389)
CHAPTER 24
LAND VEHICLES
343
VEHICLES
TL 4
Михаил Герасимов (Order #27301389)
OVERVIEW TL 4
Motorized land vehicles such as cars and motorcycles are a staple of settings TL 4 up to TL 8 , such as , , and . Characters will use the Driving Skill when steering such vehicles. Land vehicles have the following five Stats:
LAND VEHICLES
♦ Speed: a number between 1 and 5 representing
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the number of dice to be rolled when a driver uses their vehicle to try to pursue, overtake, or outpace another vehicle. ♦ Maneuverability: a number between 1 and 5 representing the number of dice to be rolled when a driver uses their vehicle for a number of purposes. These include trying to block another vehicle’s passage or to ram into it, trying to avoid a collision with an obstacle, and maintaining control of their vehicle after being rammed. If the driver’s Dexterity Attribute Score is two or more points higher than their vehicle’s Maneuverability Stat, add 1 to this Stat per 2 points of difference. If the driver’s Dexterity Attribute Score is two or more points lower than their vehicle’s Maneuverability Stat, subtract 1 from this Stat per 2 points of difference. ♦ Size: a number between 0 and 3 that will influence the amount of damage the vehicle deals to another when it rams into it or is rammed by it. ♦ Resilience: a number between 2 and 9 representing the amount of damage the vehicle can receive before it crashes and breaks down. A vehicle may also crash and break down in some instances when the driver loses control of it. ♦ Armor: a number between 0 and 7 representing the amount of damage negated by the hardness of the vehicle’s component materials before any points are removed from its Resilience Stat. Final damage received may be 0 if it was originally equal to or lower than the Armor Stat. In table 48, the game master and players will find Stats for land vehicles from different TLs and settings.
BUILDING A RIDE TL 5
In Михаил Герасимов (Order #27301389)
and some other post-apocalyptic settings
with a TL 5-8 , characters may start the game with a land vehicle that they salvaged, repaired, and modified for battle—a “ride”, as it is called. To start with such a personalized ride for their character, the player must spend 1 Background Point. To build their ride, a new character will receive a number of Metal Points according to the following formula: their Wits Attribute Score, plus 1 if Inventive, plus their number of Ranks in the Craft Skill, plus their number of Ranks in the Engineering Skill. A player may also give their character 4 additional Metal Points by spending 1 additional Background Point. When creating a ride for their character, the player must follow these steps:
1 Choose a name and devise a general appearance for the ride. 2 Choose a chassis type:
♦ 0 Metal Points for a chassis with a Size Stat of 0,
a base Resilience Stat of 1, a base Armor Stat of 0, and a base Maneuverability Stat of 4. This chassis is appropriate for vehicles such as bikes, which usually allow one driver and one passenger ♦ 2 Metal Points for a chassis with a Size Stat of 1, a base Resilience Stat of 3, a base Armor Stat of 4, and a base Maneuverability Stat of 3. This chassis is appropriate for vehicles such as coupés, sedans, and other small cars, which usually allow one driver and three other passengers ♦ 4 Metal Points for a chassis with a Size Stat of 2, a base Resilience Stat of 5, a base Armor Stat of 4, and a base Maneuverability Stat of 2. This chassis is appropriate for vehicles such as SUVs, pickups and other large cars, which usually allow one driver and up to seven other passengers ♦ 6 Metal Points for a chassis with a Size Stat of 3, a base Resilience Stat of 7, a base Armor Stat of 4, and a base Maneuverability Stat of 1. This chassis is appropriate for vehicles such as buses and trucks, which allow one driver and many other passengers or lots of cargo
3 Choose an engine type:
♦ 0 Metal Points for an engine that will give the ride
a base Speed Stat equal to 2 minus its Size Stat
TABLE 48
TYPE
TLS
MOTORCYCLE
SETTINGS
MANEUV.
SIZE
RESIL.
ARMOR
PRICE
TL4-8 4-8
4
5
0
2
0
13
SPORTBIKE
TL5-8 5-8
5
5
0
2
0
16
DIRT BIKE
TL6-8 6-8
4
5
0
3
0
14
EARLY MOTORCAR
TL4 4
1
3
1
3
2
12
WAR BUGGY
TL6-8 6-8
3
5
1
3
5
16
SPORTS CAR
TL5-8 5-8
5
5
1
4
4
25
COUPÉ
TL5-8 5-8
4
4
1
4
4
16
SEDAN
TL5-8 5-8
4
3
1
5
4
17
PURSUIT CAR
TL6-8 6-8
4
4
1
4
5
19
SUV
TL6-8 6-8
3
2
2
5
4
17
PICKUP
TL5-8 5-8
3
2
2
6
4
18
HUMVEE
TL7-8 7-8
3
3
2
6
5
19
APC
TL5-8 5-8
2
2
2
7
6
22
BUS
TL5-8 5-8
2
1
3
7
4
20
TRUCK
TL4-8 4-8
2
1
3
8
4
21
WAR TRUCK
TL6-8 6-8
2
1
3
8
5
24
TANK
TL4-8 4-8
2
1
3
9
7
26
4 Choose one or more of the modifications below, if any, and apply any pertinent modifiers to the ride’s Stats: ♦ Composite Brake Discs: +1 to the ride’s Maneuverability Stat (maximum of 5), costs 2 Metal Points. Михаил Герасимов (Order #27301389)
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♦ Short
Throw Shifter: +1 to the ride’s Maneuverability Stat (maximum of 5), costs 2 Metal Points.
♦ Sturdy Chassis: +1 to the ride’s Resilience Stat; costs 1 Metal Point.
♦ Reinforced Chassis: must have a Size Stat of 1
or more; +2 to the ride’s Resilience Stat (cannot be stacked with Sturdy Chassis); -1 to the ride’s Speed Stat (minimum of 1); costs 2 Metal Points.
♦ Light
Armor: must have a Size Stat of 1 or more; +1 to the ride’s Armor Stat; -1 to the ride’s Maneuverability Stat (minimum of 1); costs 2 Metal Points.
♦ Heavy Armor: must have a Size Stat of 2 or more;
+2 to the ride’s Armor Stat (cannot be stacked with Light Armor); +1 to the ride’s Resilience Stat; -1 to the ride’s Speed Stat (minimum of 1); -2 to the ride’s Maneuverability Stat (minimum of 1); costs 4 Metal Points.
♦ Secondary Fuel Tank: the ride may hold up to
VEHICLES
(minimum of 1) ♦ 2 Metal Points for an engine that will give the ride a base Speed Stat equal to 3 minus its Size Stat (minimum of 1) ♦ 4 Metal Points for an engine that will give the ride a base Speed Stat equal to 4 minus its Size Stat (minimum of 1) ♦ 6 Metal Points for an engine that will give the ride a base Speed Stat equal to 5 minus its Size Stat (minimum of 1) ♦ 8 Metal Points for an engine that will give the ride a base Speed Stat equal to 6 minus its Size Stat (minimum of 1 and a maximum of 5)
LAND VEHICLES
SPEED
LAND VEHICLES
12 Fuel Points, instead of 8 (see below); -1 to the ride’s Maneuverability Stat (minimum of 1); costs 2 Metal Points. ♦ Turbocharger: can be activated with a Free Action. When activated: 1 Fuel unit is spent (see below); ride’s Speed Stat is increased by 2 (maximum of 5) for 2 rounds; costs 2 Metal Points. ♦ Tow Cable: may be placed on the ride’s front or back; costs 1 Metal Point. ♦ External Speakers: the driver can communicate with anyone around them; costs 1 Metal Point. ♦ Radio: the driver may be able to communicate with other drivers who also have a radio; costs 1 Metal Point. ♦ Weapon Placement: a weapon, such as a machine gun or a flamethrower, can be mounted on a ride’s back to function as a turreted weapon, or on its front to be fired by the driver on enemy vehicles directly ahead of them; costs 2 Metal Points (cost per weapon placement; doesn’t include the weapon to be mounted). After ride creation, any unspent Metal Points will remain with the character in their possession, either as metal parts or as precious metal pieces. These can be stored inside their ride’s trunk or elsewhere.
VEHICLES
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Михаил Герасимов (Order #27301389)
Characters may obtain new Metal Points during their stories, finding them on scrapyards, abandoned or destroyed cars, etc., but a normal Survival Skill test will most likely be necessary to identify and scavenge sources of useful Metal Points. As a rule of thumb, an abandoned car will net as many useful Metal Points as its Size Stat plus 1. It may also contain a number of Fuel units equal to half the result of a single die roll, rounded down (minimum of 0). A character may upgrade their ride at any point using any Metal Points they have, but they must first have access to adequate tools. To perform the upgrade the character must have enough Metal Points to pay in full for the desired new chassis, engine, or modification. The character must then succeed in an Engineering Skill test to complete the job (for more regarding Engineering Skill tests, see page 69). Similarly, with success in a Craft or Engineering Skill test, Metal Points may also be used to repair damaged rides at the basis of 1 Metal Point per point lost in the Resilience Stat. Acquired adverse effects may also be repaired at a cost of 1 Metal Point per
effect; it will also require success in an Engineering Skill test. As usual, adequate tools are necessary for any repairs.
ROAD WARS TL 4
A ride that has its Resilience Stat reduced to 0 is completely destroyed and cannot be repaired, but its wreckage will still net a number of Metal Points equal to its Size Stat plus 1.
Road Wars refers to situations in , , , , and settings with a TL 4 , where opposing drivers engage in a race, chase, or combat in two or more land vehicles.
Besides keeping tabs on the current Resilience Stat from each ride, in and other settings where fuel is a rare commodity, the game master and players should also be mindful of how much fuel they currently have.
Such encounters take place on an abstract Road War Track with 5 spaces, such as in table 50.
A ride will spend 1 Fuel Point per full hour of use (minimum of 1 Fuel Point per day, if it is used at least once that day). It will also spend 1 additional Fuel Point at the end of any road war it is involved in, and 1 Fuel Point at the moment that certain actions are taken. Specific actions and equipment indicate that the expenditure of Fuel Points takes place, such as when a ride uses its Turbocharger (if any).
A ride that spends its last Fuel Point will usually stop because of lack of fuel after just a few more kilometers or miles of travel (the game master may roll a die in secret to find out how many).
For shorter races, the game master may use a shorter Road War Track with only three spaces. At the start of a Road War, each player will roll for Initiative: players will roll as many dice as the Speed Stat from their character’s vehicles and add them together. Then, in order from the highest to the lowest Initiative total, each driver may take an action. Actions are detailed below. Any passengers may also act during their driver’s turn, right after their drivers have taken their respective Turn Action. One common action passengers take during combat is firing their weapons on opposing vehicles.
TABLE 49
CONDITION
SPEED STAT 1
SPEED STAT 2
SPEED STAT 3
SPEED STAT 4
SPEED STAT 5
BAD (OFF-ROAD)
20 KM/H OR 12 MI/H
40 KM/H OR 25 MI/H
40 KM/H OR 25 MI/H
40 KM/H OR 25 MI/H
40 KM/H OR 25 MI/H
AVERAGE (ROAD)
40 KM/H OR 25 MI/H
80 KM/H OR 50 MI/H
80 KM/H OR 50 MI/H
80 KM/H OR 50 MI/H
100 KM/H OR 60 MI/H
GOOD (FREEWAY)
50 KM/H OR 30 MI/H
90 KM/H OR 55 MI/H
100 KM/H OR 60 MI/H
110 KM/H OR 70 MI/H
130 KM/H OR 80 MI/H
TABLE 50
FIFTH SPACE
Михаил Герасимов (Order #27301389)
FOURTH SPACE
THIRD SPACE
SECOND SPACE
FIRST SPACE
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VEHICLES
How many kilometers or miles a ride may travel each hour (and per Fuel Point) will usually depend on the conditions of the road (also factoring climate conditions) and the ride’s Speed Stat (table 49).
Vehicles that manage to go beyond the first space will be considered to have broken off pursuit and escaped the encounter—or in the case of a race, they will have crossed the finishing line.
LAND VEHICLES
All rides can hold a maximum of 8 Fuel Points (or 12 Fuel Points if they have a Secondary Fuel Tank installed). When a ride is created, it will start with a number of Fuel Points equal to a die roll, plus the number of Ranks in the character’s Survival Skill, plus 1.
In races, all contestants start at the fifth space on the track. In chases and combats, pursuers start on the fifth space, and the pursued will most likely start on the third space on the track.
Each round of combat will last for approximately 5 seconds.
their vehicle’s Maneuverability Stat, to avoid collision with a moving obstacle and an automatic crash.
Depending on the scenario, the game master may choose to spice things up by rolling a die every evennumbered round in a Road War to see if a special event happens, according to the list below. This roll takes place before actions are decided
The game master may also devise special events of their own, taking into consideration the setting and peculiarities of the terrain and climate where the Road War is taking place.
0 or 1 - No special event takes place.
LAND VEHICLES
2 Open Road: The drivers are on an open road
348
in good condition. During this round, success with a Pursuit or a Breakaway action will move vehicles 2 spaces on the Road War Track instead of just 1, but no vehicle may overtake an opponent with a Pursuit action.
3 Bad Weather: The drivers face bad weather, such as fog, snow, a dust storm, or heavy rain. The Maneuverability Stat from all vehicles is reduced by 1 (minimum of 1) for the remainder of the Road War or until another “Bad Weather” result is obtained on a later round, in which case the weather clears. 4 Tight Passage: The drivers must go through a
close gap, such as a thin bridge or an alleyway. During this round, drivers may not perform the Overtake action.
VEHICLES
5
Obstruction: The drivers face a path ahead partially obstructed by heavy traffic, animals, or debris. During this round, the Pursuit, Break Away, and Overtake actions are always hard contests for the drivers taking them, and always normal ones for the opposing drivers, regardless of their vehicles’ Speed Stats.
6 Dangerous Road: The drivers face a dangerous path ahead, such as one close to a precipice or in an off-road area with several rock formations. During this round, vehicles rammed by another receive 1 extra point of damage. Drivers who try ramming another vehicle but fail in their attempt must succeed in a normal Driving Skill test, rolling a number of dice equal to their vehicles’ Maneuverability Stat, to retain control and not crash. 7 Moving Obstacles: The drivers face a complicated path ahead, such as a crossing with many pedestrians, or speeding cars. At the start of this round, all drivers must succeed in a normal Driving Skill test, rolling a number of dice equal to
Михаил Герасимов (Order #27301389)
If a Road War does not conclude after a certain number of rounds—8 or so is usually a good threshold—the game master may adjudicate that both sides break away from one another for some reason such as low fuel, mechanical problems, low ammo, bad weather, or bad road conditions. During a regular Road War turn, the following actions are possible:
BREAK AWAY The driver will try to break away from their opponents. This action can only be taken if all of the opponents are one or more spaces behind. Break Away requires a Driving Skill contest where the driver and their opponent’s player will roll a number of dice equal to their respective vehicle’s Speed Stat. In the instance of multiple pursuers, roll only for the opponent driving the fastest vehicle or with the highest number of Ranks in the Driving Skill. The test is a normal one for both players, unless one of the characters is driving a slower vehicle—that is, a vehicle with a Speed Stat at least 1 point lower than the opponent’s one—in which case the test is a hard one for the player with the slower vehicle. Success for the driver who initiated the action means their vehicle moves one space towards the first space on the Road War Track, or if it was already on that space, it will get away and escape the pursuers.
PURSUIT The driver will try to close the distance to their opponents. This action can only be taken if all of them are one or more spaces ahead. Pursuit requires a Driving Skill contest where the driver and their opponent’s player will roll a number of dice equal to their respective vehicle’s Speed Stat.
LAND VEHICLES
In the instance of multiple vehicles being chased, roll only for the opponent driving the fastest vehicle or with the highest number of Ranks in the Driving Skill. The test is a normal one for both, unless one of the characters is driving a slower vehicle—that is, a vehicle with a Speed Stat at least 1 point lower than the opponent’s—in which case the test is a hard one for the player with the slower vehicle.
The test is a normal one for both, unless one of the characters is driving a slower vehicle—that is, a vehicle with a Speed Stat at least 1 point lower than the opponent’s—in which case the test is a hard one for the player with the slower vehicle. Success for the driver who initiated the action means their vehicle moves one space ahead of all opposing vehicles targeted by the action towards the first space on the Road War Track, or if it was already on that space, it will get away and escape the opponents.
SLOW DOWN OVERTAKE The driver will try to overtake opponents on the same space as them on the Road War track. This will be a Driving Skill contest where the driver and their opponents’ player will roll a number of dice equal to their respective vehicle’s Maneuverability or Speed Stat, whichever is lower. In the instance of multiple vehicles on the same space being overtaken, roll only for the opponent driving the fastest vehicle or with the highest number Михаил Герасимов (Order #27301389)
The driver slows down their vehicle. No test is required for this action—the player simply chooses any number of spaces to drop on the Road War Track (but the vehicle cannot drop below the fifth space and off the Road War Track).
RAM The driver will try to ram their vehicle into an opposing vehicle on the same space as them on the Road War Track. It will be a hard Driving Skill test for
349
VEHICLES
Success for the driver who initiated the action means all opposing vehicles ahead of them will move one space towards the fifth space on the Road War Track.
of Ranks in the Driving Skill.
the ramming driver, whose player will roll a number of dice equal to their vehicle’s Maneuverability Stat.
LAND VEHICLES
If successful, the ramming vehicle will deal damage equal to 6 plus its Size Stat to the opposing vehicle, but it will also receive damage equal to 4 plus the opposing vehicle’s Size Stat. In the rare instance of a head-on collision, where both drivers take the ram action, both vehicles will deal damage equal to 6 plus twice their respective Size Stats.
350
All damage received by a vehicle will be reduced by its Armor Stat (if any) before decreasing its Resilience points (minimum damage of 0, if total damage is less than the vehicle’s Armor Stat). If any vehicle loses 2 or more Resilience points in a single attack, its driver will have to succeed in a normal Driving Skill test—rolling a number of dice equal to the vehicle’s Maneuverability Stat—to avoid losing control and crashing. However, if a vehicle loses its last point from the Resilience Stat, it will automatically crash (see below for rules on crashing a vehicle).
COMBAT
VEHICLES
Passengers may fire ranged weapons at other vehicles or their occupants if both vehicles are on the same space on the Road War Track, or if the vehicles are one space apart. If targeting the same space it will be a normal contest for the attacker, with the Skill appropriate to the ranged weapon being used. The contest will be a hard one for the attacker if the vehicles are on different but adjacent spaces on the Road War Track. A driver or a passenger being targeted may try to avoid the attack with the Dodge Skill, but the contest will, by default, be a hard one for the targeted character. The vehicle’s Armor Stat will only apply to attacks against the vehicle itself and not those against its driver or passengers, unless a driver or passenger is targeted and the attacker and defender obtain the same number of successes. The driver and passengers may not be directly targeted, however, if they are inside a fully enclosed cabin, such as that of a tank.
Михаил Герасимов (Order #27301389)
If the driver or the vehicle itself is being targeted, the driver may try to avoid the attack by using their Driving Skill in the contest. Again, the contest will, by default, be a hard one for the targeted driver. In this case the driver will roll a number of dice equal to the vehicle’s Maneuverability Stat or Speed Stat for the contest, whichever is lower. Attacks that target the vehicle never deal additional damage besides the weapon’s Base Damage Rating. That is, traditional damage from the margin of success over the defender is not applied, unless a critical success is achieved by the attacker. If that is the case, apply bonus damage from the margin of success (if any) as if the attack was dealt against a character and not a vehicle. Damage bonuses from Advantages and Skill Abilities are not applied in either case. Damage dealt may still be equal to 0, if total damage is equal to or lower than the vehicle’s Armor Stat. As usual, if any vehicle loses 2 or more Resilience points in a single attack, its driver will have to succeed in a normal Driving Skill test—with their player rolling a number of dice equal to the vehicle’s Maneuverability Stat— to avoid losing control crashing. If a vehicle loses its last point of the Resilience Stat, it will automatically crash. Whenever a crash happens because of any kind of incident, collision, or attack, the vehicle will be considered destroyed and its occupants may be hurt. Roll one die and check the outcome in the list below:
0 effect.
to
3
Vehicle spins and stops. No additional
Vehicle rolls. Each passenger receives a number of Wound Points equal to a die roll minus 3 (minimum of 0).
4
5 Vehicle crashes violently. Each passenger receives a number of Wound Points equal to a die roll minus 2 (minimum of 0). 6 Vehicle is ripped apart. Each passenger receives a number of Wound Points equal to a die roll minus 1 (minimum of 0). 7 Vehicle explodes. Each passenger receives a number of Wound Points equal to a die roll.
LAND VEHICLES
LAND VEHICLES VS CREATURES TL 4
First, check on the list below, establishing the creature’s Speed Stat:
♦ by default, most creatures will have a Speed Stat of 0 and be treated as immovable beings on the Road War Track; ♦ if the creature has the Swim action, a Vigor or Dexterity Attribute Score of at least 3, and is in water, it will have a Speed Stat of 1; ♦ if the creature has the Run action, a Vigor or Dexterity Attribute Score of at least 3, and is on land, it will have a Speed Stat of 1; ♦ if the creature has the Run action, both Vigor and Dexterity Attribute Scores of at least 3, and either a Vigor or Dexterity Attribute Score of at least 6, it will have a Speed Stat of 2; Михаил Герасимов (Order #27301389)
During a Road War, a creature may attack opponents that are on the same space as it on the Road War Track. It may also perform the Break Away, Overtake and Pursue actions. Check on the list below which Attribute, Stat or Skill is the one related to a creature’s action during a Road War:
♦ Initiative: creature’s Speed Stat. ♦ Attack: creature’s Vigor or Dexterity Attribute,
according to the normal rules. ♦ Dodge: creature’s Dodge Skill, with its Dexterity Attribute being the one related to the contest. ♦ Break Away, Overtake or Pursue: creature’s Speed Stat. If someone is riding the creature, use the rider’s Taming Skill instead, but roll a number of dice equal to the creature’s Speed Stat.
351
VEHICLES
Sometimes, land vehicles may face off against dangerous predators or fast mounts in Road Wars. When that is the case, apply the rules below.
♦ if the creature has the Fly action and is currently flying, it will have a Speed Stat of 2; and ♦ if the creature has the Fly action, is currently flying, and has a Dexterity Attribute Score of at least 6, it will have a Speed Stat of 3.
Михаил Герасимов (Order #27301389)
CHAPTER 25
FLYING MACHINES
353
VEHICLES
TL 4
Михаил Герасимов (Order #27301389)
OVERVIEW TL 4
Motorized flying machines, such as biplanes, fighter planes, jets, helicopters, and the futuristic hovercars and hoverbikes, are a staple of settings TL 4 up to TL 9 , such as , , , and . This category of vehicles does not include spaceships, which are the subject of their own specific rules (see page 368). All flying machines are manned by using the Piloting Skill.
FLYING MACHINES
Flying machines have the following five Stats:
VEHICLES
354
♦ Speed: a number between 1 and 9 representing
the maximum speed a flying machine can reach. ♦ Maneuverability: a number between 1 and 5 representing the number of dice to be rolled when trying to maneuver and maintain control of the flying machine. If the pilot’s Dexterity Attribute Score is two or more points higher than their flying machine’s Maneuverability Stat, add 1 to this Stat per 2 points of difference. If the pilot’s Dexterity Attribute Score is two or more points lower than their flying machine’s Maneuverability Stat, subtract 1 from this Stat per 2 points of difference. ♦ Ceiling: a number between 1 and 4 representing how high a flying machine can fly. ♦ Resilience: a number between 2 and 7 representing the amount of damage the flying machine may receive before it stalls and crashes. A flying machine may also stall and crash in some circumstances when the pilot loses control of it. ♦ Armor: a number between 0 and 5 representing the amount of damage negated by the hardness of the flying machine’s component materials before any points are removed from its Resilience Stat. Final damage received may be 0 if total damage was equal to or lower than the Armor Stat. In table 51, the game master and players will find flying machines from different TLs and settings.
BUILDING A FLYING MACHINE TL 4
Although it is very rare, in and some other post-apocalyptic settings with a TL 5-8 characters may start the game with a flying machine that they salvaged, repaired, and modified for battle. Михаил Герасимов (Order #27301389)
To start with such a personalized flying machine, a character must spend 2 Background Points. To build a flying machine, a new character will have Metal Points according to the following formula: their Wits Attribute Score, plus 1 if Inventive, plus their number of Ranks in the Craft Skill, plus their number of Ranks in the Engineering Skill. A player may also give their character 4 additional Metal Points by spending 1 additional Background Point. To create a flying machine for their character, the player must follow these steps:
1 Choose a name and devise a general appearance
for the flying machine.
2 Choose a fuselage:
♦ 0 Metal Points for a small fuselage that will allow one pilot and one crew or passenger and will give the flying machine a base Resilience Stat of 2 and a base Armor Stat of 3 ♦ 2 Metal Points for a medium fuselage that will allow one pilot, one co-pilot and two crew or passengers and will give the flying machine a base Resilience Stat of 3 and a base Armor Stat of 3, but will reduce its base Maneuverability Stat by 1 (minimum of 1) ♦ 4 Metal Points for a large fuselage that will allow one pilot, one co-pilot and eight crew or passengers and will give the flying machine a base Resilience Stat of 4 and a base Armor Stat of 3, but will reduce its base Maneuverability Stat by 2 (minimum of 1) ♦ 6 Metal Points for a huge fuselage that will allow one pilot, one co-pilot and many crew, passengers or heavy cargo and will give the flying machine a base Resilience Stat of 5 and a base Armor Stat of 3, but will reduce its base Maneuverability Stat by 4 (minimum of 1)
3 Choose an engine type:
♦ 0 Metal Points for small rotary engines which will
give the flying machine a base Speed Stat of 4 and a base Ceiling Stat of 1 ♦ 2 Metal Points for medium rotary engines which will give the flying machine a base Speed Stat equal of 5 and a base Ceiling Stat of 2 ♦ 4 Metal Points for large rotary engines which will
TABLE 51
TYPE
TLS
BALLOON
SETTINGS
MANEUV.
CEILING
RESIL.
ARMOR
PRICE
TL4-7 4-7
1
1
1
2
0
15
BLIMP
TL4-8 4-8
2
1
1
7
2
25
GYROCOPTER
TL6-7 6-7
3
4
1
2
1
17
HOVERBIKE
TL8-9 8-9
5
5
1
3
0
21
HOVERCAR
TL8-9 8-9
5
5
1
5
4
23
LAW HOVERCRAFT
TL8-9 8-9
6
5
1
6
5
27
HELICOPTER
TL6-8 6-8
5
4
1
4
3
20
ATTACK CHOPPER
TL6-8 6-8
6
5
1
5
5
35
BIPLANE
TL4-7 4-7
4
4
1
6
2
18
SMALL PLANE
TL5-8 5-8
7
3
2
6
3
22
FIGHTER PLANE
TL5 5
8
4
3
6
4
25
CIVILIAN JET
TL7-8 7-8
8
3
3
5
4
30
FIGHTER JET
TL6-8 6-8
9
4
4
6
5
39
AIRLINER
TL5-8 5-8
7
2
3
6
4
40
BOMBER
TL5-8 5-8
7
2
3
7
5
44
CARGO AIRCRAFT
TL5-8 5-8
7
2
3
7
4
42
4 Choose a wingspan:
♦ 0 Metal Points for long wings that will allow a
flying machine with a huge or smaller fuselage to fly, and that will give it a base Maneuverability Stat equal to 2 ♦ 2 Metal Points for medium wings that will allow a flying machine with a large or smaller fuselage to fly, and that will give it a base Maneuverability Stat equal to 3 ♦ 4 Metal Points for short wings that will allow a flying machine with a medium or small fuselage to fly, and that will give it a base Maneuverability Stat equal to 4 ♦ 6 Metal Points for very short wings that will allow
Михаил Герасимов (Order #27301389)
a flying machine with a small fuselage to fly, and that will give it a base Maneuverability Stat equal to 5 Choose from the modifications below, and apply any resulting modifiers to the flying machine’s Stats. Modifications are not compulsory, but a player may select as many as they can afford. ♦ Horizontal Rotor System: if the flying machine has very short wings, it is designed as a helicopter and may hover; -1 to the flying machine’s Speed Stat (minimum of 1); -4 its Ceiling Stat (minimum of 1); costs 4 Metal Points. ♦ Aerodynamic Stability: +1 to the flying machine’s Resilience Stat; -1 to its Speed Stat (minimum of 1); costs 1 Metal Point. ♦ Reinforced Fuselage: +1 to the flying machine’s Armor Stat; -1 its Maneuverability Stat (minimum of 1); costs 2 Metal Points. ♦ Secondary Fuel Tank: the flying machine’s tank
5
355
VEHICLES
give the flying machine a base Speed Stat of 6 and a base Ceiling Stat of 3 ♦ 6 Metal Points for very large rotary engines which will give the flying machine a base Speed Stat of 7 and a base Ceiling Stat of 4
FLYING MACHINES
SPEED
♦
FLYING MACHINES
♦
VEHICLES
356
can hold 2 additional Fuel Points (see below); -1 to the flying machine’s Maneuverability Stat (minimum of 1); costs 2 Metal Points. Radio: pilot may be able to communicate with other pilots who also have a radio; costs 1 Metal Point. Weapon Placement: a weapon, such as a machine gun, a missile, or a bomb, can be mounted under the flying machine’s fuselage. It can be dropped or fired by the pilot, or from inside the cockpit as a turreted weapon manned by its crew; costs 2 Metal Points (cost per weapon placement; doesn’t include the weapon to be mounted).
Unspent Metal Points remain with the character, in their possession, either as metal parts or as precious metal pieces. These can be stored in the flying machine’s cargo hold or elsewhere. Characters may obtain new Metal Points during their stories, finding them on scrapyards, abandoned or crashed airplanes, etc. A normal Survival Skill test will most likely be necessary to identify and scavenge such Metal Points sources. As a rule of thumb, an abandoned flying machine will net as many useful Metal Points as half the original value of its Resilience Stat rounded up. It may also contain a number of Fuel units equal to half the result of a single die roll, rounded down (minimum of 0). Metal Points may be used to repair damaged flying machines or to install modifications. Modifications are installed with a test of the Engineering Skill, per normal rules, and cost their normal price in Metal Points. Damage that the flying machine received may be repaired with success in a Craft or Engineering Skill test, at the basis of 1 Metal Point per lost point in the Resilience Stat. Acquired adverse effects may also be repaired at the basis of 1 Metal Point per adverse effect to be repaired, again with a success in an Engineering Skill test. As usual, adequate tools
will be needed. For more regarding Engineering Skill tests, see 69. A flying machine that has its Resilience Stat reduced to 0 is completely destroyed and cannot be repaired, but its carcass will net the usual number of Metal Points, half the original value of its Resilience Stat rounded up. Besides keeping tabs on the current Resilience Stat from each flying machine, in and other settings where fuel is a rare commodity, the game master and players should also be mindful of how much fuel they currently have. Flying machines can hold a set maximum number of Fuel Points depending on the size of their fuselage: ♦ Small: 5 Fuel Points ♦ Medium: 7 Fuel Points ♦ Large: 9 Fuel Points ♦ Huge: 12 Fuel Points When a flying machine is created, it will start with a number of Fuel Points equal to a die roll, plus the number of Ranks in the character’s Survival Skill, plus 1 (up to its maximum Fuel Points). A flying machine will spend 1 Fuel Point per full hour of use (minimum of 1 Fuel Point per day if it is used at least once that day). It will also spend 1 additional Fuel Point at the end of any air combat it is involved in. How many kilometers or miles a flying machine may travel each hour (and per Fuel Point) will usually depend on climate conditions and the flying machine’s Speed Stat (table 52). A flying machine that spends its last Fuel Point will usually have its engines come to a full stop, and it will begin stalling because of lack of fuel after just
TABLE 52
CONDITION
SPEED STAT 1
BAD (STORMS)
10 KM/H OR 6 MI/H
40 KM/H OR 25 MI/H 200 KM/H OR 125 MI/H 500 KM/H OR 310 MI/H 1000 KM/H OR 620 MI/H
AVERAGE (CLOUDY)
20 KM/H OR 12 MI/H
70 KM/H OR 45 MI/H 300 KM/H OR 185 MI/H 700 KM/H OR 430 MI/H 1300 KM/H OR 810 MI/H
GOOD (CLEAR)
30 KM/H OR 18 MI/H
100 KM/H OR 60 MI/H 400 KM/H OR 250 MI/H 900 KM/H OR 560 MI/H 1600 KM/H OR 1000 MI/H
Михаил Герасимов (Order #27301389)
SPEED STAT 2
SPEED STAT 3
SPEED STAT 4
SPEED STAT 5
a few more kilometers or miles of flight (the game master must roll a die in secret and multiply its result by 5 to find out how many). A Fuel Point from a flying machine has both a weight and price five times greater than a ride’s, but they aren’t interchangeable: a ride cannot use Fuel Points from a flying machine or vice versa.
AIR COMBAT TL 4
Each round of combat will last for approximately 5 seconds. Air combat between two or more flying machines will follow this sequence:
1 Contact The flying machine with the highest Ceiling Stat
If two or more adversarial flying machines have the same highest Ceiling Stat, then no one may attack during this step. The attack is resolved with a normal Piloting Skill contest for both pilots, but their players will roll a number of dice equal to each flying machine’s Maneuverability Stat. If the attack succeeds, apply damage (see the Firing step further below).
2 Breakaway The flying machine with the highest Speed Stat may break away from combat freely. If two or more adversarial flying machines have the same highest Speed Stat, the one with the highest Ceiling Stat may break away from combat freely. If two or more adversarial flying machines have the same highest Speed Stat and the same highest Ceiling Stat, only a flying machine not being tailed may break away from combat freely (but not during the first round of air combat).
FLYING MACHINES
In , , , and settings with a TL 4 , two or more opposing flying machines may face each other in air combat.
may attack.
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VEHICLES
Михаил Герасимов (Order #27301389)
3 Tailing Each flying machine may choose an adversarial flying machine to tail.
FLYING MACHINES
The tailing attempt is resolved with a normal Piloting Skill contest, but their players will roll a number of dice equal to each flying machine’s Maneuverability Stat. The contest, however, will be a hard one for a pilot whose flying machine has a lower Speed Stat than the other, as well as for a pilot already being tailed by the same enemy pilot.
VEHICLES
358
Whoever wins the contest gets to tail the opponent.
4 Firing The pilot of a tailing flying machine may use its equipped weaponry to attack the machine being tailed. This requires a Piloting Skill contest, but players will roll a number of dice equal to their flying machine’s Maneuverability Stat. The contest will be a normal one for the attacker and a hard one for the targeted pilot. After the pilots of tailing flying machines fire their guns, gunners manning turrets inside machines being tailed may then fire their guns against enemies that have targeted them during this round. The contest will be a normal one for both the gunner and their target. Attacks that target a flying machine do not deal additional damage besides the weapon’s Base Damage Rating unless a critical success is achieved by the attacker. That is, traditional damage from the margin of success over the defender is not applied, nor are any damage bonuses from Advantages or Skill Abilities. If a critical success is achieved by the attacker, apply bonus damage from the margin of success (if any) as if the attack was dealt against a character and not a flying machine. Damage dealt may be 0 if total damage is equal to or lower than the flying machine’s Armor Stat. If any flying machine loses 2 or more Resilience points from a single attack, its pilot will have to succeed in a normal Piloting Skill test—with the
Михаил Герасимов (Order #27301389)
player rolling a number of dice equal to the flying machine’s Maneuverability Stat—to avoid losing control and crashing. If a flying machine loses its last point of the Resilience Stat, it will automatically stall and crash. Pilots, co-pilots, crew members, and passengers may try to save their lives from a flying machine which is crashing, if they happen to have any parachutes. Exiting the flying machine with a parachute and landing safely requires success in a normal Athletics Skill test. Failure will mean the character dies because they didn’t eject or jump out in time or that they could not properly use or maneuver the parachute for a safe landing. After the Firing step is concluded, the first round of the air combat ends. In the second and following rounds, repeat steps 2, 3, and 4 until one side either breaks away from combat or is shot down. If an Air Combat does not conclude after a certain number of rounds—8 or so is usually a good threshold— the game master may adjudicate that both sides break away from one another for some reason such as low fuel, mechanical problems, low ammo, or bad weather. Finally, if a flying machine takes part in a Road War, apply the rules found in page 347, with the following additional rules:
♦ No land vehicle may pursue a flying machine,
but it may break away from a pursuing flying machine if it finds suitable cover such as a tunnel or an underground parking. ♦ At the end of every even-numbered round, a flying machine may enter any space on the Road War Track to attack a land vehicle on that space. The flying machine can only attack with machine guns, or any other kind of forward-firing weapon, if it is at a height equivalent to a Ceiling Stat of 1. ♦ From a higher altitude it will be limited to dropping bombs or firing guns from turrets mounted under its fuselage. ♦ When a flying machine attacks a vehicle, the attack is resolved with a contest between the Piloting Skill of the attacker and the Driving Skill of the target, with each player rolling a number of dice equal to their Maneuverability or Speed
TL 4
Sometimes, flying machines may face off against flying creatures in air combat. When that is the case, apply the rules below. All flying creatures have a Ceiling Stat of 1 and most have a Speed Stat of 2. If a flying creature has a Dexterity Attribute Score of at least 6, it will have a Speed Stat of 3 instead. Михаил Герасимов (Order #27301389)
359 Check on the list below which Attribute, Stat or Skill is the one related to a creature’s action during air combat:
♦ Contact: use the creature’s Ceiling Stat, according
to the normal rules, but it may never attack during this phase. If the creature is targeted during this phase, and it has the Dodge action, use the creature’s Dexterity Attribute in place of both the Piloting Skill and the Maneuverability Stat. ♦ Breakaway: use the creature’s Ceiling and Speed Stats, according to the normal rules. ♦ Tailing: use the creature’s Dexterity Attribute in place of both the Piloting Skill and Maneuverability Stat. If someone is riding it, use the rider’s Taming Skill in place of the Piloting Skill and the creature’s Dexterity Attribute in place of the Maneuverability Stat. ♦ “Firing”: when attacking, use the creature’s Attack action with either its Vigor or Dexterity Attribute. If the creature is targeted during this phase, and it has the Dodge action, use its Dexterity Attribute in place of both the Piloting Skill and the Maneuverability Stat.
VEHICLES
FLYING MACHINES VS FLYING CREATURES
FLYING MACHINES
Stat, whichever is lower. The contest is a hard one for both, unless the flying machine has a Ceiling Stat of 1 or if its pilot chooses to enter the Road War Track at an altitude corresponding to a Ceiling Stat of 1, in which case the contest will be a normal one for the pilot only. ♦ During odd-numbered rounds, depending on the weapons passengers have, passengers inside a vehicle may be able to fire back at flying machines that attacked them during the last round. For that to happen, the attack must have been performed from a height equivalent to a Ceiling Stat of 1, and the vehicle and the flying machine must be on the same space on the Road War Track. ♦ When a passenger inside a vehicle attacks a flying machine, it will, by default, be a hard contest for the attacker, which will use the Attribute and Skill pertinent to the weapon they have. The contest will, however, be a normal one for the pilot, using their Piloting Skill and rolling a number of dice equal to the flying machine’s Maneuverability or Speed Stat, whichever is higher. ♦ At the end of every odd-numbered round, the flying machine must leave the space it occupied during the previous round (if any) and leave the Road War Track (temporarily or permanently, at the pilot’s discretion). ♦ A helicopter, and any other kind of flying machine that can hover, may choose not to leave the Road War Track and to attack at the end of any and every round. If so, it may also be targeted by land vehicles or their occupants during every round. Attacks from both the flying machine and land vehicles will use the rules above. A helicopter or a hovering flying machine may only leave the Road War Track (temporarily or definitively) at the end of any round it has not attacked but it may enter a space and attack in a single round (regardless of it being odd- or even-numbered).
CHAPTER 26
SHIPS AND AIRSHIPS
VEHICLES
360
TL 0-4
Михаил Герасимов (Order #27301389)
OVERVIEW TL 0-4
In , , and settings with TL 0-4 , sailing ships are the most important means of travel, trade, and war. Because of this, characters from those settings may wish to commission the construction of a sailing ship or buy an existing one.
In the BYTE RPG, a sailing ship—especially one from a setting in the Age of Sails ( TL 3 ) such as —will have four Stats: Speed, Maneuverability, Broadside, and Hull. It also has three Statics: the number of crew required to operate it, the amount of cargo it can hold, and its price.
A ship will have its Speed and Maneuverability Stats reduced by 1 (minimum of 0) and its Broadside Stat reduced by 2 (minimum of 0) if its crew is, at any moment, equal to or less than half of its ideal number. Its Broadside Stat will be reduced by another 2 (minimum of 0) if its crew is equal to or less than a quarter of its ideal number. If either a ship’s Speed or Maneuverability Stat reaches zero, its crew can only do the Repairs or Skirmish action (see page 362), so it is very possible that its captain will surrender herself, her crew, and her ship to any enemy ship that closes in to engage in combat. Михаил Герасимов (Order #27301389)
TL 0-4
Listed in table 53 are the classes of ships most , , and settings with a TL 0-4 typically found in , followed by three special types of ships. The galley is a warship powered by the strength of several rowers. It may be equipped with a ramming pike that has a Base Damage Rating of 3. The Frigate, Dreadnought, Submersible, Ironclad, and Airship are considered ships of war, so their commission is very restricted. A private captain will probably only obtain one by stealing an enemy naval ship or by receiving a formal appointment from a governor or king as a pirate-hunting buccaneer. A Submersible is a special ship powered by a mystical power source that can submerge down to 100 meters (or yards)—which is very risky, since it is devoid of sonar. It may also be equipped with a ramming spike that has a Base Damage Rating of 5, or with one or two torpedoes, each with a Base Damage Rating of 6. The Steamboat, Dreadnought, and Ironclad are all propelled by engines. The Dreadnought and Ironclad are also covered in metal plates that grant them an armor rating of 2, which reduces any amount of damage taken (minimum damage may be 0). The Dreadnought is also equipped with turret cannons; because of that, it may use its Speed Stat instead of its Maneuverability Stat to do the Broadside action. An Airship is a special ship—a large, metallic, dirigible-like air vessel kept in the air by a mystical power source—that may climb up to an altitude of one kilometer (or one thousand yards). It may also drop bombs that have a Base Damage Rating of 3.
361
VEHICLES
The Speed Stat measures a ship’s ability to break away from combat, pursue another, and close in for boarding. Maneuverability is used to position a ship to fire effectively at another, to position it so it cannot be fired at effectively, and to avoid obstacles. Broadside is the Base Damage Rating of a full salvo of cannon shots from a ship if it currently has its maximum allowed cannon loadout. Hull is the amount of damage a ship can sustain before sinking.
SHIP CLASSES
SHIPS AND AIRSHIPS
The following rules may be adapted for use with naval affairs in settings with later TLs, but the later the TL, the more advanced the ships will be. As a result, piloting them will be more technological and less wind-dependent. Naval combat will also be more long-range dispute and less inyour-face confrontation, with more importance given to air force and guided missiles.
If a ship’s crew is reduced below its minimum value, it can do no naval warfare actions at all and is out of battle. If a ship’s Hull Stat reaches zero it will start to sink, and is beyond repair.
TABLE 53
SHIP CLASS
SHIPS AND AIRSHIPS
SAILBOAT
362
DESCRIP.
SET.
Small merchant ship
TL
SPEED MANEUV. BROADS. HULL
MAX CARGO
PRICE
TL1-21-2
3
5
0
4
1 / 2 / 5 / 10
10T
18
GALLEY
Medium warship
TL1-21-2
2
5
0
6
32 / 42 / 85 / 170
20T
22
CARRACK
Large multipurpose ship
TL2-3 2-3
2
2
3
12
10 / 20 / 40 / 80
80T
33
SLOOP
Small multipurpose ship
TL3-4 3-4
5
5
2
5
5 / 7 / 15 / 30
15T
20
CUTTER
Medium merchant ship
TL3 3
4
5
2
7
8 / 12 / 25 / 50
40T
24
LUGGER
Medium, multipurpose ship
TL3-4 3-4
3
4
3
7
8 / 12 / 25 / 50
50T
27
BARQUE
Large merchant ship
TL3 3
3
3
3
10
12 / 17 / 35 / 70
80T
30
BRIG
Large, multipurpose ship
TL3-4 3-4
3
4
4
10
12 / 18 / 37 / 75
40T
36
GALLEON
Huge, multipurpose ship
TL3 3
2
2
5
18
20 / 30 / 60 / 120
100T
38
FRIGATE
Huge warship
TL3-4 3-4
4
4
6
14
15 / 25 / 50 / 100
50T
STEAMBOAT
Large multipurpose ship
TL4 4
5
3
0
9
4 / 7 / 15 / 30
50T
DREADNOUGHT
Huge warship
TL4 4
4
2
6
24
12 / 18 / 37 / 75
120T
SUBMERSIBLE (SPECIAL)
Small protosubmarine
TL4 4
4
4
1
8
4 / 5 / 10 / 20
10T
IRONCLAD (SPECIAL)
Large metal warship
TL4 4
5
3
6
20
12 / 15 / 30 / 60
50T
AIRSHIP (SPECIAL)
Large metal airship
TL4 4
5
5
3
12
5 / 7 / 15 / 30
30T
NAVAL WARFARE VEHICLES
CREW MIN / 1/4 / 1/2 / IDEAL
TL 0-4
The following rules cover naval combat with ships for , , and settings with TL 0-4 . Rules that refer to the use of cannons, such as the Broadside action, aren’t instantly applicable to and settings with TL 1-2 , as those ships do not use black powder artillery. Those rules, however, may still be adapted for use when a naval combat involves ships using ancient forms of naval artillery, such as ballistas. Ideally, a ship involved in combat should have three officers: the captain, who is the maximum authority on the ship; the first mate, who will carry orders on the upper deck; and the second mate, who
42 RESTRICT
40 46 RESTRICT
44 RESTRICT
48 RESTRICT
50 RESTRICT
will carry orders on the below deck. If the sea battle involves several allied ships grouped in a fleet, said fleet should also have one of its captains designated as its admiral, who most likely will be the one having the ship best suited for combat—the so-called capital ship. A naval combat will take place in an abstract straight track (called the Naval Track) with 6 spaces, designated A, B, C, D, E, and F, like table 54. Traditionally, opposing ships will start a battle at the spaces B and E, but different sea and weather conditions, as well as coastal geography, may change that. Game masters may also choose to roll a die and reference the list below for special battle conditions:
TABLE 54
A
Михаил Герасимов (Order #27301389)
B
C
D
E
F
SHIPS AND AIRSHIPS
0 or 1 Calm: No special battle conditions. 2 Breeze: Boarding actions will be hard contests
for ships targeted by them.
Ponente Wind: Ships may move up to two squares with a successful Full Sails action when they go towards the F square or when they move their opponents towards the A square on the Naval Track.
4
5 Gale: Boarding actions will be hard contests for ships initiating them.
More than one ship may occupy the same space at any time, whether they are allies or enemies. When allied ships occupy the same space, they may, in some instances, be treated as a single group of ships, depending on the action being taken by them or their enemies. The first thing that must be done when two or more ships engage in naval combat is roll for Initiative to determine who goes first: each captain will roll a number of dice equal to their ship’s Speed Stat, adding all rolled results together.
6 Rain: Broadsides against a ship on the same square will be treated as being from one square away.
If several ships are engaged in combat, the game master may allow initiative to be decided by each fleet’s admiral, using the Stats of their respective capital ships and applying each total to all ships in the same fleet.
7 Storm: All actions will be hard ones for ships initiating them. Broadsides targeting a ship on the same square will be treated as from one square away.
Once all Initiative rolls are made, ships will act in order from the highest Initiative total to the lowest, and this order persists through combat.
Михаил Герасимов (Order #27301389)
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Levante Wind: Ships may move up to two squares with a successful Full Sails action when they go towards the A square or when they move their opponents towards the F square on the Naval Track.
3
Broadsides from one square away will automatically miss.
During naval combat, a round will last approximately one minute. If a naval combat does not conclude after a certain number of rounds—8 or so is usually a good threshold—the game master may adjudicate that both sides break away from one another for some reason such as damaged sails, damaged hull, too many sailors killed or injured, or bad weather. Once it is a ship’s turn to act, its captain may do a single action from the following:
SHIPS AND AIRSHIPS
BOARDING
364
When two adversarial ships are in the same space on the Naval Track, one may try to ram into the other to board it—or, in the instance of the ship being a submersible armed with a ramming spike, to damage it—as long as the acting ship is not already being boarded. This will be a normal Skill contest for both ships, using each ship’s Maneuverability Stat and their respective first mate’s number of Ranks in the Seamanship Skill—or, alternatively, the captain’s Seamanship Skill with a penalty of 1 to their Skill Ranks (minimum of 0).
VEHICLES
If the ship targeted by this action is currently being boarded, the acting ship will automatically succeed in the contest. Success for the acting ship means the boarding occurs, with melee combat taking place between involved crews automatically in the following turns. This happens until a crew is completely defeated (or chooses to surrender). A ship may be boarded by a maximum of two enemy ships simultaneously. Note that melee combat will happen not just once per round, but at every turn from any and all ships involved in the boarding, whether they are the ship(s) actually doing the boarding or the ship being boarded. Regarding how to conduct a melee combat, see the Skirmish action further below.
BROADSIDE Once every two rounds, a ship may fire its cannons at another enemy ship on the same space or one space away on the Naval Track, but only if both the acting and the targeted ships are not currently being boarded. Михаил Герасимов (Order #27301389)
This will be a normal test if the ships are on the same space, and a hard one if the targeted ship is one space away on the Naval Track. The test is made using the ship’s Maneuverability Stat and the second mate’s number of Ranks in the Heavy Weapons Skill or, alternatively, the captain’s Heavy Weapons Skill with a penalty of 1 to their Skill Ranks (minimum of 0). Success means the targeted ship receives damage to its Hull Stat equal to the acting ship’s Broadside Stat. If the cannons were fired from one space away on the Naval Track, the damage will be halved (rounded down). In either case, the targeted ship will also lose a number of crewmen—from grave injury or death— equal to the damage it receives. A non-critical failure in the test means only half the acting ship’s Broadside Stat (rounded down) is dealt as damage, unless the ships are one space away from each other on the Naval Track, in which case no damage is dealt at all. In the event of a critical failure no damage is dealt. Finally, before the test is made, the acting ship may aim its cannons at a specific part of the enemy ship. If that is the case, and the attack is successful, the first point of any damage received won’t be applied to its Hull Stat, but instead to its Speed Stat (if its masts and sails were targeted), Maneuverability Stat (if its rudder was targeted), or its Broadside Stat (if its cannons were targeted).
CIRCUMVENTION When a ship is not currently being boarded, it may try to position itself to avoid an attack by an enemy ship. If more than one enemy ship is present in the same space on the Naval Track, it may attempt to circumvent all ships in a single space. This will be a normal contest for both sides, using each ship’s Maneuverability Stat and their respective captain’s Seamanship Skill. In the case of a group of enemy ships being targeted by this action, the opposing captain with the highest number of Ranks in the Seamanship Skill will take part in the contest as a proxy for the whole group, by using their own Seamanship Skill and their ship’s Maneuverability Stat. If the ships targeted by this action are all currently being boarded, the acting ship will automatically
SHIPS AND AIRSHIPS 365 succeed in the contest.
This action may also be called as a reaction by the game master when the ship must turn to avoid a sudden danger in its course.
FULL SAILS
If the ships targeted by this action are all currently being boarded, the acting ship will automatically succeed in the contest.
When a ship is not currently being boarded, it may use this action to try to break away from an enemy ship. If more than one enemy ship is present in the same space on the Naval Track, it may attempt to break away from all ships in a single space. The Full Sails action can also be used to close the distance on an enemy ship or on a group of enemy ships.
If the action is taken as an attempt to break away, success for the acting ship means it moves one space on the Naval Track towards the A or the F space. If the ship is already on the A or F space, then the ship will leave the Naval Track, effectively breaking away from combat and leaving the scene.
Михаил Герасимов (Order #27301389)
VEHICLES
Success for the acting ship means either: a Circumvention advantage obtained by an enemy ship still in effect is cancelled, or if no enemy ship has such an advantage over the acting ship, any broadsides from the enemy ships will be treated as if they were fired from one space away for two rounds.
This will be a normal contest for both sides, using each ship’s Speed Stat and their respective first mate’s Seamanship Skill, or, alternatively, their captains’ Seamanship Skill with a penalty of 1 to their Skill Ranks (minimum of 0). In the case of a group of enemy ships being targeted by this action, the opposing first mate or captain with the highest number of Ranks in the Seamanship Skill will take part in the contest as a proxy for the whole group, by using their own Seamanship Skill and their ship’s Speed Stat.
On the other hand, if the action was taken as an attempt to close the distance, a success means the enemy ship or group of enemy ships moves one space on the Naval Track towards the acting ship. If they are already next to it, they enter the space the acting ship is currently in. If a ship uses the Full Sails action to move an enemy ship or a group of enemy ships to its own space, the acting ship will automatically receive the Circumvention advantage against them as a bonus.
SHIPS AND AIRSHIPS
SKIRMISH
VEHICLES
366
When two or more ships are locked in melee combat as a result of Boarding actions, they can do nothing but the Skirmish action during each of their respective turns. Each Skirmish action will be resolved by a special contest where the game master and players that have characters commanding the ships involved will each roll a number of dice equal to their respective captain’s Ranks in the Leadership Skill (minimum of one die) and add together the rolled results (minimum of 0). The sum of a captain’s dice will be the number of enemies defeated (gravely injured, dead, or surrendered) by their crew. If more than two ships are locked in battle, the player may divide the casualties between the enemy crews as they see fit. Once a ship has lost enough crew to have its number diminished below its minimum value, they will automatically surrender to the enemy crew. The victorious ship will immediately disengage and return to naval combat against other ships normally, as long as it is not still locked in melee combat with another enemy ship. Note that all captains and crews attack on every Skirmish action they are involved in, whether it is their turn or their enemy’s.
REPAIRS When a ship is not currently being boarded, its crew may try to repair damage with this action. This will be a Craft or Engineering Skill test per normal rules for the second mate or, alternatively, for the captain, with a penalty of 1 to their Craft or Engineering Skill Ranks (minimum of 0). Михаил Герасимов (Order #27301389)
Success means the crew repairs one point which has been lost from the ship’s Hull, Speed, or Maneuverability Stat. Once a Repairs action has been successful, no other Repairs actions may be taken until the end of the combat and until the ship reaches a dock.
SPECIAL ACTIONS
♦ Bombing: An airship is practically invulnerable
against sailing ships, being able to attack with impunity from above as long as it still has bombs to drop onto its enemies. Such attacks, however, can only be made if the airship is in the same space on the Naval Track as its target, and they are always considered hard Broadside tests
♦ Hunting: When a submersible tries to close the
distance to an enemy ship or group of enemy ships, it will be a normal test for it instead of a contest. This is made using its Speed Stat and its first mate’s Seamanship Skill, or, alternatively, their captains’ Seamanship Skill with a penalty of 1 to their Skill Ranks (minimum of 0).
♦ Ramming: Galleys and submersibles may attempt
to hit other ships with their ramming spikes (if equipped) with a Boarding action. If successful, they will deal damage to the targeted ship according to their ramming spike Base Damage Rating. A galley that does this will be considered as being boarded (if the enemy ship is not sunk), but this is not the case for the submersible (as it can never be boarded). The submersible will, however, be a valid target for broadsides from other ships on the same square on the Naval Track for a round, as the Ramming action will reveal its position. Such broadsides will be treated as if fired from an adjacent square for all purposes (hard test, half the damage).
♦ Salvo: A submersible may attempt to hit another
ship with a torpedo (if equipped) with a hard Broadside test. A torpedo salvo may only be done from one space away from the target on the Naval Track. The submersible will be a valid target for broadsides from other ships on the same square for a round if it tries to fire a torpedo against an enemy ship, as the Salvo action will reveal its position. Such broadsides against the submersible will be treated as if fired from an adjacent square for all purposes (hard test, half the damage).
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Михаил Герасимов (Order #27301389)
CHAPTER 27
STARSHIPS
VEHICLES
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TL 9
Михаил Герасимов (Order #27301389)
OVERVIEW
as the starship’s Jump Points, with each Jump Point equal to one FTL travel a starship may take between two points in space.
TL 9
In and other TL 9 settings, characters will be able to roam the stars in search of adventures, in starships of different shapes, sizes, and purposes. Most starships will be equipped with two classes of engines: a conventional one to propel it within a star system, and a faster-than-light (FTL) engine to warp the starship from one system or planet to another within a few hours.
If a starship runs out of Jump Points in a location in space far away from civilization, it will effectively become stranded if it cannot reach a fuel source with its conventional engine. Most starships, however, have FTL Emergency Beacons that can be activated to signal to other starships in nearby star systems that it needs help. Still, one will never know if friends or enemies will answer the signal.
The engine a starship uses to travel within a system will probably draw its power from a fraction of the starship’s FTL engine power source and will operate for a virtually indefinite amount of time in most scenarios. The FTL engine, however, will have a finite amount of power available for its operation before it runs out of fuel. That amount is referred to
Most large starships will have an officer on board—the navigator—who is responsible for plotting the starship’s path between astronomical objects for it to safely reach its destination many light years away in a few hours or days of travel. If no navigator is present, this responsibility falls on the pilot. This task is called astrogation.
STARSHIPS
Some starships of smaller sizes, such as starfighters used for defense of large capital starships, won’t have an FTL engine, as they will only do longdistance space travel inside the hangars of such massive starships.
Depending on the setting, an FTL engine may operate from different concepts, such as creating wormholes or artificial black holes. In , starships themselves use divine power sources to bend the laws of physics and reach their destinations by crossing space through a parallel reality called T’Kelti.
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Михаил Герасимов (Order #27301389)
STARSHIPS
In most TL 9 settings, astrogation will be resolved with a test of the Technology Skill, as long as the character has the Astrogator Ability. In , however, space travel is achieved through technology powered by the gods, and the navigators will be deeply religious priests who ask the invisible deities for guidance during travel. As such, astrogation in will be resolved with a test of the Arcana Skill as long as the character has the Far-Sighted Ability.
370
The astrogation test will be a normal one with the appropriate Skill in most situations. However, it will be hard if the starship must cross a section of space for which the navigator doesn’t have a detailed celestial map. Astrogation will never be possible if the navigator doesn’t know the exact position in space of their desired destination. Note that Skill tests will also always be hard ones if the character trying to plot an astrogation course doesn’t have the pertinent Ability. A critical success in an astrogation test means the starship will reach its destination in approximately half the usual time. When a failure happens in an astrogation test, roll a die and check the result in the list below. For critical failures, roll two dice and add their results together:
VEHICLES
0 The starship accidentally finds a new optimal route to its destination and reaches it in the expected time. 1 The starship reaches its destination, but the journey takes 25% longer than it should. 2 The starship reaches its destination, but the journey takes 50% longer than it should. The starship reaches its destination, but the journey takes twice longer than it should.
3
4 The starship reaches its destination, but the journey takes four times longer than it should. 5 The starship reaches its destination, but the journey takes eight times longer than it should. 6
The starship reaches its destination, but the
Михаил Герасимов (Order #27301389)
journey takes eight times longer than it should. Also, the starship loses 2 Jump Points for the trip, if possible.
7 The starship reaches a location different from its
intended destination in the normal time expected for this journey. The navigator will have to take another astrogation test to reach the intended destination.
8 The starship reaches a location different from its
intended destination in the normal time expected for this journey. The navigator will have to take another astrogation test to reach the intended destination, which will be a hard one by default.
9 The starship reaches a location different from its intended destination, in the normal time expected for this journey. The navigator will have to take another astrogation test to reach the intended destination, which will be a hard one by default. Also, the starship loses 2 Jump Points for the trip, if possible. 10 The starship reaches a location different from its intended destination in the normal time expected for this journey. The navigator will have to take another astrogation test to reach the intended destination, which will be a hard one by default. Also, the starship loses 4 Jump Points for the trip, if possible. 11 The starship reaches a location different from its intended destination in the normal time expected for this journey. The navigator will have to take another astrogation test to reach the intended destination, which will be a hard one by default. Also, the starship receives 1 point of damage because of close proximity to stars or grazing small astronomical objects (its armor and shield won’t apply). 12 The starship reaches a location different from its intended destination in the normal time expected for this journey. The navigator will have to take another astrogation test to reach the intended destination, which will be a hard one by default. Also, the starship receives 2 points of damage because of close proximity to stars or grazing small astronomical objects (its armor and shield won’t apply). 13 The starship reaches a location different from its intended destination, in the normal time
expected for this journey. The navigator will have to take another astrogation test to reach the intended destination, which will be a hard one by default. Also, the starship receives 4 points of damage because of close proximity to stars or grazing small astronomical objects (its armor and shield won’t apply).
14 The starship collides directly with an astronomical object of significant size and is instantly destroyed. Depending on its size, a starship may also have the following specialized crew in addition to the pilot and navigator: the highest-ranking officer who will direct the actions of any crew on board their starship. If needed, their actions will be performed with tests of the Leadership Skill. ♦ Specialist: the crew member responsible for manning the starship’s sensors to examine other starships and astronomical bodies, usually with a test of the Technology Skill. ♦ Gunner: the crew member responsible for firing the starship’s weapons, usually with a contest of the Technology Skill if the gun will be fired from a targeting computer on the starship’s bridge, or a Heavy Weapons Skill if the gun will be directly manned from inside a turret. ♦ Engineer: the crew member responsible for repairing any damage to the starship’s systems, usually with a test of the Engineering Skill.
STARSHIP CLASSES TL 9
In and other TL 9 settings, starships have the following eight Stats:
♦ Speed: a number between 1 and 5, representing the maximum speed the starship can reach without using its FTL engine. If for any reason a starship is involved in an atmospheric combat against a regular aircraft or an airborne Mecha Vessel, consider the starship’s Speed Stat to be 5
Михаил Герасимов (Order #27301389)
In table 55 below, the game master and players will find the different starships classes:
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Besides these, starships may have other types of crew members whose tasks affect the running of the vessel indirectly, such as security personnel, the medic, the cook, the communications officer, and the science officer.
STARSHIPS
♦ Captain:
points higher. ♦ Maneuverability: a number between 1 and 5, representing the ability of the starship to maneuver and maintain control. This is the number of dice to be rolled when making a test of this nature. If the pilot’s Dexterity Attribute Score is two or more points higher than their starship’s Maneuverability Stat, add 1 to this Stat per 2 points of difference. If the pilot’s Dexterity Attribute Score is two or more points lower than their starship’s Maneuverability Stat, subtract 1 from this Stat per 2 points of difference. ♦ Hull: a number between 5 and 30 representing the amount of damage it can receive before being destroyed. ♦ Armor: a number between 4 and 9 representing the amount of damage it can negate. If damage received is equal to or lower than the starship’s Armor Stat, it will receive no damage. ♦ Shield: a number between 0 and 6 representing the amount of damage it can negate. If the damage received is equal to or lower than the starship’s current Shield Stat, it will receive no damage. If the damage received is higher than the starship’s current Shield Stat, but no more than twice its Score, it will receive no damage, but its current Shield Stat will be reduced by 1. If the damage received is at least twice as high as the starship’s current Shield Stat, the shield will be reduced to 0 and any damage that exceeds that will hit the starship’s Armor and possibly its Hull. ♦ Guns: a number between 0 and 12 representing the amount of damage dealt by the starship’s conventional machine guns or beam weapons. Usually, a starship may not fire its Guns and Ordnance simultaneously in a single attack. ♦ Ordnance: a number between 0 and 15 representing the amount of damage dealt by the starship’s conventional missiles or energy torpedoes when its attack hits. A starship may fire its Ordnance once per combat, or twice if its Score is equal to or higher than 12. Usually, a starship may not fire its Guns and Ordnance simultaneously in a single attack. ♦ Jump Points: a number between 0 and 30 representing the maximum number of journeys the starship can undertake using its FTL engine before needing to refuel or replace its power source. Each Jump Point refueled or replaced will have a price of at least 8 in settings with traditional economic systems.
STARSHIPS
TABLE 55
VEHICLES
372
STARSHIP CLASS (SIZE)
SPEED
MANEUV.
HULL
ARMOR
SHIELD
GUNS
ORDNANCE
JUMP POINTS
PRICE
STARFIGHTER (SMALL)
5
5
5
5
0
9
0
0
45
SHORT RANGE STARSHIP (SMALL)
4
5
5
4
0
0
0
0
40
LONG RANGE STARFIGHTER (SMALL)
5
4
6
5
2
9
10
8
50
LONG RANGE STARSHIP (SMALL)
4
4
6
4
0
0
0
8
45
SPACE FREIGHTER (MEDIUM)
4
3
9
5
2
0
0
12
50
SPACE CORVETTE (MEDIUM)
3
3
12
6
3
9
10
12
60
SPACE FRIGATE (LARGE)
3
2
15
7
4
10
12
16
70
SPACE HAULER (HUGE)
2
1
20
7
3
0
0
20
65
SCIENCE STARSHIP (HUGE)
2
1
20
7
4
0
0
24
75
SPACE CRUISER (HUGE)
2
1
20
8
5
11
14
20
80
STARFIGHTER CARRIER (HUGE)
2
1
25
8
5
10
12
20
90
COLONY SHIP (HUGE)
1
1
30
8
4
9
0
24
95
SPACE DREADNOUGHT (HUGE)
2
1
30
9
6
12
15
24
100
Whenever a starship enters a planet’s atmosphere, treat it as a flying machine by following the rules found in page 357, but give it a Ceiling Stat of 10 and add 5 to its Speed Stat. Note: most starships that are capable of entering a planet’s atmosphere will also be capable of hovering freely while in it, as if it were a helicopter.
BUILDING A STARSHIP TL 9
In and other TL 9 settings, a character may create a starship by spending 1 Background Point. Such a starship will possibly be lent by a company or government for an indeterminate time due to the character’s position inside such an organization and won’t actually belong to the character. Михаил Герасимов (Order #27301389)
When creating a starship, a character will start with 12 Starship Points. A character may receive additional Starship Points by spending Background Points at the rate of 4 additional Starship Points per additional Background Point spent. To create a starship for their character, the player must follow these steps:
1 Choose a name and devise a general appearance for the starship. 2 Choose its size:
♦ 0 Starship Points for a small starship that will allow 1 pilot plus 1 navigator, gunner or passenger; the
starship will also have a base Speed Stat of 5, a base Maneuverability Stat of 4, and a base Hull Stat of 5
♦ 3
Starship Points for a medium starship, that will allow 1 pilot, 1 navigator, 2 gunners, plus approximately 10 passengers; the starship will also have a base Speed Stat of 4, a base Maneuverability Stat of 3, and a base Hull Stat of 8
♦ 6
Starship Points for a large starship, that will allow 1 pilot, 1 navigator, 1 specialist, 1 engineer, 1 captain, 4 gunners, plus approximately 100 passengers; the starship will also have a base Speed Stat of 3, a base Maneuverability Stat of 2, and a base Hull Stat of 10 2 pilots, 1 navigator, 2 specialists, 2 engineers, 1 captain, dozens of gunners, plus thousands of passengers; the starship will also have a base Speed Stat of 2, a base Maneuverability Stat of 1, and a base Hull Stat of 20
3 Choose its Armor Stat: 0 Starship Points for an Armor Stat of 4
♦ 2 Starship Points for an Armor Stat of 5 ♦ 4 Starship Points for an Armor Stat of 6, but the starship will have its base Speed Stat reduced by 1 if it is small
♦ 8 Starship Points for an Armor Stat of 7, but the
4 Choose its Shield Stat:
♦ 0 Starship Points for a Shield Stat of 0 ♦ 2 Starship Points for a Shield Stat of 2 ♦ 4 Starship Points for a Shield Stat of 3 ♦ 6 Starship Points for a Shield Stat of 4, but the
starship will have its base Speed Stat reduced by 1 if it is small
♦ 8 Starship Points for a Shield Stat of 5, but the
starship will have its base Speed Stat reduced by 2 and its base Maneuverability Stat by 1 if it is small, or only its base Speed Stat reduced by 1 if it is medium
5 Choose its engines:
♦ 0 Starship Points for just a conventional engine Михаил Герасимов (Order #27301389)
6 Choose its Guns Stat:
♦ 0 Starship Points for no guns at all ♦ 2 Starship Points for forward-facing
guns that
will deal damage equal to 8 ♦ 4 Starship Points for one gun turret that will deal damage equal to 9 ♦ 6 Starship Points for two gun turrets that will deal total damage equal to 10, but the starship must be of at least the medium size ♦ 8 Starship Points for many gun turrets that will deal total damage equal to 11, but the starship must be of at least the large size
7 Choose its Ordnance Stat:
♦ 0 Starship Points for no ordnance at all ♦ 2 Starship Points for ordnance that will deal damage equal to 9 ♦ 4 Starship Points for ordnance that will deal damage equal to 10 ♦ 6 Starship Points for ordnance that will deal damage equal to 11, but the starship must be of at least the medium size ♦ 8 Starship Points for ordnance that will deal damage equal to 12, but the starship must be of at least the large size 8 Choose from the modifications below, and apply any resulting modifiers to the starship’s Stats. Modifications are not compulsory, but a character can buy as many as they can afford: ♦ Afterburner: the starship may spend 1 Jump Point to increase its Speed Stat by 2 (maximum of 5) for 2 rounds of combat; starship may not be large or huge; costs 1 Starship Point. ♦ Lock-On Missiles: evading this starship’s Ordnance attacks are always a hard contest for the target; costs 2 Starship Points. ♦ Electronic Countermeasures: the starship
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starship will have its base Speed Stat reduced by 2 and its base Maneuverability Stat by 1 if it is small, or only its base Speed Stat reduced by 1 if it is medium
and an FTL engine with 8 Jump Points ♦ 4 Starship Points for both a conventional engine and an FTL engine with 12 Jump Points ♦ 6 Starship Points for both a conventional engine and an FTL engine with 16 Jump Points ♦ 8 Starship Points for both a conventional engine and an FTL engine with 20 Jump Points, but the starship will have its base Speed Stat reduced by 1 if it is small
STARSHIPS
♦ 9 Starship Points for a huge starship, that will allow
♦ 2 Starship Points for both a conventional engine
STARSHIPS VEHICLES
374
dispenses electronic countermeasures as a reaction to negate another starship’s Lock-On Missiles penalty, in order to evade the attack; costs 1 Starship Point. ♦ Heat Diffuser: the starship has a cooling system that allows its guns to achieve a higher rateof-fire and sustain its attacks for longer before overheating happens, increasing its Guns Stat by 1 (maximum of 12); costs 2 Starship Points. ♦ Advanced Guidance System: the starship has an advanced guidance system that increases its Ordnance Stat by 1 (maximum of 15); costs 2 Starship Points. ♦ Cluster Missiles: the starship launches cluster missiles, which increases its Ordnance Stat by 2 (maximum of 15); costs 3 Starship Points. ♦ EMP Torpedoes: if an Ordnance attack would destroy an enemy starship by removing its last Hull Points, the targeted starship doesn’t receive the damage to its Hull Stat but it is instead disabled for a number of hours equal to a die roll plus 1; cost 1 Starship Point. ♦ Sensor Scrambler: the starship has a militarygrade sensor scrambler that negates another starship’s Tactical Scanner modification; also, all tests to scan the starship will be hard ones by default; costs 1 Starship Point. ♦ Advanced Thrusters: +1 to the starship’s Speed Stat (maximum of 5); starship may not be large or
Михаил Герасимов (Order #27301389)
huge; costs 2 Starship Points. ♦ Intelligent Control Systems: +1 to the starship’s Maneuverability Stat (maximum of 5); starship may not be large or huge; costs 3 Starship Points. ♦ Special Alloy: +2 to the starship’s Hull Stat (maximum of 30); costs 2 Starship Points. ♦ Reinforced Structure: +4 to the starship’s Hull Stat (maximum of 30); -1 to the starship’s Speed Stat; the starship must be large or huge; costs 3 Starship Points. ♦ Reflective Plating: +1 to the starships’ Armor Stat (maximum of 9); costs 2 Starship Points. ♦ Heavy Armor: +2 to the starships’ Armor Stat (maximum of 9); -1 to the starship’s Speed Stat; the starship must be large or huge; costs 3 Starship Points. ♦ Dense Energy Shield: +1 to the starship’s Shield Stat (maximum of 6); costs 2 Starship Points. ♦ Secondary Emergency Power Source: +4 Jump Points; can be replenished; costs 2 Starship Points. ♦ Deep Scanner: all Technology Skill tests to scan astronomical objects are considered normal ones; costs 1 Starship Point. ♦ Tactical Scanner: all Technology Skill tests to scan other starships are considered normal ones; costs 1 Starship Point. ♦ Mechanical Arm: the starship has a mechanical arm that can be operated from inside it to grab small objects in the space around it and place
them inside its cargo hold; costs 1 Starship Point. ♦ Tractor Beam: the starship has a tractor beam that can target large or smaller starships to grab them and place them inside its docking bay; the targeted starship must be in the same space as the attacking starship on the Space Grid (see below), must have its shields down, and the attacking starship must be successful in an Attack action against it (see below); a starship must be huge to have a tractor beam; costs 3 Starship Points. ♦ Cloaking Device: once per combat, with an action, the starship may spend 1 Jump Point to appear invisible to the naked eye in space—but not inside the atmosphere of a planet—for 2 full rounds of combat, losing its “tailed” status (if any). The starship will become visible again at the start of its third Turn Action after becoming invisible, but it may still be located and targeted by enemies before reappearing if it fires its weapons, or with a success in a hard test with the Technology Skill from an enemy crew member operating a Tactical Scanner. While invisible, all attacks against it will be hard contests for the attacker by default. The starship must be small or medium-sized; costs 4 Starship Points.
STARSHIP BATTLES TL 9
In and other TL 9 settings, starship battles will take place on an abstract 5-by-5 grid (called the Space Grid) where each space is designated by a letter and a number, such as in table 56.
To randomly generate a Space Grid with hazards, roll a die: if the result is equal to or higher than 1, roll that many times on the Space Hazard table below, each time rolling a die twice—once to check the corresponding square on the Space Grid and a second time to find out the type of hazard present on that location. Disregard any repeated square, but include it in the total number of rolls in the Space Hazard table.
♦ Ghost
Engine ( ): once per combat, with an action, the starship may spend 1 Jump Point to enter T’Kelti and disappear from the Space Track for a single round of combat, losing its “tailed” status (if any). The starship cannot be located or targeted by enemies and will reappear on the Space Track at the start of the following round on a space of its pilot or captain’s choice; costs 4 Starship Points.
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See table 57 for the Space Hazards.
All movement and attacks on the Space Grid are only possible vertically or horizontally—that is, a starship may not move diagonally on the Space Grid
TABLE 56
A1
B1
C1
D1
E1
A2
B2
C2
D2
E2
A3
B3
C3
D3
E3
A4
B4
C4
D4
E4
A5
B5
C5
D5
E5
VEHICLES
Opposing groups of starships will usually start the combat on the B2 and D4 spaces.
When a modification is applied to a starship later during the game, its total cost—material plus services— will be around 5 plus ten times the modification cost in Starship Points.
Михаил Герасимов (Order #27301389)
STARSHIPS
The game master may customize the Space Grid for each battle if desired. For instance, one or more spaces on the Space Grid may have asteroids that must be avoided by any starships that enter them (requiring a normal Piloting Skill test, with the pilot rolling a number of dice equal to the starship’s Maneuverability Stat). Alternatively, one or more adjacent spaces may comprise a nebula that will interfere with and possibly shut off shields, certain weapon types, and sensors from any starships that enter it.
STARSHIPS
TABLE 57
VEHICLES
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RESULT
LOCATION
HAZARD
0 TO 2 – 0
A1
Dark Nebula: A starship cannot tail or be tailed while on this square; it also cannot target or be targeted by another starship on an adjacent square.
0 TO 2 – 1
A2
Dust Nebula: It is a hard contest for the pilot that tries to tail or to fire at another starship that is on this square.
0 TO 2 – 2
A3
Gas Nebula: If hit by Cluster Missiles while on this square, increase damage received by 2 points.
0 TO 2 – 3
A4
Ionized Nebula: If hit by EMP Torpedoes while on this square, increase damage received by 2 points.
0 TO 2 – 4
A5
Reflection Nebula: All sensors go offline while the starship is on this square. Also, a starship that is inside the Reflection Nebula cannot be scanned by another starship.
0 TO 2 – 5
B1
Magnetic Storm: all Engineering, Heavy Weapons, Piloting, and Technology Skill tests and contests become hard by default while the starship is on this square.
0 TO 2 – 6
B4
Radiation Storm: Every member of the crew inside a starship with a 0 Shield Stat must succeed on a Normal Strength Attribute test each round the starship remains on the square or receives 1 Wound Point.
0 TO 2 – 7
B5
Cosmic Storm: Starships automatically lose the sum of the roll of two dice (minimum of 0) from their Hull Stat per round they remain on the square—Armor and Shield Stats don’t apply.
3-4 – 0
B3
Dense Asteroid Field: When entering this square, must succeed on a hard Piloting Skill test to avoid colliding with a small-sized asteroid.
3-4 – 1
C1
Dense Asteroid Field: When entering this square, must succeed on a hard Piloting Skill test to avoid colliding with a medium-sized asteroid.
3-4 – 2
C2
Paradoxical Field: Roll for a different Hazard once every round a starship enters this square. The Hazard will remain on the square until all starships leave it.
3-4 – 3-4
C3
Object: a satellite, space station or derelict starship is on the square, which can be used as cover. All hard Piloting Skill contests to avoid enemy attacks become normal while the targeted starship is on this square.
3-4 – 5
C4
Wormhole: When this result is rolled, roll for another square until a vacant one comes up. Both squares are considered adjacent for movement purposes only.
3-4 – 6
C5
Dense Asteroid Field: When entering this square, must succeed on a hard Piloting Skill test to avoid colliding with a large-sized asteroid.
3-4 – 7
D3
Dense Asteroid Field: When entering this square, must succeed on a hard Piloting Skill test to avoid colliding with a huge-sized asteroid.
5 TO 7 – 0
D1
Synchrotron Emissions: The Shield Stat will be reduced to 0 while the starship is on this square.
5 TO 7 – 1
D2
Gravitational Wave: The starship must stop when it enters this square; also, the starship may not engage in FTL travel until it leaves the square.
5 TO 7 – 2
D5
Cosmic Rays: A starship’s Cloaking Device and Ghost Engine won’t work while it is on this square.
5 TO 7 – 3
E1
Cosmic Shockwave: Starships automatically lose the result of a die roll (minimum of 0) from its Hull Stat per round they remain on the square—Armor and Shield Stats don’t apply.
5 TO 7 – 4
E2
Asteroid Field: When entering this square, must succeed on a normal Piloting Skill test to avoid colliding with a small-sized asteroid.
5 TO 7 – 5
E3
Asteroid Field: When entering this square, must succeed on a normal Piloting Skill test to avoid colliding with a medium-sized asteroid.
5 TO 7 – 6
E4
Asteroid Field: When entering this square, must succeed on a normal Piloting Skill test to avoid colliding with a large-sized asteroid.
5 TO 7 – 7
E5
Asteroid Field: When entering this square, must succeed on a normal Piloting Skill test to avoid colliding with a huge-sized asteroid.
or attack another starship that is on a space to one of its diagonals.
who may be the one having the starship best suited for the combat—the capital starship.
If the battle involves several allied starships grouped in a starfleet, the starfleet should also have one of its captains or pilots designated as its admiral,
More than one enemy or allied starship may occupy one space at any time. When allied starships occupy the same space, they may, in some instances,
Михаил Герасимов (Order #27301389)
STARSHIPS
be treated as a single group of starships, depending on the action being undertaken by them or their enemies (see below).
or other crew members may perform the starship’s action, from those listed below.
If several ships are engaged in combat, the game master may allow each commander admiral to roll Initiative for their starfleet as a whole, using the Speed Stat of their respective capital starship.
The game master may decide, in some scenarios, that some actions are too taxing on the starship’s power source and systems, which may forbid them from being taken simultaneously.
Each round of combat will last for approximately 5 seconds. If a starship battle does not conclude after a certain number of rounds—8 or so is usually a good threshold— the game master may adjudicate that both sides break away from one another for some reason such as damaged systems, low power levels, or stellar phenomena.
ATTACK
Once it is a starship’s turn to act, its pilot, captain,
Михаил Герасимов (Order #27301389)
The pilot or the gunner may fire the starship weapons, rolling a number of dice equal to the starship’s Maneuverability Stat. The pilot may fire the starship weapons only if they are not being tailed, and using their Piloting Skill. The gunner may fire the starship weapons with either their Technology Skill, if
VEHICLES
The first thing that must be done when two or more starships engage in battle is roll for Initiative to determine who goes first. Each pilot or captain will roll a number of dice equal to their starship’s Speed Stat, and add their results together. Each starship will act in order, from the highest Initiative total to the lowest.
As a rule of thumb, as long as different crew members are being used for different tasks, more than one action may be taken simultaneously during a starship’s turn if they do not use the same starship system at the same time—for instance, a starship may not simultaneously fire and repair its guns, or use its scanner to simultaneously scan an astronomical body and an enemy starship.
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the weapons are being fired from the bridge, or with their Heavy Weapons Skill, if the weapons are being fired from a directly manned turret.
0 Nothing extra happens. 1 Short-circuit! A random secondary system of the starship – such as comms or sensors – goes offline. An engineer may repair the system with a Turn Action and success in an Engineering Skill test (normal or hard, per normal rules). 2 Weapon lost! Some of the starship’s weapons are damaged and either its Guns or Ordnance Stat (game master’s choice) is reduced by half, rounded up. An engineer may repair the weapon with a Turn Action and success in an Engineering Skill test (normal or hard, per normal rules) to regain the lost weapon Stat.
The targeted starship’s pilot may avoid being hit with success in a contest with their Piloting Skill, rolling a number of dice equal to the starship’s Maneuverability Stat. The contest will be a normal one for the targeted starship, unless it is currently being tailed by its attacker, in which case it will be a hard one.
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If the attacker is successful, apply either their starship’s Guns or Ordnance Stat, depending on which is being used, as damage against the targeted starship’s Hull Stat. Armor and Shield Stats (if any) should also be applied to reduce the damage received.
3 Damaged helm! The starship’s helm system is damaged and its Maneuverability Stat is reduced by 2 (minimum of 1). An engineer may repair the helm system with a Turn Action and success in an Engineering Skill test (normal or hard, per normal rules).
Attacks that hit a starship don’t deal additional damage besides its Guns or Ordnance Stat— that is, damage from the margin of success over the defender is not applied, unless a critical success is achieved by the attacker. If that is the case, apply bonus damage from the margin of success (if any), as per the rules for character combat.
Damaged thruster! One of the starship’s thrusters is damaged and its Speed Stat is reduced by half, rounded up. An engineer may reroute power to the remaining thrusters with a Turn Action and success in an Engineering Skill test (normal or hard, per normal rules) to regain the lost Speed Stat.
VEHICLES
STARSHIPS
The contest will be a normal one for the attacker if it is firing at a starship on the same square on the Space Grid, or a hard one if it is attacking a starship on an adjacent square. Only large and huge starships may target one space away from their position on the Space Grid, and only if they have a Score of at least 11 in their Guns Stat or 12 in their Ordnance Stat, depending on which one is being used for the attack.
attack, roll a die and check its result in the table below for possible negative effects:
A starship will be destroyed when its Hull Stat is reduced to 0, but it may be possible for its crew to escape the destruction, as a reaction, by ejecting from the ship in a zero-G space suit or through an escape pod. The game master will decide if an escape is possible depending on the starship’s type and size, as well as the specifics regarding the source of the damage. If an escape is possible, success in a normal or hard Athletics Skill test may be required to exit the starship before it blows to pieces. Generally, the bigger the starship, the harder it will be to escape from it before it explodes. If a starship is damaged but not destroyed and loses 4 or more points from its Hull Stat in a single
Михаил Герасимов (Order #27301389)
4
5 Overheat! The starship’s FTL engine becomes overheated. Until it is repaired, all astrogation attempts become hard by default and take twice the usual amount of time to plot (see the Astrogation action, below). An engineer may repair the FTL engine with a Turn Action and success in an Engineering Skill test (normal or hard, per normal rules). 6 Fire! A random section or compartment of the starship – such as the cargo bay, cockpit, bridge, docking bay, science lab, armory, sleeping quarters, engine room, infirmary, or a turret - is on fire. Cargo stored inside it may be damaged, destroyed, or lost. Each crew member inside it takes damage from the Energy type, equal to the roll of a die (minimum of 0). Starship systems may be damaged in the
following rounds if the crew is not directed to take measures to contain the fire from spreading and extinguishing it.
7 Explosion! A critical part of the starship is hit
and an explosion happens. Double the amount of points lost from its Hull Stat. Note that only one attack is possible per turn (either by using the Guns or Ordnance Stat), regardless of the number of turrets and weapons a starship may have, as a ship’s Guns and Ordnance Stats are considered an abstraction of the whole firepower of the starship.
If that is the case, each turret will have an individual Guns Stat of 8. The number of turrets on any starship will depend on its specific design, but most combat starships will have no turret or 1 turret at most if they are small, 2 turrets if they are mediumsized, at least 4 turrets if they are large, and dozens of turrets if they are huge.
When that is the case, only one character will roll for the attack—the one with the highest number of Ranks in the Heavy Weapons Skill—but their turret’s Guns Stat will be increased by 1. Still, unless all turrets on a starship concentrate fire against the same target, a turret’s Stat cannot match—much less exceed—the starship’s Guns Stat. Thus, the Stat from a concentrated fire with fewer than all the turrets on a starship will be limited to the starship’s Guns Stat minus 1. Still, depending on the facing of each turret— forward, rear, right, left, up, down—its firing arc, and the relative position of the starships involved in combat—as adjudicated by the game master—, some characters may not be able to fire together with others at the same enemy. Михаил Герасимов (Order #27301389)
When a wingman is within a formation, they do not perform any Turn Actions, Free Actions or Reactions, except to leave formation (see below) or to evade an enemy attack. When a wingman tries to avoid an enemy attack, the Piloting Skill contest to do so will be a hard one for them by default. They may, instead, break formation and make the piloting contest a normal one. While a wingman is within a formation, their starship will automatically move together with their squadron leader’s, during the same turn. They are considered to automatically perform all of the same actions performed by the squadron leader, with the same outcomes succeeding or failing together with them. When attacking, the wingman’s starship won’t apply damage separately from the squadron leader’s, but instead will grant a bonus of 1 to both the Guns Stat and the Ordnance Stat of the squadron leader’ starship. This bonus only applies if both starships have a minimum value of 8 in the Guns Stat and 9 in the Ordnance Stat. Because of this, it is possible for the squadron leader’s starship to receive the bonus to just one of said Stats or neither. A squadron leader may not receive a total bonus higher than 3 to each weapon Stat, regardless of the number of wingmen in their squadron. Whenever the wingman feels the need to, they may leave formation with a Reaction during their squadron leader’s turn. A wingman will also automatically leave formation when:
♦ the
wingman tries to avoid an enemy attack
379
VEHICLES
If the individual Guns Stat is not sufficient for a single turret to bypass an enemy’s Shield or Armor Stat, two or more characters operating turrets may concentrate fire against a single opponent.
Either with a Free Action during their turn, or a Reaction during the turn of an allied starship occupying the same space on the Space Grid, a pilot may forego doing any Turn Actions in subsequent rounds to enter formation as a wingman to another starship which is acting as the squadron leader. Any pilot may become a squadron leader on the fly, as long as they agree to take on the role with either a Free Action or a Reaction.
STARSHIPS
The game master, however, is free to allow different player characters to man individual Gun turrets and fire them simultaneously in some scenarios, especially in those where the majority of the player characters are inside the same starship fighting a group of enemy starships.
ENTER FORMATION
(successfully or not) without trying to keep formation at the same time; ♦ the squadron leader’s starship is destroyed; or ♦ the squadron leader’s starship moves a space in the Space Grid beyond the maximum number of spaces that the wingman’s starship may move per round, effectively leaving them behind on the previous space it moved through.
STARSHIPS
A wingman that leaves formation may not reenter formation with the same or a different squadron leader in the same round they left formation.
If for whatever reason a tailing starship happens to move fewer spaces than the one being tailed, the tail is automatically broken off. A starship that has already moved as a tailing reaction may not move again on its following turn, whether the tail has been broken off or not.
MOVE
Also, a starship may not move beyond the borders of the Space Grid.
As a Free Action, a pilot may choose to move their starship on the Space Grid. The move may be made vertically or horizontally only. The maximum number of spaces a starship may move on the Space Grid is equal to half its Speed Stat rounded up.
Still, while a starship may not leave the battlefield automatically, some situations may happen where a faster starship can avoid a slower pursuer for an indefinite number of rounds. If so, the game master may simply adjudicate that the starship breaks off combat, and remove it from the Space Grid.
Also, as a free reaction during a tailed starship’s turn, any starship currently tailing them may choose to automatically move together with the one being tailed if they decide to move. If so, the tailing starship will follow the exact same pattern of movement as
However, definitively escaping any pursuers may depend, in some scenarios, on whether the faster starship has at least one remaining Jump Point to leave the system, as relentless enemies may simply go on and on with the chase until the pursued starship runs out of fuel.
VEHICLES
380
the one from the tailed starship, but only for as many spaces as its own Speed Stat allows.
Михаил Герасимов (Order #27301389)
RAM
but the contest may also be a hard one for the tailing pilot if their starship has the lower Speed Stat.
When two adversarial starships are in the same space on the Space Grid, one may try to ram into the other to damage it.
REPAIR
This will be a hard Skill contest for the acting starship and a normal one for the opposing starship, using each starship’s Maneuverability Stat and their respective pilot’s number of Ranks in the Piloting Skill.
TABLE 58
SIZE OF STARSHIP
DAMAGE DEALT
SMALL
10
MEDIUM
20
LARGE
30
HUGE
40
The scale above may be used as a reference for other situations regarding collisions against other objects such as asteroids.
TAIL
ASTROGATION A crew member (navigator or pilot) may attempt to astrogate during combat. Plotting of an astrogation route will take a number of rounds equal to the roll of a die plus 1. It is possible, however, for a navigator to reduce the number of rounds required to plot the route by 2 (minimum of 1 round), but only if the corresponding Technology or Arcana ( ) Skill test would be a normal one per normal rules. To complete the process more quickly, the test becomes a hard one for the navigator.
SENSORS Trying to tail another starship is a contest with the Piloting Skill for both pilots, where each one will roll a number of dice equal to their respective starship’s Maneuverability Stat. The contest is a normal one for both, unless one of the pilot’s starships has a lower Speed Stat than the other, in which case it will be a hard contest for that pilot. A tailed pilot may also use this action to shake off an enemy pilot tailing them, breaking said tail and removing their “tailed” status. When used for this purpose it will be a hard contest for the tailed pilot, Михаил Герасимов (Order #27301389)
A crew member (specialist or pilot) may operate their starship’s sensors with a Technology Skill test. The following information may be obtained by the specialist, if they succeeded in their test—one information per turn and test (this is not an exhaustive list):
♦ ♦
The value from a single Stat from a single starship (a hard test, unless the starship has a Tactical Scanner. Tactical Scanner is negated if the target has the Sensor Scrambler). The number of medium-sized or larger lifeforms
381
VEHICLES
A starship may try to tail another one on the same space on the Space Grid to give the targeted starship a “tailed” status (see the rules above on the Attack and Move actions).
If success is achieved, the Hull or Shield Stat will regain up to 2 lost points. If a failure happens, no retry is possible, unless done by a crew member with a higher number of ranks in the Engineering Skill than the one that attempted the initial repair.
STARSHIPS
Success for the acting starship means a collision between the ships happens. Each starship will deal damage according to the table below:
Two attempts may be made per combat by a crew member (engineer) to repair their starship—one for its Shield Stat and another for its Hull Stat—with an Engineering Skill test, per normal rules. The game master must adjudicate if any given repair attempt should take more than just one turn action to be completed. There is no limit, however, on the number of attempts a crew member may take to try to repair damaged systems inside the starship.
STARSHIPS
(crew) inside a single starship (a hard test, unless the starship has a Tactical Scanner. Tactical Scanner is negated if the target has the Sensor Scrambler). ♦ The systems and modifications a single starship has (a hard test, unless the starship has a Tactical Scanner. Tactical Scanner is negated if the target has the Sensor Scrambler). ♦ The cargo size and type from a single starship (a hard test, unless the starship has a Tactical Scanner. Tactical Scanner is negated if the target has the Sensor Scrambler). ♦ The precise location of an invisible object which is suspected to be present, such as a starship with a Cloaking Device (a hard test, unless the starship has a Tactical Scanner. Tactical Scanner is negated if the target has the Sensor Scrambler). ♦ The weak spot in a single starship, if any (a hard test, unless the starship has a Tactical Scanner. Tactical Scanner is negated if the target has the Sensor Scrambler). If the targeted starship has a weak spot, certain bonuses may be granted when it is successfully attacked, such as reduced Armor Stat or increased damage. Such attacks, however, are
VEHICLES
382
Михаил Герасимов (Order #27301389)
more often than not hard contests for the attacker. ♦ The orbit or trajectory of a single astronomical object, its rotation and revolution periods, and the force of its gravity (a hard test, unless the starship has a Deep Scanner). ♦ The general chemical composition of a single astronomical object’s atmosphere and surface, and any major weather or geological hazards, such as huge storms and active volcanoes (a hard test, unless the starship has a Deep Scanner). ♦ The precise location, approximated population, and approximated technological level of any settlement on a single astronomical object in the same star system (a hard test, unless the starship has a Deep Scanner). Failure while using the sensors usually means that the system is simply not capable of assessing the properties of the object, perhaps because of external conditions hindering the probing. Because of that, a retry is usually not possible, unless done by a crew member with a higher number of ranks in the Technology Skill than the one that performed the initial scan.
383
VEHICLES
Михаил Герасимов (Order #27301389)
SOCIETY
384
SOCIETY Михаил Герасимов (Order #27301389)
CHAPTER 28
ORGANIZATIONS
385
SOCIETY
Михаил Герасимов (Order #27301389)
considered a completely separate entity from the player characters for the purposes of wealth, property, manpower, and resources, to avoid interfering directly with the development of the characters’ stories.
FACTIONS
ORGANIZATIONS
In , , and settings with highly structured societies, players—alone or together—may create for themselves traditional factions, and use them to try to influence the future of kingdoms, nations, and their world as a whole. These might include noble houses, secret societies, religious orders, mercenary companies, or merchant companies The first thing players must do when creating a traditional faction is establish the following information: ♦ Name ♦ Type (noble house, secret society, religious order, mercenary company, or merchant company) ♦ Flag, banner, shield, or colors ♦ Motto ♦ Headquarters location ♦ Ambition or agenda ♦ One main rival (a nation, a kingdom, another faction, etc.)
386 For simplicity’s sake, a traditional faction is
Traditional factions should stay in the background during sessions, influencing events only marginally and indirectly. It is mostly between stories that traditional factions may take the forefront of the action in their own struggle for power. Traditional factions will have four Attributes, with values from 1 to 9: Defense (representing military power), Treasury (representing economic means), Mastery (representing arcane or scientific knowledge), and Influence (representing political power). The table below shows the general power of a faction in its four Attributes, depending on their respective levels. References for faction Attribute Scores can be found in table 59. Regarding Mastery, a faction Score does not indicate that level of mastery with both arcane and scientific knowledge - it will probably be one or the other, or a mixture of both at a lower Score.
SOCIETY
TABLE 59
SCORE / ATTRIBUTE
DEFENSE
TREASURY
MASTERY
INFLUENCE
1
20 PEOPLE
MONEY STAT 20
Capacity to forge a few simple weapons and tools. Knowledge of 5 Arcane Symbols.
Influence a city’s neighborhood.
2
200 PEOPLE
MONEY STAT 30
Capacity to forge many weapons and tools, small ships and simple buildings. Knowledge of 8 Arcane Symbols.
Influence half a city’s neighborhoods.
3
1.000 PEOPLE
MONEY STAT 40
Capacity to build large ships and complex structures. Knowledge of 10 Arcane Symbols.
Control a whole city.
4
5.000 PEOPLE
MONEY STAT 50
Capacity to manufacture many things from the current tech. Knowledge of 12 Arcane Symbols.
Control a nation’s or a kingdom’s region.
5
20.000 PEOPLE
MONEY STAT 60
Capacity to manufacture almost anything from the current tech. Knowledge of 14 Arcane Symbols.
Influence a small nation or kingdom.
6
50.000 PEOPLE
MONEY STAT 80
Capacity to manufacture anything but the most advanced tech. Knowledge of 16 Arcane Symbols.
Control a nation or kingdom. Influence smaller neighbors.
7
200.000 PEOPLE
MONEY STAT 90
Capacity to manufacture prototypes of anything from the current tech. Knowledge of 18 Arcane Symbols.
Control a large nation or kingdom. Influence a continent.
8
500.000 PEOPLE
MONEY STAT 95
Capacity to manufacture anything from the current tech. Knowledge of 21 Arcane Symbols.
Control an empire and its colonies. Influence two or more continents.
9
1.000.000 PEOPLE OR MORE
MONEY STAT 100
Pioneering scientific change. Knowledge of all 24 Arcane Symbols.
Influence or control the whole world.
Михаил Герасимов (Order #27301389)
Below, players will find specific rules on how to create each of the five traditional factions.
NOBLE HOUSES In , and other settings that have highly structured societies, only players with characters from the higher nobility—such as lords and ladies— may create noble houses. In , to create a noble house, it is sufficient that the character be a noble, as there is no division between high and low nobility in that setting. Михаил Герасимов (Order #27301389)
387 Other player characters may be part of the noble house, but only nobles (in , either high nobles, or lower nobles such as knights or dames) may increase the attribute points of the faction. They may add a single point to Defense (if the character has at least 1 non-bonus Rank in the Leadership Skill), Treasury (if the character has at least 1 non-bonus Rank in the Persuasion Skill), Mastery (if the character has at least 1 non-bonus Rank in either the Arcana or Engineering Skills), or Influence (if the character has at least 1 nonbonus Rank in the Charm Skill). No player may contribute more than 1 Attribute Point to a single faction, regardless of the number of characters they have in that faction. A starting noble house may not have any Attribute with a Score higher than its Influence.
SECRET SOCIETIES In
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, and other settings that have highly
SOCIETY
All traditional factions created by players begin with a Score of 1 in all Attributes. Players may spend points to increase Attributes during the faction creation phase, but a starting Attribute Score cannot be greater than 4. Further increments in Attribute Score may happen only through missions that the factions undertake between stories.
When creating a noble house, the player may add 1 point to the faction’s Defense if the character has 1 non-bonus Rank in the Leadership Skill, or Influence if the character has at least 1 non-bonus Rank in the Charm Skill (player’s choice).
ORGANIZATIONS
If there is a need to know a faction’s precise level in each field of knowledge, the game master should add 50% (rounded up) to the general Mastery Attribute Score and divide the total for each field as they see fit. Thus, a faction with a Score of 6 on the Mastery Attribute has 9 points to divide, so may actually have a Score of 5 on arcane knowledge and a Score of 4 on scientific knowledge.
structured societies, players with noble characters (such as knights, dames, lords and ladies, in ) may create secret societies. Characters with a starting Money Stat equal to or higher than 16 may also create secret societies, as they may be considered part of the bourgeoisie or the clergy.
ORGANIZATIONS
When creating a secret society, the player may add 1 point to the faction’s Mastery if the character has at least 1 non-bonus Rank in either the Arcana or Engineering Skills, or to Influence if the character has at least 1 nonbonus Rank in the Charm Skill (player’s choice).
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Other player characters may be part of the secret society, but only nobles or those with a Money Stat of 16 or more may increase the attribute points of the faction. They may add single point to Defense (if the character has at least 1 non-bonus Rank in the Leadership Skill), Treasury (if the character has at least 1 non-bonus Rank in the Persuasion Skill), Mastery (if the character has at least 1 non-bonus Rank in either the Arcana or Engineering Skills), or Influence (if the character has at least 1 non-bonus Rank in the Charm Skill). No player may contribute more than 1 Attribute Point to a single faction, regardless of the number of characters they have in that faction. A starting secret society may not have any Attribute with a Score higher than its Influence.
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RELIGIOUS ORDERS In , , and other settings that have highly structured societies, players with noble characters— such as knights, dames, lords and ladies—may create religious orders. Characters with a starting Money Stat equal to or higher than 16 may also create religious orders, as they may be considered part of the clergy.
Stat of 16 or more may increase the attribute points of the faction. They may add a single point to Defense (if the character has at least 1 non-bonus Rank in the Leadership Skill), Treasury (if the character has at least 1 non-bonus Rank in the Persuasion Skill), Mastery (if the character has at least 1 non-bonus Rank in the Arcana Skill), or Influence (if the character has at least 1 non-bonus Rank in the Charm Skill). No player may contribute more than 1 Attribute Point to a single faction, regardless of the number of characters they have in that faction. A starting religious order may not have any Attribute with a Score higher than its Mastery.
MERCENARY COMPANIES
When creating a religious order, the player may add 1 point to the faction’s Mastery if the character has at least 1 non-bonus Rank in Arcana, or to Influence if the character has at least 1 non-bonus Rank in the Charm Skill (player’s choice).
In , , and other settings that have highly structured societies, players with noble characters— such as knights, dames, lords and ladies—may create mercenary companies. Characters with a starting Money Stat equal to or higher than 16 may also create mercenary companies, as they may be considered part of the bourgeoisie with a military background.
Other player characters may be part of the religious order, but only nobles or those with a Money
When creating a mercenary company, the player may add 1 point to the faction’s Defense if the character
Михаил Герасимов (Order #27301389)
has at least 1 non-bonus Rank in the Leadership Skill. Other player characters may be part of the mercenary company, but only nobles or, in , those with a Money Stat of 16 or more, may increase the attribute points of the faction. They may add a single point to Defense (if the character has at least 1 nonbonus Rank in the Leadership Skill), Treasury (if the character has at least 1 non-bonus Rank in the Persuasion Skill), Mastery (if the character has at least 1 non-bonus Rank in either the Arcana or Engineering Skills), or Influence (if the character has at least 1 nonbonus Rank in the Charm Skill).
When creating a merchant company, the player may add 1 point to Treasury if the character has at least 1 non-bonus Rank in the Persuasion Skill. Other player characters may be part of the merchant company, but only those with a Money Stat of 16 or more may increase the attribute points of the faction. They may add a single point to Defense (if the character has at least 1 non-bonus Rank in the Leadership Skill), Treasury (if the character has at least 1 non-bonus Rank in the Persuasion Skill), Mastery (if the character has at least 1 non-bonus Rank in the Engineering Skill), or Influence (if the character has at least 1 non-bonus Rank in the Charm Skill). No player may contribute more than 1 Attribute Point to a single faction, regardless of the number of characters they have in that faction.
A starting mercenary company may not have any Attribute with a Score higher than its Defense.
A starting merchant company may not have any Attribute with a Score higher than its Treasury.
MERCHANT COMPANIES In , , and other settings that have highly structured societies, characters with a starting Money Stat equal to or higher than 16 may create merchant companies.
ORGANIZATIONS
No player may contribute more than 1 Attribute Point to a single faction, regardless of the number of characters they have in that faction.
MISSIONS In , , and other settings with traditional factions, the leader of a faction may, between stories, command their members to try to accomplish a given mission, perhaps against a rival faction. Sometimes, however, the mission will not be chosen but will
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actually be a defensive reaction against an offensive move from a rival.
ORGANIZATIONS
A rival faction may be the one designated by the player in their faction’s description, or any other opposing faction that is involved in a political, economic, or military conflict against the player’s faction. Even nations and kingdoms may be rival factions, but note that such global actors usually have Scores ranging from 5 to 9 in all faction Attributes.
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A mission usually takes a Time Unit or more to be completed (see page 160) and is more often than not resolved by a normal or hard faction Attribute contest between the rivals. Such contests may be between the same or different Attributes and are resolved in the same way as an Attribute contest between two characters. For purposes of the contest, if the Score of the faction Attribute being used is higher than 5, subtract the amount above 5 from the opposing faction’s Attribute being used before rolling any dice. It is possible that both factions have their faction Attribute Scores reduced in this manner. No matter what, a faction and its rival may not roll fewer than one die and no more than five dice. Usually, success in a mission means increasing the Score of one faction Attribute—which may or may not be the one related to the contest—or acquiring something of importance. Defeat, on the other hand, will mean a decrease in one of the faction’s Attribute Score or losing something important (tangible or not). If, as a result of one or many missions, any of the four Attributes of a player or enemy faction reaches zero, then the faction is considered conquered, dissolved, or destroyed. Note that a player’s faction will usually start to become an important actor in the world when two of its Attributes reach a Score of 5 or more. Such a development will surely catch the attention of nations and other organizations around the world. With that, as everything becomes more dangerous for the faction and its characters, and the saga probably moves into its endgame stage, missions often start to be resolved through role playing and adjudication instead of Attribute contests.
Михаил Герасимов (Order #27301389)
Traditional factions may be an interesting way for players to try to influence the world their characters live in with a greater scope. As such, the final outcome of a given saga with traditional factions may involve not only what happens in the character’s final stories, but also what is achieved by player factions.
CORPORATIONS In , and other settings with TL 4 , players may create corporations for their characters to run between stories. To create a corporation, the character must be a noble or have a starting Money Stat equal to or greater than 16. For simplicity’s sake, a corporation is considered a completely separate entity from the player characters for purposes of wealth and properties; this prevents direct interference with the development of the characters’ stories. Corporations should st